Team Fortress 2

Team Fortress 2

121 ratings
SGG Freak Fortress 2 Guide (Unofficial)
By Pyrelancer
This guide is meant to act as an info stockpile on the custom bosses, classes and weapons present in Second Generation Gaming's modified Freak Fortress 2. It will also include my own advice to help newcomers onto their feet and get veterans up to date.
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Game Mode Summary
Freak Fortress 2 is a community-made Arena mode and alternative to Versus Saxton Hale. Each round, one or multiple players are selected to be a boss and they have to fight everyone else.

Most bosses are Original Characters or references to media and pop-culture.
They typically have custom music and sounds (which you can disable).

Bosses, player stats and additional plugins vary between servers.
How To Quick Search
If you're on PC, you can press Ctrl + F to pull up a word search bar. Words you type into it will be highlighted and you can jump between hits. Use this to search for bosses or weapons if you know their names. Note: I've written weapons using their full names and reskins aren't included.
Plugins and Commands
  • Bunny Hop | Allows you to "bunny hop" to maintain speed by jumping when you land.

  • Goomba Stomp | Allows you to damage enemy players by falling onto their head.

  • /ff2 | Opens the menu that includes most of the commands below:
       /ff2toggle | If you don't want to play as the boss, disable it here.
       /ff2boss | Allows you to pick your boss and difficulty setting.
       /ff2next | Shows the queue and lets you to reset your points.
       /ff2music | Allows you to toggle the boss' custom music.
       /ff2voice | Allows you to toggle the boss' voice lines.
       /ff2dmg | Allows you to toggle UI (damage, boss health).

  • /amp | Allows Engies to pick between building Dispensers or Amplifiers.
       Amplifiers use upgrade metal to give crits to nearby teammates.

  • /pads | Allows Engies to toggle and build teleporter pads.
       There are speed and jump pads. Rotate your teleporter for a jump pad.

  • /myweapons | Opens a menu that shows you your weapon stats.
Boss Basics and Advice
Regarding bosses and their abilities

  • Bosses gain Rage as they take damage. Call for a "Medic!" at 100% Rage to activate it.
    If your boss has multiple rages, you can switch between them by pressing Reload.

  • Bosses typically have one (or more) abilities they can use to move around:
    - Jump / Teleport: Hold right click to charge, then look up and let go.
    - Air Dash / Glide: Double jump.
    - Jetpack: Right Click.
    - A few bosses have Grappling Hooks.

  • Weigh Down is used by looking down + crouching. You may also have to hold Right Click or Reload for it to work. Typically you can't Weigh Down if your jump is on cooldown.
    Bosses without super jumps have an "instant" weigh down.

  • Bosses can have extra abilities assigned to Reload, Middle Mouse or in a menu.

  • The boss will hear a noise and the health bar will turn green when stabbed, etc.

Advice and Tips for Fighting Certain Classes

  • Staying in an area too long is a good way to eat damage. Avoid shiny (Übered) people.

  • Beware the Red Team's composition. Prioritise players with weapons which can buff teammates or push you around. Players with high damage or who are all alone are also good targets.

  • If your boss has a ranged weapon, beware opportunists (Soldiers, Spies) while you're aiming. Don't get tunnel vision! Maybe save ammo to finish an annoying or injured target, too.

  • You can steal health packs. Keep that in mind if there's only a few players alive.

  • Fighting Scouts: Try to corner them or use your abilities to approach. Scouts will often try to jump over you; time your swings to swat them. You'll generate rage if the last players are Scouts.

  • Fighting Soldiers: Beware Soldiers with Banners or the Market Gardener, as they can buff teammates or do alotta damage. Anticipate Soldiers to jump at you when your back is turned, or jump away when you approach. If you have health to spare, you can try to surf their rockets.

  • Fighting Pyros: Like with Scouts, corner them or approach with your abilities. Try to force them into a position where they have to airblast or flare jump. This will drain their health and ammo. Phlog Pyros aren't outright invincible after taunting, but they can deal a lot of damage.

  • Fighting Demomen: Eyelander Demoknights need to hit you to reach their potential. Don't let them get heads! Demomen who use stickies like to set up traps near Engies, corners and in corridors - crit boosted stickies and traps do a ton of damage, so beware.

  • Fighting Heavies: Heavies are vulnerable when isolated or revved and waiting. Goomba them, kill their Medics, destroy their Amps, etc. Their melee weapons let them run very fast.

  • Fighting Engineers: When an Engi dies, their sentry is destroyed. Dive bomb them from a blind spot or use Rage to take out their nests. Be careful not to stand above teleporter exits...

  • Fighting Snipers: Snipers are stronger on open maps. Catch them alone and be weary of their ability to wall climb. If a Huntsman stuns you, partner taunts can interrupt their combo.

  • Fighting Medics: Most Medics use the Crossbow and Ubersaw. Avoid their melee attacks. If they rocket jump, they'll lose a lot of health and be vulnerable. Medics with the Vaccinator can boost their speed and lifesteal, and Medics with the Quick-Fix can quickly heal themselves.

  • Fighting Spies: Stay paranoid. Watch for enemy players who aren't firing, moving at the wrong speed or don't have melee crits - that's a likely a disguised Spy. Invisible spies can be tracked by spooking them with rage or following their regen particles.
Boss Ranks and Stats
Bosses have two ranks

These are subjective and made with assumptions. The first rank is a boss' potential when used by an inexperienced player, and the second is their potential when used by an experienced player.
  • 5 - Strong
  • 4 - Good
  • 3 - Average
  • 2 - Weak
  • 1 - Terrible
As far as I see it, a boss ranked 2 / 4 can be weak or good depending on player skill.
Bosses with RNG factors (randomness) will be tagged as RNG.

Hale stats sample list

(Boss Name) Rank: # / # (Class) with # live(s) (Weapons, Stats) (Abilities, i.e Super Jump) (Rages, effects) (Lives, effects) (Reload, effects) BGM: X Bugs: X

The boss list is split into 3 sections and some terms are abbreviated.
I find statistics through observation, so accuracy not guaranteed.
Bosses Pt. 1 (A - D)
Administrator
Rank: ☆ / RNG

Spy with 1 life.
Weapon: Knife (171 dmg, can backstab, +80% push force resistance).
Abilities: Super Jump (2.5s charge up, 8s recharge, 2.5s prep), Emergency Super Jump, Weigh Down.
Rage 1 (Fast Lane, 35% rage): Summon 3 Scouts with Scatterguns.
Rage 2 (Rocket Infantry, 40% rage): Summon 3 Soldiers with Rocket Launchers.
Rage 3 (The Firewall, 30% rage): Summon 3 Pyros with Flare Guns.
Rage 4 (Drunken Assault, 45% rage): Summon 3 Demos with Grenade Launchers.*
Rage 5 (The Wall, 60% rage): Summon 3 Heavies with Miniguns.
Rage 6 (Technology Era, 80% rage): Summon 3 Engies with Wrenches & PDAs.**
Rage 7 (The Quick Fix, 25% rage): Summon 3 Medics with Mediguns & Bonesaws.
Rage 8 (The Elite Rangers 75% rage): Summon 3 Snipers with Sniper Rifles.***
Rage 9 (The Great Assault, 70% rage): Summon 3 Spies with Knives & PDAs.
Rage 10 (The Revenge, 100% rage): Summons 6 players with their loadouts.****

Notes: Each rage has a separate cooldown, you can use them consecutively. Her minions have vanilla health, weapons and no hats. They don't get passive crits, in most cases.
Bugs: *Rage 4 Demos get passive minicrits. **Rage 6 Engies get passive melee crits. ***Rage 8 Snipers don't have 3x rifle damage. ****Rage 10 minions get passive crits, but can't use cosmetic weapons like the Gunboats, Shields or Backpacks.


BGM: Loghena Cantata - DoDonPachi Dai-Fukkatsu (OST).

Antasma
Rank: Pending

Sniper with 3 lives.
Weapon: Bat Outta Hell (278 dmg, +80% push force resistance).
Abilities: Air Dash (xs recharge, medium force), Weigh Down.
Rage: Spooks players and sentries for 8s. Summons clone Snipers at a 1:1 ratio (400 hp, x hp regen, Kukris (65 damage), can wall climb).
Lives: No effects.

BGM: The Final Antasma Battle - Mario and Luigi: Dream Team (OST).

Big Bill Hell
Rank: ☆ / ★★★★

Soldier with 1 life.
Weapon: Shovel (290 dmg, +60% push force resistance).
Abilities: Super Jump (2.5s charge up, 5s recharge), Emergency Super Jump, Weigh Down.
Rage: Gets a Rocket Launcher (30 dmg, 60 dmg vs buildings, 4 ammo, 4 clip). Summons Soldiers at a 1:1 ratio (200hp, Shotguns (can random crit, 36 ammo, 6 clip))*.

Notes: *Minions can run out of ammo.
BGM 1: Cammy's Theme - Street Fighter (Epic Rock Cover by Friedrich Habetler)
BGM 2: Ryu's Theme - Street Fighter (Epic Rock Cover by Friedrich Habetler)


Bonk Girl
Rank: Pending

Scout with 1 life.
Default Weapon (press 3 to activate): Atomizer (135 dmg above 50% health, 174 dmg below 50% health, +5% fire rate, minicrits while airborne, enables triple jump, +80% push force resistance).
- Alt Weapon (press 4 to activate, 45s recharge, 25s prep): Sandman (265 dmg, -75% fire rate, can launch baseballs, 20 starting ammo, +50% recharge rate, +80% push force resistance).
Abilities: Super Jump (2.5s charge up, 5s recharge, 5s prep), Weigh Down, Emergency Super Jump.
Rage: Spooks nearby players and sentries for 3s. Becomes Übered for xs.
Special: Gains energy while fighting. Starts with 500 points.
- Scan (press 1 to activate, costs 1500 energy, xs cd, 4s prep): Outlines the Red Team for xs.
- Reflect (press 2 to activate, costs 4500 energy, xs cd, 4s prep): Gain Vampire for xs and Reflection for xs.

BGM 1: Illuminating Valor - by Robert Delvalle-Brown.
BGM 2: Interlude (Instrumental) - from Attack Attack!'s "Someday Came Suddenly" Album - Arrangement by Robert Delvalle-Brown.


Cave Johnson
Rank: ☆ / ★★★★

Soldier with 1 life.
Weapon 1: Iron Bomber (200 dmg, +40% reload rate, +25% projectile speed, fires normal grenades, 4 clip, * ammo, +40% push force resistance).
Weapon 2: Bottle (195 dmg, Marks for Death).
Abilities: Super Jump (2.5s charge up, 8s recharge), Emergency Super Jump, Weigh Down.
Rage: Spooks nearby players and sentries for 8s. Summons Scouts at a 2:1 ratio (200 hp, 10 hp regen, Baseball Bats w/ 70 dmg).

Bugs: *His Grenade Launcher inherits the ammo of the primary you had last round. If you had a Minigun with 400 ammo, you get 400 grenades. If you had a Sniper Rifle, you only get 25.
Notes: Cave is the only boss who can collect ammo packs.
BGM: The Part Where He Kills You - Portal 2 (OST).


Christian Brutal Sniper
Rank: ☆☆ / ★★★★

Sniper with 1 life.
Weapon: Kukris (278 dmg, +10% fire rate, +80% push force resistance).
- Special: Changes melee weapons after a kill. This is purely aesthetic.
Abilities: Super Jump (2.5s charge up, 7s recharge), Emergency Super Jump, Weigh Down.
Rage: Spooks nearby players and sentries for 5s. Gets a Huntsman (129 - 344 base dmg, can headshot, +50% fire rate). Ammo is proportional to the number of players remaining.

BGM: The Millionaire's Holiday - from Combustible Edison's "I, Swinger" Album.

