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	<updated>2026-06-01T00:49:38Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Floodgate&amp;diff=10303</id>
		<title>Floodgate</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Floodgate&amp;diff=10303"/>
		<updated>2026-05-23T09:26:56Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Arena_floodgate.webp&lt;br /&gt;
|game-type = Arena&lt;br /&gt;
|four-team = yes&lt;br /&gt;
|file-name = 4arena_floodgate&lt;br /&gt;
|developer = {{Dev|savva}}&lt;br /&gt;
|link = [https://gamebanana.com/mods/56265 Gamebanana]&lt;br /&gt;
|release-date = April 28, 2023 ([[Fight or Flight]])&lt;br /&gt;
|map-environment = Alpine&lt;br /&gt;
|map-setting = Afternoon, Foggy&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Floodgate&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/day1 promotional blurb]|&lt;br /&gt;
With an expansive multi-tier mid and serpentine back alleys, Floodgate&#039;s home to the kind of involved long-form teamplay that makes Arena worth playing in a sea of [[Payload|Payloads]] and [[Domination|Dominations]]. Make like a bottling plant, and contaminate your enemies with fatal amounts of lead.}}&lt;br /&gt;
&#039;&#039;&#039;Floodgate&#039;&#039;&#039; is an official [[Four-Team]] [[Arena]] map with a symmetrical design, featuring exaggerated verticality, tight corners, cramped interiors, and tons of ambush routes. It is set in a fake bottling plant on an anonymous mountain ridge that conceals a mysterious intelligence apparatus. &lt;br /&gt;
&lt;br /&gt;
Floodgate was added to Team Fortress 2 Classified on April 28, 2023, in the [[Fight or Flight]] update. It was created by &#039;&#039;TF2 Classified&#039;&#039; contributor {{Dev|savva}}. It was [https://gamebanana.com/mods/56265 uploaded] to Gamebanana on February 28, 2021.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Floodgate_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Spawn ===&lt;br /&gt;
Each team spawns in a single room with a single exit, leading to an elevated platform with a one-way drop to the ground. The ground has a singular, wide route to center. The platform connects to a building that connects to an opposing team&#039;s equivalent building. Both buildings lead to the center through a short staircase.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Floodgate_RED_Spawn.webp|RED spawn room&lt;br /&gt;
Floodgate_BLU_Spawn.webp|BLU spawn platform&lt;br /&gt;
Floodgate_GRN_Spawn.webp|GRN spawn building&lt;br /&gt;
Floodgate_YLW_Spawn.webp|YLW spawn ground route&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Center ===&lt;br /&gt;
All the teams meet in a wide center arena surrounding a tiny, enclosed point inside a tower. The tower has pipes around it allowing for a height advantage. There are supply shacks in front of the point with medium ammo packs, and a side route behind them with shallow water and a medium ammo pack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Floodgate_Center.webp|Center overview&lt;br /&gt;
Floodgate_Side_Route.webp|Side route&lt;br /&gt;
Floodgate_Supplies.webp|Supply shack&lt;br /&gt;
Floodgate_Point_Below.webp|Point from below&lt;br /&gt;
Floodgate_Point_Above.webp|Point from above&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added arena_floodgate (savva)&lt;br /&gt;
{{Update|2.1.1}}&lt;br /&gt;
* Minor artpass improvements&lt;br /&gt;
* Fixed certain lighting issues&lt;br /&gt;
* Slight clipping adjustments&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Added a &amp;quot;4&amp;quot; prefix to all Four-Team map names&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=10292</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=10292"/>
		<updated>2026-04-13T14:54:23Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_pyro&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=175&lt;br /&gt;
| overhealed=260&lt;br /&gt;
| speed=100}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Pyro&#039;&#039;&#039; &#039;&#039;attempting to communicate to their team&#039;&#039;|&#039;&#039;Hudda hudda huh!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Pyro&#039;&#039;&#039; is an anonymous individual in a flame retardant suit with an affinity for all things fire. They are an [[Classes#Offense|offense class]] that specializes in close-range damage, ambush manoeuvres and guarding their team&#039;s territory.&lt;br /&gt;
&lt;br /&gt;
The Pyro’s primary weapon is a homemade flamethrower that ignites enemies and inflicts [[afterburn]], which is useful for guarding areas of interest and for [[Spy]] checking. Their secondary weapons are not as strict and are designed to complement the primary weapon. From hitscan shotguns to projectile flare guns, switching between primary and secondary weapons can allow the Pyro to quickly combo multiple sources of damage onto the opponent.&lt;br /&gt;
&lt;br /&gt;
Another one of the Pyro’s most useful tools at their disposal is the alternate fire [[compression blast]] (also known as airblast) in their primary weapons. The airblast allows Pyro to extinguish ignited teammates, push enemies away and reflect projectiles such as rockets, grenades and even throwable weapons such as the [[Brick]].&lt;br /&gt;
&lt;br /&gt;
Taking advantage of their ever-present fire resistance, mitigating their close-ranged weaknesses through careful play and quick thinking, and finding opportunities to exploit the enemies&#039; mistakes can make Pyro one of the most game-changing classes any team can have.&lt;br /&gt;
&lt;br /&gt;
The Pyro is voiced by Dennis Bateman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Unknown&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Pyrotechnics&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Mmph mmmph mph-mph mmph mmmmph!&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Only two things are known for sure about the mysterious Pyro: he sets things on fire and he doesn&#039;t speak. In fact, only the part about setting things on fire is undisputed. Some believe his occasional rasping wheeze may be an attempt to communicate through a mouth obstructed by a filter and attached to lungs ravaged by constant exposure to his asbestos-lined suit. Either way, he&#039;s a fearsome, inscrutable, on-fire Frankenstein of a man. If he even is a man.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Flame Thrower}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Flare Gun}}&lt;br /&gt;
{{Weapon|Twin Barrel}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Fire Axe}}&lt;br /&gt;
{{Weapon|Harvester}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Pyro Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Pyro…&lt;br /&gt;
* …you are mostly immune to burning and fire damage. Use your secondary and melee weapons against enemy Pyros to get a quicker kill.&lt;br /&gt;
* …you can set enemies [[afterburn|on fire]] and quickly retreat, leaving them to die from the burning.&lt;br /&gt;
* …your [[Flame Thrower]] deals more damage the closer you are to the enemy.&lt;br /&gt;
* …your Flame Thrower chews up a lot of ammo. Pick up ammo packs and fallen weapons to refill your supply.&lt;br /&gt;
* …ambush enemies to catch them in the short range of your Flame Thrower. Use corners and dropdowns to your advantage.&lt;br /&gt;
* …the Flame Thrower&#039;s [[Airblast|compression blast]] ({{Attack2}}) is a very useful tool. Use it to push enemies, even [[ÜberCharge|invulnerable]] [[Medic|Medics]] and their buddies, away or into environmental hazards.&lt;br /&gt;
* …your Flame Thrower can extinguish burning teammates with {{Attack2}}.&lt;br /&gt;
* …switch to your [[Shotgun]] if enemies retreat beyond the short range of your Flame Thrower.&lt;br /&gt;
* …your [[Fire Axe]] is a great choice for dealing with retreating enemies in close range.&lt;br /&gt;
* …your [[Flare Gun]] can catch enemies on fire at long range. This works well for picking off far away enemies like [[Sniper|Snipers]].&lt;br /&gt;
* …the [[Twin Barrel]] can be used to close the gap between you and your target. Propel yourself upward or towards your enemies!&lt;br /&gt;
* …the Twin Barrel does not deal damage as reliably as your Shotgun. If you&#039;re losing in an encounter, use it to propel yourself away in retreat!&lt;br /&gt;
* …the [[Harvester]] can generate a guaranteed critical hit, and allows you to heal from your enemies.&lt;br /&gt;
* …dying with the Harvester equipped will extinguish any enemies you&#039;ve set on fire.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_extinguish_bomblets}}&lt;br /&gt;
{{Achievement|achievement_fire_axe_death_afterburn}}&lt;br /&gt;
{{Achievement|achievement_pyro_shotgun_coreshot_streak}}&lt;br /&gt;
{{Achievement|achievement_flare_crit_teamwork}}&lt;br /&gt;
{{Achievement|achievement_harvester_collect_decap}}&lt;br /&gt;
{{Achievement|achievement_harvester_decap_single_life}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_low_health}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_spy}}&lt;br /&gt;
{{Achievement|achievement_ssg_scout_hit_pellets}}&lt;br /&gt;
{{Achievement|achievement_ssg_meatshots}}&lt;br /&gt;
{{Achievement|achievement_ssg_pounce}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Подпалвач|bg_m=Pyro&lt;br /&gt;
|de=Pyro&lt;br /&gt;
|en=Pyro&lt;br /&gt;
|es=Pyro&lt;br /&gt;
|fr=Pyro&lt;br /&gt;
|hu=Piró|hu_m=Pyro&lt;br /&gt;
|it=Piro|it_m=Pyro&lt;br /&gt;
|pl=Pyro&lt;br /&gt;
|pt-br=Pyro&lt;br /&gt;
|ro=Pyro&lt;br /&gt;
|ru=Поджигатель|ru_m=Pyro&lt;br /&gt;
|tr=Pyro&lt;br /&gt;
|uk=Піро|uk_m=Pyro&lt;br /&gt;
|zh-hans=火焰兵|zh-hans_m=Pyro&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated the Pyro’s head to be consistent with the rest of the classes. (Uses a separate texture-sheet and higher poly mesh.)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Raised afterburn condition duration for Pyros to 0.5s (from 0.25s)&lt;br /&gt;
** This allows for [[Flare Gun|Flaregun]]{{sic}} combos in certain situations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* In &#039;&#039;Team Fortress 2 Classified&#039;&#039;, the Pyro is the only character who&#039;s Meet the Team video is considered non-canon.&lt;br /&gt;
** This retcon also makes the &#039;&#039;Pyroland&#039;&#039; fantasy world non-canonical.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Throughout &amp;lt;i&amp;gt;Team Fortress 2&amp;lt;/i&amp;gt;&#039;s development, Pyro was predominantly referred to and depicted as male. From Dennis Batemans stating the voice director referred to them as &amp;quot;He&amp;quot;, to concept art depicting them as a middle aged man. Despite this, several classes mocked Pyro as effeminate in game.  &lt;br /&gt;
* Before the [[3.0.0|Steam release]], the Pyro had their ‘Activate the Charge!’ voice command replaced where they now yell &amp;quot;COME ON!&amp;quot; This voice line was lifted from prerelease versions of &#039;&#039;Team Fortress 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Four-Team&amp;diff=10291</id>
		<title>Four-Team</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Four-Team&amp;diff=10291"/>
		<updated>2026-04-13T13:53:52Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:4teamteaser.png|frameless|right]]&lt;br /&gt;
{{Quotation|[https://web.archive.org/web/20250131190247/https://tf2classic.com/death_and_taxes/day3 Death &amp;amp; Taxes update page]|&lt;br /&gt;
&amp;quot;Shoot at people whose army-navy-store cargo pants are a different color than yours&amp;quot; is a &#039;&#039;learned behavior&#039;&#039; by now, so we didn&#039;t think it would inconvenience you too much if we tracked down eighteen more color-coordinated psychopaths and put them on the payroll. Global Radio Network (GRN) and Yard Logistics Workers, Inc. (YLW) play a part in all the broadcast towers and freight yards you&#039;ve been fighting over, respectively, but they&#039;ve also got shady corporate interests that they&#039;re willing to hire mercenaries to protect. You&#039;re not so different after all!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four-Team&#039;&#039;&#039;, also known as &amp;quot;&#039;&#039;&#039;4team&#039;&#039;&#039;&amp;quot;, is a game mode introduced in the [[Death &amp;amp; Taxes]] update; as the name suggests the game mode features typical symmetrical gameplay, but players are now split between four [[Teams|teams]] instead of the usual two. These two new teams added are the &#039;&#039;&#039;GRN&#039;&#039;&#039; &#039;&#039;(Global Radio Network)&#039;&#039; and &#039;&#039;&#039;YLW&#039;&#039;&#039; &#039;&#039;(Yard Logistics Workers, Inc)&#039;&#039; team. Since teams will naturally be smaller in size, teamwork is encouraged and sticking together is advised.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
{{main|List of maps}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Arena]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Flask]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Arena_flask.webp|200px]]&lt;br /&gt;
| {{code|4arena_flask}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Floodgate]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Arena_floodgate.webp|200px]]&lt;br /&gt;
| {{code|4arena_floodgate}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Domination]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Hydro (Domination)|Hydro (DOM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dom_hydro.webp|200px]]&lt;br /&gt;
| {{code|4dom_hydro}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Medieval]] Domination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Krepost]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dom_krepost.webp|200px]]&lt;br /&gt;
| {{code|4dom_krepost}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[King of the Hill]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Frigid]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Koth_frigid.webp|200px]]&lt;br /&gt;
| {{code|4koth_frigid}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The mechanics of a map having three or more teams first appeared in TFC, though in the base game only the Hunted map (which eventually evolved into [[VIP]]) utilized this mechanic. The [[Civilian]] was on Blue, Red was comprised of his bodyguards, and Yellow was the assassins.&lt;br /&gt;
&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Spy&amp;diff=10290</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Spy&amp;diff=10290"/>
		<updated>2026-04-13T05:13:18Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_spy&lt;br /&gt;
| type=Support&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| speed=107}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Spy&#039;&#039;&#039; &#039;&#039;after taking out his local mercenary&#039;&#039;|&#039;&#039;Thank you for being such a dear friend.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Spy&#039;&#039;&#039; is a [[Classes#Support|support class]] from France, with years of experience in espionage, deception, and sabotage. He is a specialist support class armed with a variety of tools to infiltrate and eliminate enemies, as well as a smug, sarcastic attitude. &lt;br /&gt;
&lt;br /&gt;
Using his [[#Watch|cloaking watches]], he can become fully invisible, allowing him to infiltrate the enemy base without getting detected. His [[Disguise Kit]] lets him disguise as any class on any team, which allows him to blend in with enemy teams. He can use his [[Revolver]] to defend himself and pick off enemies from long range, or his [[Knife]] to instantly kill them from behind with a backstab. With his [[Tranquilizer Gun]], he can [[tranquilize]] his victim and finish them off with his Knife. In addition, he has the [[Sapper]], which he can use to disable Engineer-constructed [[buildings]] and drain them of health, allowing him or his team to swoop in and destroy them with ease. However, Sappers can be  destroyed by [[Engineers]] using the [[Wrench]].&lt;br /&gt;
&lt;br /&gt;
The Spy can also use enemy [[Dispenser|Dispensers]] while disguised and enemy [[Teleporters]] or [[Jump Pads]] at any time. This allows him to replenish health and ammo behind enemy lines and [[Teleporter#Telefrag|telefrag]] enemies standing on a Teleporter exit, or [[Jump Pads#Stomping|stomp]] unsuspecting enemies by landing on them.&lt;br /&gt;
&lt;br /&gt;
The Spy can use his unique ability, Spywalk (default: {{code|Shift}}), to move at his usual movement speed while disguised. This can be helpful for catching up to enemies who run faster than the Spy&#039;s disguise class. However, this puts the player at risk of getting caught due to the Spy running faster than his disguise victim. This can be inverted in the Options menu so the Spy always runs at his usual speed and only slows down when pressing down the Spywalk button.&lt;br /&gt;
&lt;br /&gt;
The Spy is voiced by Dennis Bateman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Country of Origin:&#039;&#039;&#039; France&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Uncloak &amp;amp; Dagger&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;...&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Contraptions:&#039;&#039;&#039; Disguise Kit / Cloaking Watch&lt;br /&gt;
A master of disguise, misdirection, and the byzantine details of who really runs things, the Spy is a double reverse quadruple agent whose reflexive suspicion is entirely justified.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Revolver}}&lt;br /&gt;
{{Weapon|Tranquilizer Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Sapper ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Sapper}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Knife}}&lt;br /&gt;
}}&lt;br /&gt;
=== PDA ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Disguise Kit}}&lt;br /&gt;
}}&lt;br /&gt;
=== Watch ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Invis Watch}}&lt;br /&gt;
{{Weapon|L&#039;escampette}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Spy Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Spy…&lt;br /&gt;
* …disguise yourself as an enemy with your Disguise Kit. Beware, as you can still bump into enemies, and attacking will remove your disguise.&lt;br /&gt;
* …call for enemy [[Medic|Medics]] by hitting {{Callmedic}} while disguised.&lt;br /&gt;
* …try to act like an enemy while disguised. Observe where enemy team members are, and disguise as one of them.&lt;br /&gt;
* …press {{speed}} to run at normal speed while disguised as slower classes.&lt;br /&gt;
* …your Revolver is a very useful tool for when a stealth operation doesn&#039;t go your way.&lt;br /&gt;
* …place your Sappers on enemy buildings to disable and destroy them. Disguises aren&#039;t lost when placing Sappers.&lt;br /&gt;
* …your Sappers disable [[Sentry Gun|Sentry Guns]] before destroying them. Sap a Sentry Gun before attacking nearby Engineers.&lt;br /&gt;
* …use your Knife to backstab enemies from behind, killing them instantly.&lt;br /&gt;
* …hit {{attack2}} to cloak and become fully invisible for a short period of time.&lt;br /&gt;
* …use your cloak to get behind enemy lines, and your disguise to move around amongst them.&lt;br /&gt;
* …your Tranquilizer Gun slows down your target and decreases their ranged gun damage. This helps create an opening for an escape.&lt;br /&gt;
* …the darts from your Tranquilizer Gun cause your target to take guaranteed [[Critical hit|critical hits]] from melee damage. Let your teammates gang up on them, or go for a kill on your own.&lt;br /&gt;
* …the L&#039;escampette allows you to move quickly to or from the enemy base. Make quick escapes, or quick infiltrations!&lt;br /&gt;
* …you lose cloak taking damage with the L&#039;escampette equipped. Stay out of the line of fire.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_tranq_melee_kill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== [[Achievements#VIP achievements|VIP achievements]] ===&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_civilian_disguiseboost}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Шпионин|bg_m=Spy&lt;br /&gt;
|de=Spy&lt;br /&gt;
|en=Spy&lt;br /&gt;
|es=Spy&lt;br /&gt;
|fr=Spy&lt;br /&gt;
|hu=Kém|hu_m=Spy&lt;br /&gt;
|it=Spia|it_m=Spy&lt;br /&gt;
|pl=Szpieg|pl_m=Spy&lt;br /&gt;
|pt-br=Spy&lt;br /&gt;
|ro=Spy&lt;br /&gt;
|ru=Шпион|ru_m=Spy&lt;br /&gt;
|tr=Spy&lt;br /&gt;
|uk=Шпигун|uk_m=Spy&lt;br /&gt;
|zh-hans=间谍|zh-hans_m=Spy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated the Spy&#039;s Cigarette “shell” to be slightly higher poly.&lt;br /&gt;
* Added Spywalk for Spies. (Bound to Shift by default)&lt;br /&gt;
* Added a glow to the Spy&#039;s cigarette.&lt;br /&gt;
* Updated the Spy’s mask textures to be consistent with the 10 classes.&lt;br /&gt;
* Being touched as a Spy now also affects the viewmodel.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Updated {{code|tf2c_spy_gun_mettle}} to include updated [[Sapper]] damage modifier &lt;br /&gt;
* Fixed Spywalk not being applied clientside&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.4}}&lt;br /&gt;
* The move speed increase from {{code|tf2c_gun_mettle_spy}} now only affects Spy, rather than all classes &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Updated the Spy:&lt;br /&gt;
** Increased the Spy&#039;s movement speed to 107% (from 100%)&lt;br /&gt;
** Set by {{code|tf2c_spy_gun_mettle 2}}, the new default setting for {{code|tf2c_spy_gun_mettle}}; can be changed by server operators&lt;br /&gt;
* Heal points are now given for [[Shock Therapy]] healing, [[Medic]] passive regen, [[Kritzkrieg]] self healing, being healed by an enemy Shock Therapy as a Spy, and stealing enemy [[Sandvich|Sandviches]]&lt;br /&gt;
* Added the {{code|tf2c_spywalk_inverted}} convar, which sets Spywalk (moving at Spy&#039;s regular speed while [[Disguise Kit|disguised]] as slower classes) as the default behavior, with +SPEED (Spywalk bind) imitating your disguise&#039;s speed&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* The Spy now has a +20% damage resistance and reduced debuff duration while [[Invis Watch|cloaked]]&lt;br /&gt;
* Added a Spywalk indicator on the [[Disguise Kit|Disguis]]e HUD (enabled via tf2c_spywalk_hud, enabled by default)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Spies now gain double the amount of [[Invis Watch|cloak]] from [[Buildings|building]] gibs&lt;br /&gt;
* [[Invis Watch|Cloaked]] Spies now correctly take 20% less damage even from [[Critical hit|crits]]&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Updated the Spy:&lt;br /&gt;
** Spy can now fake reload at any time by pressing the Reload key&lt;br /&gt;
*** Added animations for fake reloading on the Revolver&lt;br /&gt;
** Disguising as a Medic now defaults to you holding the Medi Gun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Spy used to have 100% movement speed in both &#039;&#039;Team Fortress 2&#039;&#039; and &#039;&#039;Team Fortress 2 Classified&#039;&#039;, but both iterations were eventually changed to 107%.&lt;br /&gt;
* In &#039;&#039;Team Fortress 2 Classified&#039;&#039;, Spy gets another line for his &amp;quot;Thanks!&amp;quot; voice command where he says &amp;quot;&#039;&#039;Prego&#039;&#039;&amp;quot; (Translation: &amp;quot;&#039;&#039;You&#039;re welcome&#039;&#039;&amp;quot;). This was lifted from the prerelease versions of &#039;&#039;Team Fortress 2&#039;&#039;.&lt;br /&gt;
* The RED and YLW Spy smoke white cigarettes, while the BLU and GRN Spy smoke brown cigarettes.&lt;br /&gt;
* For the French dub of the game, the Spy was given a British accent and several of his responses have been altered to use British words. Nationality changes being a common occurance when adapting French characters over to France in order to better fit local sensibilities the Spy was altered to become British.&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Huntsman&amp;diff=10289</id>
		<title>Huntsman</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Huntsman&amp;diff=10289"/>
		<updated>2026-04-13T05:11:16Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=huntsman&lt;br /&gt;
| kill-icon-2=huntsman headshot&lt;br /&gt;
| kill-icon-3=deflect arrow&lt;br /&gt;
| kill-icon-4=huntsman flyingburn&lt;br /&gt;
| kill-icon-5=huntsman burning&lt;br /&gt;
| kill-icon-6=taunt sniper&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=12&lt;br /&gt;
| reload-type=Passive&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Bow&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Whatever happened to chivalry?&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Huntsman&#039;&#039;&#039; is an alternative primary weapon for the [[Sniper]]. It is a simple recurve bow made from wood and metal, its riser held on with black tape, and with additional asymmetrical tape on the limbs. When equipped, the Sniper&#039;s quiver will have three arrows sticking out of it, regardless of whether the Huntsman is the active weapon.  Its arrows leave behind a team-colored trail when fired. Enemies killed by the Huntsman may have their corpses pinned to nearby walls.&lt;br /&gt;
&lt;br /&gt;
The Huntsman shoots a large arrow projectile that travels through the air, impacting the first enemy it comes into contact with. While holding down the primary fire button, the arrow can be charged for up to one second, significantly increasing its damage and velocity. While charging, the Sniper is slowed and he cannot jump, but will still charge and can be fired in midair or [[water|underwater]]. The arrows deal 50 damage uncharged and 120 damage at maximum charge.&lt;br /&gt;
&lt;br /&gt;
In addition, the Huntsman can headshot enemies at any charge and any range, dealing 150 damage uncharged and 360 damage fully charged. The headshot hitbox is different from that of the [[Sniper Rifle]] and [[Hunting Revolver]], meaning that [https://www.youtube.com/watch?v=8RjDM6-nLxc headshots can succeed or fail in non-intuitive ways]. The user can also cancel the charge by pressing the alternative fire key, causing the Sniper to lower his bow, not firing his arrow, and delay his next shot. Switching weapons will also cancel the charge without firing the arrow. If the user charges for more than five seconds, their charge meter will turn red, and their current shot will become extremely inaccurate when fired.&lt;br /&gt;
&lt;br /&gt;
The Huntsman arrow can be lit on fire by a friendly [[Pyro]]&#039;s [[Flame Thrower]], certain map geometry (those with [https://developer.valvesoftware.com/wiki/Trigger_ignite_arrows trigger_ignite_arrows] triggers) like the torches on [[DeGroot Keep]], or if it travels through the flames of either an allied or enemy Pyro. Impacted enemies will suffer [[afterburn]], lasting for 10 seconds and dealing 3 damage every 0.5 seconds for a total of 60 damage. Going underwater will extinguish the burning arrow, and enemies that are underwater will not suffer afterburn at all. In any case, the friendly Pyro will not receive assist credit for the kill, and the Sniper will receive full credit.&lt;br /&gt;
&lt;br /&gt;
The Huntsman has the Arrow Stab kill taunt, in which the Sniper will twirl an arrow with his hand, stab it into the first enemy in front of his crosshair (vertically and horizontally), then pull it out. Doing this will stun the enemy (including invulnerable enemies) and deal 1 damage on the stab, then deal 500 damage to them on the pullout. If the arrow is on fire, it will set the enemy on fire. The pullout and stab are separate actions, meaning an enemy can get stunned without dying, or die without being stunned. The taunt effect extends significantly beyond the animation&#039;s apparent range. The user&#039;s crosshair position influences where the taunt will stab, meaning they can hit an enemy above or below them, even though the animation always faces forwards. The taunt will not penetrate multiple enemies, and will not damage buildings. It also cannot deal [[critical]] hits, but it can deal mini-crits. Unlike in Team Fortress 2, taunting with an arrow charged will fire the arrow before taunting.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Arrow Stab&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 50&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 120&lt;br /&gt;
 | charged-damage-percentage = 240%&lt;br /&gt;
 | critical = 150&lt;br /&gt;
 | critical-charged = 360&lt;br /&gt;
 | mini-crit = 68&lt;br /&gt;
 | mini-crit-charged = 162&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = {{tooltip|Afterburn|If arrow is on fire}}&lt;br /&gt;
 | afterburn = {{tooltip|3 / tick|6 per second}}&lt;br /&gt;
 | afterburn-mini-crit = {{tooltip|4 / tick|8 per second}}&lt;br /&gt;
 | afterburn-duration = 10 s&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | carried = 12&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.94 s&amp;lt;/br&amp;gt;{{tooltip|0.97 s|Haste boosted}}&lt;br /&gt;
 | charge-fill-speed = 100% / s&amp;lt;/br&amp;gt;{{tooltip|200% / s|Haste boosted}}&lt;br /&gt;
 | charge-fill-time = 1 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | aim-fatigue = 5 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Hunstman v. Stock Sniper Rifle&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Is available on Medieval mode&lt;br /&gt;
➕ Charges faster&lt;br /&gt;
➕ Registers a hit using player&#039;s larger collision box instead of their hitbox&lt;br /&gt;
➕ Arc-trajectory arrow is effective on uphill terrain and blind spots&lt;br /&gt;
➕ Sniper moves faster when charging&lt;br /&gt;
➕ Arrows can be lit on fire to deal afterburn damage&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Deals less damage per shot&lt;br /&gt;
➖ Deals less damage per second&lt;br /&gt;
➖ Has less clip size&lt;br /&gt;
➖ Has slower attack speed&lt;br /&gt;
➖ Has slower projectile speed&lt;br /&gt;
➖ Needs to be fully charged to travel at an almost-straight trajectory&lt;br /&gt;
➖ Does not have scope nor laser pointer&lt;br /&gt;
➖ Can be airblasted&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_sniper_fire}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Caçador|pt-br_m=Huntsman&lt;br /&gt;
|bg=Ловецът|bg_m=Huntsman&lt;br /&gt;
|en=Huntsman&lt;br /&gt;
|fr=Huntsman&lt;br /&gt;
|de=Huntsman&lt;br /&gt;
|it=Arco da cacciatore|it_m=Huntsman&#039;s Bow&lt;br /&gt;
|ro=Huntsman&lt;br /&gt;
|ru=Охотник|ru_m=Huntsman&lt;br /&gt;
|es=Cazador|es_m=Huntsman&lt;br /&gt;
|tr=Avcı|tr_m=Huntsman&lt;br /&gt;
|uk=Мисливець|uk_m=Huntsman&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Added The Huntsman&lt;br /&gt;
