Team Fortress 2

Team Fortress 2

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The Scout Melee Weapons Guide!
By leash puller
For 10 years, Some kid from Boston has been bludgeoining people with various objects. From a standard aluminum bat to a severed arm, He's used it all. Now we figure the stats of what exactly he's hitting with!
   
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Overview
Throughout This guide, each weapon will be Described and Shown, As well as all the serious stats, from It's swing speed to It's Crit Damage and all inbetween. Following that each weapon strategy will be stated to assist any Scout players hoping to brush up on their melee skills. Finally, reskin weapons, such as the Frying Pan (Bat Reskin), or Unarmed Combat (Holy Mackrel Reskin) will be mentioned as many players perfer their use and cosmetic look as opposed to the original model. There's nothing wrong with that, but knowing they're statistically the same as one weapon makes them pointless to explain fully.



As a Scout main, I will be noting many observations I've made with these weapons, along with their hard stats from the Official TF Wiki. Any Videos have their source at the bottom of the page, and their content belongs to the owner.
Section 1- The Default and It's Reskins
Overview

The Default and stock Melee for the Scout is a simple aluminum bat with rubber tape and a massive dent in one side.
The Bat, along with most other Scout melees with unchanged damage stats are actually weaker than the melee weapons of the other classes, depending on those weapons. The trade off for this is that the weapons are much faster than the others.
Sticking with this game's timeline of the late 20th Century, this bat works in the timeline as in reality, aluminum bats weren't created until 1968, and were used in the NCAA afterward 8 years later.

Stats and Strategy

Speed: The Stock swings 37.5% faster than other classes' melee weapons, with a .5 Second attack interval

Damage: 35 HP
Crit: 105 HP
Mini Crit 47 HP

Strategy
he bat has no major statistic advantages, as It is a stock melee. So it is best to be used when all other options are not available, such as your scattergun and pistol are emptied. Stocks like this are only meant as a last resort, same as it's reskins.

An overall strategy with most Melee weapons are to use them in a tight area where they cannot dodge your swings. In more open areas, try sneaking around an enemy's line of sight and swing like crazy. They'll never know what hit them.
Reskins

As the often do in this game, the stock weapons have a plethora of reskins.Few reskins have any changes besides the cosmetics, (The Pan creates an annoyingly loud noise, the Saxxy turns people to Australium statues, etc.) as if they had a change,they would be their own seperate weapon. The stock bat, like most other stock melee have the following Reskins:

The Frying Pan


The Saxxy


The Conscientious Objector



The Crossing Guard


Batsaber


Bat Outta Hell

Memory Maker


Ham Shank


Necro Smasher


Freedom Staff


They all run the same way as The stock Bat, however their swing animations and kill icons are of course, different.

Section 2- The Sandman.
Overview
The Sandman is the Melee Unlockable for the scout once you obtain 16 Scout achievements, or find it via random drop, trade, or crafting class weapons.
The Sandman is two weapons in one. A Wooden Baseball Bat with a taped crack is one part,and a simple white baseball forms the second part.

Primary Fire, like all other weapons, will cause you to swing the bat, however hitting your Secondary fire button (Default Is Mouse 2 or Right-Click) Launches the baseball forward at an arc, stunning anyone it hits.

Statistics
Much like the stock, the Sandman's swing speed is .5 Seconds Each

BAT STAT
Base Damage: 35
Critical:105
Mini Crit 45


Depending on the distance traveled, the Ball's stunning effect may differ.
BASEBALL STAT
Damage: 15
Point Blank: 13-17
Crit: 45
Mini Crit: 17-23
Swing Speed:
The Sandman has a cooldown of 15 Seconds between each use.
Strategy
While the use of the stun-ball is a good trait, It has a downside. Equipping this item drops the Scout's Max HP by 15 points, rendering the already glass Bostonian to an even more fragile state. The acess to stun your opponents will assist both you and your teammates to move in on a stunned enemy.