Crusader
Rank: Pending

Medic with 2 lives.
Weapon 1: Persian Persuader (236 dmg vs players, 278 dmg vs buildings, (+80% x -20%) push force resistance).
Abilities: Thermal Thruster (right click, 2 charges, 8s recharge, 2s cooldown, ignites and pushes nearby players, brief knockback immunity on startup), instant Weigh Down.
Rage: Spooks sentries for xs. Grants a Crusader's Crossbow (x dmg, 3 ammo).
Lives: Becomes Übered for xs and gains Crits for 6s.

Notes: Using the Jetpack will set its recharge to 0%. You must wait 16s to store two charges.
BGM 1: Rise Pheonix - Mikael Hellman
BGM 2: Queen of Hearts - Mikael Hellman
BGM 3: Forsaken - Mikael Hellman


Demopan
Rank: ☆ / ★★★★

Demo with 1 life.
Weapon: Frying Pan (278 dmg, +80% push force resistance).
Abilities: Super Jump (2.5s charge up, 7s recharge), Emergency Super Jump, Instant Weigh Down* (must hold Reload).
Rage: Spooks nearby players and sentries for 8s.
Reload (requires 3% rage): Charges forward, drains 1% rage per tick while held.

BGM: Drunk as I Like - Touhou 10.5: Hisouten ~ Scarlet Weather Rhapsody (OST)
Bugs: Charging while looking up will cause you to get stuck charging. This will drain your rage and leave you unable to turn or jump. If this happens, try holding crouch.

Dio Brando
Rank: Pending

Soldier with 2 lives.
Weapon: Shovel (278 dmg, +25% jump height, 80% push force resistance).
Abilities: Air Dash (2 charges, very high force, 8s recharge, 4s cooldown), Weigh Down.
Rage: Spooks players and sentries for 8s. Gains the Battalion's Backup effect for xs.
Lifelost: No effects.

BGM 1: Dio's World - JoJo's Bizarre Adventure: Stardust Crusaders (OST).
BGM 2: Dark Rebirth - JoJo's Bizarre Adventure: Stardust Crusaders (OST).

Bosses Pt. 2 (E - M)
Easter Bunny
Rank: ☆ / ★★★★

Demo with 1 life.
Weapon: Bottle (278 dmg, +30% jump height, +80% push force resistance).
- Special: Spawns Easter Eggs on kill. Anyone can pick them up for free crits!
Abilities: Super Jump (2.5s charge up, 7s recharge), Emergency Super Jump, Weigh Down.
Rage: Spooks nearby players and sentries for 5s. Gets a Grenade Launcher (x dmg, auto-firing, 360° projectile spread, 60 ammo).

Fempyro
Rank: Pending

Pyro with 1 life.
Weapon: Homewrecker (278 dmg, crits vs burning, +80% push force resistance).
Abilities: Super Jump (2.5s charge up, 7s recharge), Emergency Super Jump, Weigh Down.
Rage: Spooks nearby players and sentries for 8s. Gets a Flare Gun (x dmg, can air det, crits vs burning, x ammo).

BGM: Don't Stop Loving Me - by Pomplamoose

GentleSpy
Rank: ☆☆ / ★★★★

Spy with 1 life.
Has a Knife (171 dmg, can backstab, +80% push force resistance).
Abilities: Super Jump (2.5s charge up, 8s recharge), Emergency Super Jump, Weigh Down.
Rage: Spooks nearby players and sentries for 4s. Becomes Übered for 6s. Gets an Ambassador (360 dmg, can headshot, 3 clip).

BGM: The Blue Wrath - from I Monster's "NeveroddoreveN" Album.

Happy Mask Salesman
Rank: ☆ / ★★★★

Engi with 1 life.
Weapon: Fists (278 dmg, +80% push force resistance).
Abilities: Super Jump (2.5s charge up, 7s recharge), Emergency Super Jump, Weigh Down.
Rage: Spooks players and sentries for 8s.

BGM: Happy Mask Salesman - The Legend of Zelda: Majora's Mask (OST).

Hat Kid
Rank: ☆ / ★★★★

Sniper with 1 life.
Weapon: Kukri (278 dmg, (+80% x +40%) push force resistance).
Abilities: Air Dash (2 charges, low force, 7s recharge, 1s cooldown), Weigh Down.
Rage: Spooks players and sentries for 8s.

Bugs: Hat Kid is supposed to shrink when the round starts. 50/50 it works.
BGM: You Are All Bad Guys (Segment 2/3) - A Hat in Time (OST).


Horseless Headless Horsemann Jr.
Rank: ☆ / ★★★

Demo with 1 life.
Weapon: Horseless Headless Horsemann's Headtaker (278 dmg, +80% push force resistance).
Abilities: Super Jump (2.5s charge up, 7s recharge), Emergency Super Jump, Weigh Down.
Rage: Spooks players and sentries for 8s.

BGM: Haunted Fortress 2 - Team Fortress 2 (OST).

Jacket
Rank: ☆ / ★★★

Scout with 1 life.
Weapon: Sandman (195 dmg, bleed for 3s (4 x 6), -20% swing speed, +80% push force resistance).
Abilities: Super Jump (2.5s charge up, 7s recharge), Emergency Super Jump, Weigh Down.
Rage: Becomes Übered for 8s. Gains Haste for 10s. Gets a Pistol (75 dmg, 9 clip).

BGM 1: Turbo Killer - by Carpenter Brut.
BGM 2: Le Perv - by Carpenter Brut.


Link
Rank: ☆ / ★★★★

Sniper with 3 lives.
Weapon: Shahanshah (278 dmg, +x% push force resistance).
Abilities: Super Jump (2.5s charge up, 7s recharge), Emergency Super Jump, Weigh Down, Grappling Hook (Middle Mouse, 3s active time, 6s recharge, 5s prep).
Rage: Spooks nearby players and sentries. Gets a Huntsman (134 - 321 dmg, can headshot, 1 clip, 6 ammo).
Lifelost: Gets throwable bombs (x dmg, 3 ammo).

BGM: Hyrule Field - The Legend of Zelda: Twilight Princess (Dance remix by GarageBand).
Bosses Pt. 3 (N - #)
Ninja Spy
Rank: ☆☆ / ★★★★

Spy with 3 lives.
Weapon: Shahanshah (278 dmg, +80% push force resistance).
Abilities: Super Jump (2.5s charge up, 7s recharge), Emergency Super Jump, Weigh Down.
Rage: Spooks players and sentries for xs. 75% chance to dodge any damage for xs
Lives: N/A.

One Punch Man
Rank: ☆☆ / ★★★★★

Engineer with 1 life.
Weapon: Wrangler (484 dmg, +80% push force resistance, -20% swing speed).
Abilities: Super Jump (xs charge up, xs recharge, xs prep), Glide* (press jump while airborne), Emergency Super Jump, Weigh Down.
Rage: Spooks sentries for xs. Gains the Quick-Fix effect for xs. **Gains the ability to instantly kill players by colliding with them for xs (ignores invincibility).

BGM: Pending
Notes: *Their glide is artificial and doesn't restrict air mobility.
Bugs: **Their "touch of death" is collision-based and glitchy. The boss will often phase through or get stuck inside enemy players. It also makes them immune to arrow projectiles.


Pootis Bird
Rank: ☆☆ / ★★★★

Heavy with 1 life.
Weapon: Fists (278 dmg, +80% push force resistance).
Abilities: Super Jump (xs charge up, xs recharge, xs prep), Emergency Super Jump, Weigh Down, Glide* (press jump while airborne).
Rage: Spooks players and sentries for xs. Summons Scout minions at a 2-to-1 ratio (200hp, +10 regen, +10% speed, Baseball Bats (52 dmg, no random crits)).

BGM: Paper Mario 64 - Raphael The Raven - by Yuka Tsujiyoko.
Notes: Their glide is artificial and doesn't restrict air mobility.


Saxton Hale
Rank: ☆ / ★★★

Soldier with 1 life.
Weapon: Fists (278 dmg, +80% push force resistance).
Abilities: Super Jump (xs charge up, xs recharge, xs prep), Emergency Super Jump, Weigh Down.
Rage: Spooks players and sentries for 5s.

Scorpion
Rank: Pending

Scout with 1 life.
Weapon: Three-Rune Blade* (180 dmg, 80% push force resistance), Grappling Hook** (80% push force resistance).
Abilities: Teleport (xs charge up, xs recharge, xs prep), Weigh Down, Emergency Teleport.
Rage: Spooks nearby players for xs, becomes Übered for xs.

BGM:
Notes: *Cannot hit themselves with the Three-Rune Blade. **Their Grappling Hook won't fire while targeting players, but it can latch onto them if it hits. The push force resistance from his weapon and grappling hook stack.


Spyro
Rank: ☆ / ★★★

Spy with 1 life.
Weapon: Knife (171 dmg, can backstab).
Abilities: Super Jump (xs charge up, xs recharge, xs prep), Emergency Super Jump, Weigh Down.
Rage: Triggers a Pyrogas explosion, igniting players and dropping their framerates. Gains the Battalion's Backup effect. Gets a Revolver (X dmg, 6 ammo, 6 clip).

BGM: Inspector Norse - by Todd Terje.

Skeleton King
Rank: ☆ / ★★★

Demo with 1 life.
Weapon: Eyelander (278 dmg, +80% push force resistance).
Abilities: Super Jump (xs charge up, xs recharge, xs prep), Emergency Super Jump, Weigh Down.
Rage: Can't be used while airborne. Spooks nearby players and sentries. The boss is frozen in place and Übered, then triggers an explosion killing nearby players. Explosion ignores walls.
Reload (20% rage, 20s recharge, hold R to charge): Launch a fireball that uhhh tickles.

The Rock
Rank: ☆ / ★★★

Heavy with 1 life.
Weapon: Ham Shank (278 dmg, +80% knockback resistance).
Abilities: Super Jump (xs charge up, xs recharge, xs prep), Emergency Super Jump, Weigh Down.
Rage: Spooks all sentries for 10s. Gains the Quick-Fix effect for 10s. *Gains the ability to instantly kill players by colliding with them for 10s (ignores invincibility).

BGM: Can't stop the Rock - from Apollo 440's "Gettin' High on Your Own Supply" Album.
Bugs: *Their "touch of death" is collision-based and glitchy. The boss will often phase through or get stuck inside enemy players. It also makes them immune to arrow projectiles.


Travis Touchdown
Rank: Pending

Scout with 1 life.
Weapon: Batsaber (Pending).
Abilities: Super Jump (xs charge up, xs recharge, xs prep), Emergency Super Jump, Instant Weigh Down.
Rage: Pending.

BGM: Pending.

Vagineer
Rank: ☆ / ★★★★

Engi with 1 life.
Weapon: Wrench (278 dmg, +80% push force resistance, +30% sentry damage resistance).
Abilities: Super Jump (xs charge up, xs recharge, xs prep), Emergency Super Jump, Weigh Down.
Rage: Spooks nearby players and sentries. Gains Über and damage knockback immunity for 8s.

Werewolf of London
Rank: ☆ / ★★★★

Demoman with 1 life.
Weapon: Freedom Staff (250 dmg, bleeds on hit (4 x 8), +80% push force resistance).
Abilities: Super Jump (2.5s charge up, 7s recharge), Emergency Super Jump, Weigh Down.
Rage: Spooks players and sentries for 6s. Becomes Übered for 8s.
Reload (20% rage, xs recharge): Dashes forward, damaging players on contact.

BGM: Werewolves of London - by Warren Zevon.

3D MeeM
Rank: ☆ / ★★★★

Medic with 1 life.
Weapon: Pain Train (278 dmg, +80% push force resistance).
Abilities: Teleport (xs charge up, xs recharge, xs prep), Emergency Teleport, Weigh Down.
Rage: Spooks nearby players and sentries. Summons Medic clones at a 2-to-1 ratio (200hp, Bonesaws (110 dmg)).

BGM: Henry Hatsworth in the Puzzling Adventure: Welcome to My Lair! (OST)
Weapon Ranks and Stats
Weapon ranks
Weapons are ranked out of 5 stars for how strong I think they are. One is terrible, three is good, five is overpowered. I base these ranks off the weapon's stats and my own observations in-game.