* Updated [[Rocket Launcher|Rockets]], Arrows, [[Syringe Gun|Syringes]] and [[Flare Gun|Flares]] to pass through Teammates. ({{code|tf2c_projectile_ally_collide 1}} to re-enable) &lt;br /&gt;
* Added special Class Select animations for the [[Nail Gun|Nailgun]],{{sic}} Huntsman and [[Hunting Revolver]].&lt;br /&gt;
* Updated the [[Sniper]] to be able to gesture while holding the [[Sniper Rifle]] and Huntsman. &lt;br /&gt;
* Improved Arrows to be ignited mid-air, both by triggers and the [[Pyro]]&#039;s flames. &lt;br /&gt;
* Improved the [[Sniper|Snipers]]{{sic}} Huntsman animations to be right-handed properly.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Fixed an exploit where Huntsman arrows could be used to give players large health pools &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added {{code|tf2c_experimental_huntsman_enable}} (off by default), for bounding box-based collision for Huntsman headshots&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Fixed Huntsman fire arrows not applying [[Fire|afterburn]] on taunt kill &lt;br /&gt;
* Fixed Huntsman not respecting {{code|mod_sniper_zoom_while_jumping}} value&lt;br /&gt;
* Fixed burning arrows not getting extinguished underwater&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Reworked hit detection&lt;br /&gt;
:* Instead of pinning to the nearest hitbox, the arrow will check in a radius around its path to determine a headshot&lt;br /&gt;
:* This hit detection uses a new projectile: {{code|tf2c_projectile_arrow}}&lt;br /&gt;
* Updated the drawing animation to sync with the charge meter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Sniper will still have three arrows sticking out of his quiver even if the Huntsman has less than three arrows remaining.&lt;br /&gt;
* An arrow launched while taunting will not play its firing sound effect.&lt;br /&gt;
* The Huntsman is one of five non-Stock weapons ported from live &#039;&#039;Team Fortress 2&#039;&#039; with others being the [[Gunboats]], [[Flare Gun]], [[Sandvich]] and [[Kritzkrieg]]. &lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*There are general and quality-of-life changes related to the Huntsman that is unique to &#039;&#039;Team Fortress 2 Classified&#039;&#039;:&lt;br /&gt;
** The Huntsman&#039;s hit detection was reworked in &#039;&#039;TF2 Classified&#039;&#039; and now instead of pinning to the nearest hitbox, the arrow checks in a radius around its path to determine a headshot.&lt;br /&gt;
** The Huntsman&#039;s viewmodel animation was also reworked in &#039;&#039;TF2 Classified&#039;&#039; and now mirrors the worldmodel animation, obstructing the player&#039;s vision less when not aiming.&lt;br /&gt;
** &amp;lt;i&amp;gt;TF2 Classified&amp;lt;/i&amp;gt;&#039;s Sniper was given a proper class selection animation which is just the default animation but holding the Hunstman and a different right arm position.&lt;br /&gt;
** The Huntsman now has 6 max arrows while equipped in [[Medieval Mode]].&lt;br /&gt;
** According to current developer and former lead developer (2022&amp;amp;ndash;2023) {{Dev|Trotim}} the Hunstman can now be ignited mid-air.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Disguise_Kit&amp;diff=10281</id>
		<title>Disguise Kit</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Disguise_Kit&amp;diff=10281"/>
		<updated>2026-04-09T07:54:36Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by= Spy&lt;br /&gt;
| slot= PDA&lt;br /&gt;
| loadout=yes&lt;br /&gt;
}}{{Quotation|&#039;&#039;&#039;Disguise Kit&#039;&#039;&#039; [https://web.archive.org/web/20250130090816/https://tf2classic.com/fight_or_flight/day1 publicity blurb]|Our latest quality-of-life feature takes the stress and heartache out of identity theft. Spies in [[Four-Team]] matches can click past their color-coded disguises and equip a Global Disguise, which passes you off as an ally to every enemy who sees you, regardless of team. No more playing passive around triple-team fights, or finding space in your coat for 27 fake passports, or fat-fingering the &amp;quot;toggle disguise team&amp;quot; button and typing something deplorable in chat by accident.&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Disguise Kit&#039;&#039;&#039;, formally the &amp;quot;Spytron 3000 Disguise Kit&amp;quot;, is the stock PDA for the [[Spy]]. It does not show up on his loadout screen. It appears to be a metallic hinged cigarette case, but actually contains an electronic disguising mechanism with a blank screen, and one team-colored button with two glowing yellow buttons. The buttons glow yellow regardless of which team the user is on. Regardless, it still contains six unusually shiny filtered cigarettes, a seventh of which the Spy constantly smokes. The cigarette paper appears white on RED and YLW, and dark brown on BLU and GRN.&lt;br /&gt;
&lt;br /&gt;
The Disguise Kit allows the Spy to disguise as any player, from any class, from any team. These include RED and BLU on normal maps, and additionally GRN and YLW on [[Four-Team|four-team]] maps. When playing on four-team maps, he can also disguise as the unnamed &#039;gray&#039; team, which shows enemy players the Spy disguised as the current team they are on. After activating the Disguise Kit, it takes 2 seconds before it is applied, during which the Spy is covered in smoke particles. These particles will follow him while he is cloaking, having the same opacity as his body. When changing disguises while disguised, it will take 0.5 seconds to apply, and no smoke particles will be visible to the enemy. The Spy cannot disguise while taunting, and taunting while disguised will remove his disguise. Pressing the attack button will bring out the Spy&#039;s last weapon.&lt;br /&gt;
&lt;br /&gt;
While disguised, the Spy will appear to enemies as a random player using that class on the chosen team, with that player&#039;s current loadout and health, being forced to use the speed of the disguised class (Scout&#039;speed being the only exeption to this rule). He will wear a paper mask, visible to friendly players, with the face of the class he is disguised as. If nobody is on that class, a random name from that server is used instead. Pressing the &amp;quot;last disguise&amp;quot; button while disguised will change the disguise&#039;s equipped weapon to the slot the Spy is using. If the Spy reloads his weapon, the disguise will reload its weapon as well. Voice commands from the Spy will appear as that class&#039;s equivalent voice command to the enemy. If the user attacks with a weapon (except the [[Sapper]]) or selects the friendly Spy disguise, their current disguise will instantly disappear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TF2 Classified&#039;&#039; introduces a new feature for the Spy, known as &amp;quot;Spywalk&amp;quot;. If the user presses the shift key, the Spy can walk at his normal speed. He will walk at normal speed all the time if the &amp;quot;Use Spywalk by default&amp;quot; setting (&amp;lt;code&amp;gt;tf2c_spywalk_inverted&amp;lt;/code&amp;gt;) is enabled. He is not able to walk through enemy players or [[buildings]], and will still take damage from them (without taking knockback or visibly being hurt) as normal. However, the Spy will be afflicted with [[Fishwhacker|bleed]] and [[afterburn]] as normal, which is a dead giveaway that he is an enemy in disguise. When the Spy dies, he will lose his disguise.&lt;br /&gt;
&lt;br /&gt;
[[Sentry Gun|Sentry Guns]] cannot detect the Spy while he is disguised as their team, and he will be able to use enemy [[Dispenser|Dispensers]], [[Teleporter|Teleporters]], the [[Payload]], and walk on objectives without capturing them. If the Spy becomes undisguised in front of a Sentry, it will track the Spy even when he re-disguises, which stops once he is out of the Sentry&#039;s range, hides out of its sight, or is ignored in favor of a closer target.&lt;br /&gt;
&lt;br /&gt;
When taunting, the Spy has an 85% chance of flicking a cigarette onto the ground, with a 15% chance of performing a &amp;quot;Spycrab&amp;quot; taunt where he imitates a crab and clicks the Disguise Kit above him. When looking upwards at an angle of 60 degrees or more, he will always perform the Spycrab taunt. This makes the Disguise Kit the only weapon in the game with two taunts.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | taunt = {{tooltip|Cigarette flick|85% chance}}&amp;lt;br&amp;gt;{{tooltip|Spycrab|15% chance, or when looking 60 degrees upwards.}}&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = Disguise&lt;br /&gt;
 | effect-duration = Indefinite&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | activation-time = {{tooltip|2 s|When undisguised}}&amp;lt;br&amp;gt;{{tooltip|0.5 s|While disguised}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated the Disguise Kit with GRN and YLW textures. &lt;br /&gt;
* Fixed disguised [[Critical hits|Critboost]] for the local player&lt;br /&gt;
* Ported the Concise Disguise menu.&lt;br /&gt;
* Enemy [[Spy|Spies]] that are disguised as Spies will now properly appear disguised.&lt;br /&gt;
* Ported concise disguise menu from live TF2. &lt;br /&gt;
* Fixed disguise weapons appearing with a wrong team color.&lt;br /&gt;
* Fixed disguised [[Spy|Spies]] using a wrong skin in certain cases.&lt;br /&gt;
* Fixed certain teams in [[4-team]] mode hearing disguised spies speaking in their normal voice and not as their disguise class.&lt;br /&gt;
* Updated the Spy’s mask textures to be consistent with the 10 classes.&lt;br /&gt;
* Improved the Spy’s PDA aimmatrices when crouched. (Spycrabbing has been left untouched.) &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Fixed Spywalk not being applied clientside &lt;br /&gt;
* Fixed lastdisguise to now remember enemy vs. ally disguise, rather than absolute team color &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added Global Disguises available on [[Four-Team]] maps, allowing you to appear friendly to all enemy teams&lt;br /&gt;
* The [[Engineer]] build and [[Spy]] disguise HUD elements are now consistent with one another&lt;br /&gt;
* The [[Engineer]] build and [[Spy]] disguise HUD elements for controllers have been overhauled&lt;br /&gt;
* Added the tf2c_spywalk_inverted convar, which sets Spywalk (moving at [[Spy]]&#039;s regular speed while disguised as slower classes) as the default behavior, with +SPEED (Spywalk bind) imitating your disguise&#039;s speed&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.1}}&lt;br /&gt;
* Fixed global disguise class portraits on the HUD displaying blue team’s ones instead when [[Invis Watch|cloaked]]&lt;br /&gt;
* Fixed missing particle when landing from a [[Jump Pads|jump pad]] as a global disguise [[spy]]{{sic}}&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Added a Spywalk indicator on the Disguise HUD (enabled via tf2c_spywalk_hud, enabled by default)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Fixed crash regarding Spywalk indicator elements missing on custom HUDs&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Spy can disguise as the [[Civilian]] if the server is using the command &amp;lt;code&amp;gt;tf2c_allow_special_classes 2&amp;lt;/code&amp;gt;, but he will not appear in the disguise menu. The player must instead use the command &amp;lt;code&amp;gt;disguise 10 -1&amp;lt;/code&amp;gt;.&lt;br /&gt;
* When doing the cigarette flick taunt, the Spy will appear to flick his lit cigarette onto himself, then flick an unlit cigarette into the world once it has disappeared.&lt;br /&gt;
* The Disguise Kit has an unused third-person animation for pressing a button. If &amp;lt;code&amp;gt;pda_click&amp;lt;/code&amp;gt; is entered into the console, it will activate this animation.&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The Spywalk and Global Disguise feature are new features added in&#039;&#039;TF2 Classified&#039;&#039;.&lt;br /&gt;
* When compared to live &#039;&#039;TF2&#039;&#039;, the cigarette flick taunt on &#039;&#039;TF2 Classified&#039;&#039; has 5% less probability of triggering (from 90% to 85%), while the Spycrab has 5% more (from 10% to 15%). The latter taunt&#039;s activation by pressing the taunt key while looking up is a &#039;&#039;Classified&#039;&#039;-exclusive feature.&lt;br /&gt;
* &#039;&#039;TF2 Classified&#039;&#039; now has a unique Disguise Kit model for the BLU Spy, who has a blue colored button and holds cigarettes colored in dark brown wrapping paper inside.&lt;br /&gt;
** This Disguise Kit texture was inspired from the official SFM short [https://www.youtube.com/watch?v=OR4N5OhcY9s| &amp;quot;Meet the Spy&amp;quot;] where it makes an appearance in the hands of the BLU Spy, hinting that Spies were originally supposed to receive a different colored disguise kit depending on their respective teams in the live &#039;&#039;TF2&#039;&#039;.&lt;br /&gt;
** In &#039;&#039;TF2 Classified&#039;&#039; the GRN and YLW teams have also have received a matching disguise kit.&lt;br /&gt;
* In &#039;&#039;TF2 Classified&#039;&#039;, taunting while disguising will remove your disguise. In Live &#039;&#039;TF2&#039;&#039;, you simply cannot taunt while disguised.&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Twin_Barrel&amp;diff=10280</id>
		<title>Twin Barrel</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Twin_Barrel&amp;diff=10280"/>
		<updated>2026-04-09T07:48:36Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=doubleshotgun&lt;br /&gt;
| kill-icon-2=taunt_pyro&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=8&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout-kind=Double Barrel Shotgun&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes= &lt;br /&gt;
{{Loadout positive|Deals knockback to victims and yourself}}&lt;br /&gt;
{{Loadout negative|Bullets have a wide, horizontal spread}}&lt;br /&gt;
{{Loadout neutral|This weapon will reload when not active}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;(After-market modification voids the warranty.)&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Twin Barrel&#039;&#039;&#039; [https://web.archive.org/web/20250124201828/https://tf2classic.com/fight_or_flight/day2 publicity blurb]|You didn&#039;t listen (made a scene) when the craftsman (sales associate) at the gunsmith (Wal-Mart hunting supplies desk) told you &amp;quot;listen, mack, shotguns don&#039;t come any shorter than that! It&#039;s not safe!&amp;quot; So you torched six more inches off in your garage, and now it kicks like a mule and spreads like smallpox. Fire at your feet or right behind you for a much-needed boost, and never be caught in a long range firefight again! Just... watch your fingers, okay?}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Twin Barrel&#039;&#039;&#039; is an alternative secondary weapon for [[Pyro]]. It is a sawed-off double-barreled shotgun with a seared muzzle, red wooden stock, and foregrip held together with a belt. The stock appears red regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
It fires a large burst of 20 bullets per shot, which have a horizontal rectangular spread instead of the [[Shotgun]]&#039;s square spread of 10 bullets. Compared to the Shotgun, the Twin Barrel&#039;s ammo capacity and clip size is significantly smaller, only holding 8 reserve ammo, and only being able to hold one shot at a time. Like the [[Flare Gun]], it can reload while the weapon is inactive. The Twin Barrel can also cause knockback against an enemy. If ten or more bullets hit an enemy, that enemy suffers knockback regardless of damage or range. The angle of attack and the enemy&#039;s current velocity are the only things that affect knockback power; damage and range have no effect.&lt;br /&gt;
&lt;br /&gt;
When the user fires the Twin Barrel, the recoil propels them opposite of the direction they aim. This can be used to perform a pseudo-jump in midair, opening up alternate routes for the Pyro to take and allowing them to go into areas they normally cannot reach. The user&#039;s current velocity, such as when running, and friction, such as when on the ground, affects the distance gained. The highest vertical velocity is gained by aiming straight downwards, standing still, and shooting immediately after a jump. The highest horizontal velocity is gained by aiming slightly downwards, running backwards, and shooting immediately after a jump. With this technique, the Pyro can effectively travel as fast as a [[Scout]]. Crouching has no effect on the velocity gained.&lt;br /&gt;
&lt;br /&gt;
Taunting with the Twin Barrel will cause the Pyro to perform the Hadouken kill taunt, releasing a hitscan bullet (disguised as a cone of fire) from their hands and dealing 500 damage to any enemies directly in front of them, including those underwater. It will always face forwards regardless of where the user aims, and can kill multiple enemies at once, and deal knockback to invulnerable enemies. It will not deal [[critical]] hits, but can deal mini-crits, and will damage buildings. If the victim somehow survives the taunt, they will not suffer [[afterburn]]. The fire is red regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Hadouken&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = {{tooltip|105|5.25 per bullet}}&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = {{tooltip|70|3.5 per bullet}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = {{tooltip|37|1.848 per bullet}}&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = {{tooltip|240|12 per bullet}}&lt;br /&gt;
 | mini-crit = {{tooltip|108|5.4 per bullet}}&lt;br /&gt;
 | mini-crit-ramp-up = {{tooltip|162|8.1 per bullet}}&lt;br /&gt;
 | bullet-count = 20&lt;br /&gt;
 | spread = {{tooltip|0.0875|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.6 s&amp;lt;br&amp;gt;{{tooltip|1.35 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_ssg_scout_hit_pellets}}&lt;br /&gt;
{{Achievement|achievement_ssg_meatshots}}&lt;br /&gt;
{{Achievement|achievement_ssg_pounce}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Twin Barrel &lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Reduced max damage output to 105 (from 120)&lt;br /&gt;
* Overhauled weapon model (Pyrew, Everik, SamDum)&lt;br /&gt;
* Updated reload and deploy sounds (Raptor Dan)&lt;br /&gt;
* &#039;&#039;&#039;[Undocumented]&#039;&#039;&#039; Changed attribute from &amp;quot;Has horizontal spread&amp;quot; to &amp;quot;Bullets have a wide, horizontal spread&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Decreased reserve ammo from 12 to 8&lt;br /&gt;
* Updated reload sounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Part of the Twin Barrel&#039;s publicity blurb, &amp;quot;Jumping the Gun&amp;quot;, refers both to using this weapon as a mobility tool and the phrase &amp;quot;Jumping the Gun&amp;quot;, meaning to do something without thinking.&lt;br /&gt;
* The Twin Barrel does not have any knockback against ÜberCharged enemies.&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* With its ability to knockback the target and the shooter, the Twin Barrel is dubbed by the community as Pyro&#039;s own [[tf:Force-A-Nature|Force-A-Nature]]. This may also be compared to Pyro&#039;s secondary weapons, the [[tf:Detonator|Detonator]] and the [[Tf:Thermal Thruster|Thermal Thruster]].&lt;br /&gt;
** In Live &#039;&#039;TF2&#039;&#039;, the Force-A-Nature does not knock back the shooter if they are on the ground, while the Twin Barrel in &#039;&#039;TF2 Classified&#039;&#039; does.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:concept_twin_barrel.png|Concept art by {{Dev|Mazern}}.&lt;br /&gt;
File:Flight Or Flight Pyro.png|Promotional artwork for the Twin Barrel and [[Harvester]].&lt;br /&gt;
File:Twin_Barrel_poster.jpg|Poster for the Twin Barrel, which players can download to use as a spray.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Nail_Gun&amp;diff=10279</id>
		<title>Nail Gun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Nail_Gun&amp;diff=10279"/>
		<updated>2026-04-09T07:47:18Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=nailgun&lt;br /&gt;
| used-by=Scout&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=25&lt;br /&gt;
| ammo-carried=125&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Yeah, lost that job pretty quick.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Nail Gun&#039;&#039;&#039; is an alternative primary weapon for the [[Scout]]. It is a white and gray pneumatic nail gun, with an oversized drum magazine attached to the barrel, holding a belt of nails. The nails leave faint team-colored trails behind them.&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Scattergun]], the Nail Gun is an automatic magazine-fed weapon that shoots a fast stream of small nail projectiles that embed themselves into enemies. The nails have a base damage of 12 each, are shot at a rate of 10 per second, are slightly affected by gravity, and are inaccurate at long range.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Show off&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 18&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 12  / {{tooltip|10|Damage vs buildings}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 6&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 36&lt;br /&gt;
 | mini-crit = 16&lt;br /&gt;
 | mini-crit-ramp-up = 24&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
 | spread = {{tooltip|0.03|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 25&lt;br /&gt;
 | carried = 125&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.1s&amp;lt;/br&amp;gt;{{tooltip|0.08s|Haste boosted}}&lt;br /&gt;
 | reload = 1.15 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Nail Gun deals slightly less damage per second than the Scattergun, but has sustained fire which enables a constant barrage of chip damage against an enemy. This is especially true at midrange, where the Scout can harass enemies while staying out of range from their attacks, including cutting off their pursuit by shooting nails down their path of travel. It acts as a potent [[Sentry Gun]] destroyer, able to destroy buildings outside the Scout&#039;s typical range within seconds. As a consequence, the Nail Gun is more comparable to the [[Pistol]] in terms of use, featuring a similar midrange playstyle, albeit trading off the reliability of bullets for the entertainment value of nails.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Nail Gun v. Stock Scattergun&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals continuous damage&lt;br /&gt;
➕ Effective in mid and long range&lt;br /&gt;
➕ Nails&#039; arc trajectory is effective in long distances and blind spots&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Deals less damage per second&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_kill_sentry_with_nailgun}}&lt;br /&gt;
{{Achievement|achievement_nailgun_range}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Arma de Pregos|pt-br_m=Nail Gun&lt;br /&gt;
|bg=Пистолет за пирони|bg_m=Nail Gun&lt;br /&gt;
|en=Nail Gun&lt;br /&gt;
|fr=Pistolet à clous|fr_m=Nail Gun&lt;br /&gt;
|de=Nagelpistole|de_m=Nail Gun&lt;br /&gt;
|it=Sparachiodi|it_m=Nail Gun&lt;br /&gt;
|ro=Armă de cui|ro_m=Nail Weapon&lt;br /&gt;
|ru=Гвоздемёт|ru_m=Nail Gun&lt;br /&gt;
|es=Pistola de Clavos|es_m=Nail Gun&lt;br /&gt;
|tr=Çivi Tabancası|tr_m=Nail Gun&lt;br /&gt;
|uk=Цвяхомет|uk_m=Nail Gun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.0.0}}&lt;br /&gt;
* Added the Nail Gun to the game.&lt;br /&gt;
&lt;br /&gt;
{{Update|1.4.0}}&lt;br /&gt;
* Changed Nailgun{{sic}} spread.&lt;br /&gt;
* Changed the nail projectile gravity back to what it used to be, as per request.&lt;br /&gt;
&lt;br /&gt;
{{Update|1.5.0}}&lt;br /&gt;
* Nailgun{{sic}} now uses metal for ammo.&lt;br /&gt;
&lt;br /&gt;
{{Update|1.6.4}}&lt;br /&gt;
* Nerfed Nailgun{{sic}} (set dmg to 12)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Fires slower than before.&lt;br /&gt;
* Nerfed the clipsize down to 25.&lt;br /&gt;
* Nails now do more damage than before.&lt;br /&gt;
* Added a new taunt when equipped with the Nailgun.&lt;br /&gt;
* Updated Viewmodel animations.&lt;br /&gt;
* Fixed syringes &amp;amp; nails colliding with players. &lt;br /&gt;
* Added special Class Select animations for the Nailgun{{sic}}, [[Huntsman]] and [[Hunting Revolver]].&lt;br /&gt;
* Improved the Nailgun’s{{sic}} projectile trails. &lt;br /&gt;
* Improved the Scout’s Nailgun{{sic}} animations. &lt;br /&gt;
* Disabled muzzle light on [[Syringe Gun]] and Nailgun.{{sic}} &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Damage rampup increased to 175% (from 150%) to match [[Scattergun]] (Max damage now 20 up from 17)&lt;br /&gt;
* Increased fire rate to 0.1s (from 0.115s)&lt;br /&gt;
* Clip size &amp;amp; max ammo reduced by 20%&lt;br /&gt;
* Updated nail/syringe projectiles:&lt;br /&gt;
** Are now consistent with the server&#039;s projectile position&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Reverted back to its 2.0.0 stats&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Lowered Nailgun,{{sic}} [[Pistol]] and [[Syringe Gun]] spread by 25%&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Fixed nail and [[Syringe Gun|syringe]] projectiles playing impact sounds when touching friendly buildings &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Increased fire rate by ~12.5% (to 0.1s, from 0.115s)&lt;br /&gt;
* Updated first person model to animate the ammo belt (Raptor Dan)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Reduced building damage to 10 (from 12)&lt;br /&gt;
{{Update|3.0.0||}}&lt;br /&gt;
* Removed -25% spread bonus&lt;br /&gt;
* Removed damage penalty against buildings&lt;br /&gt;
{{Update|3.0.5||}}&lt;br /&gt;
* Fixed an issue where the Nail Gun did not have damage ramp up ([https://github.com/tf2classified/tf2classified-issue-tracker/issues/488 #488])&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Nail Gun originated from &#039;&#039;Team Fortress Classic&#039;&#039;. It was planned to make a reappearance in &#039;&#039;TF2&#039;&#039;, but was cut during development. It can be seen in the [https://www.youtube.com/watch?v=MwwcWTTw4PU Orange Box 2006 PlayStation 3 trailer.]&lt;br /&gt;
* The Nail Gun&#039;s model is directly taken from &amp;lt;i&amp;gt;TF2&amp;lt;/i&amp;gt;&#039;s files and the textures were taken from pre-release &#039;&#039;TF2&#039;&#039; files.&lt;br /&gt;
* The Nail Gun&#039;s playermodel shows Scout holding its magazine with his left hand, while holding the top of the gun in worldmodel.&lt;br /&gt;
* When holding down the attack button, the Nail Gun&#039;s ammo count does not update smoothly enough to reflect the precise amount of nails fired, often stuttering its ammo count inaccurately until the clip is empty.&lt;br /&gt;
* The &amp;quot;show off&amp;quot; taunt was taken from live &#039;&#039;TF2&#039;&#039; game files that went unused.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Bat&amp;diff=10278</id>
		<title>Bat</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Bat&amp;diff=10278"/>
		<updated>2026-04-09T07:44:31Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Scout&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Got dozens of these. Ain&#039;t afraid to break one on you.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Bat&#039;&#039;&#039; is the default melee weapon of the [[Scout]]. It&#039;s an aluminum baseball bat with a slight dent near the top side, a rubber tape grip, and a faded label.&lt;br /&gt;
&lt;br /&gt;
On hit, the Bat deals 35 points of damage, with a [[critical hit]] dealing 105 points of damage - much lower than other melee weapons. However it has a 37.5% faster swing speed, allowing the user to land multiple strikes (and potentially critical hits) on an opponent in a short period of time. As a weapon, it remains unimpressive compared to the [[Scattergun]] and [[Pistol]]. Despite the Scout&#039;s high speed, the limiting factor in his melee prowess is his low health, making it easy for an enemy to kill him as soon as they hear the Bat&#039;s telltale bonk. Therefore, blindly charging in and swinging often leads to the user&#039;s death, and so should only be used against a trapped, low-health class in a situation where you are not confident in your aim.&lt;br /&gt;
&lt;br /&gt;
The [[Umbrella]] has the same functionality as the Bat, except it can grant 8 seconds of mini-crits to allied players.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Bonk!&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 35&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 105&lt;br /&gt;
 | mini-crit = 47&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.5 s&amp;lt;/br&amp;gt;{{tooltip|0.3 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Taco|pt-br_m=Bat&lt;br /&gt;
|bg=Бухалка|bg_m=Bat&lt;br /&gt;
|en=Bat&lt;br /&gt;
|fr=Batte|fr_m=Bat&lt;br /&gt;
|de=Schläger|de_m=Bat&lt;br /&gt;
|it=Mazza|it_m=Bat&lt;br /&gt;
|ro=Bâtă|ro_m=Bat&lt;br /&gt;
|ru=Бита|ru_m=Bat&lt;br /&gt;
|es=Bate|es_m=Bat&lt;br /&gt;
|tr=Sopa|tr_m=Bat&lt;br /&gt;
|uk=Бита|uk_m=Bat&lt;br /&gt;
}}&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=R.P.G.&amp;diff=10277</id>
		<title>R.P.G.</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=R.P.G.&amp;diff=10277"/>
		<updated>2026-04-09T07:42:06Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=rpg&lt;br /&gt;
| kill-icon-2=deflect rocket&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=20&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Rocket Launcher&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Rockets travel in an arc}}&lt;br /&gt;
{{Loadout positive|+30% damage bonus}}&lt;br /&gt;
{{Loadout negative|-25% projectile speed}}&lt;br /&gt;
{{Loadout negative|-75% clip size}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;See how the rocket pokes out the front, son? It yearns for freedom. And by God, it will have it.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;R.P.G.&#039;&#039;&#039; (rocket-propelled grenade) is an alternative primary weapon for the [[Soldier]]. Visually, it is a greener version of the [[Rocket Launcher]], with a checkerboard pattern on its side and an oversized rocket sticking out of it.&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Rocket Launcher]], it can only shoot one rocket per reload, traveling 25% slower yet dealing 30% more damage. The damage rampup is capped at 125%, down from 150%, although still dealing more damage than the Rocket Launcher. The rockets are also affected by gravity, and slowly fall to the ground in an arc while emitting a whistling sound. In addition, its rockets increase both explosive push force and self-damage against the user, with both attributes allowing for faster and higher rocket jumps than usual. Unlike the Rocket Launcher, the R.P.G. does not have any damage falloff, and will deal full damage on a direct hit at any range.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Chest thump&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 146&lt;br /&gt;