Stuns
The Sandman's Stun can last up to 7 seconds, and cause a player to be forced to only flee and move around. They will be unable to jump or attack until the stun wears off. Barring a moonshot, If you are stunned, your only option is to flee. Stuns do minimal damage, but are capable to kill.
Courtesy to Viking for his Sandman kill in the video, which incapacatated a solider and left him unable to move, causing him to crater
The Moonshot.
The Moonshot is when a baseball fired by the sandman is hit at maximum distance, and will fully stun a player. The player will be Immobilized for 7 Seconds. In a firefight, this is a devastating attack that can lead to players being unable to do anything about it.

.

Strategies

The Flying Guillotine is a nice addition as it will crit any stunned players, as well as let off critical bleeding for the duration of the stun.

Be aware of where you're aiming, as enemy Pyros are able to reflect your balls to hit you or a teammate. Your Sandman ball is also able to bounce of of other projectiles, such as grenades, Jarate, and even another Scout's baseball.


Taunt Kill
The Home Run Taunt kill is used by this weapon as well as the Atomizer, and results in an instant kill. It's best paired with the bonk, so you cannot get injured while taunting.

If only somoene made a video explaining this in a grand fashion

Oh Right.



STAR_ did.

Section 3 - The Holy Mackrel
Overview
Found either via random drop or crafting, The Holy Mackrel is one of those weapons that was implimented into the game to simply humilate your opponent. It even says so in the title.
A fish wrapped in old newspaper, held together by a rubber band. The scout's improvision skills make this Magyver-esque weapon a killing machine. With similar stats to the Bat, it is not the strongest, however it is a fan favorite by Scout mains, either it be by It's reskin, the Unarmed Combat, or just from the smacking.

Stats
Damage: 35 HP
Crit: 105 HP
Mini Crit 47 HP
With Mirrored Stats to the Stock, and a swing speed to match, This weapon is seen as a simple reskin, however It's notable feature shows a hidden stat to be used as strategy.

This Weapon, with every hit, will register a Killfeed Stat. With the swingers name, the Holy Mackrel Icon, and "x1,2,3," or higher, then the name of the target.


Strategies

Now about this hidden strategy. When that killfeed stat is done on a Spy who has equipped the Dead Ringer. If you trigger their fake death, the killfeed will not register as a Kill, but as a Hit. This can be done to spycheck and help other scouts alert of a spy's presence.
Due to the stat's of the Holy Mackrel being equivalent to the Bat, the strategy besides this hidden option remains the same as the Bat. It's your last resort when your Primary and Secondary are either out of ammo or cooling down. Another attempt is sneaking by.

Reskins

The only Reskin is the Unarmed Combat, which is a ripped up Arm of some random spy.
The weapon, being a reskin, will work completely equal to the Holy Mackrel.


Here's Mine!

Section 4- The Boston Basher.
Overview

The Boston Basher is a large bloody club covered in spikes and metal bands and is a bloody bludgeoning tool that turns the bostonian into a big bad beating and bloodletting baddie.

With every swing that doesnt hit an object, someone's gonna bleed. If it swings and hits an opponent, they will bleed for 5 seconds. If you hit nothing but air, well, you've hit yourself, giving yourself the damage and the bleed effect.
Originally posted by God:
"And the lord said, stop hitting thyself, stop hitting thyself, why wont thou stop hitting thyself?"
The risk and reward aspect of this weapon makes it a loved and hated weapon, and can be used to cause so much mayhem.


Stats
Base Damage:35
Critical Damage: 105
Mini Crit:47
Bleeding: 8 a Second, 40 Total
Minicrit Bleeding: 10 a second, 50 Total
Self-Damage: 18+Bleeding, 58 Total.
The weapon swings the same speed as the stock, at 1/2 a second.