Stat hierarchy
Weapon stats are organised as follows:
  • Offensive Attributes (crit mods, damage, blast radius, etc)
  • Utility Attributes (fire / reload rate, projectile speed, etc)
  • Ammo Attributes (clip size, ammo capacity, etc)
  • Special Attributes (unique effects, on hit, on kill, etc)
  • Wearer Attributes (health, regen, speed, etc)
All stats that are changed or modified are marked by an asterisk.
Unknown stats will be marked with a question mark.

Scout (Pt. 1)
Stats and Advice

Max Health: 285
Health Regen: 6
Bonus Speed: +8%
Knockback Taken: -20%
  • Scout has to chase the boss, so weapons that let you reach high places are very valuable.

  • You can use double jump to avoid fall damage or to jump over the boss. Bear in mind some bosses have extra melee range, jump height, or can simply kill you in one hit.

  • When the last players alive are Scouts, the boss will generate 1% of rage per Scout. If the boss is stalling, they may be waiting for rage or trying to bait you.

Primary Weapons

The Scattergun
  • +100% damage*
  • +20% fire rate*
  • +15% reload rate*
  • +100% ammo*
★★★☆☆ | Pending

The Baby Face Blaster
  • Deals Minicrits instead of Crits*
  • +100% damage*
  • +15% fire rate*
  • +33% clip size*
  • -34% clip size
  • +100% ammo*
  • On hit: Builds Boost
    Damage required to build full Boost: ~700
  • Boost increases move speed
  • Boost drains by ~8% / sec*
  • Boost drains upon taking damage
  • Boost drains upon air jumping
  • -10% move speed
★★☆☆☆ | No crits is a huge penalty. You can use it to juke the boss, but you'll have to rely on your other weapons for damage. Bleed damage will greatly fill your boost meter.

The Backscatter
  • Minicrits from behind
  • +100% damage*
  • +20% fire rate*
  • +20% reload rate*
  • -20% accuracy
  • -34% clip size
  • +100% ammo*
  • No random crits
★★★☆☆ | Bit worse than stock considering the accuracy penalty.

The Force-of-Nature
(aka Force-a-Nature)
  • +80% damage*
  • +20% pellets per shot*
  • +50% fire rate*
  • -67% clip size*
  • Reloads its entire clip at once
  • Deals knockback to the target and shooter
★★★★☆ | Low damage, but can be used to gain height, start bunny hops or airblast the boss.
Note: Will have broken FoV and won't show special effects (killstreakers, stranges,etc).

The Soda Popper
  • +45% damage*
  • +60% fire rate*
  • +40% reload rate*
  • -66% clip size
  • +50% accuracy*
  • Reloads its entire clip all at once
  • +100% ammo*
  • On hit: Builds Hype
    Damage required to build Hype: 350
  • Alt-fire: Activates Hype when full
    Granting you +5 double jumps for 10s
★★★★☆ | The accuracy bonus makes it deadly w/ crits. Hype charges very fast and is strong.

The Shortstop
  • While active:
  • Alt-fire: Shove an enemy away from you
  • +150% damage*
  • +0% fire rate*
  • +25% accuracy*
  • Holds a 4-shot clip and reloads it all at once
  • +50% ammo*
  • Wearer takes extra knockback from damage and airblasts
★★★★☆ | More damage, accuracy and deadly w/ crits.

Scout (Pt. 2)
Secondaries (Weapons)

The Pistol
  • Minicrit boosted*
  • +65% damage*
  • +10% fire rate*
  • +300% ammo*
★★★☆☆ | Minicrits and a lot of ammo make it a decent sidearm.

The Pretty Boy's Pocket Pistol
  • While Weapon is Active:
  • Minicrit boosted*
  • +55% damage*
  • +30% fire rate*
  • -25% clip size
  • +100% ammo*
  • On Hit: Gain +6 Health*
★★☆☆☆ | Burns through its small ammo pool and the Milk is far better at healing.

The Winger
  • Minicrit boosted*
  • +80% damage*
  • +12% fire rate*
  • -60% clip size
  • +120% ammo*
  • +15% jump height while active*
★★☆☆☆ | Smaller ammo pool and its jump height has limited use. Other items are much better for getting around.

Secondaries (Consumables)

The Flying Guillotine
  • Crit boosted*
  • Throw at enemies to make them bleed for 5s
  • Recharge time: 5s
  • Snipes reduce cooldown by 25%
  • +133% dmg*
★★★☆☆ | Does a nice chunk of damage and recharges quickly.

The Bonk! Atomic Punch
  • Drink to become invulnerable for 8s
    While invulnerable, you can't attack and damage
    absorbed will slow you when the effect ends
  • Recharge time: 30s
  • +15 max health*
★★★☆☆ | Gimmicky. Aside from avoiding damage, you can use it to fish for stomps or get in the boss' way when they rage. You can abuse bunny hops to keep your speed when it wears off.

The Crit-a-Cola
  • Drink to gain crits for 10s
    While in effect, attacking will mark you for death for 5s
  • Recharge time: 22s
★★★★☆ | Recharges quickly and can boost your damage a lot. Better with accurate primaries, and won't do anything good if you're the last person alive.

The Mad Milk
  • Throw at enemies to coat them in milk for 10s
    allies heal 60% of the damage done to coated enemies
  • Can extinguish allies, reducing its cooldown by 20%
  • Recharge time: 20s
★★★★★ | Easy to land and lets you and teammates heal for free. (Bear in mind most bosses take two hits to kill players and most weapons deal a ton of damage.) Two Scouts can perpetually coat the boss in milk.

Melee Weapons

The Baseball Bat
  • Crit boosted*
  • +40% dmg*
  • +10% fire rate*
★★☆☆☆ | It's the stock bat. What do you expect?

The Atomizer
  • Crit boosted*
  • +40% dmg*
  • -15% dmg vs players
  • -50% deploy speed
  • Grants triple jump while active
    Melee attacks mini-crit while airborne
★★★★☆ | It literally has no penalties (it should, but it's been cooking for a year). Note: Triple jump occasionally bugs out. Tends to happen if you use it right after changing weapons.

The Boston Basher
  • Crit boosted*
  • +40% dmg*
  • +10% fire rate*
  • On hit: Bleed for 5s
  • On miss: Hit yourself
★★★☆☆ | If the boss will kill you with their next hit, better to bash yourself and escape than die, right? Best on maps with lots of (or big) health kits.

The Candy Cane
  • Crit boosted*
  • 25% blast dmg vulnerability
  • On kill: Spawn a small health pack
    This effect triggers when hitting the boss
★★☆☆☆ | Less damage and damage vulnerabilities suck, but it has its moments.

The Fan-o-War
  • Crit boosted*
  • Crits instead of mini-crits
  • +200% dmg*
  • -75% dmg
  • +20% fire rate*
  • On hit: Gain a speed boost*
  • On hit: Marks one target for death
    (Hitting the boss reduces their rage instead)*
★★☆☆☆ | Significantly less damage, and the speed boost isn't the best.

The Sun-on-a-Stick
  • Crit boosted*
  • Crits vs burning
  • +50% dmg vs burning*
  • -25% dmg
  • +25% fire resistance while active
★★☆☆☆ | Significantly less damage. You can exploit it to deal more damage with cleavers or goomba stomps if the boss is on fire, but that's about it.

The Sandman
  • Alt-fire: Launch a ball that slows enemies on hit
  • Recharge time: 10s
  • +40% dmg*
  • -0 max health
★★★★☆ | It literally has no penalties (it should, but it's been cooking for a year). The slow effect is also hard-coded, so it's stronger than normal because players here have increased base speed.

The Wrap Assassin
  • Crit boosted*
  • Alt-fire: Launch a ball that bleeds enemies on hit
  • Recharge time: 7.5s (+25%)
  • +60% dmg*
  • -65% dmg
  • +40% fire rate*
★☆☆☆☆ | Swings fast but has less damage, and bleed doesn't have much of a use here.

Weapon Combos

The Good
  • Soda Popper / Shortstop + Crit-a-Cola (you can basically turn Scout into a Sniper)
  • Cleaver + Sun-on-a-Stick (Cleaving a boss that is on fire will deal just over 500 damage)
Scout had more interesting combos way back when, but a few key items were nerfed. I recommend using at least one weapon to make up for his lack of vertical mobility; be it the Force-of-Nature, Soda Popper, Atomizer or Boston Basher.

The Ugly
  • Baby Face Blaster + Crit-a-Cola (the blaster can't deal crits, so...)

Soldier (Pt. 1)
Stats and Advice

Max Health: 300
Health Regen: 8
Bonus Speed: +30%
Knockback Taken: -20%
  • Soldier has beefed weapon stats. If you can rocket jump, bunny hop and manage your resources, you can get away with any loadout because of how dummy buffed he is.

  • The Gunboats reduce rocket jump damage and fall damage. If you aren't using them, stick to mid-range or perch spots. Medics and Engineers are your friends.

  • Be careful when firing rockets at the boss, as they can surf the explosion towards you or your allies. You also risk taking full self damage if you're too close to them.

  • Soldier's Banners are best deployed in crowded areas, while the boss is being crowded or after using rage. Banners are more effective on smaller maps.

Primary Weapons

The Rocket Launcher
  • Minicrits vs Airborne*
  • +100% damage*
  • +20% fire rate*
  • +20% reload rate*
  • +25% projectile speed*
  • +140% ammo*
★★★★☆ | Hits hard, has a lot of ammo and even bonus projectile speed.

The Air Strike
  • Minicrits vs Airborne*
  • +70% damage*
  • -15% damage
  • -15% rocket jump self dmg
  • -10% blast radius
  • While rocket jumping: Gain +65% fire rate and -20% blast radius
  • +20% fire rate*
  • +15% reload rate*
  • On kill: Clip size increases (up to +4)
    (Gain a kill for every 250 damage dealt to the boss)
  • +140% ammo*
★★★☆☆ | Deals less damage and burns ammo, but is great for rocket jumpers. Any damage will charge your kill count, so one market garden or stomp will max it out. An alternative to the Liberty Launcher.

The Beggar's Bazooka
  • Minicrits vs Airborne*
  • +100% damage*
  • -20% blast radius
  • +75% fire rate*
  • +30% reload rate*
  • +3° projectile spread
  • +25% projectile speed*
  • +33% clip size*
  • +140% ammo*
  • Hold fire to load up to 4 rockets,
    release fire to unleash the barrage
  • Overloading will cause a misfire
★★★★★ | Has significantly higher DPS and ammo consumption. If you have rockets loaded before the boss rages, you will still fire them and can rocket jump even if you're spooked.

The Black Box
  • Minicrits vs Airborne
  • +100% damage*
  • +10% fire rate*
  • +10% reload rate*
  • +25% projectile speed*
  • -25% clip size
  • +140% ammo*
  • On hit: Gain up to +40 health*
★★★★★ | Gives you access to a bunch of self healing and doesn't trade much in the process. Just save a rocket for if the boss gets too close or you need to jump, you'll be fine.

The Cow Mangler
  • This weapon can't crit
  • Minicrits vs Airborne
  • Alt-Fire: Consume a full clip to fire a charged shot
    that mini-crits, ignites players and disables buildings
  • +80% damage*
  • +15% fire rate*
  • +15% reload rate*
  • Doesn't require ammo
  • No random crits
★★☆☆☆ | Worse stats overall and cannot crit.

The Direct Hit
  • Minicrits vs Airborne
  • +220% damage*
  • -70% blast radius
  • +80% projectile speed
  • +20% fire rate*
  • +140% ammo*
★★★★★ | It's hard to argue with absurdly high damage. That said, most rocket launchers already deal high damage anyways - and minicrit airborne targets too. It might be overpowered, but Soldier has others just as strong.