 | maximum-ramp-up-percentage = 125%&lt;br /&gt;
 | base-damage = 117&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 351&lt;br /&gt;
 | mini-crit = 158&lt;br /&gt;
 | mini-crit-ramp-up = 197&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.88 HU&lt;br /&gt;
 | self-damage = 58-111&lt;br /&gt;
 | self-damage-rocket-jump = 35-64&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | carried = 20&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&lt;br /&gt;
 | reload = 0.8 s&lt;br /&gt;
 | activation-time = 0.025 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The arcing properties of the R.P.G.&#039;s rockets allows the Soldier to bombard enemy positions that are otherwise unreachable, including encampments behind walls and fortifications. This allows for arcing rockets from extremely far away, above and beyond the tall buildings of most maps. In addition, the increased damage and lack of damage falloff makes it viable to safely bombard a single position that enemies are grouped up in, such as [[Engineer]] nests, capture points, narrow hallways, and wherever the [[VIP]] happens to be.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| R.P.G. v. Stock Rocket Launcher&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage per rocket&lt;br /&gt;
➕ Arc-trajectory rocket is effective on uphill terrain and blind spots&lt;br /&gt;
➕ Can rocket jump higher and farther&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Deals less damage per second&lt;br /&gt;
➖ Has less clip size&lt;br /&gt;
➖ Arc-trajectory rocket is not effective on long corridors&lt;br /&gt;
➖ Deals more self-damage&lt;br /&gt;
➖ Has slow projectile speed&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_with_distantrpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=G.L.F.|pt-br_m=R.P.G.&lt;br /&gt;
|bg=Р.П.Г.|bg_m=R.P.G.&lt;br /&gt;
|en=R.P.G.&lt;br /&gt;
|fr=R.P.G.&lt;br /&gt;
|de=R.P.G.&lt;br /&gt;
|it=R.P.G.&lt;br /&gt;
|ro=R.P.G.&lt;br /&gt;
|ru=РПГ|ru_m=RPG&lt;br /&gt;
|es=R.P.G.&lt;br /&gt;
|tr=R.P.G.&lt;br /&gt;
|uk=Р.П.Г.|uk_m=R.P.G.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.7.0}}&lt;br /&gt;
* Added the beta rocket launcher for the soldier (Blaseth). It has a clip size of 1 rocket, but it does 120 damage.&lt;br /&gt;
&lt;br /&gt;
{{Update|1.7.1}}&lt;br /&gt;
* Changed the projectile model for the Beta rocket launcher&lt;br /&gt;
&lt;br /&gt;
{{Update|1.7.3}}&lt;br /&gt;
* Fixed the beta RPG reload anim&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0}}&lt;br /&gt;
* Added new [[Cyclops]] and Beta RPG sounds by Omniary&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0.1}}&lt;br /&gt;
* Renamed &amp;quot;beta rocket launcher&amp;quot; to &amp;quot;RPG&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.3}}&lt;br /&gt;
* Added a new RPG model (Old Hermit &amp;amp; Game Zombie)&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.3.1}}&lt;br /&gt;
* Fixed RPG bucket icon&lt;br /&gt;
&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
* Fixed the RPG HUD icon&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
* RPG stats changed to replace Deathmatch Rocket Launcher&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Rockets do more damage, and have less damage fall-off.&lt;br /&gt;
* Rockets fire in an arc, and whistle upon decent.&lt;br /&gt;
* Rockets fly slower than normal rockets.&lt;br /&gt;
* Added a different taunt when equipped with the RPG.&lt;br /&gt;
* Updated Viewmodel animations.&lt;br /&gt;
* Updated [[Rocket Launcher|Rockets]], [[Huntsman|Arrows]], [[Syringe Gun|Syringes]] and [[Flare Gun|Flares]] to pass through Teammates. (tf2c_projectile_ally_collide 1 to re-enable) &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Increased self push force by 15%&lt;br /&gt;
* Increased self damage by 30%&lt;br /&gt;
* Now only plays a whistle sound while falling&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* New model&lt;br /&gt;
* Now has unique explosion sounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The appearance of the R.P.G. is based on &#039;&#039;Team Fortress 2&#039;&#039;&#039;s beta Rocket Launcher appearance. The rendition in &#039;&#039;Team Fortress 2 Classified&#039;&#039; has a greener color.&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The &amp;quot;chest thump&amp;quot; taunt was taken from live &#039;&#039;TF2&#039;&#039;&#039;s taunt for the Direct Hit and Beggar&#039;s Bazooka.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Shovel&amp;diff=10276</id>
		<title>Shovel</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Shovel&amp;diff=10276"/>
		<updated>2026-04-09T07:39:19Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Bury your enemies in times of war, and rob their graves in times of relative peace.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Shovel&#039;&#039;&#039; is the default melee weapon for the [[Soldier]]. It is a worn-out folding trench shovel with a damaged wooden handle.&lt;br /&gt;
&lt;br /&gt;
The Shovel deals 65 damage and attacks every 0.8 seconds. Unimpressive even by the low standards of melee weapons, the Soldier&#039;s slow speed makes landing hits a difficult task, even if his high health gives him a higher chance of survival. Attempting to close the gap by [[Jumping|rocket jumping]] is counter-productive, as that rocket would best be shot at the enemy you are trying to kill. Regardless, if the Soldier is out of ammo, cannot reload before he is killed, and cannot rocket jump away from the enemy trying to kill him, it will remain a functional weapon that is best used as a weapon of last resort.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Helmet smack&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Pá|pt-br_m=Shovel&lt;br /&gt;
|bg=Лопата|bg_m=Shovel&lt;br /&gt;
|en=Shovel&lt;br /&gt;
|fr=Pelle|fr_m=Shovel&lt;br /&gt;
|de=Schaufel|de_m=Shovel&lt;br /&gt;
|it=Pala|it_m=Shovel&lt;br /&gt;
|ro=Lopată|ro_m=Shovel&lt;br /&gt;
|ru=Лопата|ru_m=Shovel&lt;br /&gt;
|es=Pala|es_m=Shovel&lt;br /&gt;
|tr=Kürek|tr_m=Shovel&lt;br /&gt;
|uk=Лопата|uk_m=Shovel&lt;br /&gt;
}}&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Flare_Gun&amp;diff=10275</id>
		<title>Flare Gun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Flare_Gun&amp;diff=10275"/>
		<updated>2026-04-09T07:37:24Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=flaregun&lt;br /&gt;
| kill-icon-2=deflect flare&lt;br /&gt;
| kill-icon-3=taunt_pyro&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=16&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes= &lt;br /&gt;
{{Loadout positive|Deals crits to burning victims}}&lt;br /&gt;
{{Loadout neutral|This weapon will reload when not active}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Someone&#039;s on fire! Quick, send out a distress signal!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Flare Gun&#039;&#039;&#039; is an alternative secondary weapon for [[Pyro]]. It is a plastic, team-colored flare gun with black grips and a metal sight on top. Enemies on fire will have their flames tinted their team&#039;s color.&lt;br /&gt;
&lt;br /&gt;
The Flare Gun fires a team-colored flare projectile that deals 30 damage at any range, igniting whatever enemy it comes into contact with, causing them to suffer ten seconds of [[afterburn]]. Even though the flare itself is team-colored, the fire will always remain red. In addition, the Flare Gun will critical hit any enemy that is currently on fire, comboing with itself and dealing 90 damage. This includes enemy Pyros that have been (very briefly) set on fire. It is still able to [[random crit|randomly crit]]. The flare itself is decently fast and perfectly accurate, but suffers from gravity falloff, and can be [[airblast|reflected]] by enemy Pyros. The Flare Gun will also passively reload, meaning the user can switch weapons and still have a flare loaded. It will not fire [[water|underwater]], but can damage underwater enemies if shot from above the surface. Compared to the default Shotgun, the Flare Gun deploys 15% faster (0.57 s), which is a feature unique to Team Fortress 2 Classic.&lt;br /&gt;
&lt;br /&gt;
Taunting with the Flare Gun will cause the Pyro to perform the Hadouken kill taunt, releasing a hitscan bullet (disguised as a cone of fire) from their hands and dealing 500 damage to any enemies directly in front of them, including those underwater. It will always face forwards regardless of where the user aims, can kill multiple enemies at once, and deal knockback to invulnerable enemies. It will not deal [[critical]] hits, but can deal mini-crits, and will damage buildings. If the victim somehow survives the taunt, they will not suffer afterburn. The fire is red regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet, fire&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Hadouken&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 30&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 90&lt;br /&gt;
 | mini-crit = 41&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = Afterburn&lt;br /&gt;
 | afterburn = {{tooltip|3 / tick|6 per second}}&lt;br /&gt;
 | afterburn-mini-crit = {{tooltip|4 / tick|8 per second}}&lt;br /&gt;
 | afterburn-duration = 10 s&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 16&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 2 s&amp;lt;br&amp;gt;{{tooltip|1.5 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Arma Sinalizadora|pt-br_m=Flare Gun&lt;br /&gt;
|bg=Сигналният пистолет|bg_m=Flare Gun&lt;br /&gt;
|en=Flare Gun&lt;br /&gt;
|fr=Pistolet de détresse|fr_m=Flare Gun&lt;br /&gt;
|de=Signalpistole|de_m=Flare Gun&lt;br /&gt;
|it=Pistola lanciarazzi|it_m=Flare Gun&lt;br /&gt;
|ro=Pistol de semnalizare|ro_m=Flare Gun&lt;br /&gt;
|ru=Ракетница|ru_m=Flare Gun&lt;br /&gt;
|es=Pistola de Bengalas|es_m=Flare Gun&lt;br /&gt;
|tr=İşaret Fişeği|tr_m=Flare Gun&lt;br /&gt;
|uk=Ракетниця|uk_m=Flare Gun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
* Added the Flare Gun&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated [[Rocket Launcher|Rockets]], [[Huntsman|Arrows]], [[Syringe Gun|Syringes]] and Flares to pass through Teammates. ({{code|tf2c_projectile_ally_collide 1}} to re-enable) &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now enabled in [[Medieval Mode|medieval mode]]&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Raised afterburn condition duration for [[Pyro|Pyros]] to 0.5s (from 0.25s)&lt;br /&gt;
** This allows for Flaregun{{sic}} combos in certain situations&lt;br /&gt;
* Damage over time conditions ([[bleed]], [[afterburn]]) no longer apply on the very same tick as damage&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.5}}&lt;br /&gt;
* Increased deploy speed by 15%&lt;br /&gt;
* Fixed a bug that caused fizzling flares to attempt to move ragdolls across the entire map&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Players can toggle the burning-to-death animations for all non-Pyro classes in the settings. The animations are unused content for live &#039;&#039;Team Fortress 2&#039;&#039;.&lt;br /&gt;
* The Flare Gun is one of five non-Stock weapons ported from live &#039;&#039;TF2&#039;&#039;, the others being the [[Gunboats]], [[Sandvich]], [[Kritzkrieg]] and [[Huntsman]].&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Fire_Axe&amp;diff=10274</id>
		<title>Fire Axe</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Fire_Axe&amp;diff=10274"/>
		<updated>2026-04-09T07:34:51Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=fireaxe&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Teach the valuable lesson of fire safety.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Fire Axe&#039;&#039;&#039; is the stock melee weapon for the [[Pyro]]. It is a firefighter&#039;s axe with its head (but not blade) painted a worn-out red color, atop a curved wooden handle. The axe head appears red regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
Like most melee weapons, each hit deals 65 points of damage, and can be swung every 0.8 seconds. As the Pyro specializes in close-range damage, especially that of their [[Flame Thrower]], the utility of such a weapon is questionable. Regardless, the Pyro&#039;s average speed and above-average health means they have a higher chance of connecting their hits without dying. The Fire Axe&#039;s ability to deal 195 damage on a [[random crit]] gives the user a chance to immediately kill most classes, with a potent backup in the Flame Thrower if the enemy survives. This makes the Fire Axe a slightly more viable melee weapon compared to other classes, but still unimpressive compared to the Pyro&#039;s primary and secondary weapons.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Guitar&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Machado de Incêndio|pt-br_m=Fire Axe&lt;br /&gt;
|bg=Пожарникарска брадва|bg_m=Fireman&#039;s Axe&lt;br /&gt;
|en=Fire Axe&lt;br /&gt;
|fr=Hache|fr_m=Axe&lt;br /&gt;
|de=Feueraxt|de_m=Fire Axe&lt;br /&gt;
|it=Accetta|it_m=Axe&lt;br /&gt;
|ro=Topor de foc|ro_m=Fire Axe&lt;br /&gt;
|ru=Пожарный топор|ru_m=Fire Axe&lt;br /&gt;
|es=Hacha de Bombero|es_m=Fire Axe&lt;br /&gt;
|tr=Yangın Baltası|tr_m=Fire Axe&lt;br /&gt;
|uk=Пожежна сокира|uk_m=Fire Axe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Gunboats&amp;diff=10273</id>
		<title>Gunboats</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Gunboats&amp;diff=10273"/>
		<updated>2026-04-09T07:32:31Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| used-by-2=Demoman&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| slot-2=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Boots&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|-60% self-inflicted explosive damage}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Lead shoe inserts! Perfect for anyone trying to cheat on the army physical.&amp;quot;}}&lt;br /&gt;
| loadout-2=yes&lt;br /&gt;
| loadout-2-attributes=&lt;br /&gt;
{{Loadout positive|-60% self-inflicted explosive damage}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Boots so good, you won&#039;t even worry about the screws drilled into your feet.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Gunboats&#039;&#039;&#039; are a passive [[:Category:Secondary weapons|secondary]] weapon for the [[Soldier]], and a passive [[:Category:Primary weapons|primary]] weapon for the [[Demoman]]. When equipped, they appear as a large pair of lead-plated soles that are bolted onto the user&#039;s existing boots. They appear on the user&#039;s model regardless of which weapon they have active. The user&#039;s footsteps will also sound significantly heavier.&lt;br /&gt;
&lt;br /&gt;
When equipped, the user cannot select the Gunboats as a weapon, and loses the use of either the [[Shotgun]] or the [[Grenade Launcher]]. In exchange, the user takes 60% less damage from their own explosive weapons. However, if the user&#039;s explosion damages an enemy player (excluding enemy buildings), the reduction is ignored and the user takes full self-damage. There is also no reduction when using the [[Dynamite]] taunt, which is a massive explosion. Despite the loadout description, the reduction is applied regardless if the user is [[Jumping|jumping]]. The Soldier&#039;s passive 60% damage reduction when rocket jumping stacks multiplicatively with the Gunboats. The distance traveled when explosive jumping is unchanged from normal. The user still takes fall damage, and damage from enemy explosions, as normal.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
The Gunboats reduce weapon self&amp;amp;ndash;damage to the following values:&lt;br /&gt;
&lt;br /&gt;
* [[Rocket Launcher]]: 11&amp;amp;ndash;34&lt;br /&gt;
&lt;br /&gt;
* [[R.P.G.]]: 15&amp;amp;ndash;45&lt;br /&gt;
&lt;br /&gt;
* [[Stickybomb Launcher]] and [[Mine Layer]]: 18&amp;amp;ndash;36&lt;br /&gt;
&lt;br /&gt;
* [[Dynamite Pack]]: 26&amp;amp;ndash;52 (main pack), 13&amp;amp;ndash;26 (dynamite sticks)&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Canhoneiras|pt-br_m=Gunboats&lt;br /&gt;
|bg=Бойните ботуши|bg_m=Combat Boots&lt;br /&gt;
|en=Gunboats&lt;br /&gt;
|fr=Bottes de sûreté|fr_m=Safety Boots&lt;br /&gt;
|de=Raketenstiefel|de_m=Rocket Boots&lt;br /&gt;
|it=Cannonieri|it_m=Gunboats&lt;br /&gt;
|ro=Gunboats&lt;br /&gt;
|ru=Штурмботинки|ru_m=Stormboots&lt;br /&gt;
|es=Botas Blindadas|es_m=Armored Boots&lt;br /&gt;
|tr=Koruyucu Botlar|tr_m=Protective Boots&lt;br /&gt;
|uk=Бійчоботи|uk_m=Fighting Boots&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0 (BETA 3)}}&lt;br /&gt;
* Added Gunboats for both the Soldier and the Demoman&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Fixed the Gunboats from turning dark on the [[Soldier]] or [[Demoman]]’s ragdoll if equipped. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* While &#039;&#039;Team Fortress 2 Classified&#039;&#039; allows the Gunboats to be used by by both the Soldier and Demoman, &#039;&#039;Team Fortress 2&#039;&#039; only allows the Soldier to use them. This is because the Gunboats were released as a prize for the Soldier during the &amp;quot;[https://wiki.teamfortress.com/wiki/WAR!_Update WAR! Update]&amp;quot;, and would have been given to the Demoman had he won instead.&lt;br /&gt;
* Despite the Soldier&#039;s backpack describing them as &amp;quot;lead shoe inserts&amp;quot;, they are very clearly worn on the outside of his shoes. Furthermore, the Demoman&#039;s backpack describes &amp;quot;screws drilled into your feet&amp;quot;, which not only contradicts the prior description, but also aren&#039;t even screws.&lt;br /&gt;
* The Gunboats is one of five non-Stock weapons ported from live &#039;&#039;Team Fortress 2&#039;&#039;, the others being the [[Flare Gun]], [[Sandvich]], [[Kritzkrieg]] and [[Huntsman]].&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Grenade_Launcher&amp;diff=10272</id>
		<title>Grenade Launcher</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Grenade_Launcher&amp;diff=10272"/>
		<updated>2026-04-09T07:29:44Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=tf projectile pipe&lt;br /&gt;
| kill-icon-2=deflect promode&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=4&lt;br /&gt;
| ammo-carried=16&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Leave it to me, lad.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Demoman&#039;&#039;&#039; &#039;&#039;after blowing someone up into smithereens&#039;&#039;|KA-BOOOM!}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; is the default primary weapon of the Demoman. It is a cartoony grenade launcher with an oversized four-slot ammo chamber, held with its wooden stock and foregrip, that shoots glowing team-colored explosive canisters.&lt;br /&gt;
&lt;br /&gt;
The Grenade Launcher fires fast grenades (also known as &amp;quot;pipe bombs&amp;quot;) that arc in the air and explode on contact with enemies and their [[buildings]], dealing 100 damage against that enemy at any range, plus splash damage against any enemy nearby. If the grenade hits a surface, it will not explode on contact, instead bouncing and rolling on the ground until it naturally explodes. All grenades will explode after 2.3 seconds, even if they are soaring through the air, only dealing 60 base damage. As a consequence, grenades can be shot off map surfaces to bounce them into enemy positions, and they will still act as area denial even if the user is unable to directly hit an enemy. This makes the grenade launcher a powerful, though difficult-to-use weapon in direct combat, and one of the few weapons able to act as a threat even during indirect combat. The grenades will have significantly less velocity when shot [[water|underwater]].&lt;br /&gt;
&lt;br /&gt;
Because the user takes damage and knockback from their own grenade explosions, they are able to use them as an [[Jumping#Pipe jumping|explosive jump]] to reach heights otherwise unobtainable. This offers less control and velocity than a similar jump from the [[Stickybomb Launcher]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Kaboom&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 100&amp;lt;br&amp;gt;{{tooltip|60|After bouncing}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 300&amp;lt;br&amp;gt;{{tooltip|180|After bouncing}}&lt;br /&gt;
 | mini-crit = 135&amp;lt;br&amp;gt;{{tooltip|81|After bouncing}}&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.88 HU&lt;br /&gt;
 | self-damage = 38-73&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 4&lt;br /&gt;
 | carried = 16&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.6 s&amp;lt;br&amp;gt;{{tooltip|0.45 s|Haste boosted}}&amp;lt;br&amp;gt;{{tooltip|2.3 s|Grenade explosion}}&lt;br /&gt;
 | first-reload = 1.24 s&amp;lt;br&amp;gt;{{tooltip|0.6 s|Haste boosted}}&lt;br /&gt;
 | further-reloads = 0.6 s&amp;lt;br&amp;gt;{{tooltip|0.33 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lança-granadas|pt-br_m=Grenade Launcher&lt;br /&gt;
|bg=Гранатомет|bg_m=Grenade Launcher&lt;br /&gt;
|en=Grenade Launcher&lt;br /&gt;
|fr=Lance-grenades|fr_m=Grenade Launcher&lt;br /&gt;
|de=Granatwerfer|de_m=Grenade Launcher&lt;br /&gt;
|it=Lanciagranate|it_m=Grenade Launcher&lt;br /&gt;
|ro=Lansator de grenade|ro_m=Grenade Launcher&lt;br /&gt;
|ru=Гранатомёт|ru_m=Grenade Launcher&lt;br /&gt;
|es=Lanzagranadas|es_m=Grenade Launcher&lt;br /&gt;
|tr=Bomba Atar|tr_m=Grenade Launcher&lt;br /&gt;
|uk=Гранатомет|uk_m=Grenade Launcher&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Clipsize is now shown on the model.&lt;br /&gt;
* Fixed an issue with grenades colliding with respawn room visualizers.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.4}}&lt;br /&gt;
* Grenades no longer sometimes bounce off of enemy [[buildings]] without exploding &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Pipes from the Grenade Launcher now spark when shattering without an explosion&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* During the &#039;&#039;Team Fortress 2&#039;&#039; development, the Grenade Launcher model has six chambers but was left untouched when Valve decided to balance it to have four grenades loaded instead. Classified reworked the model to be consistent with the gameplay.&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Mine_Layer&amp;diff=10271</id>
		<title>Mine Layer</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Mine_Layer&amp;diff=10271"/>
		<updated>2026-04-09T07:26:33Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=proxymine&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=4&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Proximity Mine Launcher&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Fizzle proximity mines}}&lt;br /&gt;
{{Loadout positive|Proximity mines explode near enemies}}&lt;br /&gt;
{{Loadout negative|-4 max stickybombs out}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Aye, keep an eye out! Heh...&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Mine Layer&#039;&#039;&#039; is an alternative secondary weapon for the Demoman. It appears similar to the [[Stickybomb Launcher]], except with a cylindrical magazine, a circular ejection port, and a large metal chassis with yellow warning paint on its side. The paint appears yellow regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
Instead of the Stickybomb Launcher&#039;s manually detonated stickybombs, the Mine Layer fires proximity mines that take 0.7 seconds to become armed, and will explode after an additional 0.4 seconds when an enemy player, or its own wielder, exists within their detonation radius. This includes shooting mines at an enemy, whether or not the mines are in mid-air. Mines cannot stick to walls, and a mine will bounce off the wall onto the floor once shot. Disguised enemy [[Spy|Spies]] do not detonate the mines. If shot [[water|underwater]], the mines will have significantly reduced velocity, but will explode as normal. The mines have the same damage and splash radius as regular stickybombs. As a penalty, the weapon only holds 4 mines in its clip, and can only have 4 mines out at a time.&lt;br /&gt;
&lt;br /&gt;
The weapon&#039;s alternate fire does not detonate the mines, instead causing them to fizzle out without an explosion. If the user attempts to deploy another mine when four are already out, the oldest one placed will fizzle. If the user dies, all mines placed will fizzle. The mines have a flashing light and make a quiet beeping sound, warning enemies of their presence, and make a louder beeping sound when they are about to explode. An enemy can avoid a mine explosion by walking into its detonation radius, then walking away before it explodes. The explosion radius is 20% larger than the detonation radius. Mines shot at enemies will not stick to them, instead bouncing off and landing on the ground.&lt;br /&gt;
&lt;br /&gt;
Because the mines are triggered when the user walks into their radius, they can be used to explosive jump like regular stickybombs. Mine jumping deals significantly less damage than [[Jumping#Stickybomb jumping|sticky jumping]], with the Demoman being able to tank more than 3 mines, compared to him dying instantly when attempting a triple Stickybomb jump.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Rump shake&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 144&lt;br /&gt;
 | maximum-ramp-up-percentage = 120%&lt;br /&gt;
 | base-damage = 120&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 64&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 360&lt;br /&gt;
 | mini-crit = 144&lt;br /&gt;
 | mini-crit-ramp-up = 190&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.92 HU&lt;br /&gt;
 | self-damage = 45-90&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 4&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.4 s&amp;lt;br&amp;gt;{{tooltip|0.33 s|Haste boosted}}&lt;br /&gt;
 | first-reload = 1.09 s&amp;lt;br&amp;gt;{{tooltip|0.6 s|Haste boosted}}&lt;br /&gt;
 | further-reloads = 0.67 s&amp;lt;br&amp;gt;{{tooltip|0.33 s|Haste boosted}}&lt;br /&gt;
 | activation-time = {{tooltip|0.7 s|To become armed}}&amp;lt;br&amp;gt;{{tooltip|1.3 s|To explode}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Mine Layer v. Stock Stickybomb Launcher&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Mines detonate automatically when an enemy is near&lt;br /&gt;
➕ Higher fire rate&lt;br /&gt;
➕ Higher damage per second&lt;br /&gt;
➕ Less self-damage&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Unable to detonate mines manually&lt;br /&gt;
➖ Can only have 4 mines active at a time instead of 8&lt;br /&gt;
➖ Disguised Spies can walk near mines without detonating them&lt;br /&gt;
➖ Unable to launch mines further due to lack of charge&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_mines_unseen_damage}}&lt;br /&gt;
{{Achievement|achievement_mines_streak_single_life}}&lt;br /&gt;
{{Achievement|achievement_mines_trigger_without_hurt}}&lt;br /&gt;
{{Achievement|achievement_sandvich_mines}}&lt;br /&gt;
{{Achievement|achievement_surf_enemy_mine}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lançador de Minas|pt-br_m=Mine Launcher&lt;br /&gt;
|bg=Гранатомет с безконтактни мини|bg_m=Non-contact Mine Grenade Launcher&lt;br /&gt;
|en=Mine Layer&lt;br /&gt;
|fr=Lanceur de mines|fr_m=Mine Launcher&lt;br /&gt;
|de=Minenleger|de_m=Mine Layer&lt;br /&gt;
|it=Mortaio a mine|it_m=Mine Launcher&lt;br /&gt;
|ro=Lansator de mine|ro_m=Mine Launcher&lt;br /&gt;
|ru=Миномёт|ru_m=Mortar&lt;br /&gt;
|es=Lanzaminas|es_m=Mine Launcher&lt;br /&gt;
|tr=Mayın Döşeyici|tr_m=Mine Layer&lt;br /&gt;
|uk=Міномет|uk_m=Mine Thrower&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added The Mine Layer&lt;br /&gt;
* Added unique HUD icons for [[Stickybomb Launcher|Stickybombs]], Proximity Mines, the [[Kritzkrieg]], and the [[Medi Gun|Medigun]]{{sic}}. &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Mines of losing team no longer detonate&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Increased clip size &amp;amp; max stickies to 4 (from 3)&lt;br /&gt;
* Max charge time decreased by 50%&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.3}}&lt;br /&gt;
* Mines now beep for spectators&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* The player&#039;s mines are now highlighted through walls&lt;br /&gt;
* Mines will now fizzle out instead of exploding when placing more than four mines&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Increased clip size and max active mines to 6 (from 4)&lt;br /&gt;
* Reduced player detection radius of proximity mines by 20% of their explosion radius&lt;br /&gt;
* Reduced detonation delay of proximity mines to 0.4s vs enemy players (from 0.5s)&lt;br /&gt;
* Now uses the Rump Shake taunt&lt;br /&gt;
* Fixed [[Stickybomb Launcher|Stickybombs]] and proximity mines becoming invincible against bullets if they get moved without becoming airborne&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Reload animation is now slightly lowered to improve visibility (Raptor Dan)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.5}}&lt;br /&gt;
* Reduced clip size and max active mines to 4 (from 6)&lt;br /&gt;
* Updated proximity mine break sound&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Increased max mines to 6 (from 4)&lt;br /&gt;
* Reduced clip size to 3 (from 4)&lt;br /&gt;
* Increased fire rate by 33%&lt;br /&gt;
* Removed ability to charge mines&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* Reduced maximum active mine count to 3 (from 6)&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Mines no longer stick to walls&lt;br /&gt;
* Increased Mine size by 25%&lt;br /&gt;
* Mine detection radius and detonation timer increased&lt;br /&gt;
* Demomen can no longer see their mines through walls&lt;br /&gt;
* Increased max mines and ammo capacity to 4 (from 3)&lt;br /&gt;
* Note: We are still experimenting with this item, but these changes were positive in most iterations. They made mines more predictable and gave players more tools to remove them, which made falling for a trap feel much more fair.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Mine Layer&#039;s model was [https://steamcommunity.com/sharedfiles/filedetails/?id=1270 originally submitted] to &amp;lt;i&amp;gt;Team Fortress 2&amp;lt;/i&amp;gt;&#039;s &amp;quot;Steam Workshop&amp;quot; in 2011.&lt;br /&gt;