Strategy
In order to avoid the damage and bleeding penalty caused when you miss, you should only attack when you are 100% that the strike will hit the opponent. This self damage can be used as a way to boost a Medic's Ubercharge meter.
Hitting a cloaked spy will reveal them with a five second trail of blood, where you may either continue swinging for the fences, or finish the enemy off with your primary or secondary.
If your double Jump isn't cutting it when you're trying to get to a high area, intentionally hit yourself again, to launch yourself upward just a bit, while you risk the loss of a large portion of health.

Reskins
The only reskin for the Boston Basher is the Three-Rune-Blade, which was added as a promotional item for those who pre-ordered The Witcher 2.
Section 5- The Candy Cane
Overview
The Candy Cane for the Scout is a candy stick of Diabetic proportions, with a cute little bow. Like most weapons, it's stats are reatively similar to the Bat, swing speed, damage, etc.


On the Positive side, when you Deck someone right in the Halls, they will drop a health pack.
Negatively, You will take 25% more explosive damage when you equip this level 25 Sweet Smack.

Stats

Base Damage 35
Critical 105
Mini-Crit 47


Attack Speed 0.5 seconds

Every kill you make, either with this weapon or with this weapon equipped, will drop a small health pack next to the corpse and the dropped ammo pack and weapon.
During Medival Mode, the Candy Cane drops two small health packs instead of one.

The Scout's Damage vulnerability to explosives includes rockets, grenades, stickies, and anything that well, explodes.

Strategies

When the health pack drops, do your best to grab it if it's possible and safe. Enusring the victim's teammates don't grab the health boost will keep sure they can't heal themselves.
A Direct Hit from a Rocket, or Grenade or a swung caber is capable of killing you in one swing, so be careful to avoid explosives, as you can't tank a rocket and run away.
With this weapon, the Dead Ringer's feign death option will cause a health pack to not drop, making it much easier to tell wether or not the Spy is truly dead.


Section 6- The Sun..o...on a Stick.
Overview...

Do I seriously have to cover it? Okay, whatever.

The S...Sun on a stick, is a.. "weapon" for the Scout. A black lava mace topped with a fireball, covered in spikes.
People who preorder Rift were Punished Rewarded with this weapon in Genuine quality
Now, there is a 25% Fire resistance when you have the weapon active, but delivering 25% less damage than the bad is a pretty terrible thing. It also deals guaranteed critical hits when a player hits an enemy on fire. Just that. Thats it. Thats the whole weapon.

oh god.

Stats

Base "Damage": 26.. (Thats like, 5 hits to kill a 125 class, by the way)
Critical: 79.
Minicrits: 35..
Attack interval: .5 s
Strategy?




Ok ok, where we go. While it's not a bad weapon, It is a weapon that is depending on your teammates. It's god a good resistance to fire, but as a useable weapon in combat, sacrificing an entire weapon slot is pretty detrimental.

Postives, ok.
The Scout's low health pool can get crhipped away by the afterburn of the Pyro, and deploying the Sun on a Stick while looking for your heal source will help you survive longer.

Rely on a pyro, or Cow Mangling Solider to light your foes on fire.
Thing is, Pyro's,Scout's and Solider's all are top notch at point blank to mid range fighting. Having to team up to kill an enemy is not in their repertoire.So this combination will be seldom seen and far between.

If you choose to use the SoaS, You are much more likely to be using it to survive longer in a literal firefight than it's original purpose.




Section 7. The Fan O' War
Overview
The Fan O War is a Japanese Gunbai War Fan. How The Scout got ahold of this, I don't know. Maybe he knows a Uchiha Somewhere. Though, the Uchiwa had some markings on it.


My idiotic Naruto knowledge aside, The Fan o War overall has pathetic damage, but it's biggest weakness makes this an underestimated weapon. Every enemy hit by the FoW marks them for death, giving them the ol' skull and crossbones symbol and lets everyone around know he will only take mini-crit's for 15 seconds, until he dies, or until you hit another person, as it's once at a time.