The Liberty Launcher
  • Minicrits vs Airborne
  • +100% damage*
  • -25% dmg
  • -25% rocket jump self dmg
  • +20% fire rate*
  • +20% reload rate*
  • +40% projectile speed
  • +25% clip size
  • +140% ammo*
★★★☆☆ | Less damage, but useful for rocket jumpers. An alternative to the Air Strike.

The Original
  • Minicrits vs Airborne
  • +100% damage*
  • +20% fire rate*
  • +20% reload rate*
  • +25% projectile speed*
  • +140% ammo*
★★★★☆ | It's stock, except it fires down the middle and looks rather questionable.

The Rocket Jumper
  • Minicrits vs Airborne
  • +100% damage*
  • +20% fire rate*
  • +20% reload rate*
  • +25% projectile speed*
  • +140% ammo*
★★★★☆ | It's stock, except orange and has a bad reload animation.
Note: Will have broken FoV and won't show special effects (killstreakers, stranges,etc).

Soldier (Pt. 2)
Secondary (Weapons)

The Shotgun
  • +60% damage*
  • +30% fire rate*
  • +30% reload rate*
  • +17% clip size*
  • +75% ammo*
★★☆☆☆ | Not great, and with how strong Soldier's other secondaries are, why bother?

The Panic Attack
  • +60% damage*
  • -20% damage
  • +50% bullets fired
  • +30% fire rate*
  • +30% reload rate*
  • +17% clip size*
  • +75% ammo*
  • +50% deploy speed
  • Fires a wide, fixed shot pattern
  • Successive shots become less accurate
★★☆☆☆ | About on-par with the Shotgun, same deal though.

The Reserve Shooter
  • Minicrits vs Airborne
  • +60% damage*
  • +30% fire rate*
  • +30% reload rate*
  • -34% clip size
  • +17% clip size*
  • +75% ammo*
  • +20% deploy speed
★☆☆☆☆ | A smaller clip for absolutely nothing.

The Righteous Bison
  • Crit boosted*
  • +0% damage vs players*
  • +100% damage vs boss*
  • -80% damage vs buildings
  • -20% rocket jump self damage*
  • +20% fire rate*
  • +20% reload rate*
  • Projectiles penetrate players
  • Projectiles can't be reflected
  • Doesn't require ammo
★★★★☆ | Gimmicky: A meme weapon carried by crits and high damage. Good on narrow maps as the lasers can hit up to five times for 600 damage.

Secondaries (Wearables)

The Battalion's Backup
  • Provides a buff giving nearby allies immunity to crits,
    35% damage resistance and 50% sentry damage resistance
    (Allies will also resist most of a hale's weapon damage)
  • Gain rage by dealing damage (1100 to charge, 600 vs minions)
  • Effect duration: 6.7s (-33%*)
  • +0 health*
★★★★☆ | Used effectively, the damage resistance and crit immunity can shut down rages.

The Buff Banner
  • Provides a buff giving nearby allies minicrits
  • Gain rage by dealing damage (1100 to charge, 600 vs minions)
  • Effect duration: 10s
  • +16% primary ammo
★★★☆☆ | The ammo bonus is handy for launchers that guzzle ammo, but crits are fairly common and minicrits won't help once there are ≤2 players remaining.

The Concheror
  • Provides a buff giving nearby allies speed and
    allows them to heal for 35% of the damage they deal
  • Gain rage by dealing damage (880 to charge, 480 vs minions)
  • Effect duration: 10s
  • +4 health regen
★★★★★ | Charges faster than the other banners, and the speed + lifesteal combo is very powerful. Arguably better than the Battalion's as you can juke the boss and heal.

The Gunboats
  • -60% rocket jump self damage
  • 50%(?) fall damage resistance*
★★★★★ | Rocket jumping for free and taking minimal fall damage is dumb. You only see Soldiers using other secondaries when they're terminally bored or defiant.

The Mantreads
  • Deal x3 falling damage to the player you land on
  • -75% push force taken on wearer
  • -75% airblast vulnerability on wearer
  • +200% air control while rocket jumping
  • 50%(?) fall damage resistance*
★★★☆☆ | The boats have always been superior and taking knockback is usually a good thing.

The B.A.S.E Jumper
  • Press jump in midair to parachute and fall slowly
    it can't be redeployed until you touch the ground
  • -50% air control while deployed
★☆☆☆☆ | Most secondaries have some kind of bonus, this one just turns you into a sitting duck.

Melee Weapons

The Shovel
  • Crit boosted*
  • +50% damage*
★★★☆☆ | Funny damage go brr, but it's just the stock shovel.

The Disciplinary Action
  • Crit boosted*
  • +35% damage*
  • -25% damage
  • +30% fire rate*
  • On hit ally: Both players gain a speed boost for 2s
★★☆☆☆ | Less damage but the extra range and speed boost are better than nothing. Note: Just shy of 200 damage on hit, so it takes two swings to kill most minions.

The Escape Plan
  • While active:
  • Crit boosted*
  • +35% damage*
  • +30% fire rate*
  • Speed increases as the user becomes injured
  • Marked for death and for a while after switching weapons
  • -90% health from healers
★★★★☆ | You can outrun the boss by deliberately keeping your health low. Slept on.

The Equalizer
  • Crit boosted*
  • +35% damage*
  • +30% fire rate*
  • Dmg increases as the user becomes injured
  • -90% health from healers
★☆☆☆☆ | All risk, no reward.

The Market Gardener
  • Successful Market Gardens deal up to and around ~4% of the boss' max health
  • -20% fire rate
  • No random crits
★★★★★ | Imagine playing Spy, but you have Soldier's loadout, backstabs deal more damage, don't have a penalty for each consecutive stab, don't stun you and also have no cooldown.

The Pain Train
  • Crit boosted*
  • +35% dmg*
  • +30% fire rate*
  • On hit: Gain speed*
  • 10% bullet dmg vulnerability
  • +1 cap rate
★★★★☆ | A discount Hot Hand, but it actually deals damage so it's surprisingly effective.

The Half-Zatoichi
  • Crit boosted*
  • +70% damage*
  • Has a large melee range and slow deploy / holster speed
  • On hit: Gain +70 health*
  • On hit boss: Gain an additional +160 health*
    This effect can self-overheal, but is HALVED if the sword is bloody
★★★★☆ | More damage, range and the ability to self-overheal. Pairs well with Banners. Remember to clean the blade by switching weapons. Note: Confirm healing values.
Note: Will have broken FoV and won't show special effects (killstreakers, stranges,etc).

Weapon Combos

The Good
  • The Market Gardener pairs nicely with anything that can heal you or reduce damage.
  • Black Box + Battalion's Backup / Concheror + Half-Zatoichi (lmao tank soldier)
  • Beggar's Bazooka + Backpacks (the Beggars's high DPS builds Rage quickly)
  • Shotguns + Escape Plan (makes up for your lack of mobility)
You really can't go wrong with Soldier tbh. Well, except for...

The Ugly
  • Cow Mangler + BASE Jumper + Equalizer
I didn't want to leave this space empty, so here. This might be the "worst" Soldier loadout.

Pyro (Pt. 1)
Stats and Advice

Max Health: 300
Health Regen: 8
Bonus Speed: +20%
Knockback Taken: -20%
Special: Airblasts give the boss +7% rage
  • Avoid repeatedly airblasting the boss. It will waste ammo and give them rage. W+M1 does a ton of damage, so conserve airblasts for saving yourself or your teammates.

  • The Postal Pummeler (not to be confused with the Axtinguisher, a worse weapon) is suitable for situations where there are other Pyros constantly lighting the boss on fire.

  • Some bosses are difficult to spot. Igniting them makes it easier for your team to track them.

Primary Weapons

The Flamethrower
  • +125% damage*
  • +100% burn damage*
  • +40% ammo*
  • +250% airblast cost*
  • Extinguishing a teammate restores 20 health
★★★★☆ | High damage output and has a good amount of ammo.

The Backburner
  • Critical hits from behind
  • +110% damage*
  • +50% burn damage*
  • +40% ammo*
  • +300% airblast cost
  • +10% move speed while active*
  • Extinguishing a teammate restores 20 health
★★★★☆ | Sacrifice a tiny bit of damage and an airblast for speed and (sometimes) crits.

The Degreaser
  • +110% damage*
  • +100% burn damage*
  • -66% burn damage
  • +40% ammo*
  • +200% airblast cost*
  • +70% weapon switch speed*
  • +0% holster speed*
  • +0% deploy speed*
  • Extinguishing a teammate restores 20 health
★★★★★ | Sacrifice a tiny bit of damage to switch weapons almost instantly.

The Dragon's Fury
  • Uses a shared pressure tank for its primary and alt-fire
  • Primary fire: Launch a fast projectile that briefly ignites enemies
  • Alt-fire: Release an Airblast
  • On hit: +50% re-pressurization rate
  • On airblast: -50% re-pressurization rate
  • +60% damage*
  • +300% damage vs burning
  • Extinguishing a teammate restores 20 health
★★☆☆☆ | Demands more effort to use while not being as rewarding.

The Phlogistinator
  • Build "Mmmph" by dealing damage (650 vs boss*, or 300 vs players)*
  • Alt-fire: Activates Mmmph when full, granting you
    crits and 50% boss damage resistance* for 10s 8s*
  • Invulnerable while Mmmph taunting
  • -?% critical damage*
  • +125% damage*
  • +100% burn damage*
  • +40% ammo*
  • -20% buff duration*
  • No random crits
  • Cannot airblast
★★★★☆ | I'd call it an upgrade, but w+m1 is just as effective with stock. The Phlog also has hidden gimmicks, can't airblast and usually limits you to flares. It's best on small maps or with Medics on the team. Note: Mmmph's Über can allow you to avoid being spooked by rage.

Pyro (Pt. 2)
Secondaries (Shotguns)

The Shotgun
  • +60% damage*
  • +30% fire rate*
  • +30% reload rate*
  • +17% clip size*
  • +75% ammo*
  • ~50% damage converted to healing*
★★☆☆☆ | While Pyro's secondaries aren't as absurd as Soldier's, his shotgun still falls behind.

The Panic Attack
  • +60% damage*
  • -20% damage
  • +50% projectiles
  • +30% fire rate*
  • +30% reload rate*
  • Fires a wide, fixed shot pattern
  • Successive shots become less accurate
  • +17% clip size*
  • +75% ammo*
  • +50% deploy speed
  • ~50% damage converted to healing*
★★☆☆☆ | Note: Its deploy speed bonus stacks with the Degreaser's switch speed bonus.

The Reserve Shooter
  • Minicrits airborne targets
  • +60% damage*
  • +30% fire rate*
  • +30% reload rate*
  • -34% clip size
  • +17% clip size*
  • +75% ammo*
  • +20% deploy speed
  • ~50% damage converted to healing*
★☆☆☆☆ | A smaller clip for absolutely nothing.

Secondaries (Projectiles)

The Flare Gun
  • Alt-fire: Detonate flare*
  • Crits vs burning*
  • Crit afterburn*
  • +300% damage*
  • -67% burn damage*
  • +66% self damage*
  • +130% self damage force*
  • -80% blast radius*
  • Reloads while inactive
  • +75% ammo*
★★★★☆ | Offers high burst damage and you can jump around with it.

The Detonator
  • Alt-fire: Detonate flare*
  • +300% damage*
  • +60% self damage*
  • +110% self damage force*
  • Reloads while inactive
  • +100% ammo*
★★★☆☆ | Losing out on the Flare Gun's crits ain't ideal.
Note: Will have broken FoV and won't show special effects (killstreakers, stranges,etc).

The Scorch Shot
  • Alt-fire: Detonate flare*
  • +300% damage*
  • +60% self damage*
  • +110% self damage force*
  • Reloads while inactive
  • +100% ammo*
★★★☆☆ | Same thing as the Det. Also, no knockback here (thank god).
Note: Will have broken FoV and won't show special effects (killstreakers, stranges,etc).