** Its magazine can house up to 6 mines but only has 4 in-game for balancing purposes.&lt;br /&gt;
* The beeping of deployed mines have a different pitch for each team, following the easily replicable formula &amp;lt;code&amp;gt;Pitch = 86 + GetTeamNumber() * 4&amp;lt;/code&amp;gt;, where RED = 2, BLU = 3, GRN = 4, and YLW = 5. They have the lowest pitch on RED and the highest on YLW.&lt;br /&gt;
* The [[Sandvich]] is able to detonate enemy mines.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Stickybomb_Launcher&amp;diff=10270</id>
		<title>Stickybomb Launcher</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Stickybomb_Launcher&amp;diff=10270"/>
		<updated>2026-04-09T07:20:10Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=tf projectile pipe remote&lt;br /&gt;
| kill-icon-2=deflect sticky&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=8&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Detonate all Stickybombs}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;I&#039;ll blast &#039;em straight up inta Heaven meself if I need ta.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Stickybomb Launcher&#039;&#039;&#039; is the default secondary weapon of the Demoman. It is a pneumatic bomb-launching device which fires glowing, team-colored, spherical bombs with spikes on them, featuring a large underbarrel drum magazine, a bolt-action loading mechanism, and wooden handles.&lt;br /&gt;
&lt;br /&gt;
The Stickybomb Launcher fires stickybombs, also known as &amp;quot;stickies&amp;quot;, which attach to map geometry, bouncing off other entities like enemies and the [[Payload]]. They can be remotely detonated after 0.7 seconds with the alternative fire key, dealing splash damage that scales off with distance. The stickybombs do not explode on contact with enemies, nor do they deal damage when stepped on. Up to 8 stickybombs can be placed at a time, and all armed stickies will explode at once when detonated, stacking their damage on any enemy within range.&lt;br /&gt;
&lt;br /&gt;
Unlike every other weapon, stickybomb damage is affected by both distance and time, suffering damage fall-off based off the user&#039;s distance if detonated within 5 seconds of launching, and no damage fall-off if detonated after 5 seconds. Stickybombs are destroyed by enemy bullets (and melee attacks, for the brave), and are pushed back by enemy explosions and [[Flame Thrower|airblasts]]. The user can charge the Stickybomb Launcher up to 4 seconds to increase the velocity, and therefore distance, the stickies are launched at. Stickybombs have significantly reduced velocity when fired [[water|underwater]].&lt;br /&gt;
&lt;br /&gt;
Because the user takes damage and knockback from their own stickybombs, they can be used for a highly potent [[jumping|explosive jump]] that outpaces any other form of movement in the game. Each sticky detonated under the Demoman will lead to an increase in velocity. However, the Demoman does not have the damage reduction from explosive jumps that the [[Soldier]] has, and so ambitious jumping will lead to the user&#039;s immediate death.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Twirl&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 144&lt;br /&gt;
 | maximum-ramp-up-percentage = 120%&lt;br /&gt;
 | base-damage = 120&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 64&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 360&lt;br /&gt;
 | mini-crit = 144&lt;br /&gt;
 | mini-crit-ramp-up = 190&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.92 HU&lt;br /&gt;
 | self-damage = 45-90&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.6 s&amp;lt;br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | first-reload = 1.09 s&amp;lt;br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | further-reloads = 0.67 s&amp;lt;br&amp;gt;{{tooltip|0.2 s|Haste boosted}}&lt;br /&gt;
 | activation-time = {{tooltip|0.7 s|To become armed}}&amp;lt;br&amp;gt;{{tooltip|0.7135 s|To explode}}&lt;br /&gt;
 | charge-fill-speed = 25% / s&lt;br /&gt;
 | charge-fill-time = 4 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_sticky_primed_kills}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lança-stickybombs|pt-br_m=Stickybomb Launcher&lt;br /&gt;
|bg=Гранатомет за лепкави бомби|bg_m=Stickybomb Grenade Launcher&lt;br /&gt;
|en=Stickybomb Launcher&lt;br /&gt;
|fr=Lanceur de bombes collantes|fr_m=Stickybomb Launcher&lt;br /&gt;
|de=Haftbombenwerfer|de_m=Stickybomb Launcher&lt;br /&gt;
|it=Mortaio a bombe adesive|it_m=Stickybomb Launcher&lt;br /&gt;
|ro=Lansator de bombe|ro_m=Bomb Launcher&lt;br /&gt;
|ru=Липучкомёт|ru_m=Stickybomb Launcher&lt;br /&gt;
|es=Lanzabombas Lapa|es_m=Stickybomb Launcher&lt;br /&gt;
|tr=Yapışkan Bomba Atar|tr_m=Stickybomb Launcher&lt;br /&gt;
|uk=Липучкомет|uk_m=Stickybomb Launcher&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added damage ramp-up over time&lt;br /&gt;
* Immediate detonations do half damage&lt;br /&gt;
* Full damage is reached 2s after firing (1.3s after arming)&lt;br /&gt;
* Self-damage and Sticky Jumping are unchanged&lt;br /&gt;
* Damage ramp-up period starts when charging instead of upon fire.&lt;br /&gt;
* Updated Viewmodel animations to include the other arm.&lt;br /&gt;
* Fixed an issue causing sticky bomb{{sic}} detonation sound to rapidly play multiple times in a row. &lt;br /&gt;
* Added unique HUD icons for Stickybombs, [[Mine Layer|Proximity Mines]], the [[Kritzkrieg]], and the [[Medi Gun|Medigun]].{{sic}}&lt;br /&gt;
* Improved the Stickybombs GRN and YLW textures.&lt;br /&gt;
* Fixed the Stickybomb pulse effect to properly follow the entity. &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Fixed being able to push stickybombs only once&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Now consistent with live TF2&#039;s stickies&lt;br /&gt;
* Fixed stickies not suffering from damage falloff&lt;br /&gt;
* Damage rampup changed to 100% (from 70%)&lt;br /&gt;
* Explosion radius rampup to 100% (from 80%)&lt;br /&gt;
* Projectiles no longer bounce off friendly buildings&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Stickybombs now fizzle properly on death&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Fixed Stickybombs and [[Mine Layer|proximity mines]] becoming invincible against bullets if they get moved without becoming airborne &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.5}}&lt;br /&gt;
* Updated stickybomb break sound&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* Stickybombs can be detonated while taunting.&lt;br /&gt;
* the Stickybomb Launcher&#039;s viewmodel correctly displays both Demoman&#039;s hands holding the Stickybomb Launcher, similar to his worldmodel.&lt;br /&gt;
* the Stickybomb Laucher&#039;s kill icon was changed from the weapon itself to one of it&#039;s stickies.&lt;br /&gt;
* The stickybomb HUD icon, that appears alongside the total number of stickybombs placed, has been changed.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Bottle&amp;diff=10269</id>
		<title>Bottle</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Bottle&amp;diff=10269"/>
		<updated>2026-04-09T07:18:03Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;No, no, you&#039;re supposed ta drink it!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Bottle&#039;&#039;&#039; is the default melee weapon of the Demoman. It is a brown, glass bottle o&#039; scrumpy, with a grey label on both sides, marked &amp;quot;XXX&amp;quot; with a year of 1808. When striking a surface (or an enemy) with a [[critical hit]], the bottle will shatter, visible to all players, and will remain shattered until the player respawns. This is purely cosmetic and does not change its stats such as damage or crit chance, and resupply cabinets will not replace the bottle.&lt;br /&gt;
&lt;br /&gt;
The Bottle deals 65 damage and attacks every 0.8 seconds. Compared to other melee weapons, the Demoman gets more use out of it than other classes do with theirs. The large reload times of his other weapons means he often suffers from empty clips, making the Bottle a practical necessity. The ability to detonate [[Stickybomb Launcher|stickybombs]] while its out means the Demoman can create a zone of control where the enemy is encouraged to walk towards him, and the looming threat of the Bottle can encourage the enemy to back up to where he wants them. A lucky detonation can also bounce an enemy towards him, finishing them off with a swing. Regardless, the Demoman still has below-average speed, and so charging in swinging will lead to his swift death.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Cheers&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Garrafa|pt-br_m=Bottle&lt;br /&gt;
|bg=Бутилка|bg_m=Bottle&lt;br /&gt;
|en=Bottle&lt;br /&gt;
|fr=Bouteille|fr_m=Bottle&lt;br /&gt;
|de=Flasche|de_m=Bottle&lt;br /&gt;
|it=Bottiglia|it_m=Bottle&lt;br /&gt;
|ro=Sticlă|ro_m=Bottle&lt;br /&gt;
|ru=Бутылка|ru_m=Bottle&lt;br /&gt;
|es=Botella|es_m=Bottle&lt;br /&gt;
|tr=Şişe|tr_m=Bottle&lt;br /&gt;
|uk=Пляшка|uk_m=Bottle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Added particles upon breaking the bottle&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added Alcoholism (NitoTheFunky)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* [[Wikipedia:Scrumpy|Scrumpy]] is a real beverage, originating from West of England, and is an alcoholic cider produced from apples. Despite the Demoman&#039;s affinity for it, it is not a stereotypically Scottish drink.&lt;br /&gt;
* Taunting more than two times with this weapon will inflict the [[List of conditions|Alcoholism]] effect, causing your screen to appear to wobble and spin in a figure-eight pattern. Your actual crosshair will not move, causing shots to appear to come from places other than the on-screen crosshair, making it significantly more difficult to aim.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Anti-Aircraft_Cannon&amp;diff=10268</id>
		<title>Anti-Aircraft Cannon</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Anti-Aircraft_Cannon&amp;diff=10268"/>
		<updated>2026-04-09T07:14:16Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=aa cannon&lt;br /&gt;
| used-by=Heavy&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=40&lt;br /&gt;
| reload-type=No Reload&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Fires explosive shells}}&lt;br /&gt;
{{Loadout positive|Mini-crits airborne enemies}}&lt;br /&gt;
{{Loadout negative|Weapon has limited range}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Which piece of you should Heavy send home to momma?&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Anti-Aircraft Cannon&#039;&#039;&#039; [https://web.archive.org/web/20250124201828/https://tf2classic.com/fight_or_flight/day2 publicity blurb]|Instead of bullets, this thumping old beast shoots short-range explosive rounds, so fast you can&#039;t see them—or airblast them—in flight. They&#039;ll detonate when they hit a surface, but they&#039;ll also detonate at a fixed range, dealing midair splash damage that&#039;s tough to avoid. (We&#039;ve reassured Heavy that flak cannon explosive rounds are a lot like bullets.)}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Anti-Aircraft Cannon,&#039;&#039;&#039; commonly referred to as the &#039;&#039;&#039;A.A. Cannon&#039;&#039;&#039;, is a primary weapon for [[Heavy]], added in the [[Fight or Flight]] update. It resembles an anti-aircraft cannon, scaled down so as to be carried by a person.&lt;br /&gt;
&lt;br /&gt;
Compared to the stock [[Minigun]], the Anti-Aircraft Cannon has a much slower firing rate, less ammo, and a limited effective range. However, it fires high-damage hitscan bullets that explode when colliding with a surface or a player, or after 900 Hammer Units, dealing splash damage to all enemies in its wake. Despite being hitscan, the bullets still have a 6.5x6.5x6.5 Hammer Unit collision hull, meaning they cannot fit through very small gaps or shoot around tight corners, and can hit enemies even if the user&#039;s crosshair is slightly off of them. This also means that the bullets cannot be [[Flame Thrower|airblasted]] by an enemy Pyro, and will not destroy enemy [[Stickybomb Launcher|stickybombs]]. The user can take damage (but not knockback) from their own explosions, so it is necessary to keep a short distance from whatever they are shooting at. This is assisted by the weapon&#039;s high knockback, preventing enemies from closing the distance between them and the Heavy. The Minigun&#039;s damage penalty against [[Sentry Gun|Sentry Guns]] does not apply to the Anti-Aircraft Cannon.&lt;br /&gt;
&lt;br /&gt;
In addition, the Anti-Aircraft Cannon will mini-crit enemies who are 128 Hammer Units above the ground, and will mini-crit enemies who are explosive jumping or using a [[Jump Pad]] from any distance. The weapon&#039;s high knockback means that enemies can be juggled in the air, allowing for multiple mini-crits on an airborne enemy.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Cradle&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 90&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 60 / {{tooltip|70|Damage vs buildings}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 46&lt;br /&gt;
 | maximum-fall-off-percentage = 76.4%&lt;br /&gt;
 | critical = 180&lt;br /&gt;
 | mini-crit = 81&lt;br /&gt;
 | mini-crit-ramp-up = 122&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 90 HU&lt;br /&gt;
 | minimum-splash-percentage = 33%&lt;br /&gt;
 | damage-reduction = 1% / 0.9 HU&lt;br /&gt;
 | self-damage = 45-90&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 40&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.55 s&amp;lt;br&amp;gt;{{tooltip|0.45 s|Haste boosted}}&lt;br /&gt;
 | windup-time = 1 s&amp;lt;br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | winddown-time = 0.5 s&amp;lt;br&amp;gt;{{tooltip|0.4 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Anti-Aircraft Cannon v. Stock Minigun&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Shoots explosive rounds that can deal splash damage&lt;br /&gt;
➕ Deals mini-crit damage to airborne enemies&lt;br /&gt;
➕ Has higher damage per shot&lt;br /&gt;
➕ Has perfect accuracy&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has lower damage per second&lt;br /&gt;
➖ Has limited range&lt;br /&gt;
➖ Can deal self-damage&lt;br /&gt;
➖ Has less ammo&lt;br /&gt;
➖ Cannot destroy enemy stickybombs and mines but scatters it&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_aa_vs_airborne}}&lt;br /&gt;
{{Achievement|achievement_aa_gun_splash}}&lt;br /&gt;
{{Achievement|achievement_aa_gun_challenge}}&lt;br /&gt;
{{Achievement|achievement_aa_gun_blast_suicide}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Anti-Aircraft Cannon&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.1}}&lt;br /&gt;
* Reduced blast radius from 110HU to 90HU wide&lt;br /&gt;
* Reduced damage from 60 to 55&lt;br /&gt;
* Overhauled sounds&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Reduced bullet hull size to 6.5HU (from 10HU)&lt;br /&gt;
* Increased base damage to 58 (from 55)&lt;br /&gt;
* Fixed the Heavy&#039;s voicelines and expressions not playing while revved and firing&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Overhauled weapon model&lt;br /&gt;
* Improved responsiveness when switching between revving states, especially noticeable when tapfiring on high ping&lt;br /&gt;
* Implemented lag compensation to the delayed explosion&lt;br /&gt;
* Overhauled killfeed icon&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Updated the model and textures (SamDum)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.5}}&lt;br /&gt;
* Increased base damage back to 60 (from 58)&lt;br /&gt;
* Increased damage against buildings to 70 (from 58)&lt;br /&gt;
* Fixed bullets colliding with certain projectiles&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* Updated firing and rev sounds&lt;br /&gt;
* Added unique explosion sounds&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Now uses player hitboxes instead of player hulls&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.3}}&lt;br /&gt;
* Fixed an issue where equipping the Anti-Aircraft Cannon made Shotguns use player hulls for hit detection&lt;br /&gt;
* Added missing stats for the Anti-Aircraft Cannon&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.5}}&lt;br /&gt;
* Fixed a crash related to firing the Anti-Aircraft Cannon while dead&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Part of the publicity blurb for the Anti-Aircraft Cannon says &amp;quot;Shoot for the moon!&amp;quot;. This is part of the quote &amp;quot;Shoot for the moon. Even if you miss, you&#039;ll land among the stars&amp;quot;. It is commonly attributed to Norman Vincent Peale, who was inspired by the Space Race.&lt;br /&gt;
* Although the Anti-Aircraft Cannon&#039;s model was overhauled in 2.1.3, the original model released with the Fight or Flight update can still be seen in the promotional art produced for the update pages, and on the achievement icons for Duck Season, Policy of Containment, and Red Scare. In the game files, a vtf file remains of an ao bake texture from an older version of the model.&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The weapon&#039;s 40 ammo capacity and its slow, single-shot firing rate may be inspired by Pyro&#039;s [[tf:Dragon&#039;s Fury|Dragon&#039;s Fury]]. Both weapons offer different playstyles from their stock counterparts which have high damage per second.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Fight or flight heavy.png|Promotional image by {{dev|boba}} and {{dev|Hunter R. Thompson}} of the Heavy with the Anti-Aircraft Cannon, shooting an [[Engineer]] using the [[Jump Pad]] out of the sky. [[Chekhov&#039;s Punch]] is in his back pocket.&lt;br /&gt;
File:concept_aa_cannon.png|Concept art by {{Dev|Mazern}}&lt;br /&gt;
File:Backpack_Anti-Aircraft_Cannon_v1.png|Pre-2.1.3 model and backpack icon by {{Dev|Wendy}}&lt;br /&gt;
File:Killicon aa cannon v1.png|Pre-2.1.3 kill icon&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Minigun&amp;diff=10267</id>
		<title>Minigun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Minigun&amp;diff=10267"/>
		<updated>2026-04-09T07:10:02Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Heavy&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=200&lt;br /&gt;
| reload-type=No Reload&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Sascha not even listen to Heavy. You think she listen to YOU?&amp;quot;}}&lt;br /&gt;
}}The &#039;&#039;&#039;Minigun&#039;&#039;&#039; is the stock primary weapon of the [[Heavy]]. It is a Gatling-style machine gun constructed out of various parts, with a rotating barrel, an underslung ammunition barrel and rotation mechanism joined via pipes, and two carrying handles.&lt;br /&gt;
&lt;br /&gt;
Unlike other weapons, the Minigun must be spun up before firing. When the user presses the primary fire button, the Minigun will spin for 1 second before firing, producing a distinctive revving sound. The user can also hold the secondary fire button to spin the barrel indefinitely without firing, producing a more passive spinning sound. While spun up, the user is slowed down significantly, cannot jump, cannot move while crouching, and cannot switch weapons. It can still spin up while in the air, including while jumping, preserving the momentum gained. The user can switch weapons a short time after winding down, unlike in &#039;&#039;Team Fortress 2&#039;&#039;, where the entire winding down animation must play.&lt;br /&gt;
&lt;br /&gt;
While firing, the Minigun shoots a large, inaccurate cone of about 38 bullets per second, shooting 4 bullets per ammo spent, dealing huge amounts of damage to point-blank targets and barely any to long-range targets. This potentially gives the Minigun the highest damage-per-second in the entire game. Unlike in &#039;&#039;Team Fortress 2&#039;&#039;, it does not become more accurate over time, and does not have an initial damage penalty. However, it maintains the property of dealing 15% less damage on level 2 [[Sentry Gun|Sentry Guns]], and 20% less damage on level 3 Sentries. If the Minigun runs out of ammo while firing, it will remain spun up, but will produce a clicking sound without firing any bullets.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Cradle&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = {{tooltip|54|13.5 / bullet}}&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = {{tooltip|36|9 / bullet}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = {{tooltip|19|4.752 / bullet}}&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = {{tooltip|108|27 / bullet}}&lt;br /&gt;
 | mini-crit = {{tooltip|48|12 / bullet}}&lt;br /&gt;
 | mini-crit-ramp-up = {{tooltip|73|18.13 / bullet}}&lt;br /&gt;
 | bullet-count = 4&lt;br /&gt;
 | spread = {{tooltip|0.08|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 200&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.105 s&amp;lt;br&amp;gt;{{tooltip|0.071 s|Haste boosted}}&lt;br /&gt;
 | windup-time = 1 s&amp;lt;br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | winddown-time = 0.5 s&amp;lt;br&amp;gt;{{tooltip|0.4 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Metralhadora Giratória|pt-br_m=Rotating Machine Gun&lt;br /&gt;
|bg=Картечница|bg_m=Machine Gun&lt;br /&gt;
|en=Minigun&lt;br /&gt;
|fr=Minigun&lt;br /&gt;
|de=Minigun&lt;br /&gt;
|it=Mitargliatrice pesante|it_m=Heavy Machine Gun&lt;br /&gt;
|ro=Minigun&lt;br /&gt;
|ru=Пулемёт|ru_m=Machine Gun&lt;br /&gt;
|es=Ametralladora|es_m=Machine Gun&lt;br /&gt;
|tr=Minigun&lt;br /&gt;
|uk=Мініґан|uk_m=Minigun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Shortened the un-deploy time to allow for faster weapon switching after firing.&lt;br /&gt;
* Updated Viewmodel animations to lock the hand to the front grip.&lt;br /&gt;
* Fixed an issue causing Minigun barrel to spin up/down too fast at high network latency values.&lt;br /&gt;
* Added shells to the Minigun.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Reduced the bullet spread to 0.08 (from 0.1)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Fixed sound channels being overloaded when multiple Miniguns and [[SMG|SMGs]] are fired at once&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Each stored [[Chekhov&#039;s Punch]] crit now takes 1.5s of firing to deplete (from 0.75s)&lt;br /&gt;
* Improved responsiveness when switching between revving states, especially noticeable when tapfiring on high ping&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Heavy has nicknamed his Minigun &#039;&#039;Sasha&#039;&#039;, (which is a commonly used Russian nickname given to women named &#039;&#039;Alexandra&#039;&#039;) as seen in the [https://www.youtube.com/watch?v=jHgZh4GV9G0 Meet the Heavy] short.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sandvich&amp;diff=10266</id>
		<title>Sandvich</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sandvich&amp;diff=10266"/>
		<updated>2026-04-09T07:07:53Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Heavy&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Lunch Box&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Eat to regain up to 120 health.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|Alt-fire: Share Sandvich with a friend (Medium health kit)}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Come closer! I will give you taste.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Sandvich&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Sandvich Edible Device&#039;&#039;&#039;, is a secondary weapon for the [[Heavy]]. It&#039;s a triangle shaped half of a sandwich consisting of bread, ham, bologna, swiss cheese, lettuce, and sliced tomato, all topped off with a green pimento-stuffed olive pinned to the meal with a toothpick.&lt;br /&gt;
&lt;br /&gt;
Upon consuming the Sandvich, the user will replenish 120 health points in 30 health intervals over 4 seconds, but will not [[overheal]] if their health is full. While eating the Sandvich, the player is forced into a loud, third-person eating animation where the Heavy bites into the sandwich. The user cannot move or attack during this animation. The Sandvich eating animation counts as a taunt, having the same effects when pressing the taunt button, and cannot be eaten midair or [[water|underwater]]. The Sandvich does not consume its charge when eaten, therefore it can be eaten endlessly by Heavy.&lt;br /&gt;
&lt;br /&gt;
Its alternate fire (default: {{code|MOUSE2}}) allows it to be thrown, consuming its charge and acting as a deployable medium health pack that will heal any other player (including enemies) for 50% of their max health. It cannot be [[airblast|airblasted]], is not affected by [[water]], and will disappear into certain map entities. It will also be launched by [[Jump Pad|Jump Pads]], and can detonate enemy [[Mine Layer]] mines. If the user picks up their own Sandvich, it will recharge immediately without healing them. When thrown, the Sandvich takes 30 seconds to recharge, which is the length of time it takes the thrown Sandvich to disappear from the world. The recharge timer begins as soon as the Sandvich is consumed or dropped. The Heavy can instantly recharge the Sandvich by visiting a [[Resupply cabinet]], picking up his own thrown Sandvich, or collecting any [[healing|health pickup]] while at full health. If a second Sandvich is thrown while the first one is out, the first one disappears. If the Heavy is killed while the Sandvich is out, it drops to the ground and provides health (but not ammo) as if it were thrown. However, any Sandviches already thrown will not disappear. &lt;br /&gt;
&lt;br /&gt;
The Sandvich can be [[Critical hit|critical boosted]] to increase its healing effectiveness. When eaten by the Heavy, a critical Sandvich will give 90 health per bite, with overheal, for a total of 360 health. When thrown, it will act as a full health kit, healing allies for 100% of their maximum health, with no overheal. Using a crit Sandvich from the [[Chekhov&#039;s Punch]] will consume a charge if it is eaten or thrown.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | taunt = Nomming&lt;br /&gt;
| healing-column = true&lt;br /&gt;
 | healing-self = {{tooltip|30|Per bite}} / {{tooltip|90|Critical boosted}}&amp;lt;br&amp;gt;{{tooltip|120|Total}} / {{tooltip|360|Critical boosted}}&lt;br /&gt;
 | healing-others = 50% of max health&amp;lt;br&amp;gt;{{tooltip|100% of max health|Critical boosted, with overheal}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | reload-type = Recharge&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | activation-time = {{tooltip|1 s|Per bite}}&lt;br /&gt;
 | consumption-time = 4.3 s&lt;br /&gt;
 | charge-fill-speed = 3.33% / s&amp;lt;br&amp;gt;{{tooltip|10% / s|Haste boosted}}&lt;br /&gt;
 | recharge-time = 30 s&amp;lt;br&amp;gt;{{tooltip|10 s|Haste boosted}}&lt;br /&gt;
 | drop-expiry = 30 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_sandvich_mines}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added the Sandvich&lt;br /&gt;
* The Sandvich can now be eaten by all classes in Randomizer.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Updated dropped Sandviches from dead [[Heavy|Heavies]] to give points on pickup&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Heal points are now given for [[Shock Therapy]] healing, [[Medic]] passive regen, [[Kritzkrieg]] self healing, being healed by an enemy Shock Therapy as a [[Spy]], and stealing enemy Sandviches&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Can now be [[Critical hit|critboosted]]&lt;br /&gt;
* Consumes one [[Chekhov&#039;s Punch]] stored crit when thrown or eaten&lt;br /&gt;
* Critical Sandviches heal 3 times the amount of health of a non-critical Sandvich when eaten, allowing for overheal&lt;br /&gt;
* Thrown critical Sandviches heal as much as a full health pack&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* [[Heavy]] now carries a lunchbox with him when equipped (SamDum)&lt;br /&gt;
* Fixed [[crit]] particles not showing on the throwable&lt;br /&gt;
* Throwable no longer detonates friendly [[Mine Layer]] mines&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Updated wearable texture (PuppyCannon)&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.6}}&lt;br /&gt;
* Fixed an issue where Heavy&#039;s Sandvich would lose its cooldown if he took damage while eating ([https://github.com/tf2classified/tf2classified-issue-tracker/issues/649 #649])&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Sandviche|pt-br_m=Sandvich&lt;br /&gt;
|bg=Сандвичът|bg_m=Sandwich&lt;br /&gt;
|en=Sandvich&lt;br /&gt;
|fr=Sandvich&lt;br /&gt;
|de=Sandvich&lt;br /&gt;
|it=Sandvich&lt;br /&gt;
|ro=Sandvich&lt;br /&gt;
|ru=Бутерброд|ru_m=Sandwich&lt;br /&gt;
|es=Focata|es_m=Sandvich&lt;br /&gt;
|tr=Sandviç|tr_m=Sandwich&lt;br /&gt;
|uk=Бутерброд|uk_m=Sandwich&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* On the Sandvich&#039;s first use, its model will have a visible bite taken out of it. This persists until the Sandvich is thrown or the user reaches a resupply locker. However, the thrown Sandvich model will not have any bite marks.&lt;br /&gt;
* On the scoreboard statistics, the Heavy will gain healing points for eating his own Sandvich and for healing allies, but not for healing enemies.&lt;br /&gt;
* The Sandvich is one of five non-Stock weapons ported from live &#039;&#039;Team Fortress 2&#039;&#039;, the others being the [[Gunboats]], [[Flare Gun]], [[Kritzkrieg]] and [[Huntsman]].&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The Sandvich, unlike its &#039;&#039;Team Fortress 2&#039;&#039; counterpart, does not consume its charge when eaten.&lt;br /&gt;
* The Sandvich doesn&#039;t have unique properties for a crit-boosted Sandvich on live &#039;&#039;TF2&#039;&#039;.&lt;br /&gt;
* The health given by Sandvich has been reverted back to when it was first released on live version, with only 120 instead of 300.&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Spy&amp;diff=10265</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Spy&amp;diff=10265"/>
		<updated>2026-04-09T07:03:39Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_spy&lt;br /&gt;