As well as every time your Fun-bai hits an area where it normally minicrits, it will crit. It's not much, but it's a game changer as your damage penalty is 75% weaker.

Stats
You see this Kill Icon? Yeah You See this you should uninstall ----------------------->



Base Damage 9..oh..
Critical 26
Attack interval .5 s
Mini Crit Duration 15 s


Strategy

While it deals awful damage, it's marking capabilities is a great team basic, or a solo move.

Hit and Running a vital target will attract your team like blood in the water. Your teammates snipers, other scouts, even medics will be tripping over one another to hit that last hit.

While in a solo fight, getting that hit will improve your survivability, as you won't be the one taking minicrits. The Mark can only be applied one at a time, so pick and choose the right target before letting them have it.
Section 8- The Atomizer!
Overview
The Double jump is a weird mechanic that the Scout has. How exactly does one.. double..jump? This weird question get's even weirder when you add the Atomizer to this equation.How does he Triple Jump?? Is it Radiation? Fairy Dust? Unicorn Queefs? Who knows how exactly you jump three times, but you can now.
Actually pretty sure it IS radiation

The Atomizer Grants you an extra jump, albiet at the cost of 10 hp each time you make your third jump. The Bat also deals a bit less damage towards players and swings a little slower than the standard.


The Home Run taunt kill is added to this as well, so you can go crazy with that, too.

Stats

Damage 28 Critical 84
MiniCrit 38
Swing Speed .65s

The Damage Penalty is only against players. Attacking Buildings will deal the normal damage as the stock Bat.

Fun Fact, if your medic has a vaccinator set on the Bullet function, youll take less triple jump damage

Oh, and you'll take more if you have the Pocket Pistol equipped. Go Figure.

Strategy

Your Triple Jump action is useable despite not having the Atomizer equipped. Pairing it with the Force A Nature makes it a Quad Jump, to cause you even more mobility.

When you're low on health,and in a fight, you will be posed with the question. "Should I stay or Should I go? Anyway, You will have to decide if escaping with your triple jump is worth, or even possible, losing 10 hp.






Section 9- The Wrap Assassin
Overview

You gotta love the christmas weapons implimented for the scout. First a weapon made of candy, and now wrapping paper.

After wrapping presents for all the buddies, the Scout apparently is a man of improvisition, by using the same tube to bash some sense into any scrooge he sees.
Paired with a team colored christmas bauble, the ornament can be launched into an opponent to give them some holiday cheer. and by cheer I mean a bleed affect.
Launching the ornament from a massive distance causes the croud to go wild, and the blood to flow more.
However, while the ornament can smash and cause a bloody christmas for the enemy, the wrapping tube does about 35% less damage, forcing it ineffective for fighting.


Stats

Paper Tube
Base Damage 12. oop.
Critical 37
Mini Crit 17
Attack Speed .5 seconds


Bauble
Base Damage 15
Critical 45
Mini-Crit 20
Bleeding 8 per second , 40 in total
Mini Crit Bleeding 10.8 per second, 54 in total
Attack Speed .25 seconds
Bleeding Duration 5 seconds

Strategy

Like the sandman, the Wrap Assassin fires at an arc, so the higher you fire the farther distance you can cover. Use it to weaken enemies from afar, as it's melee damage is incredibly weak.
Move in and finish off foes with your other weapons as well.
Firing a far range baulbe may result in a weak opponent for your or your teammates to remove from later on







So why did I do this one last

For one Pun.


THATS A WRAP EVERYBODY
2 Comments
Autistic Bill Apr 12, 2024 @ 2:37am 
Great guide. Do all scout weapons have the 37.5% faster swing speed opposed to other classes? (aside obvious slower swing speed stats like the atomiser) trying to make a guide myself but finding it hard to find whether all scout melee weapon stats are based from the same 'base' stat. I might be having a brain fart moment?
Mami Mar 2, 2017 @ 6:30pm 
meem