The Manmelter
  • Alt-fire: Extinguish allies to gain guaranteed crits
  • Crits vs burning*
  • Crit afterburn*
  • +200% damage*
  • +33% self damage*
  • +25% self damage*
  • +220% self damage force*
  • +50% projectile speed
  • +30% fire rate*
  • Reloads while inactive
  • Doesn't require ammo
  • Extinguishing allies restores 20 health
  • No random crits
★★★★☆ | Sacrifices flare jumping, but you can spam it and the extra projectile speed can make it easier to land hits.

The Gas Passer
  • While active:*
  • Throw to create a cloud of gas that coats enemies,
    who will then ignite if they take damage (even Pyros)
  • Gas meter charges with damage done / or over time
  • Gas meter is unaffected by spawning or resupply
  • Gas meter starts empty
  • +50 max health*
  • +10% move speed*
  • +30% jump height while active*
★☆☆☆☆ | Does nothing. You can abuse the jump height on a few maps.

Secondaries (Wearables)

The Thermal Thruster
  • Fires a blast that launches you in the direction you're facing
    While charging with the jetpack, you take -75% fall damage
  • Deal x3 falling damage to the player you land on
  • Push enemies pack when you land
  • +50 max health*
  • +10% move speed while active*
  • +0% knockback taken on wearer
★★★★☆ | The health bonus is great and the fall damage resistance while charging is a life saver. You can intentionally launch yourself downwards to goomba stomp or repel the boss.

Melee Weapons

The Fire Axe
  • Crit boosted*
  • +35% damage*
  • +30% swing speed*
★★★☆☆ | Behold! Another stock melee that do big damag!

The Axtinguisher
  • Crit boosted*
  • Mini-crits and extinguishes burning players,
    damage increases based on their remaining burn time
  • +100% damage*
  • -33% damage
  • Killing burning players grants a speed boost
  • +10% move speed*
  • 20% damage vulnerability*
★★★★☆ | Deals up to ~500 damage, but you'll also need ~340 health to tank a hit from a standard boss. That means getting overheal or using the jetpack.

The Postal Pummeler
  • Crit boosted*
  • Mini-crits and extinguishes burning players,
    damage increases based on their remaining burn time
  • +35% damage*
  • -33% damage
  • +30% swing speed*
  • Killing burning players grants a speed boost
★★★★☆ | Deals up to ~400 damage. Unlike the Ax, health is less of an issue here.

The Backscratcher
  • Crit boosted*
  • +55% damage*
  • +30% swing speed*
  • +50% health from health packs on wearer
  • -75% health from healers on wearer
★★★★☆ | Even bigger damage and a no-brainer in low player counts or whenever there are no Medics. Pairs nicely with the jetpack's (or gas passer's) extra health.

The Homewrecker
  • Crit boosted*
  • +174% damage*
  • +100% damage vs buildings
  • Damage removes sappers
  • -25% damage vs players
  • -50% swing speed*
★★★★☆ | Even bigger damag!! Lets gooo

The Hot Hand
  • Crit boosted*
  • +40% damage*
  • -20% damage
  • +15% fire rate*
  • On hit: Gain a speed boost
★★☆☆☆ | Hits with about as much force as a noodle that was left boiling overnight.

The Powerjack
  • While active:
  • Crit boosted*
  • +35% damage*
  • +30% swing speed*
  • On kill: Gain +25 health
  • +15% move speed
  • 20% damage vulnerability
★★★☆☆ | While active you need ~340 health to tank a hit from a standard boss, so you'll need overheal or the jetpack. At least you can use it for a bit of speed.

The Volcano Fragment
  • Crit boosted*
  • +35% damage*
  • -20% damage
  • +30% swing speed*
  • On hit: Ignites target
★★☆☆☆ | Less damage for basically nothing.

The Neon Annihilator
  • Crit boosted*
  • Crits vs Wet
  • +35% damage*
  • -0% damage
  • Damage removes sappers
  • +30% swing speed*
  • No random crits
★★★☆☆ | It's technically an upgrade, but functionally just makes electrical noises.

The Third Degree
  • Crit boosted*
  • +35% damage*
  • +30% swing speed*
  • Hits all players connected by Medigun
★★★☆☆ | It's technically an upgrade, but functionally just makes energy noises.

Weapon Combos

The Good
  • Phlogistinator + Flare Gun / Manmelter (these secondaries charge Mmmph the fastest)
  • Powerjack / Axtinguisher + Thermal Thruster (offsets the damage vulnerabilities)
  • Backscratcher + Thermal Thruster (extra health makes health packs stronger)
Pyro doesn't have a lot of interesting synergies to mess around with. Most players typically use the Flamethrower with the Flare Gun, since you have access to airblast and a secondary that doubles as a strong weapon and mobility tool.

The Ugly
  • Phlogistinator + anything that isn't the Flare Gun or Manmelter (for obvious reasons)
Avoid using the Gas Passer, it doesn't belong in any loadout.
Demoman (Pt. 1)
Stats and Advice

Max Health: 300
Health Regen: 8
Bonus Speed: +22%
Knockback Taken: -20%
  • When using Grenade Launchers, try to lure the boss around corners and through narrow halls to make it easier to land hits. If they get close and you risk taking self damage, try and surf your own explosions away.

  • When using Stickybomb Launchers, remember where friendly Engies are, so you can get crits from their Amps or trap their buildings.

  • If you have a sticky trap ready and switch to a melee weapon while a Medic is healing you, your stickies will deal mini-crit damage.

  • The Eyelander reduces your max health significantly. Even with Boots and a Shield, you'll be below 281 health. You have to be careful getting your first head, or ask a Medic for overheal.

  • The Caber is inconsistent and risky to use, so consider pairing it with boots or a shield.

Primaries (Grenade Launchers)

The Grenade Launcher
  • +100% damage*
  • +30% blast radius*
  • +30% fire rate*
  • +25% reload rate*
  • +25% projectile speed*
  • +200% ammo*
★★★☆☆ | Quick and deals a solid 200 damage on hit.

The Iron Bomber
  • +90% damage*
  • +30% blast radius*
  • -50% blast radius*
  • +30% fire rate*
  • +25% reload rate*
  • -30% fuse time
  • +200% ammo*
  • Grenades have very little bounce and roll
★★☆☆☆ | Has a hefty blast radius penalty and no projectile speed bonus.

Loch'n'Load
  • +100% damage*
  • +20% damage vs buildings
  • -25% blast radius
  • +55% fire rate*
  • +55% reload rate*
  • +35% projectile speed*
  • +200% ammo*
  • Projectiles shatter on surfaces
★★★☆☆ | Can deal a lot of damage in a short time, especially with crits.

Loose Cannon
  • Fires cannonballs with a fuse time of 1 second,
    these can be primed by holding down the fire key
  • Cannonballs push players back on impact
  • Cannonballs don't explode on impact
  • Mini-crits the target after pushing them
  • +100% damage*
  • +25% firing rate*
  • +25% reload rate*
  • +20% projectile speed
  • +100% ammo*
★★★☆☆ | It's a Force-of-Nature for Demoman (only with miserable damage). What more needs to be said? Note: If you have a Shield on, the mini-crit boost will disable Double Donks.

Primaries (Wearables)

Ali Baba Wee Booties / Bootleggers
  • +200% increase in turning control while charging
  • Melee kills restore +25% of your charge meter
  • +25 max health
★★☆☆☆ | Not much sense in using these without a shield and/or sword, otherwise it's probably better to have a Grenade Launcher in your back pocket.

The B.A.S.E Jumper
  • Press jump in midair to deploy a parachute and slow your
    descent, but it can't be redeployed until you touch the ground
  • -50% air control while deployed
★☆☆☆☆ | There's a case to be made for bomber demo - but honestly, it still sucks.

Demoman (Pt. 2)
Secondaries (Stickybomb Launchers)

The Stickybomb Launcher
  • +35% damage*
  • +34% fire rate*
  • +50% reload rate*
  • +100% ammo*
★★★☆☆ | It has the four essentials.

The Scottish Resistance
  • +35% damage*
  • +34% fire rate*
  • +50% reload rate*
  • +0.8s sticky arm time
  • +6 max stickies out
  • +100% ammo*
  • Detonates stickies at your
    crosshair and underneath you
  • Destroys enemy stickies
★★★☆☆ | Better used in higher player counts when you have access to Amplifiers, or if you're a rascal who stalls the round out by camping in vents or something.

The Quickiebomb Launcher
  • Charge increases damage by up to +35%
  • +35% damage*
  • -15% damage
  • +34% fire rate*
  • +50% reload rate*
  • -0.2s sticky arm time
  • -70% charge time
  • -50% clip size
  • +100% ammo*
  • Destroys enemy stickies
★★★☆☆ | Sticky spam isn't as effective as traps, and the clip penalty sucks, but the faster arm speed is noticeable.

The Stickybomb Jumper
  • +35% damage*
  • +34% fire rate*
  • +50% reload rate*
  • +100% ammo*
★★★☆☆ | It's stock, except it's orange.
Note: Will have broken FoV and won't show special effects (killstreakers, stranges,etc).

Secondaries (Shields)

The Chargin' Targe
  • Crit boosted*
  • Grants minicrits to Grenade Launchers*
  • Alt-fire: Charge! Clear debuffs and gain a melee crit after bashing an enemy at range
  • +40% bullet damage resistance*
  • +40% fire damage resistance*
  • +40% blast damage resistance*
  • +40% crit damage resistance*
  • +20 max health*
★★★★☆ | Helpful against any boss with ranged weapons.

The Splendid Screen
  • Crit boosted*
  • Grants minicrits to Grenade Launchers*
  • Alt-fire: Charge! Clear debuffs and gain a melee crit after bashing an enemy at range
  • +450% impact damage*
  • +50% recharge rate*
  • +20% blast damage resistance
  • +20% fire damage resistance
  • +5% move speed*
★★★★☆ | Best paired with the Eyelander for the bonus charge damage you get from heads, but you need to be mindful of your health.

The Tide Turner
  • Crit boosted*
  • Grants minicrits to Grenade Launchers*
  • Alt-fire: Charge! Clear debuffs and gain a melee crit after bashing an enemy at range
  • Full turning control while charging
  • Taking damage while charging reduces
    your remaining charge time
  • +20 max health*
★★★☆☆ | Mobile and good for trimping. Pairs well with the Persuader and the Claymore if you have boots.

Melees (Standard)

The Bottle
  • Crit boosted*
  • +35% damage*
  • +30% swing speed*
★★★☆☆ | The real question is whether to use this or the Scottish Handshake?

The Pain Train
  • Crit boosted*
  • +35% damage*
  • +30% swing speed*
  • On hit: Gain a speed boost*
  • 10% bullet damage vulnerability
  • +1 cap rate
★★★★☆ | A discount Hot Hand, but it actually deals damage so it's surprisingly effective.

The Ullapool Caber
  • Crit boosted*
  • Deals 300 - 900 damage on hit*
  • +30% damage*
  • -20% swing speed
  • +125 health on hit*
  • -20% deploy speed*
  • On hit: Trigger explosion
    (Has infinite detonations)
  • No random crits
★★★★☆ | Gimmicky: Deals more damage (usually) and can be used to get around. Be wary that the damage is inconsistent and while it self-heals, it can still easily get you killed.

Melees (Swords)

The Eyelander
  • Crit boosted*
  • +40% damage*
  • Has a large melee range and slow deploy / holster speed
  • +20% deploy speed*
  • On Kill : Decapitate your opponent and take their head
    (Gain +15 max health and +8% move speed for each head,
    this effect caps at 4 heads for +60 health and +32% speed.
    You also gain +10% charge impact damage per head,
    the effect caps at 5 heads for +50% charge damage.
    Additionally, gain +15 health on hit.)
    (Hit the boss to gain heads!)

  • -50 max health*
  • -7% move speed
  • No random crits
★★★★☆ | It can give you a significant mobility boost at max heads. I suggest getting overhealed before approaching the boss, so you're less likely to die immediately.