| type=Support&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| speed=107}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Spy&#039;&#039;&#039; &#039;&#039;after taking out his local mercenary&#039;&#039;|&#039;&#039;Thank you for being such a dear friend.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Spy&#039;&#039;&#039; is a [[Classes#Support|support class]] from France, with years of experience in espionage, deception, and sabotage. He is a specialist support class armed with a variety of tools to infiltrate and eliminate enemies, as well as a smug, sarcastic attitude. &lt;br /&gt;
&lt;br /&gt;
Using his [[#Watch|cloaking watches]], he can become fully invisible, allowing him to infiltrate the enemy base without getting detected. His [[Disguise Kit]] lets him disguise as any class on any team, which allows him to blend in with enemy teams. He can use his [[Revolver]] to defend himself and pick off enemies from long range, or his [[Knife]] to instantly kill them from behind with a backstab. With his [[Tranquilizer Gun]], he can [[tranquilize]] his victim and finish them off with his Knife. In addition, he has the [[Sapper]], which he can use to disable Engineer-constructed [[buildings]] and drain them of health, allowing him or his team to swoop in and destroy them with ease. However, Sappers can be  destroyed by [[Engineers]] using the [[Wrench]].&lt;br /&gt;
&lt;br /&gt;
The Spy can also use enemy [[Dispenser|Dispensers]] while disguised and enemy [[Teleporters]] or [[Jump Pads]] at any time. This allows him to replenish health and ammo behind enemy lines and [[Teleporter#Telefrag|telefrag]] enemies standing on a Teleporter exit, or [[Jump Pads#Stomping|stomp]] unsuspecting enemies by landing on them.&lt;br /&gt;
&lt;br /&gt;
The Spy can use his unique ability, Spywalk (default: {{code|Shift}}), to move at his usual movement speed while disguised. This can be helpful for catching up to enemies who run faster than the Spy&#039;s disguise class. However, this puts the player at risk of getting caught due to the Spy running faster than his disguise victim. This can be inverted in the Options menu so the Spy always runs at his usual speed and only slows down when pressing down the Spywalk button.&lt;br /&gt;
&lt;br /&gt;
The Spy is voiced by Dennis Bateman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Country of Origin:&#039;&#039;&#039; France&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Uncloak &amp;amp; Dagger&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;...&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Contraptions:&#039;&#039;&#039; Disguise Kit / Cloaking Watch&lt;br /&gt;
A master of disguise, misdirection, and the byzantine details of who really runs things, the Spy is a double reverse quadruple agent whose reflexive suspicion is entirely justified.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Revolver}}&lt;br /&gt;
{{Weapon|Tranquilizer Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Sapper ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Sapper}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Knife}}&lt;br /&gt;
}}&lt;br /&gt;
=== PDA ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Disguise Kit}}&lt;br /&gt;
}}&lt;br /&gt;
=== Watch ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Invis Watch}}&lt;br /&gt;
{{Weapon|L&#039;escampette}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Spy Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Spy…&lt;br /&gt;
* …disguise yourself as an enemy with your Disguise Kit. Beware, as you can still bump into enemies, and attacking will remove your disguise.&lt;br /&gt;
* …call for enemy [[Medic|Medics]] by hitting {{Callmedic}} while disguised.&lt;br /&gt;
* …try to act like an enemy while disguised. Observe where enemy team members are, and disguise as one of them.&lt;br /&gt;
* …press {{speed}} to run at normal speed while disguised as slower classes.&lt;br /&gt;
* …your Revolver is a very useful tool for when a stealth operation doesn&#039;t go your way.&lt;br /&gt;
* …place your Sappers on enemy buildings to disable and destroy them. Disguises aren&#039;t lost when placing Sappers.&lt;br /&gt;
* …your Sappers disable [[Sentry Gun|Sentry Guns]] before destroying them. Sap a Sentry Gun before attacking nearby Engineers.&lt;br /&gt;
* …use your Knife to backstab enemies from behind, killing them instantly.&lt;br /&gt;
* …hit {{attack2}} to cloak and become fully invisible for a short period of time.&lt;br /&gt;
* …use your cloak to get behind enemy lines, and your disguise to move around amongst them.&lt;br /&gt;
* …your Tranquilizer Gun slows down your target and decreases their ranged gun damage. This helps create an opening for an escape.&lt;br /&gt;
* …the darts from your Tranquilizer Gun cause your target to take guaranteed [[Critical hit|critical hits]] from melee damage. Let your teammates gang up on them, or go for a kill on your own.&lt;br /&gt;
* …the L&#039;escampette allows you to move quickly to or from the enemy base. Make quick escapes, or quick infiltrations!&lt;br /&gt;
* …you lose cloak taking damage with the L&#039;escampette equipped. Stay out of the line of fire.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_tranq_melee_kill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== [[Achievements#VIP achievements|VIP achievements]] ===&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_civilian_disguiseboost}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Шпионин|bg_m=Spy&lt;br /&gt;
|de=Spy&lt;br /&gt;
|en=Spy&lt;br /&gt;
|es=Spy&lt;br /&gt;
|fr=Spy&lt;br /&gt;
|hu=Kém|hu_m=Spy&lt;br /&gt;
|it=Spia|it_m=Spy&lt;br /&gt;
|pl=Szpieg|pl_m=Spy&lt;br /&gt;
|pt-br=Spy&lt;br /&gt;
|ro=Spy&lt;br /&gt;
|ru=Шпион|ru_m=Spy&lt;br /&gt;
|tr=Spy&lt;br /&gt;
|uk=Шпигун|uk_m=Spy&lt;br /&gt;
|zh-hans=间谍|zh-hans_m=Spy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated the Spy&#039;s Cigarette “shell” to be slightly higher poly.&lt;br /&gt;
* Added Spywalk for Spies. (Bound to Shift by default)&lt;br /&gt;
* Added a glow to the Spy&#039;s cigarette.&lt;br /&gt;
* Updated the Spy’s mask textures to be consistent with the 10 classes.&lt;br /&gt;
* Being touched as a Spy now also affects the viewmodel.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Updated {{code|tf2c_spy_gun_mettle}} to include updated [[Sapper]] damage modifier &lt;br /&gt;
* Fixed Spywalk not being applied clientside&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.4}}&lt;br /&gt;
* The move speed increase from {{code|tf2c_gun_mettle_spy}} now only affects Spy, rather than all classes &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Updated the Spy:&lt;br /&gt;
** Increased the Spy&#039;s movement speed to 107% (from 100%)&lt;br /&gt;
** Set by {{code|tf2c_spy_gun_mettle 2}}, the new default setting for {{code|tf2c_spy_gun_mettle}}; can be changed by server operators&lt;br /&gt;
* Heal points are now given for [[Shock Therapy]] healing, [[Medic]] passive regen, [[Kritzkrieg]] self healing, being healed by an enemy Shock Therapy as a Spy, and stealing enemy [[Sandvich|Sandviches]]&lt;br /&gt;
* Added the {{code|tf2c_spywalk_inverted}} convar, which sets Spywalk (moving at Spy&#039;s regular speed while [[Disguise Kit|disguised]] as slower classes) as the default behavior, with +SPEED (Spywalk bind) imitating your disguise&#039;s speed&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* The Spy now has a +20% damage resistance and reduced debuff duration while [[Invis Watch|cloaked]]&lt;br /&gt;
* Added a Spywalk indicator on the [[Disguise Kit|Disguis]]e HUD (enabled via tf2c_spywalk_hud, enabled by default)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Spies now gain double the amount of [[Invis Watch|cloak]] from [[Buildings|building]] gibs&lt;br /&gt;
* [[Invis Watch|Cloaked]] Spies now correctly take 20% less damage even from [[Critical hit|crits]]&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Updated the Spy:&lt;br /&gt;
** Spy can now fake reload at any time by pressing the Reload key&lt;br /&gt;
*** Added animations for fake reloading on the Revolver&lt;br /&gt;
** Disguising as a Medic now defaults to you holding the Medi Gun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Spy used to have 100% movement speed in both &#039;&#039;Team Fortress 2&#039;&#039; and &#039;&#039;Team Fortress 2 Classified&#039;&#039;, but both iterations were eventually changed to 107%.&lt;br /&gt;
* In &#039;&#039;Team Fortress 2 Classified&#039;&#039;, Spy gets another line for his &amp;quot;Thanks!&amp;quot; voice command where he says &amp;quot;&#039;&#039;Prego&#039;&#039;&amp;quot; (&amp;quot;Translation: &amp;quot;&#039;&#039;You&#039;re welcome&#039;&#039;&amp;quot;). This was lifted from the prerelease versions of &#039;&#039;Team Fortress 2&#039;&#039;.&lt;br /&gt;
* The RED and YLW Spy smoke white cigarettes, while the BLU and GRN Spy smoke brown cigarettes.&lt;br /&gt;
* For the French dub of the game, the Spy was given a British accent and several of his responses have been altered to use british words. Nationality changes being a common occurance when adapting French characters over to France in order to better fit local sensibilities the Spy was altered to become British.&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Chekhov%27s_Punch&amp;diff=10264</id>
		<title>Chekhov&#039;s Punch</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Chekhov%27s_Punch&amp;diff=10264"/>
		<updated>2026-04-09T06:56:40Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=chekhov&lt;br /&gt;
| used-by=Heavy&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Chains&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|On hit: Store up to 3 critical hits}}&lt;br /&gt;
{{Loadout positive|Stored crits are consumed by all weapons}}&lt;br /&gt;
{{Loadout negative|Melee damage taken will crit on wearer}}&lt;br /&gt;
{{Loadout negative|Melee will crit only at full capacity}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Do not cry! You have narrative purpose in Heavy&#039;s life.&amp;quot;}}&lt;br /&gt;
}}{{Quotation|&#039;&#039;&#039;Chekhov&#039;s Punch&#039;&#039;&#039; [https://web.archive.org/web/20250124201828/https://tf2classic.com/fight_or_flight/day2 publicity blurb]|Hitting enemies with Chekhov&#039;s Punch stores critical hits, which you&#039;ll consume and activate whenever you attack with your other weapons. And you&#039;re going to need them—you take guaranteed crit damage from all melee sources if you&#039;re carrying Chekhov&#039;s Punch, even if you have another weapon in your hands.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chekhov&#039;s Punch&#039;&#039;&#039; is an alternate melee weapon for the [[Heavy]] added in the [[Fight or Flight]] update. They are the Heavy&#039;s own [[Fists]], wrapped in chains. Chains appear on the Heavy&#039;s arms when the weapon is equipped, regardless of whether it is active. The user can left or right click to throw a left or right punch, but this has no effect on usage. When dealing critical damage, instead of the typical uppercut, the Heavy&#039;s fists will both come down at once and cause the enemy to violently explode. In addition, Chekhov&#039;s Punch lacks the taunt kill of the Fists. As a hidden attribute, Chekhov&#039;s Punch has a 65% increase in attack range compared to all other melee weapons.&lt;br /&gt;
&lt;br /&gt;
They are identical to the Fists in terms of damage. However, each hit on an enemy (except for invulnerable enemies and disguised [[Spy|Spies]]) stores up to 3 [[critical hits]], which are shared between all of Heavy&#039;s weapons. When the Heavy has a critical charge, his hands and weapons will glow with a crit-boost effect. In exchange, the Heavy takes critical damage from all melee hits, whether or not Chekhov&#039;s Punch is active or has any charges. In addition, it will only deal critical damage during melee attacks if the user has exactly 3 crits stored. If the Heavy has less than 3 charges, his hands will glow, but will lack the typical electric particle effect.&lt;br /&gt;
&lt;br /&gt;
Using a charge will give 1.5 seconds of crits to automatic weapons and a single crit on single-shot weapons. Missing a charged hit will not use up the charge. If the user is crit-boosted through other means, no charges will be consumed. &lt;br /&gt;
&lt;br /&gt;
Using a critical [[Sandvich]] will also consume a charge, giving 360 health with overheal when eaten, or giving 100% health to an ally when thrown. A charge will be consumed even if the player is at 450 health when eaten, and picking up a thrown critical Sandvich will not refund a charge.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Knockout&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Chekhov&#039;s Punch v. Fists&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Each attack stores a guaranteed crit for all weapons to a maximum of three&lt;br /&gt;
➕ Deals guaranteed crits when the crits are fully stored&lt;br /&gt;
➕ Has higher attacks range&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has no random crits&lt;br /&gt;
➖ Melee damage taken deals critical damage on the wearer&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_chekhov_crit_kill}}&lt;br /&gt;
{{Achievement|achievement_heavy_shotgun_crits}}&lt;br /&gt;
{{Achievement|achievement_chekhov_shock}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added Chekhov&#039;s Punch&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.1}}&lt;br /&gt;
* Overhauled sounds&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Updated the [[Minigun]]:&lt;br /&gt;
** Each stored Chekhov&#039;s Punch [[Critical hit|crit]] now takes 1.5s of firing to deplete (from 0.75s)&lt;br /&gt;
* Updated the [[Sandvich]]:&lt;br /&gt;
** Consumes one Chekhov&#039;s Punch stored [[Critical hit|crit]] when thrown or eaten&lt;br /&gt;
* The chain wearable now [[Critical hit|critglows]] in both first person and third person&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Sounds for gaining or losing [[crit]]s are now audible to all players&lt;br /&gt;
* [[Critical hits|Critglows]] are now only visible on the [[weapon]]&#039;s own model if [[crit]]s are full&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* No longer loses crits on missed melee swings&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The name Chekhov&#039;s Punch comes from the term &amp;quot;[https://en.wikipedia.org/wiki/Chekhov%27s_gun Chekhov&#039;s Gun]&amp;quot;, a trope where something is shown at the beginning of a story and is used at the end. This matches the theme of this weapon, as it stores crits for later.&lt;br /&gt;
* The backpack icon for Chekhov&#039;s Punch has Heavy&#039;s arms colored significantly darker than usual.&lt;br /&gt;
* Switching to the Fists from Chekhov&#039;s Punch allows you to keep and use the critical charges gained. This also allows the Fists to use critical hits on any number of charges. The crits are not used on the Fists&#039; &amp;quot;High Noon&amp;quot; taunt kill.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Fight or flight heavy.png|left|thumb|Promotional image of the Heavy with Chekhov&#039;s Punch in his back pocket, and also the [[Anti-Aircraft Cannon]].]]&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Fists&amp;diff=10263</id>
		<title>Fists</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Fists&amp;diff=10263"/>
		<updated>2026-04-09T06:52:12Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=fists&lt;br /&gt;
| kill-icon-2=taunt_heavy&lt;br /&gt;
| used-by=Heavy&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Fists&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;I am not done with you yet!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Fists&#039;&#039;&#039; are the default melee weapon for the [[Heavy]]. They are the Heavy&#039;s own hands, curled up into fists, wearing black, fingerless gloves. Pressing the primary fire key swings a left punch, pressing the secondary fire key swings a right punch, and performing a [[critical hit]] deals a right-handed uppercut regardless of button pressed. There is no difference in function between left and right punches.&lt;br /&gt;
&lt;br /&gt;
Each hits deals 65 damage and has an attack speed of 0.8. As the Heavy is the slowest class, he is unlikely to connect his fists with any enemy who simply runs away from him, and so are outclassed by the [[Shotgun]] for mobile assaults. Regardless, his high health means a trapped enemy is unlikely to kill him before he closes the gap, and in such a scenario where the Shotgun is out of ammo, the player may wish to pull them out. If an enemy is foolish enough to attempt a melee duel with the Heavy, his massive health gives him an advantage compared to all other classes.&lt;br /&gt;
&lt;br /&gt;
Taunting with the Fists will perform the High Noon kill taunt, which shoots an invisible bullet at the user&#039;s crosshair (horizontally and vertically) up to 500 Hammer units away, dealing 500 damage to the first enemy in its wake. The bullet will not penetrate through multiple enemies at once, and will not damage buildings. The taunt cannot deal critical hits, but it can deal mini-crits, and will knockback invulnerable enemies.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = High Noon&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_fists_melee_duel}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Punhos|pt-br_m=Fists&lt;br /&gt;
|bg=Юмруци|bg_m=Fists&lt;br /&gt;
|en=Fists&lt;br /&gt;
|fr=Poings|fr_m=Fists&lt;br /&gt;
|de=Fäuste|de_m=Fists&lt;br /&gt;
|it=Pugni|it_m=Fists&lt;br /&gt;
|ro=Pumni|ro_m=Fists&lt;br /&gt;
|ru=Кулаки|ru_m=Fists&lt;br /&gt;
|es=Puños|es_m=Fists&lt;br /&gt;
|tr=Yumruklar|tr_m=Fists&lt;br /&gt;
|uk=Кулаки|uk_m=Fists&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* If the Heavy taunt kills an enemy holding a melee weapon, it will count towards the &amp;quot;If He Dies...&amp;quot; achievement.&lt;br /&gt;
* When the convar {{code|tf2c_invisible_arms}} is set to 1, the Fists (including the black gloves) will become totally invisible.&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Coilgun&amp;diff=10262</id>
		<title>Coilgun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Coilgun&amp;diff=10262"/>
		<updated>2026-04-09T06:45:15Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon-2=deflect coilgun&lt;br /&gt;
| used-by=Engineer&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=8&lt;br /&gt;
| ammo-carried=16 &lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Fully charged shots ricochet off walls, and explode in your hand when overcharged}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;No steak, but a whole heap o&#039; sizzle.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Coilgun&#039;&#039;&#039; is an alternative [[:Category:Secondary weapons|secondary]] weapon for [[Engineer]]. It&#039;s a futuristic laser pistol, made out of a slightly rusty blue-tinted metal, with a glass window revealing a yellow, glowing energy coil inside. The coil is yellow, and the metal is tinted blue, regardless of which team the Engineer is on.&lt;br /&gt;
&lt;br /&gt;
Unlike the pistol, the Coilgun fires laser projectiles that do 25 damage instead of bullets. The tip of the laser will always be orange, while the trail will always be team-colored. Holding the primary fire button charges up the Coilgun&#039;s next shot, up to 1.5 seconds, increasing its damage up to 75, its accuracy up to 100%, and its projectile speed by 1.6 times. A charged shot can be released early for increased damage, accuracy, and projectile speed, scaling linearly between 0% charge and 100% charge. Any charged shot, regardless of percentage, will delay the next Coilgun shot.&lt;br /&gt;
&lt;br /&gt;
A fully charged shot will also ricochet the beam off walls. The beam will ricochet three times until it disappears, reducing its base damage by 15 for each ricochet. The Engineer will not take damage from their own ricochet. In addition, the gun can be charged past its maximum amount, up to 3 seconds. Charging the gun for too long will result in the weapon overcharging, causing an explosion at the Engineer&#039;s position. When the Coilgun explodes, the Engineer takes 60 damage and deals up to 50 damage to any enemies nearby. The Engineer is also knocked into the air, which can be used as an [[Jumping|explosive jump]] if timed correctly. This allows the Engineer to get to positions that would otherwise be impossible. The Engineer gains more height by crouching, and the most height by jumping while crouched before the explosion. If timed precisely, the Engineer can pick up his buildings during an overcharge.&lt;br /&gt;
&lt;br /&gt;
All Coilgun projectiles can be [[Flame Thrower|airblasted]] and the charged ones will ricochet as well.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Gunspinning&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 25&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 75&amp;lt;br&amp;gt;{{tooltip|50|Overcharged}}&lt;br /&gt;
 | charged-damage-percentage = 300%&lt;br /&gt;
 | critical = 75&lt;br /&gt;
 | critical-charged = 225&amp;lt;br&amp;gt;{{tooltip|150|Overcharged}}&lt;br /&gt;
 | mini-crit = 34&lt;br /&gt;
 | mini-crit-charged = 101&amp;lt;br&amp;gt;{{tooltip|68|Overcharged}}&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
 | spread = {{tooltip|0.02|In radians}}&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 60%&lt;br /&gt;
 | damage-reduction = 1% / 2.88 HU&lt;br /&gt;
 | self-damage = 60&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | carried = 16&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.4 s&amp;lt;br&amp;gt;{{tooltip|0.6 s|Alt fire}}&amp;lt;/br&amp;gt;{{tooltip|0.33 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.5 s&amp;lt;/br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.025 s&lt;br /&gt;
 | charge-fill-speed = 66.66% / s&amp;lt;br&amp;gt;{{tooltip|33.33% / s|Overcharge}}&lt;br /&gt;
 | charge-fill-time = 1.5 s&amp;lt;br&amp;gt;{{tooltip|3 s|Overcharge}}&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&amp;lt;/br&amp;gt;{{tooltip|1 s|Overcharge - Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Coilgun vs. Stock Pistol&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage per shot&lt;br /&gt;
➕ Charged shots deal more damage&lt;br /&gt;
➕ Charged shots knocks back farther on hit&lt;br /&gt;
➕ Changed shots ricochet through walls&lt;br /&gt;
➕ Registers a hit using player&#039;s larger collision box instead of the hitbox&lt;br /&gt;
➕ Overcharge allows for an explosive jump in exchange of health&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has less clip size&lt;br /&gt;
➖ Has less ammo&lt;br /&gt;
➖ Has slower attack speed&lt;br /&gt;
➖ Has less projectile speed&lt;br /&gt;
➖ Can be airblasted&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_with_blindcoilricochet}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Pistola Espiral|pt-br_m=Coilgun&lt;br /&gt;
|bg=Бобинен пистолет|bg_m=Coilgun&lt;br /&gt;
|en=Coilgun&lt;br /&gt;
|fr=Pistolet à induction|fr_m=Induction Gun&lt;br /&gt;
|de=Spulenpistole|de_m=Coilgun&lt;br /&gt;
|it=Pistola a bombina|it_m=Coilgun&lt;br /&gt;
|ro=Pistol de lazere|ro_m=Laser Gun&lt;br /&gt;
|ru=Пушка Гаусса|ru_m=Gauss Gun&lt;br /&gt;
|es=Bobiductor|es_m=Coilductor&lt;br /&gt;
|tr=Bobin Tabancası|tr_m=Coilgun&lt;br /&gt;
|uk=Пістолет Гаусса|uk_m=Gauss pistol&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added the Coilgun&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Fixed the Coilgun&#039;s alt-fire preventing reloading when empty&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Fully charged shots are now 100% accurate&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now beeps on full charge, and has a meter that displays time before overcharge&lt;br /&gt;
* Lowered Coilgun, [[SMG]], and [[Revolver]] spread by 20%&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Removed secondary fire, primary fire now charges when held&lt;br /&gt;
* New firing and charging animations&lt;br /&gt;
* Charged shots now have a unique sound&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.3}}&lt;br /&gt;
* Added deflected Coilgun kill icon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Coilgun is loosely based off of the [[tf:Railgun (Classic)|Railgun]] from &#039;&#039;Team Fortress Classic&#039;&#039;.&lt;br /&gt;
* The Coilgun overcharge can actually deal up to 60 damage, but since this requires being physically inside an enemy player, this is unlikely to be achieved in normal gameplay.&lt;br /&gt;
* The Coilgun can randomly crit on an overcharge.&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The unique death animation from a Coilgun shot was taken from the Pyro&#039;s [[tf:Phlogistinator|Phlogistinator]].&lt;br /&gt;
* While there are [[Tf:Jumping#Engineer_jumps|various explosive jumps]] the Engineer can utilize in live &#039;&#039;TF2&#039;&#039;, the Coilgun&#039;s explosive jump may be far superior as he takes the least damage when jumping on great heights and doesn&#039;t need at most a level 3 [[Sentry Gun]] and a [[Tf:Wrangler|Wrangler]] to &amp;quot;Sentry jump&amp;quot; or to be close with an enemy to &amp;quot;Energy Orb jump&amp;quot; with the [[tf:Short Circuit|Short Circuit]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery mode&amp;gt;&lt;br /&gt;
CoilgunConcept.png|Coilgun concept art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Pistol&amp;diff=10261</id>
		<title>Pistol</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Pistol&amp;diff=10261"/>
		<updated>2026-04-09T06:37:17Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Engineer&lt;br /&gt;
| used-by-2=Scout&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=12&lt;br /&gt;
| ammo-carried=36 &amp;lt;small&amp;gt;(Scout)&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;200 &amp;lt;small&amp;gt;(Engineer)&amp;lt;/small&amp;gt;&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes={{Loadout neutral|&amp;quot;Start dancin&#039;, boy.&amp;quot;}}&lt;br /&gt;
| loadout-2=yes&lt;br /&gt;
| loadout-2-attributes={{Loadout neutral|&amp;quot;Everyone&#039;s outta range &#039;til they ain&#039;t.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Pistol&#039;&#039;&#039; is the default [[:Category:Secondary weapons|secondary]] weapon for the [[Scout]] and [[Engineer]]. It is a compact, semi-automatic pistol with wooden grips and a slightly blue metallic tint. The tint is blue regardless of which team the user is on.&lt;br /&gt;
 &lt;br /&gt;
The Pistol&#039;s purpose is to act as a reliable sidearm for when the user&#039;s primary weapon is out of ammo. To facilitate this aim, it deals 15 damage per shot, and has a fast fire rate and reload speed. Despite its appearance, it fires automatically. Its secondary purpose is dealing reliable damage at mid-range, as opposed to the sharp damage falloff and high pellet spread of the [[Scattergun]] and [[Shotgun]]. The Pistol is reasonably accurate at long distance, and its large clip allows many opportunities for killing a fleeing enemy. Instead of simply holding down the fire button at a distant enemy, the user should aim and place their shots, shooting one at a time to ensure that each one hits.&lt;br /&gt;
&lt;br /&gt;
In addition, the Scout and Engineer have subtly different uses for the Pistol. The Scout uses it to increase his uptime and aggressively finish off enemies damaged by the Scattergun, as well as serving as a main weapon for when he can&#039;t find the time to reload his Scattergun. By contrast, the Engineer uses it to supplement his Sentry damage by shooting at enemies from a distance, as well as spamming bullets down corridors and corners to suss out cloaked [[Spies]]. The Engineer&#039;s gigantic reserve ammo pool of 200, combined with his proximity to his own [[Dispenser]], means that he can freely Spy-check allies by shooting at whoever comes near.&lt;br /&gt;
&lt;br /&gt;
As with the [[SMG]] and [[Revolver]], the first bullet shot after 1.25 seconds is completely accurate.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = {{tooltip|Jogging|On Scout}}&amp;lt;br&amp;gt;{{tooltip|Gunspinning|On Engineer}}&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 22&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 15&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 8&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 45&lt;br /&gt;
 | mini-crit = 20&lt;br /&gt;
 | mini-crit-ramp-up = 30&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
 | spread = {{tooltip|0.03|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 12&lt;br /&gt;
 | carried = {{tooltip|36|On Scout}}&amp;lt;br&amp;gt;{{tooltip|200|On Engineer}}&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.15 s&amp;lt;/br&amp;gt;{{tooltip|0.1 s|Haste boosted}}&lt;br /&gt;
 | reload = 1 s&amp;lt;/br&amp;gt;{{tooltip|0.6 s|Haste boosted}}&lt;br /&gt;
 | spread-recovery = 1.25 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Pistola|pt-br_m=Pistol&lt;br /&gt;
|bg=Пистолет|bg_m=Pistol&lt;br /&gt;
|en=Pistol&lt;br /&gt;
|fr=Pistolet|fr_m=Pistol&lt;br /&gt;
|de=Pistole|de_m=Pistol&lt;br /&gt;
|it=Pistola|it_m=Pistol&lt;br /&gt;
|ro=Pistol&lt;br /&gt;
|ru=Пистолет|ru_m=Pistol&lt;br /&gt;
|es=Pistola|es_m=Pistol&lt;br /&gt;
|tr=Tabanca|tr_m=Pistol&lt;br /&gt;
|uk=Пістолет|uk_m=Pistol&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Lowered [[Nail Gun|Nailgun]],{{sic}} Pistol and [[Syringe Gun]] spread by 25%&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In &#039;&#039;Team Fortress 2&#039;&#039;, prior to a 2009 update, the Pistol worked similarly to the USP Match from &#039;&#039;Half-Life 2&#039;&#039;, in that holding down the fire button would make it fire at a very slow rate, but clicking it repeatedly would make it fire much faster. In &#039;&#039;Team Fortress 2 Classified&#039;&#039;, the cvar &amp;lt;code&amp;gt;tf2c_pistol_old_firerate&amp;lt;/code&amp;gt; restores this functionality.&lt;br /&gt;
* When reloading, the Scout will twirl the Pistol around the trigger guard, in a blatant violation of firearms safety. By contrast, the Engineer will responsibly reload with the barrel facing away from him, as opposed to his taunt, where he twirls it around and causes it to face him four times.  &lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Wrench&amp;diff=10260</id>
		<title>Wrench</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Wrench&amp;diff=10260"/>