The Half-Zatoichi
  • Crit boosted*
  • +70% damage*
  • Has a large melee range and slow deploy / holster speed
  • On hit: Gain +70 health*
  • On hit boss: Gain an additional +160 health*
    This effect can self-overheal, but is HALVED if the sword is bloody
★★★★☆ | A direct upgrade to the bottle with more damage and the ability to self overheal. Best on hybrid loadouts as you must switch weapons to clean it (a bloody sword heals less). Note: Confirm healing values.
Note: Will have broken FoV and won't show special effects (killstreakers, stranges,etc).

The Claidheamh Mor
  • While active:
  • Crit boosted*
  • +100% damage*
  • Has a large melee range and slow deploy / holster speed
  • +20% deploy speed*
  • On kill: Gain 25% of your charge meter
    (Triggers when hitting the Hale)
  • +0.5s charge duration
  • 15% damage vulnerability
  • No random crits
★★★★☆ | Hits hard, but is held back by its damage vulnerability. You need ~324 health to survive a hit from standard bosses. Best used with boots - a shield won't cut it.

The Persian Persuader
  • Crit boosted*
  • +65% damage*
  • Has a large melee range and slow deploy / holster speed
  • +20% deploy speed*
  • Melee hits restore 20% of your charge meter
  • Ammo boxes also restore your charge meter
  • -80% primary ammo on wearer
  • -80% secondary ammo on wearer
  • No random crits
★★★★☆ | Held back by its ammo penalties, but good for full Demoknights.

The Scotsman's Skullcutter
  • While active:
  • Crit boosted*
  • +100% damage*
  • Has a large melee range and slow deploy / holster speed
  • +20% deploy speed*
  • -15% move speed
★★★★☆ | The speed penalty sucks and it's the worst sword, but it's better than the bottle.

Weapon Combos

The Good
  • Using a shield with a grenade launcher will give you passive mini-crits.
  • You can use boots or shields to offset the Eyelander's health penalty.
  • You can use boots to offset the claymore's damage vulnerability.
Sword and shield combos go without saying.

The Ugly
  • Boots + Shield + Half-Zatoichi (if you can't sheathe the sword to clean it, it will heal less).
  • Persian Persuader + Sticky Launchers (obviously, the persuader goes with a shield).
The BASE Jumper is an honourable mention. It just doesn't have much going for it.
Heavy (Pt. 1)
Stats and Advice

Max Health: 400
Health Regen: 10
Bonus Speed: +40%
Knockback Taken: -30%
  • Heavy's Miniguns all have critical damage fall-off. For best results, get as close as you can.

  • Heavy largely relies on his teammates for buffs or as distractions. He is prone to being targeted and dies quickly if caught off guard. Be careful not to get Goomba Stomped and keep an eye out for friendly Milk Scouts, Banner Soldiers, Engineers and Medics.

  • Try to climb onto small props or ledges so it's more difficult for the boss to reach you. You can use the Family Business or Engineer's jump pads to reach high locations.

  • If you plan on going in with your melee weapons, consider equipping the Sandvich or Dalokohs to increase your health. They can allow you to take 3 hits from most bosses.

  • Most of Heavy's unique melee weapons grant bonus movement speed while active. However, this doesn't apply to all-class weapons. They don't get the bonus.

Primary Weapons

The Minigun
  • Crits affected by range*
  • +35% damage*
  • +15% fire rate*
  • +20% spin-up speed*
  • +100% ammo*
  • +150 max health*
★★★★☆ | It's easy to play aggressively when you have a generous 400 max ammo.

The Brass Beast
  • Crits affected by range*
  • +40% damage*
  • -50% spin-up speed
  • +50% ammo*
  • -60% move speed while deployed
  • +100 max health*
  • +40% damage resistance while below 50% health and spun up*
★★★☆☆ | It has less damage, ammo, mobility and health, but if you're backed up by multiple teammates you're going to be hard as hell to kill - just don't get stomped.

The Huo-Long Heater
  • Crits affected by range*
  • Consumes 4 ammo per second while spun up
  • Emits fire while spun up
  • +35% damage*
  • +15% fire rate*
  • +25% damage vs burning
  • -10% damage
  • +20% spin-up speed*
  • +100% ammo*
  • +150 max health*
★★★★☆ | If there are Pyros on your team, that's a free +25% damage.

The Natascha
  • Crits affected by range*
  • +50% damage*
  • +20% spin-up speed*
  • +50% ammo*
  • +150 max health*
★★★☆☆ | Uses the old Minigun stats, which had more damage and less ammo.
Note: Will have broken FoV and won't show special effects (killstreakers, stranges,etc).

The Tomislav
  • Crits affected by range*
  • +50% damage*
  • -20% fire rate
  • +20% spin-up speed*
  • +20% accuracy
  • +50% ammo*
  • +150 max health*
  • No barrel spin sound
★★★☆☆ | Same boat as the Natascha, but the accuracy bonus can be helpful.

Heavy (Pt. 2)
Secondaries (Shotguns)

The Shotgun
  • +60% damage*
  • +30% fire rate*
  • +30% reload rate*
  • +17% clip size*
  • +75% ammo*
  • ~50% damage converted to healing*
★★☆☆☆ | (Un)Fortunately, Heavy doesn't have many solid options to pick from.

The Panic Attack
  • +60% damage*
  • -20% damage
  • +50% projectiles
  • +30% fire rate*
  • +30% reload rate*
  • Fires a wide, fixed shot pattern
  • Successive shots become less accurate
  • +17% clip size*
  • +75% ammo*
  • +50% deploy speed
  • ~50% damage converted to healing*
★★☆☆☆ | It's about on par with the Shotgun.

The Family Business
  • Modified to fire rockets*
  • +1300% damage*
  • +850% self damage*
  • +450% self damage force*
  • -50% clip size*
  • -50% ammo*
  • +25% switch speed*
★★★★☆ | It's Heavy's only source of vertical mobility. Need I say more?
Note: Won't display special effects (killstreakers, unusuals, stranges).

Secondaries (Consumables)

The Sandvich
  • Consume to regain 300 health
  • Alt-fire: Throw for others to pick up
    (Acts as a medium health pack)
  • +50 max health*
★★★☆☆ | Eating it barely heals you for half. Use it for the extra health or feed it to injured allies.

The Dalokohs Bar
  • Consume to regain 100 health
  • Consume to gain +50 max health for 30s
  • Alt-fire: Throw for others to pick up
    (Acts as a small health pack)
  • +50 max health*
★★★★☆ | The health bonus from eating it stacks with the passive bonus, for up to +100.

The Second Banana
  • Consume to regain 200 health
  • Alt-fire: Throw for others to pick up
    (Acts as a small health pack)
  • +50% recharge rate
  • +50 max health
★★☆☆☆ | Can't heal you or teammates effectively. Just use it for the +50 health.

The Buffalo Steak Sandvich
  • Consume to gain +30% move speed, 20% damage vulnerability
    and mini-crits for 16 seconds, but you can only use your melee weapon
  • Alt-fire: Throw for others to pick up
    (Acts as a medium health pack)
  • +50 max health*
★☆☆☆☆ | On top of the melee restriction and pointless minicrits, the speed boost does not stack, it prevents you from receiving other speed boosts effects and it makes you take more damage. Terrible. Don't bother eating it, just throw it at people.

Melee Weapons

The Fists
  • Has crits*
  • +40% damage*
  • +10% swing speed*
  • +25% move speed while active*
★★★★☆ | Free +25% speed on the slowest class.

The Eviction Notice
  • Has crits*
  • -20% damage*
  • On hit: Gain +100 health*
  • On hit: Gain a speed boost*
  • +20% move speed while active*
★★★☆☆ | Significantly less damage. I suppose it's better if you'd rather tickle the boss and run than dispense knuckle sandwiches.

The Fists of Steel
  • Has crits*
  • +40% damage*
  • +0% swing speed*
  • -100% holster speed
  • +9% move speed while active*
  • -40% ranged damage taken while active
  • -40% melee damage taken while active
  • -40% health from healers
  • -40% max overheal
★★★★★ | Lets you take an extra hit, two against bosses with low damage. You can even survive crits. If teammates happen to have items that let you heal from damage, you may as well be immortal; barring backstabs or goomba stomps.

The Gloves of Running Urgently
  • Has crits*
  • +40% damage*
  • +10% swing speed*
  • -50% holster speed
  • +30% move speed while active
  • Max health is drained while active
★★★☆☆ | Outclassed by stock or the Eviction Notice, which don't drain health.

The Holiday Punch
  • Has crits* (cannot crit minions or normal players)
  • +60% weapon switch speed on wearer*
  • +20% move speed while active*
★★★☆☆ | Less damage. It can only crit the boss and is terrible against minions.
Note: Will have broken FoV and won't show special effects (killstreakers, stranges,etc).

The Killing Gloves of Boxing
  • While active:
  • Has crits*
  • +40% damage*
  • +10% swing speed*
  • -25% swing speed*
  • On Kill: Gain 5 seconds of crits
  • +25% move speed while active*
★★★★☆ | Technically an upgrade if you can kill minions for crits, but that's uncommon.

The Warrior's Spirit
  • Has crits*
  • +45% damage*
  • On hit: Gain +150 health*
  • -100% max overheal*
★★☆☆☆ | While the health on hit can be used to great effect against bosses with low damage, the lack of a speed boost and loss of overheal are both major penalties.
Note: Will have broken FoV and won't show special effects (killstreakers, stranges,etc).

Weapon Combos

The Good
Basically nothing. Heavy has no proper combos. You could use a consumable to offset the penalties of the Brass Beast, Warrior's Spirit or Fists of Steel, but they're all weak and situational.

The Ugly
  • Buffalo Steak Sandvich
I can't possibly stress how completely and absolutely terrible this item is.

Engineer (Pt. 1)
Stats and Advice

Max Health: 300
Health Regen: 8
Metal regen: 25
Bonus Speed: +20%
Knockback Taken: -20%
  • Engies can build Amplifiers with !amp, which consume metal to give nearby teammates crits. They can also build Teleporter Pads with !pad, and build speed or jump pads. Amplifiers don't stack, so if someone else builds one first you should consider switching to a Dispenser.

  • Avoid building Sentries in a cluster. It makes it easier for the boss to destroy them all at once. Amps also cover a wide area, so it's a waste to place them side-by-side.

  • If a Medic is heals you while you're holding a melee weapon, your Sentry will deal mini-crits.

  • Your sentry will be destroyed if you die. Stay alert while tending to your buildings.

  • Telefrags deal anywhere between 3000-7000 damage based on the boss' health.

Primary Weapons

The Shotgun
  • +60% damage*
  • +30% fire rate*
  • +30% reload rate*
  • +17% clip size*
  • +75% ammo*
★★☆☆☆ | With one exception, any other primary is better in some way than the shotgun.

The Frontier Justice
  • Gains 2 revenge crits per sentry kill and 1 revenge
    crit per sentry assist when your sentry is destroyed
    (Gains crits if your sentry targets the Hale)
  • Revenge crits are lost on death
  • +40% damage*
  • +50% fire rate*
  • +25% reload rate*
  • +75% clip size*
  • -50% clip size
  • +56% ammo*
★★★☆☆ | Slightly lower stats, but gains crits when your Sentry is firing at the boss.

The Panic Attack
  • Modified to fire rockets*
  • +1600% damage*
  • +900% self damage*
  • +600% self damage force*
  • -35% self damage force*
  • +20% fire rate*
  • +10% reload rate*
  • Doesn't require ammo (doesn't apply to this weapon)*
★★★★☆ | Pending
Note: Will have broken FoV and won't show special effects (killstreakers, stranges,etc).

The Pompson 6000
  • Modified to fire rockets (which mysteriously come out of the left-hand side)*
  • +1600% damage*
  • +600% self damage*
  • +700% self damage force*
  • -35% self damage force*
  • +50% fire rate*
  • +10% reload rate*
  • Doesn't require ammo
★★★☆☆ | Pending
Note: Will have broken FoV and won't show special effects (killstreakers, stranges,etc).