		<updated>2026-04-09T06:32:33Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Engineer&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Upgrades, repairs, and speeds up construction of friendly buildings on hit}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;I do a little bit of everything.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Wrench&#039;&#039;&#039; is the default melee weapon of the [[Engineer]]. It is a monkey wrench of standard design, with wooden grips riveted on. While the Wrench is equipped and is not being swung, the Engineer will constantly smack it against his palm, creating a soft plapping sound effect.&lt;br /&gt;
&lt;br /&gt;
Unique among melee weapons, it is used to speed up the construction of the Engineer&#039;s [[buildings]], as well as heal and upgrade them - including those of allied Engineers. Enemy buildings are instead damaged as usual, including that of the [[Spy]]&#039;s [[Sapper]], which takes two hits to destroy. It can also defuse the Demoman&#039;s [[Dynamite Pack]] by whacking it - but not the secondary dynamite sticks. When striking a building-in-progress with the Wrench, it speeds up the rate of construction by almost double, which is additive for multiple Wrenches. If the building is constructed, and the user has sufficient metal, the Wrench will allow upgrading that building by up to 25 metal per swing. If a building is instead damaged, the Wrench will use that metal to repair it, up to 102 damage per hit. The Wrench itself does not facilitate building, as that is the job of the [[Construction PDA]].&lt;br /&gt;
&lt;br /&gt;
As an actual weapon, the Wrench does not see nearly as much use. While it&#039;s useful for killing cloaked and disguised Spies, the Engineer&#039;s low health and average speed means that rushing at enemies with the Wrench will not end well. His [[Sentry Gun]] is likely to kill anything within its proximity anyway, and if the user is setting up a base, then the [[Shotgun]] will see much more use. As damage from the Sentry Gun counts towards the Wrench&#039;s [[random crit]] chance, it has a much higher than expected rate of random crits, and so might be worth using against overhealed enemies who are too focused on killing a Sentry Gun to notice its owner swinging right at them.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Mad laugh&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| construction-column = true&lt;br /&gt;
 | repair-per-hit = 102&lt;br /&gt;
 | upgrade-per-hit = 25&lt;br /&gt;
 | cost-per-repair = Damage / 3&lt;br /&gt;
 | cost-per-ammo = 1 / bullet, 40 / hit&amp;lt;br&amp;gt;2 / rocket, 16 / hit&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|defuse_mirv}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.2.2}}&lt;br /&gt;
* Updated the Wrench:&lt;br /&gt;
** Wrench hits will now defuse Dynamite Packs far more reliably &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Chave Inglesa|pt-br_m=Wrench&lt;br /&gt;
|bg=Гаечен ключ|bg_m=Wrench&lt;br /&gt;
|en=Wrench&lt;br /&gt;
|fr=Clé|fr_m=Wrench&lt;br /&gt;
|de=Schraubenschlüssel|de_m=Wrench&lt;br /&gt;
|it=Chiave inglese|it_m=Wrench&lt;br /&gt;
|ro=Cheie|ro_m=Wrench&lt;br /&gt;
|ru=Гаечный ключ|ru_m=Wrench&lt;br /&gt;
|es=Llave Inglesa|es_m=Wrench&lt;br /&gt;
|tr=İngiliz Anahtarı|tr_m=Wrench&lt;br /&gt;
|uk=Ключ|uk_m=Wrench&lt;br /&gt;
}}&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Syringe_Gun&amp;diff=10259</id>
		<title>Syringe Gun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Syringe_Gun&amp;diff=10259"/>
		<updated>2026-04-09T06:28:43Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Medic&lt;br /&gt;
| kill-icon=syringegun medic&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=40&lt;br /&gt;
| ammo-carried=150&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Ooh, you make a good sharps container!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Medic&#039;&#039;&#039; &#039;&#039;after killing multiple enemies with his syringe gun&#039;&#039;|&#039;&#039;Eins, zwei, drei... Ugh, I do not zhink ve brought enough body bags.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Syringe Gun&#039;&#039;&#039; is the default primary weapon of the [[Medic]]. It is a bulky, experimental, pneumatic syringe launcher with a team-colored canister that launches team-colored syringes.&lt;br /&gt;
&lt;br /&gt;
The Syringe Gun carries 40 syringe projectiles in a clip, dealing 10 damage each, and will rapidly fire in a stream. Unlike in &#039;&#039;[[Team Fortress 2]]&#039;&#039;, syringes deal slight knockback on enemies, have 25% decreased spread, are visually larger, and reload in 1.2 seconds (instead of 1.5 seconds). The syringes are reasonably accurate at medium range, yet their slow speed and sharp gravity falloff makes it difficult to connect them with moving enemies. The Syringe Gun&#039;s damage ramp-up is limited to 120%, as opposed to the 150% of most weapons. It is significantly weaker than other weapons, including the Medic&#039;s own [[Bonesaw]], and so is best used as a deterrent against pursuing enemies rather than as a viable weapon. The syringes cannot be [[airblast|airblasted]] by an enemy [[Pyro]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Glove snap&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 12&lt;br /&gt;
 | maximum-ramp-up-percentage = 120%&lt;br /&gt;
 | base-damage = 10&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 5&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 30&lt;br /&gt;
 | mini-crit = 14&lt;br /&gt;
 | mini-crit-ramp-up = 16&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
 | spread = {{tooltip|0.03|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 40&lt;br /&gt;
 | carried = 150&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.105 s&amp;lt;br&amp;gt;{{tooltip|0.083 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.2 s&amp;lt;br&amp;gt;{{tooltip|0.66 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Arma de Seringas|pt-br_m=Syringe Gun&lt;br /&gt;
|bg=Спринцовко-изстрелвач|bg_m=Syringe Shooter&lt;br /&gt;
|en=Syringe Gun&lt;br /&gt;
|fr=Pistolet à seringues|fr_m=Syringe Gun&lt;br /&gt;
|de=Spritzen-MG|de_m=Syringe Gun&lt;br /&gt;
|it=Pistola spara-siringhe|it_m=Syringe Gun&lt;br /&gt;
|ro=Pușcă de seringă|ro_m=Syringe Gun&lt;br /&gt;
|ru=Шприцемёт|ru_m=Syringe Gun&lt;br /&gt;
|es=Pistola de Jeringas|es_m=Syringe Gun&lt;br /&gt;
|tr=Şırınga Silahı|tr_m=Syringe Gun&lt;br /&gt;
|uk=Шприцомет|uk_m=Syringe Gun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Reverted Syringe Gun&#039;s projectile speed back to 1000 (was buffed to 1500 at some point in 2015)&lt;br /&gt;
* Updated [[Rocket Launcher|Rockets]], [[Huntsman|Arrows]], Syringes and [[Flare Gun|Flares]] to pass through Teammates. (tf2c_projectile_ally_collide 1 to re-enable)&lt;br /&gt;
* Fixed syringes &amp;amp; nails colliding with players.&lt;br /&gt;
* Disabled muzzle light on Syringe Gun and [[Nail Gun|Nailgun]].{{sic}}&lt;br /&gt;
* Fixed the Syringegun&#039;s{{sic}} Glass from being rendered behind viewmodels. &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Updated [[Nail Gun|nail]]/syringe projectiles: &lt;br /&gt;
** Are now consistent with the server&#039;s projectile position&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Lowered the reload time to 1.2s (from 1.5s) to match the reload animation&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now deals knockback against enemies&lt;br /&gt;
* Lowered [[Nail Gun|Nailgun]],{{sic}} [[Pistol]] and Syringe Gun spread by 25%&lt;br /&gt;
* Added [[Nail Gun|nail]]/syringe impact sounds&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Fixed [[Nail Gun|nail]] and syringe projectiles playing impact sounds when touching friendly buildings &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Updated Nail projectiles (Nail Gun and Syringe Gun):&lt;br /&gt;
** Nails now calculate spread more accurately&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.8}}&lt;br /&gt;
* Fixed {{code|mod_rocket_gravity}} not working with syringes and arrows&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* In &#039;&#039;Classified&#039;&#039;, the Syringe Gun&#039;s reload time was buffed from 1.305 seconds on live &#039;&#039;TF2&#039;&#039; to 1.2 seconds, which is 8.75% faster.&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Medical devices known as &amp;quot;syringe guns&amp;quot; do exist in real life, being a pistol-grip mechanism which holds a single-use syringe. There is also a related device known as a &amp;quot;[[WP:Jet_injector|jet injector]]&amp;quot;, which pneumatically injects liquids into patients. Although, not used for killing.&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Rejuvenator&amp;diff=10258</id>
		<title>Rejuvenator</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Rejuvenator&amp;diff=10258"/>
		<updated>2026-04-09T06:19:16Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=none&lt;br /&gt;
| used-by=Medic&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-kind=Heal Grenade Launcher&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Launch a device that grants invulnerability in a radius for 6 seconds}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Do try and keep it out of your mouth and eyes.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The [[Rejuvenator]] is a secondary [[weapon]] for the [[Medic]].&lt;br /&gt;
&lt;br /&gt;
While this weapon functions similarly to its {{tooltip|counterparts|Medi Gun, Kritzkrieg}}, allowing the user to heal any allies (and disguised enemy [[Spies]]) with its primary fire, the main attribute that sets this weapon apart is its unique ability to heal in the form of healing grenades. These healing grenades explode on contact with a surface or another player or after being airborne for a short amount of time, and allow the user to replenish the health of multiple teammates at once, excluding themself, so long as they are in range of the explosion. Hitting a player directly with a grenade grants extra healing to the recipient and an additional ÜberCharge rate to the healer. Teammates in the radius gain 15-40 health immediately, then 8 extra health over about 2 seconds. Medic will not receive additional ÜberCharge rate when healing overhealed friendlies and the healing grenades will pass through them if they are fully overhealed.&lt;br /&gt;
&lt;br /&gt;
The Rejuvenator&#039;s ÜberCharge has the Medic throw a generator that can attach to most solid surfaces on any side, casting a large, team-colored bubble upon landing that will cause anyone on (or disguised as) your team within its range to become invulnerable. The effects of this wear off as soon as a player exits the bubble, or the player, in the case of a disguised enemy Spy, lose the appearance of being on your team. The bubble itself will last for 6 seconds by default upon activation before the generator shatters and the bubble disappears. The shattered generator produces 3 gibs can then be used as ammo for anyone to pick up. Because the ÜberCharge is activated with a separate object, this means that killing the Medic will not end the ÜberCharge early. Its ÜberCharge meter icon is an umlaut (Ü) on a shield.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | taunt = Bow&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 170 HU&lt;br /&gt;
 | minimum-splash-percentage = 37.5%&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | carried = Unlimited&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.88 s&amp;lt;br&amp;gt;{{tooltip|0.7 s|Grenade explosion}}&amp;lt;br&amp;gt;{{tooltip|0.66 s|Haste boosted}}&lt;br /&gt;
 | reload = 2.45 s&amp;lt;br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
| healing-column = true&lt;br /&gt;
 | healing-in-combat = {{tooltip|15 + 8|Minimum splash}}&lt;br /&gt;
 | healing-in-combat-percentage = 37.5%&lt;br /&gt;
 | healing-out-of-combat = {{tooltip|40 + 8|Direct hit}}&lt;br /&gt;
 | healing-out-of-combat-percentage = 100%&lt;br /&gt;
 | charge-fill-speed = 7.5%/Direct hit&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Rejuvenator v. Stock Medi Gun&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Heals and grants ÜberCharge to multiple allies&lt;br /&gt;
➕ Higher heal rate and ÜberCharge rate on direct grenade hits&lt;br /&gt;
➕ Heals and deploys ÜberCharge farther&lt;br /&gt;
➕ ÜberCharge duration can be extended while active with [[Überspritze]]&lt;br /&gt;
➕ Über Generator drops ammo-containing gibs after it depletes&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Requires accuracy to heal, fill the ÜberCharge, and deploy the Über Generator effectively, so human error is more likely to occur&lt;br /&gt;
➖ Does not provide bonus healing and bonus ÜberCharge fill when directly healing an overhealed ally&lt;br /&gt;
➖ Deployed Generator will remain stationary at the end of its duration&lt;br /&gt;
➖ Generator is prone to collision glitches, which can delay its activation or even fail&lt;br /&gt;
➖ Disguised enemy Spies can exploit the ÜberCharge effect easily&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_battle_medic}}&lt;br /&gt;
{{Achievement|achievement_heal_milestone_nader}}&lt;br /&gt;
{{Achievement|achievement_extend_uber}}&lt;br /&gt;
{{Achievement|achievement_uber_many}}&lt;br /&gt;
{{Achievement|achievement_nader_range}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added the Rejuvenator&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.1}}&lt;br /&gt;
* Fixed a crash regarding players disconnecting while building Übercharge with the Rejuvenator&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.2}}&lt;br /&gt;
* Overhauled the ÜberCharge Generator shield appearance&lt;br /&gt;
* ÜberCharge Generator gibs now grant ammo and metal to players&lt;br /&gt;
* Fixed servers not always transmitting the ÜberCharge Generator shield entity to clients&lt;br /&gt;
* Fixed ÜberCharge Generator granting infinite overheal after the owner Medic disconnects from the server&lt;br /&gt;
* Fixed ÜberCharge Generator granting indefinite ÜberCharge to the owner Medic when switching Medi Guns&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* Updated first person animations&lt;br /&gt;
* Fixed Uber Generator gibs not using the correct team skin&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Base heal on hit reduced to 30 (from 40)&lt;br /&gt;
* Increased residual heals to 10 hp/s (from 4 hp/s)&lt;br /&gt;
* Residual heals now only apply on direct hits&lt;br /&gt;
* Residual heals are now affected by the same modifiers as the [[Medi Gun]]&lt;br /&gt;
* Removed several hidden stats that affected heal rate&lt;br /&gt;
* Reworked sounds&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.2}}&lt;br /&gt;
* Fixed a crash related to the Rejuvenator&#039;s Über Generator&lt;br /&gt;
* Fixed an issue where Rejuvenator projectiles were bouncing off of Control Points&lt;br /&gt;
* Fixed an issue where ÜberCharge penalties were not being applied correctly to the Rejuvenator&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.3}}&lt;br /&gt;
* Fixed an issue where Rejuvenator projectiles were hitting prop bounding boxes&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.6}}&lt;br /&gt;
* Added {{code|mod_set_healbomb_lifetime}}, which changes Rejuvenator projectile fuse time&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.8}}&lt;br /&gt;
* Fixed an issue where the Rejuvenator and Shock Therapy bypassed players&#039; overheal modifiers&lt;br /&gt;
* Fixed an issue where the Rejuvenator would not apply assists when healing or ÜberCharging&lt;br /&gt;
* Added {{code|generator_sticks_to_walls}}&lt;br /&gt;
** Allows Rejuvenator Über generators to stick to walls&lt;br /&gt;
* Fixed {{code|mult_medigun_uberchargerate}} not working with the Rejuvenator&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* As shown in the Double Down Update trailer, the Rejuvenator&#039;s main frame is made out of steel pot.&lt;br /&gt;
* According to [https://tf2classic.com/double_down/day2 day 2] of the [[Double Down]] update, Medic is said to not approve of the term &amp;quot;healing grenade launcher&amp;quot; being used to describe the Rejuvenator, despite the weapon&#039;s functional similarities to that of the [[Demoman]]&#039;s [[Grenade Launcher]].&lt;br /&gt;
* The weapon was a test weapon under the name &#039;&#039;&#039;The Nürnberg Nader&#039;&#039;&#039; and was first showcased on [https://www.youtube.com/watch?v=xqmH9-2wMRQ TF2Maps 72hr TF2Jam 2023].&lt;br /&gt;
** Its name was carried to the Rejuvenator and its healing grenades&#039; in-game file names as {{code|grenade_nader}} and {{code|nader}}, respectively.&lt;br /&gt;
** Its projectile&#039;s placeholder was the cut live &#039;&#039;Team Fortress 2&#039;&#039; weapon [[Tf:Heal_Grenade|Heal Grenade]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Concept rejuvenator.png|Initial Concept Exploration&lt;br /&gt;
Concept rejuvenator 2.png|Final Design Refinements&lt;br /&gt;
Concept rejuvenator 3.png|Final Design Refinements&lt;br /&gt;
Concept rejuvenator 4.png|Backpack and Über Generator Concept Exploration&lt;br /&gt;
The Nurnberg Nader.png|The Nürnberg Nader, the precursor to the Rejuvenator, at the loadout screen.&lt;br /&gt;
The Nurnberg Nader viewmodel.png|The Nürnberg Nader viewmodel on [[2Bridge]]. Notice that its projectile is the Heal Grenade.&lt;br /&gt;
The Nurnberg Nader Ubercharge.png|The Nürnberg Nader&#039;s ÜberCharge effect.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Rejuvenator&amp;diff=10257</id>
		<title>Rejuvenator</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Rejuvenator&amp;diff=10257"/>
		<updated>2026-04-09T06:17:53Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=none&lt;br /&gt;
| used-by=Medic&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-kind=Heal Grenade Launcher&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Launch a device that grants invulnerability in a radius for 6 seconds}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Do try and keep it out of your mouth and eyes.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The [[Rejuvenator]] is a secondary [[weapon]] for the [[Medic]].&lt;br /&gt;
&lt;br /&gt;
While this weapon functions similarly to its {{tooltip|counterparts|Medi Gun, Kritzkrieg}}, allowing the user to heal any allies (and disguised enemy [[Spies]]) with its primary fire, the main attribute that sets this weapon apart is its unique ability to heal in the form of healing grenades. These healing grenades explode on contact with a surface or another player or after being airborne for a short amount of time, and allow the user to replenish the health of multiple teammates at once, excluding themself, so long as they are in range of the explosion. Hitting a player directly with a grenade grants extra healing to the recipient and an additional ÜberCharge rate to the healer. Teammates in the radius gain 15-40 health immediately, then 8 extra health over about 2 seconds. Medic will not receive additional ÜberCharge rate when healing overhealed friendlies and the healing grenades will pass through them if they are fully overhealed.&lt;br /&gt;
&lt;br /&gt;
The Rejuvenator&#039;s ÜberCharge has the Medic throw a generator that can attach to most solid surfaces on any side, casting a large, team-colored bubble upon landing that will cause anyone on (or disguised as) your team within its range to become invulnerable. The effects of this wear off as soon as a player exits the bubble, or the player, in the case of a disguised enemy [[Spy]], lose the appearance of being on your team. The bubble itself will last for 6 seconds by default upon activation before the generator shatters and the bubble disappears. The shattered generator produces 3 gibs can then be used as ammo for anyone to pick up. Because the ÜberCharge is activated with a separate object, this means that killing the Medic will not end the ÜberCharge early. Its ÜberCharge meter icon is an umlaut (Ü) on a shield.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | taunt = Bow&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 170 HU&lt;br /&gt;
 | minimum-splash-percentage = 37.5%&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | carried = Unlimited&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.88 s&amp;lt;br&amp;gt;{{tooltip|0.7 s|Grenade explosion}}&amp;lt;br&amp;gt;{{tooltip|0.66 s|Haste boosted}}&lt;br /&gt;
 | reload = 2.45 s&amp;lt;br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
| healing-column = true&lt;br /&gt;
 | healing-in-combat = {{tooltip|15 + 8|Minimum splash}}&lt;br /&gt;
 | healing-in-combat-percentage = 37.5%&lt;br /&gt;
 | healing-out-of-combat = {{tooltip|40 + 8|Direct hit}}&lt;br /&gt;
 | healing-out-of-combat-percentage = 100%&lt;br /&gt;
 | charge-fill-speed = 7.5%/Direct hit&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Rejuvenator v. Stock Medi Gun&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Heals and grants ÜberCharge to multiple allies&lt;br /&gt;
➕ Higher heal rate and ÜberCharge rate on direct grenade hits&lt;br /&gt;
➕ Heals and deploys ÜberCharge farther&lt;br /&gt;
➕ ÜberCharge duration can be extended while active with [[Überspritze]]&lt;br /&gt;
➕ Über Generator drops ammo-containing gibs after it depletes&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Requires accuracy to heal, fill the ÜberCharge, and deploy the Über Generator effectively, so human error is more likely to occur&lt;br /&gt;
➖ Does not provide bonus healing and bonus ÜberCharge fill when directly healing an overhealed ally&lt;br /&gt;
➖ Deployed Generator will remain stationary at the end of its duration&lt;br /&gt;
➖ Generator is prone to collision glitches, which can delay its activation or even fail&lt;br /&gt;
➖ Disguised enemy Spies can exploit the ÜberCharge effect easily&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_battle_medic}}&lt;br /&gt;
{{Achievement|achievement_heal_milestone_nader}}&lt;br /&gt;
{{Achievement|achievement_extend_uber}}&lt;br /&gt;
{{Achievement|achievement_uber_many}}&lt;br /&gt;
{{Achievement|achievement_nader_range}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added the Rejuvenator&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.1}}&lt;br /&gt;
* Fixed a crash regarding players disconnecting while building Übercharge with the Rejuvenator&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.2}}&lt;br /&gt;
* Overhauled the ÜberCharge Generator shield appearance&lt;br /&gt;
* ÜberCharge Generator gibs now grant ammo and metal to players&lt;br /&gt;
* Fixed servers not always transmitting the ÜberCharge Generator shield entity to clients&lt;br /&gt;
* Fixed ÜberCharge Generator granting infinite overheal after the owner Medic disconnects from the server&lt;br /&gt;
* Fixed ÜberCharge Generator granting indefinite ÜberCharge to the owner Medic when switching Medi Guns&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* Updated first person animations&lt;br /&gt;
* Fixed Uber Generator gibs not using the correct team skin&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Base heal on hit reduced to 30 (from 40)&lt;br /&gt;
* Increased residual heals to 10 hp/s (from 4 hp/s)&lt;br /&gt;
* Residual heals now only apply on direct hits&lt;br /&gt;
* Residual heals are now affected by the same modifiers as the [[Medi Gun]]&lt;br /&gt;
* Removed several hidden stats that affected heal rate&lt;br /&gt;
* Reworked sounds&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.2}}&lt;br /&gt;
* Fixed a crash related to the Rejuvenator&#039;s Über Generator&lt;br /&gt;
* Fixed an issue where Rejuvenator projectiles were bouncing off of Control Points&lt;br /&gt;
* Fixed an issue where ÜberCharge penalties were not being applied correctly to the Rejuvenator&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.3}}&lt;br /&gt;
* Fixed an issue where Rejuvenator projectiles were hitting prop bounding boxes&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.6}}&lt;br /&gt;
* Added {{code|mod_set_healbomb_lifetime}}, which changes Rejuvenator projectile fuse time&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.8}}&lt;br /&gt;
* Fixed an issue where the Rejuvenator and Shock Therapy bypassed players&#039; overheal modifiers&lt;br /&gt;
* Fixed an issue where the Rejuvenator would not apply assists when healing or ÜberCharging&lt;br /&gt;
* Added {{code|generator_sticks_to_walls}}&lt;br /&gt;
** Allows Rejuvenator Über generators to stick to walls&lt;br /&gt;
* Fixed {{code|mult_medigun_uberchargerate}} not working with the Rejuvenator&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* As shown in the Double Down Update trailer, the Rejuvenator&#039;s main frame is made out of steel pot.&lt;br /&gt;
* According to [https://tf2classic.com/double_down/day2 day 2] of the [[Double Down]] update, Medic is said to not approve of the term &amp;quot;healing grenade launcher&amp;quot; being used to describe the Rejuvenator, despite the weapon&#039;s functional similarities to that of the [[Demoman]]&#039;s [[Grenade Launcher]].&lt;br /&gt;
* The weapon was a test weapon under the name &#039;&#039;&#039;The Nürnberg Nader&#039;&#039;&#039; and was first showcased on [https://www.youtube.com/watch?v=xqmH9-2wMRQ TF2Maps 72hr TF2Jam 2023].&lt;br /&gt;
** Its name was carried to the Rejuvenator and its healing grenades&#039; in-game file names as {{code|grenade_nader}} and {{code|nader}}, respectively.&lt;br /&gt;
** Its projectile&#039;s placeholder was the cut live &#039;&#039;Team Fortress 2&#039;&#039; weapon [[Tf:Heal_Grenade|Heal Grenade]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Concept rejuvenator.png|Initial Concept Exploration&lt;br /&gt;
Concept rejuvenator 2.png|Final Design Refinements&lt;br /&gt;
Concept rejuvenator 3.png|Final Design Refinements&lt;br /&gt;
Concept rejuvenator 4.png|Backpack and Über Generator Concept Exploration&lt;br /&gt;
The Nurnberg Nader.png|The Nürnberg Nader, the precursor to the Rejuvenator, at the loadout screen.&lt;br /&gt;
The Nurnberg Nader viewmodel.png|The Nürnberg Nader viewmodel on [[2Bridge]]. Notice that its projectile is the Heal Grenade.&lt;br /&gt;
The Nurnberg Nader Ubercharge.png|The Nürnberg Nader&#039;s ÜberCharge effect.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Kritzkrieg&amp;diff=10256</id>
		<title>Kritzkrieg</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Kritzkrieg&amp;diff=10256"/>
		<updated>2026-04-09T05:43:19Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Medic&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-kind=Medi Gun&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|ÜberCharge grants 100% critical chance}}&lt;br /&gt;
{{Loadout positive|+25% ÜberCharge rate}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Go on, do a little harm! Keep us both in business, ja?&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Medic&#039;&#039;&#039; &#039;&#039;after ÜberCharging his teammate with crits&#039;&#039;|&#039;&#039;Auf Wiedersehen, Dummkopfs!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kritzkrieg&#039;&#039;&#039; is a secondary weapon of the [[Medic]]. It appears to be an iteration of the [[Medi Gun]]&#039;s design, consisting of a stylized fire hose with a yellow glow in its chassis, emitting a distinct, team-colored electrical beam leading to its patient, connected via rubber hose to a mysterious glowing backpack with antennae and a pressure tank. The glow is yellow regardless of which team the user is on. Patients that kill an enemy while being healed by the Kritzkrieg will give the Medic an assist. When taunting, it will heal the Medic for 10-11 health.&lt;br /&gt;
&lt;br /&gt;
The Kritzkrieg&#039;s heal and charge mechanics are the same as the Medi Gun, except for an increase in [[ÜberCharge]] rate of 25%. This means it can charge in a minimum of 32 seconds, up from 40. Just like the Medi Gun, the [[mini-crit]] boost granted by the [[Civilian]]&#039;s [[Umbrella]] will give 35% increased heal rate and 35% increased ÜberCharge rate. However, the ÜberCharge itself is radically different from that of the Medi Gun. Instead of granting invulnerability, it grants its patient [[Critical Hit|critical hits]] on all their weapons for 8 seconds. This does not extend to the Medic&#039;s weapons. Only one patient at a time can be ÜberCharged in this manner, and changing patients will instantly transfer the effect. Its ÜberCharge meter icon is a &amp;quot;K&amp;quot; made of lightning bolts.&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | taunt = Oktoberfest&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = {{tooltip|ÜberCharge|100% critical chance}}&lt;br /&gt;
 | effect-duration = 8 s&lt;br /&gt;
| healing-column = true&lt;br /&gt;
 | healing-in-combat = {{tooltip|24 / s|Patient took damage within 10 seconds}}&amp;lt;/br&amp;gt;{{tooltip|20.4 / s|Shock Therapy equipped}}&amp;lt;/br&amp;gt;{{tooltip|32.4 / s|Civilian boosted}}&amp;lt;/br&amp;gt;{{tooltip|27.54 / s|Civilian boosted + Shock therapy equipped}}&lt;br /&gt;
 | healing-in-combat-percentage = 100%&lt;br /&gt;
 | healing-out-of-combat = {{tooltip|72 / s|Patient not damaged within 15 seconds}}&amp;lt;/br&amp;gt;{{tooltip|61.2 / s|Shock Therapy equipped}}&amp;lt;/br&amp;gt;{{tooltip|97.2 / s|Civilian boosted}}&amp;lt;/br&amp;gt;{{tooltip|82.62 / s|Civilian boosted + Shock therapy equipped}}&lt;br /&gt;
 | healing-out-of-combat-percentage = 300%&lt;br /&gt;
 | beam-connect-distance = 450 HU&lt;br /&gt;
 | beam-disconnect-distance = 540 HU&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | charge-fill-speed = 3.125% / s&amp;lt;br&amp;gt;{{tooltip|1.563% / s|Patient above 142.5% health}}&amp;lt;br&amp;gt;{{tooltip|4.22% / s|Mini-crit boosted}}&lt;br /&gt;
 | charge-fill-time = 32 s&amp;lt;br&amp;gt;{{tooltip|64 s|Patient above 142.5% health}}&amp;lt;/br&amp;gt;{{tooltip|24 s|Mini-crit boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The guaranteed critical effect means the Kritzkrieg is best used in a defensive manner, killing enemies who are trying to push through your base&amp;amp;mdash;though, as usual, critical hits have no effect on a Medi Gun&#039;s ÜberCharge.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Kritzkrieg v. Stock Medi Gun&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Higher ÜberCharge rate&lt;br /&gt;
➕ Provides guaranteed critical hits that triples the damage dealt&lt;br /&gt;
➕ Can still do the objectives (capping or capturing the flag) when ÜberCharged&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Not effective in destroying Sentry nests&lt;br /&gt;