The Rescue Ranger
  • Alt-fire: Use 100 metal to pick up a building from long range
  • Wearer is marked for death when moving their buildings
  • Fires special bolts that can repair friendly buildings
  • 4-to-1 health-to-metal ratio when repairing
  • +200% damage*
  • +80% fire rate*
  • +10% reload rate*
  • -34% clip size
  • +100% ammo*
  • -50% ammo
★★☆☆☆ | Held up by high damage. Its actual gimmick doesn't do much here.

The Widowmaker
  • +50% damage*
  • +10% damage vs your sentry's target
  • +45% fire rate*
  • No reload necessary
  • Uses metal for ammo (-50 metal per shot)*
  • On hit: Damage dealt returned as ammo
  • +5% move speed*
X | TBD: Has potential, but is crippled by its high metal cost and needs crits to be effective.

Engineer (Pt. 2)
Secondary Weapons

The Pistol
  • Crit boosted*
  • +10% damage*
★★★☆☆ | Good: It ain't much, but it puts in honest work.

The Short Circuit
  • Alt-fire: Consumes 65 metal and launches
    an orb that disintegrates any projectiles it touches
  • Crit Boosted* (can't actually deal crit damage)
  • +900% damage*
  • No reload necessary
  • Uses metal for ammo (-5 metal per shot)
  • +50 max metal*
  • +15 metal regen*
  • No random crits
★★★★☆ | The taser deals stupid amounts of damage and the metal bonus is great. It can also deal mini-crits if a Medic is healing you.

The Wrangler
  • Allows you to take manual control of your sentry
  • Wrangled sentries gain a shield reducing damage and repairs by 66%
  • Sentries are disabled for 3 seconds after being unwrangled
  • +25 max health*
  • +15 metal regen*
★★★☆☆ | It lets your sentry tank and the passive health bonus is nice. If you are Wrangling a sentry while being healed or standing by an Amp, your sentry will deal mini-crits.

Melee Weapons

The Wrench
  • Has crits*
  • +30% damage*
  • +10% fire rate*
  • +32% building health*
★★★☆☆ | There's nothing to say here, really.

The Jag
  • Has crits*
  • +30% damage*
  • -25% damage
  • -33% damage vs buildings
  • +15% fire rate
  • +32% building health*
  • -20% repair rate
  • On hit: +30% build rate
★★★☆☆ | Trades damage and repair rate for build speed. Note, it has the same firing speed as the Wrench. I don't think the extra build speed alone is big enough for it to be an upgrade.

The Southern Hospitality
  • Has crits*
  • +35% damage*
  • +10% fire rate*
  • On hit: Bleed for 5 seconds
  • +32% building health*
  • 20% fire damage vulnerability
  • No random crits
★★★☆☆ | The bleed is negligible and vulnerabilities are generally a bad thing.

The Eureka Effect
  • Has crits*
  • +30% damage*
  • +10% fire rate*
  • +32% building health*
★★★☆☆ | It's stock, but thicc.
Note: Will have broken FoV and won't show special effects (killstreakers, stranges,etc).

The Gunslinger
  • Has crits*
  • Third consequtive punch crits
  • +35% damage*
  • +15% fire rate*
  • On hit: Gain +25 health
  • +50 max health*
  • +32% building health*
  • Replaces sentry with a mini-sentry
  • +150% sentry build speed
  • No random crits
★★★☆☆ | Its large health bonus makes it ideal for playing aggressively.

Weapon Combos

The Good
  • The Wrangler and Gunslinger's health bonus pairs nicely with the Panic Attack / Pompson.
  • The Short Circuit's metal bonus gives you one more shot with the Widowmaker. (Not that I recommend using the Widowmaker, however.)
  • Frontier Justice + Gunslinger (for obvious reasons).
Like Heavy, Engineer doesn't really have any notable combos. Just use whichever secondary you prefer, honestly.

The Ugly
  • Heavy Weapons Guy
He said it, not me.
Medic (Pt. 1)
Stats and Advice

Max Health: 300
Health Regen: 8
Bonus Speed: +15%
Knockback Taken: -20%
  • Healing a player who is holding an item with crits (usually their melee weapon, Huntsman, Engineer Pistols, etc) will cause them to receive the buff banner effect (which allows their sentry guns, afterburn and bleed effects to deal minicrits).

  • While using the Medigun or Kritzkrieg, you can Übercharge and quickly switch between teammates to flash them. This drains Über faster, but can deny whole rages.

  • Pop it. You'll quickly regain Über by just healing people, using the Übersaw or syringes.

  • The Crossbow always heals allies for ~150 health on hit.

Primary Weapons

The Syringe Gun
  • +200% damage*
  • +20% reload speed*
  • +150% ammo*
  • On hit: Gain +3% Übercharge*
★★★☆☆ | Carried by its unreasonable damage and +3% Über on hit. It can potentially charge your Medigun in a single clip, but it's not as powerful as it may seem at first.

The Blutsauger
  • +200% damage*
  • +20% reload speed*
  • +150% ammo*
  • On hit: Gain +3% Übercharge*
  • On hit: Gain +3 health
  • -2 health regen
Sidegrade: The health on hit is quaint but not impactful.

The Overdose
  • While active; move speed increases by up
    to +20%, based on your Übercharge percent
  • +175% damage*
  • -15% damage
  • +20% reload speed*
  • +150% ammo*
  • On hit: Gain +3% Übercharge*
★★★★☆ | The move speed bonus at full charge can let you to outrun the boss. You might want this if you tend to outlive your teammates.

The Crusader's Crossbow
  • Has crits*
  • +50% damage*
  • -75% ammo
  • Fires explosive syringes that heal allies
    and deal damage to enemy players*
  • Reloads automatically while inactive
  • +5% Übercharge on hit*
  • Can't headshot
★★★★☆ | Being able to burst heal teammates for 150+ health is almost ridiculous. Rocket jumping is also nice, but if you want mobility - I'd take the Overdose or Vaccinator.

Medic (Pt. 2)
Secondaries

The Medigun
  • Übercharge grants Invulnerability and Kritz
  • +20% Übercharge rate*
  • +20% deploy speed*
  • +20% holster speed*
★★★★☆ | One charge in a good spot can screw over any boss. You can't go wrong with that.

The Kritzkrieg
  • Übercharge grants Invulnerability and Kritz
  • +20% Übercharge rate*
  • +20% deploy speed*
  • +20% holster speed*
★★★★☆ | Functionally identical (mostly) to the Stock Medigun.

The Quick-Fix
  • Übercharge grants Mega Heals and Kritz
  • +50% heal rate*
  • -80% max overheal*
  • +80% Übercharge rate*
  • +30% deploy speed*
  • Mirrors the blast jumps and shield
    charges of your healing target
★★★★☆ | Charges fast. Use Über freely to top-off allies and crit-boost people or just heal yourself. It does not make you invincible, the knockback immunity can get you killed if anything. So if the boss targets you, swap weapons and try to surf their knockback.

The Vaccinator
  • Übercharge grants 75% damage resistance and
    crit immunity to the selected damage type for 2.5s
  • Press reload to cycle through damage types, while healing
    you and your target resist 10% of the selected damage type
  • Übercharge also grants the Concheror effect*
  • +67% Übercharge rate
  • -33% Übercharge rate from overhealed targets
  • -66% overheal build rate
  • +30% deploy speed*
★★★★☆ | The Conch's speed boost and lifesteal effects are very useful. You can pop Übers on teammates and let them run off and do their thing. Also handy for running away or healing yourself. If you want to be selfish or play Battle Medic, definitely take this with you.

Melee Weapons

The Bonesaw
  • Has crits*
  • +35% damage*
  • +30% swing speed*
  • +4 health regen*
★★★☆☆ | It's the Bonesaw. It saws your bones! (Shocker.)

The Amputator
  • While active:
  • Alt-fire (Taunt): Heals all nearby allies
  • Has crits*
  • +35% damage*
  • -20% damage
  • +8 health regen*
★★★☆☆ | The Medicating Melody can be handy - if you can avoid dying when you use it. I usually look for slightly elevated spots before taunting.

The Ubersaw
  • Has crits*
  • +35% damage*
  • -20% swing speed
  • On hit: Gain +25% Übercharge
★★★★★ | A quarter Über on hit? It's free real estate.

The Vita-Saw
  • While active:*
  • Has crits*
  • +20% damage*
  • +10% move speed*
★★★☆☆ | Increases your speed while active, but otherwise isn't notable.
Note: Will have broken FoV and won't show special effects (killstreakers, stranges,etc).

The Solemn Vow
  • Has crits*
  • +35% damage*
  • +30% swing speed*
  • -10% swing speed
  • +4 health regen*
  • Allows you to see enemy health
★★★☆☆ | Best Medic weapon hands down, just trust me bro.

Weapon Combos

The Good
  • If you're using the Medigun or Kritzkrieg, I suggest using the Crusader's Crossbow.
  • If you're using the Quick-Fix or Vaccinator, I suggest using the Overdose.
In my experience, this will give you the best odds of survival here.

The Ugly
  • The Solemn Vow
You know they mean business when they come at you with this thing.

Sniper (Pt. 1)
Stats and Advice

Max Health: 300
Health Regen: 8
Bonus Speed: +20%
Knockback Taken: -20%
  • The Stock Sniper Rifle marks the hale with an outline, which allows you and your team to track them. However, you may want to consider using the Huntsman on smaller maps.

  • Snipers can climb walls with their melee for 35 health. You can store one climb before you need to touch the ground. You can sometimes climb twice if you start while grounded.

  • If the boss targets you, your best bets are to use your melee to wall climb or try to surf knockback so you can regroup with teammates.

  • All Sniper Rifles deal x3 damage by default. Charging your shots is the only way to increase their damage further.

Primary Weapons

The Sniper Rifle
  • Deals 150 - 450 damage*
  • Scoped shots mark the hale with an outline,
    the duration is based on the shot's charge*
★★★☆☆ | Nothing special but doesn't have anything to compete with.

The Bazaar Bargain
  • Deals 150 - 450 damage*
  • Collects heads on successful headshot kills
    Heads increase charge rate by +25% (max 6, +200%)
  • -50% charge rate
★★☆☆☆ | Charges slower, doesn't outline the boss and its gimmick isn't useful here. Headshotting the boss won't give you heads and most bosses have jank hitboxes.

The Classic
  • Deals 150 - 450 damage on Headshot*
    Deals 135 - 405 damage on Bodyshot*

  • -10% damage on bodyshot
  • Can't be fired while airborne
  • Charge and fire shots independant of zoom
  • No headshots unless fully charged
  • Scoped shots mark the hale with an outline,
    the duration is based on the shot's charge*
★★★☆☆ | A bit less damage, but you can charge shots while on the move by bunny hopping, so that's something. Fun to use in a way.

The Hitman's Heatmaker
  • Deals 150 - 450 damage on Headshot*
    Deals 120 - 360 damage on Bodyshot*

  • -20% damage on bodyshot
  • Gain focus on kills and assists, press reload to
    activate focus when full to gain +25% charge rate
  • Scoped shots mark the hale with an outline,
    the duration is based on the shot's charge*
★★☆☆☆ | Deals less damage and Focus takes too long to charge to be noticeably useful.

The Machina
  • Deals 150 - 450 damage*
    Deals 540 damage on full charge*

  • Fires tracer rounds
  • Can't be fired unless scoped in
  • On full charge: +20% damage*
  • On full charge: Penetrates enemy players
★★★☆☆ | Can deal more damage by fully charging, but can't mark the boss and the tracer will make you stick out.