➖ No effective against enemies with Medi Gun&#039;s ÜberCharge&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Kritzkrieg&lt;br /&gt;
|bg=Критцкригът|bg_m=Kritzkrieg&lt;br /&gt;
|en=Kritzkrieg&lt;br /&gt;
|fr=Kritzkrieg&lt;br /&gt;
|de=Kritzkrieg&lt;br /&gt;
|it=Kritzkrieg&lt;br /&gt;
|ro=Kritzkrieg&lt;br /&gt;
|ru=Крицкриг|ru_m=Kritzkrieg&lt;br /&gt;
|es=Kritzkrieg&lt;br /&gt;
|tr=Kritzkrieg&lt;br /&gt;
|uk=Критцкриґ|uk_m=Kritzkrieg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Fixed [[Medic]]&#039;s &amp;quot;Ubercharge deployed&amp;quot; response not being triggered when activating Kritzkrieg charge. &lt;br /&gt;
* Fixed Medigun{{sic}} heal beams, Ubers &amp;amp; HUD not working for non-[[Medic|Medics]] in Randomizer mode &lt;br /&gt;
* Added unique HUD icons for [[Stickybomb Launcher|Stickybombs]], [[Mine Layer|Proximity Mines]], the Kritzkrieg, and the [[Medi Gun|Medigun]].{{sic}}&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Updated players who have just spawned to now receive the full heal-rate from Mediguns &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now plays a customizable progress sound that changes pitch based on patient health&lt;br /&gt;
* Heal points are now given for [[Shock Therapy]] healing, [[Medic]] passive regen, Kritzkrieg self healing, being healed by an enemy Shock Therapy as a [[Spy]], and stealing enemy [[Sandvich|Sandviches]]&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.1}}&lt;br /&gt;
* [[Critical hit|Crit]] boosted Mediguns now require {{code|tf2c_medigun_critboostable 2}} to gain a heal rate bonus (set to 1 by default, only for minicrits)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Updated the world and view models to include a higher polygon front and a less polygonal hose&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The name &amp;quot;Kritzkrieg&amp;quot; is named after the WW2 German tactic &amp;quot;Blitzkrieg&amp;quot; or translated as &amp;quot;lightning warfare&amp;quot;. The tactic was to quickly overwhelm your enemy with concentrated force, break defenses, and defeat the enemy in a decisive battle.&lt;br /&gt;
* If an enemy [[Spy]] kills the Medic with his own Kritzkrieg boost, the Medic will get credit for his own death. This does not happen if healing the Spy normally.&lt;br /&gt;
* The Medic cannot be ÜberCharged by the Medi Gun if he is equipping a Kritzkrieg that is using its own ÜberCharge.&lt;br /&gt;
* The Kritzkrieg is one of five non-Stock weapons ported from live &#039;&#039;Team Fortress 2&#039;&#039;, the others being the [[Gunboats]], [[Flare Gun]], [[Sandvich]] and [[Huntsman]].&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* Compared to &#039;&#039;Team Fortress 2&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s design, the Kritzkrieg has unique weapon model, backpack model, and a unique set of particles.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:concept_kritzkrieg.png|Concept art by {{Dev|Blaholtzen}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Medi_Gun&amp;diff=10255</id>
		<title>Medi Gun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Medi_Gun&amp;diff=10255"/>
		<updated>2026-04-09T05:37:06Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Medic&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;You do all have the same blood type, yes? More or less?&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Medic&#039;&#039;&#039; &#039;&#039;after ÜberCharging a teammate&#039;&#039;|&#039;&#039;Get zem.&#039;&#039; &#039;&#039;&#039;&#039;&#039;Raus, Raus!&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medi Gun&#039;&#039;&#039; is the default secondary weapon of the [[Medic]]. It is a fire hose which has been modified into a device of mad science, emitting a team-colored energy beam leading to his patient, and attached to a hybrid transformer and pressure tank on the Medic&#039;s back by means of a rubber hose. Patients that kill an enemy while being healed by the Medi Gun will give the Medic an assist.&lt;br /&gt;
&lt;br /&gt;
The Medi Gun is not a traditional weapon, designed to kill enemies. It instead heals allies (and disguised enemy [[Spy|Spies]]) by connecting them to the Medi Gun, through means of a scientific beam of health-providing energy. The amount of health given per second ranges between 24 and 72, depending on the last time the patient took damage. If they took damage within 10 seconds, it heals for its minimum rate. If they took damage over 15 seconds ago, it heals for its maximum. Patients who took damage between 10 and 15 seconds ago are healed somewhere inbetween, scaling linearly. If the patient is at full health, the Medi Gun will overheal them, up to 1.5 times their base health. &lt;br /&gt;
&lt;br /&gt;
It addition, it has an [[ÜberCharge]] meter which fills at 2.5% per second while healing, reduced to 1.25% when healing a patient at 142.5% health. For maps with a pre-round setup timer, the charge rate is tripled during it, as well as during the post-round humiliation if the Medic&#039;s team has won. If a patient is being healed by another source, such as a [[Dispenser]], the [[Payload]], or another Medi Gun, the charge rate is halved for each source. While [[mini-crit]] boosted by the [[Civilian]]&#039;s [[Umbrella]], the Medi Gun gives 35% increased heal rate and gains 35% increased ÜberCharge rate. While [[Haste]] boosted by the civilian&#039;s [[Derby Cane]], he receives the same heal rate boost, but no ÜberCharge build rate boost.&lt;br /&gt;
&lt;br /&gt;
When the charge meter is at 100%, it can [[ÜberCharge]] the Medic and their patient for 8 seconds, granting them invulnerability and a team-colored metallic shine. This protection from damage makes it trivial to push through enemy fortifications, clearing a path for the rest of his team to capture the objective. It does not give protection from knockback effects, such as explosions, a [[Sentry Gun|Sentry Gun&#039;s]] bullets, or a [[Pyro]]&#039;s [[airblast]]. It also does not prevent death from certain map hazards, such as trains and bottomless pits. Multiple patients can be ÜberCharged at once, increasing the rate of charge drained for each invulnerable patient. If the Medic switches away from the Medi Gun while invulnerable, the patient remains invulnerable for 1 second, while the Medic loses invulnerability until he switches back. This also includes when the ÜberCharge is about to expire, effectively making it last for 9 seconds. ÜberCharged players generally cannot contribute to objectives, such as capturing [[Control Points]] or picking up [[Capture the Flag|flags]]. Its ÜberCharge meter icon is an umlaut (Ü).&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | taunt = Bow&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = {{tooltip|ÜberCharge|Invulnerability}}&lt;br /&gt;
 | effect-duration = 9 s&lt;br /&gt;
| healing-column = true&lt;br /&gt;
 | healing-in-combat = {{tooltip|24 / s|Patient took damage within 10 seconds}}&amp;lt;/br&amp;gt;{{tooltip|20.4 / s|Shock Therapy equipped}}&amp;lt;/br&amp;gt;{{tooltip|32.4 / s|Civilian boosted}}&amp;lt;/br&amp;gt;{{tooltip|27.54 / s|Civilian boosted + Shock therapy equipped}}&lt;br /&gt;
 | healing-in-combat-percentage = 100%&lt;br /&gt;
 | healing-out-of-combat = {{tooltip|72 / s|Patient not damaged within 15 seconds}}&amp;lt;/br&amp;gt;{{tooltip|61.2 / s|Shock Therapy equipped}}&amp;lt;/br&amp;gt;{{tooltip|97.2 / s|Civilian boosted}}&amp;lt;/br&amp;gt;{{tooltip|82.62 / s|Civilian boosted + Shock therapy equipped}}&lt;br /&gt;
 | healing-out-of-combat-percentage = 300%&lt;br /&gt;
 | beam-connect-distance = 450 HU&lt;br /&gt;
 | beam-disconnect-distance = 540 HU&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | charge-fill-speed = 2.5% / s&amp;lt;br&amp;gt;{{tooltip|1.25% / s|Patient above 142.5% health}}&amp;lt;br&amp;gt;{{tooltip|3.375% / s|Mini-crit boosted}}&lt;br /&gt;
 | charge-fill-time = 40 s&amp;lt;br&amp;gt;{{tooltip|80 s|Patient above 142.5% health}}&amp;lt;br&amp;gt;{{tooltip|30 s|Mini-crit boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: center;font-size: 16px;background-color: #583a31;color: white; | Duration !! style=&amp;quot;text-align: center;font-size: 16px;background-color: #583a31;color: white; | Patients&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | 9 s || style=&amp;quot;background-color: #dee8ed; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | 9 s || style=&amp;quot;background-color: #dee8ed; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | 6.33 s || style=&amp;quot;background-color: #dee8ed; | 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | 5 s || style=&amp;quot;background-color: #dee8ed; | 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | 4.2 s || style=&amp;quot;background-color: #dee8ed; | 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | 3.66 s || style=&amp;quot;background-color: #dee8ed; | 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Arma Médica|pt-br_m=Medical Gun&lt;br /&gt;
|bg=Медикаментозното оръжие|bg_m=Medical Gun&lt;br /&gt;
|en=Medi Gun&lt;br /&gt;
|fr=Medigun&lt;br /&gt;
|de=Medigun&lt;br /&gt;
|it=Pistola medica|it_m=Medical Gun&lt;br /&gt;
|ro=Armă medicală|ro_m=Medical Gun&lt;br /&gt;
|ru=Лечебная пушка|ru_m=Medical Gun&lt;br /&gt;
|es=Pistola Médica|es_m=Medical Gun&lt;br /&gt;
|tr=Sıhhi Silah|tr_m=Medical Gun&lt;br /&gt;
|uk=Медгармата|uk_m=Medi Gun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Ported Uber draining faster when healing multiple patients. &lt;br /&gt;
* Fixed Medigun{{sic}} heal beams, Ubers &amp;amp; HUD not working for non-[[Medic|Medics]] in Randomizer mode &lt;br /&gt;
* Added unique HUD icons for [[Stickybomb Launcher|Stickybombs]], [[Mine Layer|Proximity Mines]], the [[Kritzkrieg]], and the Medigun.{{sic}}&lt;br /&gt;
* Improved Uber textures to now be modular with custom skins.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Updated players who have just spawned to now receive the full heal-rate from Mediguns &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.4}}&lt;br /&gt;
* The Medigun{{sic}} no longer sometimes fails to activate its charge after your first spawn&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now plays a customizable progress sound that changes pitch based on patient health&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.1}}&lt;br /&gt;
* [[Critical hit|Crit]] boosted Mediguns now require {{code|tf2c_medigun_critboostable 2}} to gain a heal rate bonus (set to 1 by default, only for minicrits)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The seconds an ÜberCharge lasts per number of patients healed follows the simple and intuitive formula, &amp;lt;math&amp;gt;f(x) = \frac{16}{x + 1} + 1&amp;lt;/math&amp;gt;.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Shock_Therapy&amp;diff=10254</id>
		<title>Shock Therapy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Shock_Therapy&amp;diff=10254"/>
		<updated>2026-04-09T05:34:15Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=taser&lt;br /&gt;
| kill-icon-2=taser uncharged&lt;br /&gt;
| used-by=Medic&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Taser&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Teammates hit while at maximum charge will be fully healed}}&lt;br /&gt;
{{Loadout negative|-15% heal rate}}&lt;br /&gt;
{{Loadout neutral|Damage is affected by current charge}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;CLEAR!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Medic&#039;&#039;&#039; &#039;&#039;after electrocuting some poor soul into ash&#039;&#039;|&#039;&#039;Oops! Zat vas not Medizin!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Shock Therapy&#039;&#039;&#039; is a melee weapon for the [[Medic]]. It&#039;s an arm-mounted gadget, powered by a team-colored battery, with two large prongs that emit a current of electricity. The opacity of the electricity going through the prongs is proportional to how much charge the weapon has. As a hidden attribute, it has a 70% increase in melee range compared to other weapons.&lt;br /&gt;
&lt;br /&gt;
The Shock Therapy operates using a charge meter. When the meter is full, attacking an enemy (including enemy buildings) consumes it entirely, dealing 100 damage. When attacking an ally (excluding allied buildings) on a charged hit, it also consumes it, healing 100% of their max health value and [[Healing|overhealing]] if their health would be full. Once depleted, the meter will recharge after 30 seconds, after respawning, or after visiting a resupply locker. While recharging, attacking an enemy consumes the remaining charge and deals between 1 and 99 damage. Attacking an ally while recharging does nothing. Attacking a [[Spy]] disguised as an ally will heal them instead of hurting them. Attacking an invulnerable enemy will consume the charge without dealing damage.&lt;br /&gt;
&lt;br /&gt;
The Shock Therapy also deals [[Critical hit|mini-crits]] against wet enemies, such as those [[water|underwater]], recently escaping water, or in shallow water - but not [[Fish whacker|bleeding]] enemies. Its charge will be set to 0% as long as the user is underwater, making it deal no damage at all. It will still damage underwater enemies as long as the user is above the surface.&lt;br /&gt;
&lt;br /&gt;
As a penalty, the Shock Therapy cannot randomly crit (as a hidden attribute), and gives 15% less heal rate (including overheal rate) on the [[Medi Gun]] and [[Kritzkrieg]]. This means the heal rate is changed to a minimum of 20.4 HP/s (from 24) and a maximum of 61.2 HP/s (from 72). This has the side effect of building [[ÜberCharge]] faster, as the Medic receives less Über meter when healing allies above 142.5% health.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Glove snap&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 0&lt;br /&gt;
 | base-damage-percentage = 0%&lt;br /&gt;
 | charged-damage = 100&lt;br /&gt;
 | charged-damage-percentage = 100%&lt;br /&gt;
 | critical = 3-297&lt;br /&gt;
 | critical-charged = 300&lt;br /&gt;
 | mini-crit = 1-134&lt;br /&gt;
 | mini-crit-charged = 135&lt;br /&gt;
| healing-column = true&lt;br /&gt;
 | healing-others = {{tooltip|100% of max health|Also overheals}}&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
 | charge-fill-speed = 3.33% / s&amp;lt;/br&amp;gt;{{tooltip|10% / s|Haste boosted}}&lt;br /&gt;
 | charge-fill-time = 30 s&amp;lt;/br&amp;gt;{{tooltip|10 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_chekhov_shock}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Shock Therapy is the only melee weapon that can heal other players, so use it sparingly during combat! It heals a friendly player up to 100% of their health and can overheal, making it ideal for healing an injured ally with less than 50% health. [[Heavies]] and [[Soldiers]] are ideal classes for healing due to their high health points. This is also an excellent for defense if the ally has taken a significant hit and needs to be burst healed with the Shock Therapy, as Mediguns have a lower heal rate when the melee weapon is equipped. Its reduced heal rate makes it difficult for the Medic to heal groups of allies quickly enough for them to return to the battlements, but this can be addressed by adding another Medic to the team. The Shock Therapy makes the Mediguns fill ÜberCharge faster in exchange for less healing, making it helpful when Medic is constantly in the frontlines of which he needed the ÜberCharge effect the most.&lt;br /&gt;
&lt;br /&gt;
Only use Shock Therapy in duels or in dire situations, such as when alone and facing flanking enemies. Its hidden increased melee range stat allows it to easily inflict significant damage on enemies at full charge. Try shocking the enemy before killing them with the [[Syringe Gun]], or vice versa. It is an excellent counter to a Heavy equipped with [[Chekhov&#039;s Punch]], as the shock can kill him instantly unless he has overheal. It is ineffective against disguised Spies because it heals rather than harms them; instead, use the Syringe Gun, or wait for their disguise to wear off first.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Shock Therapy v. Stock Bonesaw&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Burst heal on a single target&lt;br /&gt;
➕ Indirectly fills ÜberCharge faster&lt;br /&gt;
➕ Increased damage when fully charged&lt;br /&gt;
➕ Increased melee range&lt;br /&gt;
➕ Effective against wet players&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Less healing rate&lt;br /&gt;
➖ Ineffective in healing groups of players&lt;br /&gt;
➖ Lower damage per second due to its charge mechanic&lt;br /&gt;
➖ Can only heal allies when the charge is full&lt;br /&gt;
➖ No random critical hits&lt;br /&gt;
➖ Heals disguised enemy Spies instead of hurting them&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Електрошокова терапия|bg_m=Electroshock Therapy&lt;br /&gt;
|de=Schocktherapie|de_m=Shock Therapy&lt;br /&gt;
|en=Shock Therapy&lt;br /&gt;
|es=Electrochoque|es_m=Electroshock&lt;br /&gt;
|fr=Électrochoc|fr_m=Electroshock&lt;br /&gt;
|hu=Sokkterápia|hu_m=Shock Therapy&lt;br /&gt;
|it=Elettroshock|it_m=Electroshock&lt;br /&gt;
|pl=Terapia szokowa|pl_m=Shock Therapy&lt;br /&gt;
|pt-br=Terapia de Choque|pt-br_m=Shock Therapy&lt;br /&gt;
|ro=Terapie de șoc|ro_m=Shock Therapy&lt;br /&gt;
|ru=Шоковая терапия|ru_m=Shock Therapy&lt;br /&gt;
|tr=Şok Tedavisi|tr_m=Shock Therapy&lt;br /&gt;
|uk=Шокова терапія|uk_m=Shock Therapy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Added The Shock Therapy &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* 15% slower heal rate on all Mediguns when equipped&lt;br /&gt;
* Decreased the amount of healing done on hit to 100% (from 150%) of a classes health&lt;br /&gt;
* Health is given to the target instantly&lt;br /&gt;
* No longer uses [[Knife]] impact sounds when hitting players&lt;br /&gt;
* Removed guaranteed [[Critical hit|crits]] against [[Water|wet]] enemies&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Healing is now properly networked, causing less false-positives&lt;br /&gt;
* Now has a unique particle for healing teammates&lt;br /&gt;
* Updated kill icon&lt;br /&gt;
* Now has a unique icon for [[building]] kills&lt;br /&gt;
* Heal points are now given for Shock Therapy healing, [[Medic]] passive regen, [[Kritzkrieg]] self healing, being healed by an enemy Shock Therapy as a [[Spy]], and stealing enemy [[Sandvich|Sandviches]]&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* Heal sounds and particles are no longer predicted by the client. This should fix cases where they would emit without a successful heal &lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The name of this weapon refers to [[Wikipedia:Electroconvulsive_therapy|electroconvulsive therapy]], which uses electricity to treat mental disorders.&lt;br /&gt;
* The internal name for the Shock Therapy is &amp;lt;code&amp;gt;tf_weapon_taser&amp;lt;/code&amp;gt;, in reference to the [[Wikipedia:Taser|real-life electric weapon with the same name]].&lt;br /&gt;
* If the Shock Therapy destroys a [[building]], the kill icon will have the &amp;quot;uncharged&amp;quot; icon.&lt;br /&gt;
* The Shock Therapy model was [https://web.archive.org/web/20221206135707/https://steamcommunity.com/sharedfiles/filedetails/?id=439002187 contributed] to &#039;&#039;Steam Workshop&#039;&#039; as the &amp;quot;Circuit Breaker&amp;quot; and was created by {{Dev|Jukebox}}, [https://steamcommunity.com/id/DG4LIFE Metabolic], [https://steamcommunity.com/profiles/76561197994042061 Texman], [https://steamcommunity.com/id/jprasgreensoldier JPRAS], [https://steamcommunity.com/id/hurrkayofantik Chaofanatic] (only credited to Jukebox by &#039;&#039;TF2 Classified&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* Shock Therapy&#039;s live &#039;&#039;TF2&#039;&#039; counterpart is the [[Tf:Neon Annihilator|Neon Annihilator]], as it also deals increased damage against wet players (this instead deals 100% critical hit).&lt;br /&gt;
* Shock Therapy is also a counterpart of the live version&#039;s [[Tf:Amputator|Amputator]], as both are Medic&#039;s only melee weapons in their respective games that heal allies.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Shock_Therapy&amp;diff=10253</id>
		<title>Shock Therapy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Shock_Therapy&amp;diff=10253"/>
		<updated>2026-04-09T05:33:04Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=taser&lt;br /&gt;
| kill-icon-2=taser uncharged&lt;br /&gt;
| used-by=Medic&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Taser&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Hit teammates at maximum charge to fully heal them}}&lt;br /&gt;
{{Loadout negative|-15% heal rate}}&lt;br /&gt;
{{Loadout neutral|Damage is affected by current charge}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;CLEAR!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Medic&#039;&#039;&#039; &#039;&#039;after electrocuting some poor soul into ash&#039;&#039;|&#039;&#039;Oops! Zat vas not Medizin!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Shock Therapy&#039;&#039;&#039; is a melee weapon for the [[Medic]]. It&#039;s an arm-mounted gadget, powered by a team-colored battery, with two large prongs that emit a current of electricity. The opacity of the electricity going through the prongs is proportional to how much charge the weapon has. As a hidden attribute, it has a 70% increase in melee range compared to other weapons.&lt;br /&gt;
&lt;br /&gt;
The Shock Therapy operates using a charge meter. When the meter is full, attacking an enemy (including enemy buildings) consumes it entirely, dealing 100 damage. When attacking an ally (excluding allied buildings) on a charged hit, it also consumes it, healing 100% of their max health value and [[Healing|overhealing]] if their health would be full. Once depleted, the meter will recharge after 30 seconds, after respawning, or after visiting a resupply locker. While recharging, attacking an enemy consumes the remaining charge and deals between 1 and 99 damage. Attacking an ally while recharging does nothing. Attacking a [[Spy]] disguised as an ally will heal them instead of hurting them. Attacking an invulnerable enemy will consume the charge without dealing damage.&lt;br /&gt;
&lt;br /&gt;
The Shock Therapy also deals [[Critical hit|mini-crits]] against wet enemies, such as those [[water|underwater]], recently escaping water, or in shallow water - but not [[Fish whacker|bleeding]] enemies. Its charge will be set to 0% as long as the user is underwater, making it deal no damage at all. It will still damage underwater enemies as long as the user is above the surface.&lt;br /&gt;
&lt;br /&gt;
As a penalty, the Shock Therapy cannot randomly crit (as a hidden attribute), and gives 15% less heal rate (including overheal rate) on the [[Medi Gun]] and [[Kritzkrieg]]. This means the heal rate is changed to a minimum of 20.4 HP/s (from 24) and a maximum of 61.2 HP/s (from 72). This has the side effect of building [[ÜberCharge]] faster, as the Medic receives less Über meter when healing allies above 142.5% health.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Glove snap&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 0&lt;br /&gt;
 | base-damage-percentage = 0%&lt;br /&gt;
 | charged-damage = 100&lt;br /&gt;
 | charged-damage-percentage = 100%&lt;br /&gt;
 | critical = 3-297&lt;br /&gt;
 | critical-charged = 300&lt;br /&gt;
 | mini-crit = 1-134&lt;br /&gt;
 | mini-crit-charged = 135&lt;br /&gt;
| healing-column = true&lt;br /&gt;
 | healing-others = {{tooltip|100% of max health|Also overheals}}&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
 | charge-fill-speed = 3.33% / s&amp;lt;/br&amp;gt;{{tooltip|10% / s|Haste boosted}}&lt;br /&gt;
 | charge-fill-time = 30 s&amp;lt;/br&amp;gt;{{tooltip|10 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_chekhov_shock}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Shock Therapy is the only melee weapon that can heal other players, so use it sparingly during combat! It heals a friendly player up to 100% of their health and can overheal, making it ideal for healing an injured ally with less than 50% health. [[Heavies]] and [[Soldiers]] are ideal classes for healing due to their high health points. This is also an excellent for defense if the ally has taken a significant hit and needs to be burst healed with the Shock Therapy, as Mediguns have a lower heal rate when the melee weapon is equipped. Its reduced heal rate makes it difficult for the Medic to heal groups of allies quickly enough for them to return to the battlements, but this can be addressed by adding another Medic to the team. The Shock Therapy makes the Mediguns fill ÜberCharge faster in exchange for less healing, making it helpful when Medic is constantly in the frontlines of which he needed the ÜberCharge effect the most.&lt;br /&gt;
&lt;br /&gt;
Only use Shock Therapy in duels or in dire situations, such as when alone and facing flanking enemies. Its hidden increased melee range stat allows it to easily inflict significant damage on enemies at full charge. Try shocking the enemy before killing them with the [[Syringe Gun]], or vice versa. It is an excellent counter to a Heavy equipped with [[Chekhov&#039;s Punch]], as the shock can kill him instantly unless he has overheal. It is ineffective against disguised Spies because it heals rather than harms them; instead, use the Syringe Gun, or wait for their disguise to wear off first.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Shock Therapy v. Stock Bonesaw&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Burst heal on a single target&lt;br /&gt;
➕ Indirectly fills ÜberCharge faster&lt;br /&gt;
➕ Increased damage when fully charged&lt;br /&gt;
➕ Increased melee range&lt;br /&gt;
➕ Effective against wet players&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Less healing rate&lt;br /&gt;
➖ Ineffective in healing groups of players&lt;br /&gt;
➖ Lower damage per second due to its charge mechanic&lt;br /&gt;
➖ Can only heal allies when the charge is full&lt;br /&gt;
➖ No random critical hits&lt;br /&gt;
➖ Heals disguised enemy Spies instead of hurting them&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Електрошокова терапия|bg_m=Electroshock Therapy&lt;br /&gt;
|de=Schocktherapie|de_m=Shock Therapy&lt;br /&gt;
|en=Shock Therapy&lt;br /&gt;
|es=Electrochoque|es_m=Electroshock&lt;br /&gt;
|fr=Électrochoc|fr_m=Electroshock&lt;br /&gt;
|hu=Sokkterápia|hu_m=Shock Therapy&lt;br /&gt;
|it=Elettroshock|it_m=Electroshock&lt;br /&gt;
|pl=Terapia szokowa|pl_m=Shock Therapy&lt;br /&gt;
|pt-br=Terapia de Choque|pt-br_m=Shock Therapy&lt;br /&gt;
|ro=Terapie de șoc|ro_m=Shock Therapy&lt;br /&gt;
|ru=Шоковая терапия|ru_m=Shock Therapy&lt;br /&gt;
|tr=Şok Tedavisi|tr_m=Shock Therapy&lt;br /&gt;
|uk=Шокова терапія|uk_m=Shock Therapy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Added The Shock Therapy &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* 15% slower heal rate on all Mediguns when equipped&lt;br /&gt;
* Decreased the amount of healing done on hit to 100% (from 150%) of a classes health&lt;br /&gt;
* Health is given to the target instantly&lt;br /&gt;
* No longer uses [[Knife]] impact sounds when hitting players&lt;br /&gt;
* Removed guaranteed [[Critical hit|crits]] against [[Water|wet]] enemies&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Healing is now properly networked, causing less false-positives&lt;br /&gt;
* Now has a unique particle for healing teammates&lt;br /&gt;
* Updated kill icon&lt;br /&gt;
* Now has a unique icon for [[building]] kills&lt;br /&gt;
* Heal points are now given for Shock Therapy healing, [[Medic]] passive regen, [[Kritzkrieg]] self healing, being healed by an enemy Shock Therapy as a [[Spy]], and stealing enemy [[Sandvich|Sandviches]]&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* Heal sounds and particles are no longer predicted by the client. This should fix cases where they would emit without a successful heal &lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The name of this weapon refers to [[Wikipedia:Electroconvulsive_therapy|electroconvulsive therapy]], which uses electricity to treat mental disorders.&lt;br /&gt;
* The internal name for the Shock Therapy is &amp;lt;code&amp;gt;tf_weapon_taser&amp;lt;/code&amp;gt;, in reference to the [[Wikipedia:Taser|real-life electric weapon with the same name]].&lt;br /&gt;
* If the Shock Therapy destroys a [[building]], the kill icon will have the &amp;quot;uncharged&amp;quot; icon.&lt;br /&gt;
* The Shock Therapy model was [https://web.archive.org/web/20221206135707/https://steamcommunity.com/sharedfiles/filedetails/?id=439002187 contributed] to &#039;&#039;Steam Workshop&#039;&#039; as the &amp;quot;Circuit Breaker&amp;quot; and was created by {{Dev|Jukebox}}, [https://steamcommunity.com/id/DG4LIFE Metabolic], [https://steamcommunity.com/profiles/76561197994042061 Texman], [https://steamcommunity.com/id/jprasgreensoldier JPRAS], [https://steamcommunity.com/id/hurrkayofantik Chaofanatic] (only credited to Jukebox by &#039;&#039;TF2 Classified&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* Shock Therapy&#039;s live &#039;&#039;TF2&#039;&#039; counterpart is the [[Tf:Neon Annihilator|Neon Annihilator]], as it also deals increased damage against wet players (this instead deals 100% critical hit).&lt;br /&gt;
* Shock Therapy is also a counterpart of the live version&#039;s [[Tf:Amputator|Amputator]], as both are Medic&#039;s only melee weapons in their respective games that heal allies.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=%C3%9Cberspritze&amp;diff=10252</id>
		<title>Überspritze</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=%C3%9Cberspritze&amp;diff=10252"/>
		<updated>2026-04-09T05:29:55Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=ubersaw&lt;br /&gt;
| kill-icon-2=taunt_medic&lt;br /&gt;
| used-by=Medic&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Syringe&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|On Hit: 25% ÜberCharge added}}&lt;br /&gt;