The Sydney Sleeper
  • Deals 150 - 450 damage when the Boss has >90% Rage*
    Deals 120 - 360 damage when the Boss has <90% Rage*

  • +25% charge rate*
  • On scoped hit: The target is marked with
    jarate for 2 - 5 seconds based on shot charge
    (Coating the hale reduces their rage)
  • Headshots mini-crit and reduce the
    cooldown of Jarate by 1 second
  • No headshots
  • No random crits
★★☆☆☆ | Less damage 90% of the time and cannot mark the boss. If not for that, the extra charge speed would arguably make it a bit better.

The Huntsman
  • Crit boosted*
  • +40% damage*
  • +33% fire rate*
  • +100% ammo*
  • Alt-fire: Holsters drawn arrow
  • Arrows can be ignited before firing to
    deal extra damage and inflict afterburn
★★★★☆ | Charges fast and deals up to 500+. Half decent with the bow? Try it out.

Sniper (Pt. 2)
Secondaries (SMGs)

The SMG
  • Crit boosted*
  • +0% damage*
  • +20% fire rate*
  • +20% clip size*
  • +140% ammo*
★★☆☆☆ | Pending

The Cleaner's Carbine
  • Modified to fire rockets*
  • Minicrit boosted*
  • +300% damage*
  • +25% self damage*
  • +100% self damage force*
  • -40% fire rate*
  • +33% projectile speed*
  • -80% clip size*
  • -47% ammo*
★★☆☆☆ | Limited ammo but a few rockets can set up bunny hops.
Note: Will have broken FoV and won't show special effects (killstreakers, stranges,etc).

Secondaries (Wearables)

The Razorback
  • Blocks a backstab and then breaks
  • +34% overheal duration* (does nothing, stat only works on Mediguns)
  • -50% max overheal* (does nothing, stat only works on Mediguns)
  • +35 max health*
  • -100% max overheal on wearer
★★☆☆☆ | Losing overheal is a massive penalty, but at least it has a decent health bonus.

The Darwin's Danger Shield
  • Wearer is immune to afterburn
  • 50% fire damage resistance on wearer
  • ?% fall damage resistance
★☆☆☆☆ | Its bonuses are only useful against a few bosses. Note: Not sure if the fall damage resistance was ever added.

The Cozy Camper
  • -80% primary ammo*
  • +20% ammo regen*
  • +4 health regen
  • No flinching when aiming and fully charged
  • Knockback reduced by 20% while aiming
★★☆☆☆ | Useful on huge maps if you intend to camp (naturally). Though, Sniper's secondaries are frankly all so bad you could justify taking this with the Huntsman and going aggro.

Secondaries (Projectiles)

The Jarate
  • Throw to coat enemies in Jarate,
    coated enemies take mini-crit damage
    (Coating the hale reduces their rage)
  • Can be used to extinguish fires
  • Extinguishing allies reduces the cooldown by 20%
  • +25% recharge rate*
  • +25 max health*
★★☆☆☆ | Basically useless, but the extra health means one more wall climb, baby.

Melee Weapons

The Kukri
  • Has crits*
  • +35% damage*
  • +30% fire rate*
★★★☆☆ | Every Sniper melee can climb, and none are really changed so stock is your best bet.

The Bushwaka
  • While active:
  • Crit boosted*
  • +35% damage*
  • +30% fire rate*
  • +10% move speed*
  • 20% damage vulnerability
  • Crits instead of mini-crits
  • No random crits
Bugs: The damage vulnerability applies to wall climbing self damage. Normally, you can't climb if you don't have enough health, but this can bypass that safety and kill you if you're low.
★★☆☆☆ | The damage vulnerability allows most bosses to one shot you. That's bad.

The Shahansha
  • Has crits*
  • +35% damage*
  • +25% damage while below 50% health
  • -25% damage while above 50% health
  • +30% fire rate*
★★☆☆☆ | Sniper's discount Equalizer.

The Tribalman's Shiv
  • Has crits*
  • +35% damage*
  • -50% damage
  • +30% fire rate*
  • On hit: Bleed for 5 seconds
★★☆☆☆ | Significantly less damage. The bleed is negligible.

Weapon Combos

The Good
He got none, can't even do jarate combos.

The Ugly
  • Heavy Weapons Guy
Or fat, to be more precise. Can't catch a break can he?

Spy (Pt. 1)
Stats and Advice

Max Health: 285
Health Regen: 6
Bonus Speed: +15%
Knockback Taken: -20%
  • Backstabs deal up to around ~4% of the boss' maximum health in damage.
    Every time the boss is backstabbed, the next backstab will deal a bit less.

  • Take advantage of chaos early in the round to go for stabs or disguise as teammates.

  • You can change your disguised weapon by pressing B. However, passive weapon crits don't apply to disguises and mini-crits will make you glow. Disguises also make you immune to knockback, which may allow the boss to combo you.

  • If you think the boss has rage, hold back and jump in while they're killing your allies.

  • You can use the Diamondback's rockets to trigger your own Dead Ringer.

  • Your health regeneration particles are visible while you're cloaked.

Primary Weapons

The Revolver
  • Has mini-crits*
  • +90% damage*
  • +10% fire rate*
  • Can fire a fully accurate shot if the weapon
    hasn't been used for at least 1 full second
  • +100% ammo*
★★★☆☆ | It's stock, what is there to say?

The Ambassador
  • *Critical damage is affected by range (Disabled)
  • Can headshot
  • Has mini-crits*
  • +100% damage*
  • -15% damage
  • +75% headshot damage*
  • -20% firing speed
  • Can fire a fully accurate shot if the weapon
    hasn't been used for at least 1 full second
  • +100% ammo*
  • No random crits
★★★☆☆ | Better if you can land headshots. Headshots at long range won't crit, but will still deal more damage.

The Diamondback
  • Modified to fire rockets*
  • Has mini-crits*
  • +50% damage*
  • +30% self damage*
  • -13% self damage force*
  • -25% fire rate*
  • -67% clip size*
★★☆☆☆ | Fires weak rockets but lets you clear small obstacles or start bunny hops.
Note: Will have broken FoV and won't show special effects (killstreakers, stranges,etc).

The Enforcer
  • Has mini-crits*
  • Gains full crits while disguised*
  • Hold Fire to load six bullets,
    Release fire to unleash a barrage*
  • +65% damage*
  • +60% fire rate*
  • +34% reload rate*
  • -50% accuracy*
  • -0% clip size*
  • +100% max ammo*
★★☆☆☆ | Gimmicky and burns through ammo. Lower damage and range.
Note: Will have broken FoV and won't show special effects (killstreakers, stranges,etc).

The L'Etranger
  • Has mini-crits*
  • +80% damage*
  • Can fire a fully accurate shot if the weapon
    hasn't been used for at least 1 full second
  • On hit: Gain 10% cloak
  • +0% cloak duration
★★☆☆☆ | Lower stats overall.
Spy (Pt. 2)
Melee Weapons

The Knife
  • Attack an enemy from behind to backstab them
★★★☆☆ | There's nothing of note here. All knives are about the same. Unless you can successfully backstab the boss, they just deal 40 damage and don't do much.

The Big Earner
  • Attack an enemy from behind to backstab them
  • Backstab the boss for a speed boost*
  • -15 max health*
★★☆☆☆ | The speed boost is helpful in a pinch for running but... meh.
Note: Will have broken FoV and won't show special effects (killstreakers, stranges,etc).

Your Eternal Reward
  • Attack an enemy from behind to backstab them
  • On backstab: Disguise as a random teammate
    (Triggers when backstabbing the Hale)
  • No noise from backstabs
  • +33% cloak drain rate
★★☆☆☆ | Disguising as a teammate on stab is alright, but... meh

The Kunai
  • Attack an enemy from behind to backstab them
  • When backstabbing the boss, overheal up to 500 health*
  • On backstab: Absorb the life of your victim
  • -55 max health
★★☆☆☆ | | Only useful for Spies who can land consecutive, back-to-back stabs.
Note: Will have broken FoV and won't show special effects (killstreakers, stranges,etc). (Confirmation needed.)

The Spycicle
  • Attack an enemy from behind to backstab them
  • Melts in fire, but regenerates after 15 seconds or when collecting ammo packs
  • On melt: Gain 1 second of fire immunity and 10 seconds of afterburn immunity
  • Backstab kills turn victims to ice
★★★☆☆ | Only a few bosses have fire, so... meh.

PDAs

The Invis Watch
  • Alt-fire: Turn invisible, gain 20% damage resistance and faster recovery
    from status effects, but you can't attack and bumping into enemies reveals you
★★★★☆ | Generally slept on. Just bear in mind the boss can see your regen particles.

The Cloak and Dagger
  • Alt-fire: Turn invisible, gain 20% damage resistance and faster recovery
    from status effects, but you can't attack and bumping into enemies reveals you
  • 0% damage penalty*
★★★★☆ | It's stock, but yellow.
Note: Will have broken FoV and won't show special effects (killstreakers, stranges,etc).

The Dead Ringer
  • Alt-fire: Ready the watch to feign death upon taking damage
  • On feign: Resist 75% of the damage from the attack that triggered your feign,
    leave a fake corpse and ammo pack, gain full invisibility, extra speed and fire immunity
    for 3 seconds as well as 65% damage resistance which decays to 20% over time
  • +0% cloak recharge rate
  • +0% cloak duration
  • -50% cloak meter while cloaked
  • No cloak meter from ammo boxes or dispensers*
★★★★☆ | Its duration and regen bonuses are set to zero, but it's still a good option.

Weapon Combos

The Good
He got none.

The Ugly
  • Heavy Weapons Guy
And also fat.

Afterword / Changelog
Change Log
  • October 28 2024
    • Huntsman damage was reduced from +80% to +40%
  • March 24 2024
    • Adding info on new boss (Scorpion). May shorten and clean up boss descriptions later.
Special thanks to the members of the community who've helped update and improve the guide.
Have some questions, or suggestions? Feel free to leave a comment.

119 Comments
Dr.SUCC Nov 28, 2024 @ 5:21pm 
Thank you man 🙏
Pyrelancer  [author] Nov 27, 2024 @ 3:03pm 
He's from Dota (and also known as the Wraith King). :sablewave:
Dr.SUCC Nov 27, 2024 @ 2:33pm 
I’ve been trying to find out if the skeleton king boss is an original creation made for ff or if it was a character or smt from something else. Someone please help me out with this cause it’s been eating my mind for a while.
Pyrelancer  [author] Aug 10, 2022 @ 8:40pm 
Close to it imo. I've seen mean Cave Johnsons. He kicks ass on small, enclosed maps where people have to cluster and move predictably, but he's been nerfed repeatedly and can run into roadbumps on open maps. He's lost two-shotting lightweights w/ overheal, his fire rate bonus, infinite ammo and doubled knockback resistance. He's not as overpowered as he once was.

Either way I need to review my ratings. Planned to last year, but lost interest in TF2 and SG. :conwayshrug:
Tallman Aug 10, 2022 @ 7:38pm 
I'd say Cave is 5 stars with experience. I was able to clear a 15 player server on difficult with a good amount of hp remaining in less than 3 minutes because people are dumb enough to walk in straight lines. You don't even have to be that good with pipes to exploit that.

Never underestimate how much damage a hale with a 200 damage grenade launcher can dish out in a short period of time.
Pyrelancer  [author] Jul 12, 2022 @ 11:45am 
Gotcha, will update both descriptions. I can't imagine why the stick's damage bonus vs burning wasn't outright removed considering the exploits. x1.5 goomba and guillotine damage kekw. :emofdr:
peanut butter by the splat Jul 12, 2022 @ 10:39am 
and the sun on a stick's dmg bonus against burning players has been massively reduced from 450% to 50%
peanut butter by the splat Jul 12, 2022 @ 10:37am 
might wanna change the description of the iron bomber since it doesnt have the increased hitbox anymore
peanut butter by the splat Feb 12, 2021 @ 1:05am 
one of beep man’s music is “Pixel Party” by Vexento
Pyrelancer  [author] Feb 10, 2021 @ 3:15am 
I thought of adding a link, but decided not to. I'm worried it would violate Steam's guidelines.

I can, however, add another section for individual boss tips. It will take a while, though.