{{Loadout negative|-10 max health on wearer}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Oh, quit squirming, it&#039;s for a good cause!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Medic&#039;&#039;&#039; &#039;&#039;after extracting Über from his recently deceased &amp;quot;patient&amp;quot;&#039;&#039;|&#039;&#039;Haha! Vhat a bloodbazh!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Überspritze&#039;&#039;&#039; is an alternative melee weapon for the [[Medic]]. It is an oversized, metal syringe containing a team colored liquid displayed through measuring glass. It has two finger rings around the bottom and has blood stains around the tip. The liquid inside increases alongside the Medic&#039;s ÜberCharge percentage.&lt;br /&gt;
&lt;br /&gt;
When the Überspritze hits an enemy, 25% ÜberCharge is given to the user regardless of damage. This occurs even on cloaked enemies, but not invulnerable or disguised ones, nor enemies that are cloaked and disguised at the same time. As a penalty, the Überspritze removes 10 points of maximum health from the user, bringing the [[Medic]]&#039;s base health down to 140 (215 when overhealed). Its stats are otherwise identical to the [[Bonesaw]]. Because the Überspritze can increase the Über meter faster than it drains, it&#039;s possible to indefinitely sustain an ÜberCharge by attacking enemies while one is active.&lt;br /&gt;
&lt;br /&gt;
Taunting with the Überspritze, or pressing the alternate fire key, activates the Überslice kill taunt, where the Medic stabs into an enemy and pulls the weapon out. The initial stab deals 1 damage and stuns for 3.7 seconds, filling the Über meter by 25%. The pull out deals 500 damage, does not stun, and fills the Über meter by 100%. The initial stab stuns invulnerable enemies, but does not give Über. The pull out gives Über on invulnerable enemies, or regardless of if the enemy dies. The taunt has a longer range than the regular melee swing and cannot deal critical hits, but can deal mini-crits. It will not damage buildings.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Uberslice&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Überspritze gives the Medic -10 health, but grants a massive 25% boost to your ÜberCharge meter for each attack that lands. If an enemy misjudges his ability to fight you, take him out with the Überspritze for an instant advantage. If you end up cornered, as a last resort, you can try taking it out to quickly fill the ÜberCharge meter, then escape with the resulting invincibility.&lt;br /&gt;
&lt;br /&gt;
Avoid actively pursuing combat with the Überspritze in order to build a charge. Melee combat is risky against any class; instead, heal injured teammates, as healing builds up 25% ÜberCharge after about 10 seconds and 8 seconds for [[Medi Gun]] and [[Kritzkrieg]], respectively.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Überspritze v. Stock Bonesaw&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Fills ÜberCharge faster through melee hits&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ -10 health when equipped&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Убер-Спринцовка|bg_m=Über-Syringe&lt;br /&gt;
|de=Uberspritze&lt;br /&gt;
|en=Uberspritze&lt;br /&gt;
|es=Überspritze&lt;br /&gt;
|fr=Überspritze&lt;br /&gt;
|hu=Túloltó|hu_m=?&lt;br /&gt;
|it=Überspritze&lt;br /&gt;
|pl=Überspritze&lt;br /&gt;
|pt-br=Uberspritze&lt;br /&gt;
|ro=Uberspritze&lt;br /&gt;
|ru=Убер-шприц|ru_m=Über-Syringe&lt;br /&gt;
|tr=Überspritze&lt;br /&gt;
|uk=Убершприц|uk_m=Über-Syringe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Renamed the Übersaw to the Überspritze.&lt;br /&gt;
* Equipping the Uberspritze will now remove 25 health.&lt;br /&gt;
* Can now Taunt Kill.&lt;br /&gt;
* Updated the Taunt Kill voicelines to fit the model.&lt;br /&gt;
* Updated Viewmodel animations to reduce clipping from the plunger.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Health penalty has been lessened to -10 (from -25) health&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.1}}&lt;br /&gt;
* Removed -20% fire rate penalty&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* &amp;quot;Überspritze&amp;quot; roughly translates to &amp;quot;Super Syringe&amp;quot; in German.&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The weapon is based from the [[tf:Ubersaw|Übersaw]] but with a reworked model.&lt;br /&gt;
** The model was originally submitted to the &#039;&#039;Team Fortress 2&#039;&#039; Workshop in 2015 as the [https://steamcommunity.com/sharedfiles/filedetails/?id=433097312 Hypodermic Injector]. It was inspired by the unused [[tf:Syringe|Syringe]] weapon from &#039;&#039;TF2&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s development, whose model can be found in the tray of a level 2 and 3 [[Dispenser]].&lt;br /&gt;
* The &amp;quot;-10 max health on wearer&amp;quot; stat may be from the [[tf:Vita-Saw|Vita-Saw]].&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Bonesaw&amp;diff=10251</id>
		<title>Bonesaw</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Bonesaw&amp;diff=10251"/>
		<updated>2026-04-09T05:24:20Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Medic&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Don&#039;t worry, it&#039;s not my blood! ...Or, now that I look at it, I&#039;m not so sure.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Medic&#039;&#039;&#039;|&#039;&#039;Did zat sting? SAW-ry!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Bonesaw&#039;&#039;&#039; is the default melee weapon of the [[Medic]]. It is a rounded, rusty surgical saw with a damaged serrated edge.&lt;br /&gt;
&lt;br /&gt;
The Bonesaw deals 65 damage per swing, with an attack speed of 0.8 seconds. As the Medic&#039;s weaponry is limited, having to choose between the [[Syringe Gun]] and this, the Bonesaw acts as the close-quarters option between the two. As the Medic is highly unlikely to be dealing damage, the weapon&#039;s [[random crit]] rate will stay at the base chance of 15%, making the Bonesaw&#039;s damage even less impressive. The user might have the opportunity to kill an enemy that is carelessly positioned, such as a wayward [[Spy]] or [[Scout]], doing a quick burst of damage before going back to healing. However, if the Medic is being targeted, he is better served running away and firing the Syringe Gun rather than trying to run towards his attackers, leaving the Bonesaw as a weapon of desperation.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Violin&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Serra de Ossos|pt-br_m=Bonesaw&lt;br /&gt;
|bg=Ампутационен трион|bg_m=Amputation Saw&lt;br /&gt;
|en=Bonesaw&lt;br /&gt;
|fr=Scie à amputation|fr_m=Amputation Saw&lt;br /&gt;
|de=Knochensäge|de_m=Bonesaw&lt;br /&gt;
|it=Segaossa|it_m=Bonesaw&lt;br /&gt;
|ro=Ferăstrui de oase|ro_m=Bonesaw&lt;br /&gt;
|ru=Медицинская пила|ru_m=Medical Saw&lt;br /&gt;
|es=Serrucho|es_m=Saw&lt;br /&gt;
|tr=Kemik Testeresi|tr_m=Bonesaw&lt;br /&gt;
|uk=Косторізка|uk_m=Bonesaw&lt;br /&gt;
}}&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sapper&amp;diff=10250</id>
		<title>Sapper</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sapper&amp;diff=10250"/>
		<updated>2026-04-09T05:22:36Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=obj attachment sapper&lt;br /&gt;
| used-by=Spy&lt;br /&gt;
| slot=Sapper&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Sapper&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Disables enemy buildings and drains their health, without removing your disguise}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Who left that there?&amp;quot;}}&lt;br /&gt;
}} {{Quotation|&#039;&#039;&#039;The Spy&#039;&#039;&#039; &#039;&#039;destroying an engineers building after disposing of him&#039;&#039;|&#039;&#039;I murdered your toys as well.&#039;&#039;}} The &#039;&#039;&#039;Sapper&#039;&#039;&#039; is the stock and only sapper for the [[Spy]]. It is a boxy &amp;quot;electro-sapper&amp;quot; device that resembles a radio, with two switches, a dial, and a meter of unknown measurement on the front, with a carrying handle and two thick wires with electrical jacks. The needle on the meter will move to the right when in front of a targetable building.&lt;br /&gt;
&lt;br /&gt;
The Sapper is a unique weapon that is used to disable and destroy enemy buildings, despite technically being classified as a &amp;quot;building&amp;quot; itself. It has no other purpose, and cannot be used on organic enemies. When in range of an enemy building that can be sapped, a white outline appears.  Placing the sapper does not remove the Spy&#039;s [[Disguise Kit|disguise]], and it has infinite ammo with practically no cooldown. While a building is sapped, it is totally disabled and does not function, with the Sapper dealing 25 damage per second to it, creating a loud and conspicuous electrical sound that alerts all nearby enemies to the Spy&#039;s presence. If one [[Teleporter]] is sapped, the other is automatically sapped as well, and destroying one Sapper destroys the other. When the Spy attacks a sapped [[Sentry Gun]], his weapons deal 67% as much damage as usual.&lt;br /&gt;
&lt;br /&gt;
It will also alert the [[Engineer]] who owns the building with a flashing symbol on his construction interface and an automatic voice response. If that player has the &amp;quot;Sapper awareness&amp;quot; setting activated (&amp;lt;code&amp;gt;tf2c_building_sapper_awareness&amp;lt;/code&amp;gt;), most other game audio will have its volume lowered until the Sapper is destroyed. When the Sapper brings a building&#039;s health down to 0, it will explode as usual. The Engineer&#039;s [[Wrench]] can remove Sappers by hitting the affected building twice, preventing it from being repaired, with continual replacement of the Sapper causing the building to eventually be destroyed. The Sapper itself has 100 health, yet the only thing that can deal damage to it is the Wrench. Sapper health and sapped building health of the first Sapper placed will also be marked on the Spy&#039;s interface. Sentry Guns are still disabled for 0.5 seconds after the Sapper is destroyed.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = {{tooltip|25 / s|Only against buildings}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = Disable&lt;br /&gt;
 | effect-duration = {{tooltip|3.6 s|Jump Pad}}&amp;lt;br&amp;gt;{{tooltip|6 s|Level 1 buildings}}&amp;lt;br&amp;gt;{{tooltip|7.2 s|Level 2 buildings}}&amp;lt;br&amp;gt;{{tooltip|8.64 s|Level 3 buildings}}&amp;lt;br&amp;gt;&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = Infinite&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Sabotador|pt-br_m=Sapper&lt;br /&gt;
|bg=Саботьор|bg_m=Sapper&lt;br /&gt;
|en=Sapper&lt;br /&gt;
|fr=Saboteur|fr_m=Sapper&lt;br /&gt;
|de=Sapper&lt;br /&gt;
|it=Sabotatore|it_m=Sapper&lt;br /&gt;
|ro=Sapper&lt;br /&gt;
|ru=Жучок|ru_m=Bug&lt;br /&gt;
|es=Zapador|es_m=Sapper&lt;br /&gt;
|tr=Bozucu|tr_m=Disruptor&lt;br /&gt;
|uk=Глушилка|uk_m=Jammer&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Fixed [[Buildings]] that&#039;re{{sic}} Destroyed by a Sapper Not Showing Up in the Killfeed&lt;br /&gt;
* Fixed [[Spy|Spies]] being able to destroy their own sappers.{{sic}} &lt;br /&gt;
* Fixed the [[Heavy]], [[Pyro]], and Soldier’s Place Sapper animations to be left-handed.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Updated tf2c_spy_gun_mettle to include updated Sapper damage modifier&lt;br /&gt;
* Fixed Sappers being hard to place on top of [[buildings]]&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Sapper outline is no longer visible when sapper is not yet ready to be placed&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Reduced the delay for re-attempting failed building or sapper placements to 0.05s (from 0.2s)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Sapper has updated animations that include the Spy flipping a switch on the device as he pulls it out.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=10249</id>
		<title>Hunting Revolver</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=10249"/>
		<updated>2026-04-09T05:20:38Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=hunterrifle&lt;br /&gt;
| kill-icon-2=headshot&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=6&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload-type=Clip&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Sniper Rifle&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|+25 max health on wearer}}&lt;br /&gt;
{{Loadout negative|-50% zoom reduction}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Made for a more offensive approach.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Hunting Revolver&#039;&#039;&#039; is a primary weapon for the [[Sniper]]. It is a long-barreled revolving rifle fit with a wooden gun stock, grip, and carrying strap.&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Sniper Rifle]], the Hunting Revolver deals 40 base damage, has damage ramp-up and falloff, can shoot 6 consecutive times before reloading, increases the Sniper&#039;s base health from 125 to 150, and also has 100% accuracy. It can only zoom without a scope, allowing for increased visibility and decreased movement speed penalty at the cost of zoom magnitude, and lacks the Sniper Rifle&#039;s laser dot. The Hunting Revolver cannot charge its shots, and so only deals 120 damage on a headshot regardless of time spent zoomed. As such, single headshots are significantly weaker, but multiple of them can be done in a short amount of time. Like the Sniper Rifle, the user needs to zoom in for 0.2 seconds before being able to headshot, and creates a tracer on each of its shots, visible to all players. The Hunting Revolver cannot reload while zoomed, and if reloading, will cancel the reload. Unlike every other weapon, its damage falloff occurs at double the range of usual.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Heel kick&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 60&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 40&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 21&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 120&lt;br /&gt;
 | mini-crit = 54&lt;br /&gt;
 | mini-crit-ramp-up = 81&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 6&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.675 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.55 s&amp;lt;/br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
 | scoped-headshot-delay = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Hunting Revolver v. Stock Sniper Rifle&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Gives more health&lt;br /&gt;
➕ Consistent headshots deal more damage per second&lt;br /&gt;
➕ Has faster attack speed&lt;br /&gt;
➕ Has damage ramp-up&lt;br /&gt;
➕ Has more clip size&lt;br /&gt;
➕ Does not have tunnel vision when zooming&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Headshots deal less damage per shot due to the lack of charge&lt;br /&gt;
➖ Has damage fall-off&lt;br /&gt;
➖ Zooming magnifies at a smaller rate&lt;br /&gt;
➖ Has slower projectile speed&lt;br /&gt;
➖ Does not have laser pointer&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Revólver de Caça|pt-br_m=Hunting Revolver&lt;br /&gt;
|bg=Револверна карабина|bg_m=Hunting Carbine&lt;br /&gt;
|en=Hunting Revolver&lt;br /&gt;
|fr=Revolver de chasse|fr_m=Hunting Revolver&lt;br /&gt;
|de=Jagdrevolver|de_m=Hunting Revolver&lt;br /&gt;
|it=Revolver da caccia|it_m=Hunting Revolver&lt;br /&gt;
|ro=Revolver de vânat|ro_m=Hunting Revolver&lt;br /&gt;
|ru=Охотничий револьвер|ru_m=Hunting Revolver&lt;br /&gt;
|es=Revólver de Caza|es_m=Hunting Revolver&lt;br /&gt;
|tr=Avcı Altıpatları|tr_m=Hunting Revolver&lt;br /&gt;
|uk=Мисливський револьвер|uk_m=Hunting Revolver&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history == &lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Renamed from [[Poacher&#039;s Pride]] to The Hunting Revolver.&lt;br /&gt;
* Uses a new model.&lt;br /&gt;
* Fires 6 shots, rather than 2.&lt;br /&gt;
* Added damage fall-off for bodyshots.&lt;br /&gt;
* Can only headshot while zoomed in.&lt;br /&gt;
* Shortened the Zoom distance.&lt;br /&gt;
* Updated Viewmodel animations.&lt;br /&gt;
* Fixed an issue with The Hunting Revolver viewmodel being visible while zoomed in.&lt;br /&gt;
* Added proper Fire and Reload animations for the Hunting Revolver for the [[Sniper]].&lt;br /&gt;
* Added special Class Select animations for the [[Nail Gun|Nailgun]],{{sic}} [[Huntsman]] and Hunting Revolver. &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Fire rate slowed to 0.75s (from 0.6s)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Removed the visual recoil&lt;br /&gt;
* Lowered the fire rate to 0.675s (from 0.75s)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now has damage falloff&lt;br /&gt;
* Falloff starts at 2x the distance of normal weapons (1024hu/19.5m)&lt;br /&gt;
* Does not apply to [[Critical hits|crits]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Before the [[Death &amp;amp; Taxes]] update, the Hunting Revolver was known as the [[Poacher&#039;s Pride]].&lt;br /&gt;
* Holding the zoom key while in the air will prevent the Hunting Revolver from playing its reload animation if it hasn&#039;t started, and therefore prevent it from reloading.&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The Hunting Revolver has the same base damage, damage ramp-up, damage falloff, and clip size as the [[Spy]]&#039;s [[Revolver]] and its ability to headshot is maybe inspired by the Spy&#039;s [[TF:Ambassador|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
HuntingRevolverConcept.png|Concept art by {{Dev|Drudlyclean the Skeledude}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Huntsman&amp;diff=10248</id>
		<title>Huntsman</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Huntsman&amp;diff=10248"/>
		<updated>2026-04-09T05:16:14Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=huntsman&lt;br /&gt;
| kill-icon-2=huntsman headshot&lt;br /&gt;
| kill-icon-3=deflect arrow&lt;br /&gt;
| kill-icon-4=huntsman flyingburn&lt;br /&gt;
| kill-icon-5=huntsman burning&lt;br /&gt;
| kill-icon-6=taunt sniper&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=12&lt;br /&gt;
| reload-type=Passive&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Bow&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Whatever happened to chivalry?&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Huntsman&#039;&#039;&#039; is an alternative primary weapon for the [[Sniper]]. It is a simple recurve bow made from wood and metal, its riser held on with black tape, and with additional asymmetrical tape on the limbs. When equipped, the Sniper&#039;s quiver will have three arrows sticking out of it, regardless of whether the Huntsman is the active weapon.  Its arrows leave behind a team-colored trail when fired. Enemies killed by the Huntsman may have their corpses pinned to nearby walls.&lt;br /&gt;
&lt;br /&gt;
The Huntsman shoots a large arrow projectile that travels through the air, impacting the first enemy it comes into contact with. While holding down the primary fire button, the arrow can be charged for up to one second, significantly increasing its damage and velocity. While charging, the Sniper is slowed and he cannot jump, but will still charge and can be fired in midair or [[water|underwater]]. The arrows deal 50 damage uncharged and 120 damage at maximum charge.&lt;br /&gt;
&lt;br /&gt;
In addition, the Huntsman can headshot enemies at any charge and any range, dealing 150 damage uncharged and 360 damage fully charged. The headshot hitbox is different from that of the [[Sniper Rifle]] and [[Hunting Revolver]], meaning that [https://www.youtube.com/watch?v=8RjDM6-nLxc headshots can succeed or fail in non-intuitive ways]. The user can also cancel the charge by pressing the alternative fire key, causing the Sniper to lower his bow, not firing his arrow, and delay his next shot. Switching weapons will also cancel the charge without firing the arrow. If the user charges for more than five seconds, their charge meter will turn red, and their current shot will become extremely inaccurate when fired.&lt;br /&gt;
&lt;br /&gt;
The Huntsman arrow can be lit on fire by a friendly [[Pyro]]&#039;s [[Flame Thrower]], certain map geometry (those with [https://developer.valvesoftware.com/wiki/Trigger_ignite_arrows trigger_ignite_arrows] triggers) like the torches on [[DeGroot Keep]], or if it travels through the flames of either an allied or enemy Pyro. Impacted enemies will suffer [[afterburn]], lasting for 10 seconds and dealing 3 damage every 0.5 seconds for a total of 60 damage. Going underwater will extinguish the burning arrow, and enemies that are underwater will not suffer afterburn at all. In any case, the friendly Pyro will not receive assist credit for the kill, and the Sniper will receive full credit.&lt;br /&gt;
&lt;br /&gt;
The Huntsman has the Arrow Stab kill taunt, in which the Sniper will twirl an arrow with his hand, stab it into the first enemy in front of his crosshair (vertically and horizontally), then pull it out. Doing this will stun the enemy (including invulnerable enemies) and deal 1 damage on the stab, then deal 500 damage to them on the pullout. If the arrow is on fire, it will set the enemy on fire. The pullout and stab are separate actions, meaning an enemy can get stunned without dying, or die without being stunned. The taunt effect extends significantly beyond the animation&#039;s apparent range. The user&#039;s crosshair position influences where the taunt will stab, meaning they can hit an enemy above or below them, even though the animation always faces forwards. The taunt will not penetrate multiple enemies, and will not damage buildings. It also cannot deal [[critical]] hits, but it can deal mini-crits. Unlike in Team Fortress 2, taunting with an arrow charged will fire the arrow before taunting.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Arrow Stab&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 50&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 120&lt;br /&gt;
 | charged-damage-percentage = 240%&lt;br /&gt;
 | critical = 150&lt;br /&gt;
 | critical-charged = 360&lt;br /&gt;
 | mini-crit = 68&lt;br /&gt;
 | mini-crit-charged = 162&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = {{tooltip|Afterburn|If arrow is on fire}}&lt;br /&gt;
 | afterburn = {{tooltip|3 / tick|6 per second}}&lt;br /&gt;
 | afterburn-mini-crit = {{tooltip|4 / tick|8 per second}}&lt;br /&gt;
 | afterburn-duration = 10 s&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | carried = 12&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.94 s&amp;lt;/br&amp;gt;{{tooltip|0.97 s|Haste boosted}}&lt;br /&gt;
 | charge-fill-speed = 100% / s&amp;lt;/br&amp;gt;{{tooltip|200% / s|Haste boosted}}&lt;br /&gt;
 | charge-fill-time = 1 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | aim-fatigue = 5 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Hunstman v. Stock Sniper Rifle&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Is available on Medieval mode&lt;br /&gt;
➕ Charges faster&lt;br /&gt;
➕ Registers a hit using player&#039;s larger collision box instead of their hitbox&lt;br /&gt;
➕ Arc-trajectory arrow is effective on uphill terrain and blind spots&lt;br /&gt;
➕ Sniper moves faster when charging&lt;br /&gt;
➕ Arrows can be lit on fire to deal afterburn damage&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Deals less damage per shot&lt;br /&gt;
➖ Deals less damage per second&lt;br /&gt;
➖ Has less clip size&lt;br /&gt;
➖ Has slower attack speed&lt;br /&gt;
➖ Has slower projectile speed&lt;br /&gt;
➖ Needs to be fully charged to travel at an almost-straight trajectory&lt;br /&gt;
➖ Does not have scope nor laser pointer&lt;br /&gt;
➖ Can be airblasted&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_sniper_fire}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Caçador|pt-br_m=Huntsman&lt;br /&gt;
|bg=Ловецът|bg_m=Huntsman&lt;br /&gt;
|en=Huntsman&lt;br /&gt;
|fr=Huntsman&lt;br /&gt;
|de=Huntsman&lt;br /&gt;
|it=Arco da cacciatore|it_m=Huntsman&#039;s Bow&lt;br /&gt;
|ro=Huntsman&lt;br /&gt;
|ru=Охотник|ru_m=Huntsman&lt;br /&gt;
|es=Cazador|es_m=Huntsman&lt;br /&gt;
|tr=Avcı|tr_m=Huntsman&lt;br /&gt;
|uk=Мисливець|uk_m=Huntsman&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Added The Huntsman&lt;br /&gt;
* Updated [[Rocket Launcher|Rockets]], Arrows, [[Syringe Gun|Syringes]] and [[Flare Gun|Flares]] to pass through Teammates. ({{code|tf2c_projectile_ally_collide 1}} to re-enable) &lt;br /&gt;
* Added special Class Select animations for the [[Nail Gun|Nailgun]],{{sic}} Huntsman and [[Hunting Revolver]].&lt;br /&gt;
* Updated the [[Sniper]] to be able to gesture while holding the [[Sniper Rifle]] and Huntsman. &lt;br /&gt;
* Improved Arrows to be ignited mid-air, both by triggers and the [[Pyro]]&#039;s flames. &lt;br /&gt;
* Improved the [[Sniper|Snipers]]{{sic}} Huntsman animations to be right-handed properly.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Fixed an exploit where Huntsman arrows could be used to give players large health pools &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added {{code|tf2c_experimental_huntsman_enable}} (off by default), for bounding box-based collision for Huntsman headshots&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Fixed Huntsman fire arrows not applying [[Fire|afterburn]] on taunt kill &lt;br /&gt;
* Fixed Huntsman not respecting {{code|mod_sniper_zoom_while_jumping}} value&lt;br /&gt;
* Fixed burning arrows not getting extinguished underwater&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Reworked hit detection&lt;br /&gt;
:* Instead of pinning to the nearest hitbox, the arrow will check in a radius around its path to determine a headshot&lt;br /&gt;
:* This hit detection uses a new projectile: {{code|tf2c_projectile_arrow}}&lt;br /&gt;
* Updated the drawing animation to sync with the charge meter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Sniper will still have three arrows sticking out of his quiver even if the Huntsman has less than three arrows remaining.&lt;br /&gt;
* An arrow launched while taunting will not play its firing sound effect.&lt;br /&gt;
* The Huntsman is one of five non-Stock weapons ported from live &#039;&#039;Team Fortress 2&#039;&#039; with others being the [[Gunboats]], [[Flare Gun]], [[Sandvich]] and [[Kritzkrieg]]. &lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*There are general and quality-of-life changes related to the Huntsman that is unique to &#039;&#039;Team Fortress 2 Classified&#039;&#039;:&lt;br /&gt;
** The Huntsman&#039;s hit detection was reworked in &#039;&#039;TF2 Classified&#039;&#039; and now instead of pinning to the nearest hitbox, the arrow checks in a radius around its path to determine a headshot.&lt;br /&gt;
** The Huntsman&#039;s viewmodel animation was also reworked in &#039;&#039;TF2 Classified&#039;&#039; and now mirrors the worldmodel animation, obstructing the player&#039;s vision less when not aiming.&lt;br /&gt;
** The &amp;lt;i&amp;gt;TF2 Classified&amp;lt;/i&amp;gt;&#039;s Sniper was given a proper class selection animation which is just the default animation but holding the Hunstman and a different right arm position.&lt;br /&gt;
** the Huntsman in now have 6 max arrows while equipped in [[Medieval Mode]].&lt;br /&gt;
** According to current developer and former lead developer (2022&amp;amp;ndash;2023) {{Dev|Trotim}} the Hunstman can now be ignited mid-air.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Huntsman&amp;diff=10247</id>
		<title>Huntsman</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Huntsman&amp;diff=10247"/>
		<updated>2026-04-09T05:14:59Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=huntsman&lt;br /&gt;
| kill-icon-2=huntsman headshot&lt;br /&gt;
| kill-icon-3=deflect arrow&lt;br /&gt;
| kill-icon-4=huntsman flyingburn&lt;br /&gt;
| kill-icon-5=huntsman burning&lt;br /&gt;
| kill-icon-6=taunt sniper&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=12&lt;br /&gt;
| reload-type=Passive&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Bow&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Whatever happened to chivalry?&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Huntsman&#039;&#039;&#039; is an alternative primary weapon for the [[Sniper]]. It is a simple recurve bow made from wood and metal, its riser held on with black tape, and with additional asymmetrical tape on the limbs. When equipped, the Sniper&#039;s quiver will have three arrows sticking out of it, regardless of whether the Huntsman is the active weapon.  Its arrows leave behind a team-colored trail when fired. Enemies killed by the Huntsman may have their corpses pinned to nearby walls.&lt;br /&gt;
&lt;br /&gt;
The Huntsman shoots a large arrow projectile that travels through the air, impacting the first enemy it comes into contact with. While holding down the primary fire button, the arrow can be charged for up to one second, significantly increasing its damage and velocity. While charging, the Sniper is slowed and he cannot jump, but will still charge and can be fired in midair or [[water|underwater]]. The arrows deal 50 damage uncharged and 120 damage at maximum charge.&lt;br /&gt;
&lt;br /&gt;
In addition, the Huntsman can headshot enemies at any charge and any range, dealing 150 damage uncharged and 360 damage fully charged. The headshot hitbox is different from that of the [[Sniper Rifle]] and [[Hunting Revolver]], meaning that [https://www.youtube.com/watch?v=8RjDM6-nLxc headshots can succeed or fail in non-intuitive ways]. The user can also cancel the charge by pressing the alternative fire key, causing the Sniper to lower his bow, not firing his arrow, and delay his next shot. Switching weapons will also cancel the charge without firing the arrow. If the user charges for more than five seconds, their charge meter will turn red, and their current shot will become extremely inaccurate when fired.&lt;br /&gt;
&lt;br /&gt;
The Huntsman arrow can be lit on fire by a friendly [[Pyro]]&#039;s [[Flame Thrower]], certain map geometry (those with [https://developer.valvesoftware.com/wiki/Trigger_ignite_arrows trigger_ignite_arrows] triggers) like the torches on [[DeGroot Keep]], or if it travels through the flames of either an allied or enemy Pyro. Impacted enemies will suffer [[afterburn]], lasting for 10 seconds and dealing 3 damage every 0.5 seconds for a total of 60 damage. Going underwater will extinguish the burning arrow, and enemies that are underwater will not suffer afterburn at all. In any case, the friendly Pyro will not receive assist credit for the kill, and the Sniper will receive full credit.&lt;br /&gt;
&lt;br /&gt;
The Huntsman has the Arrow Stab kill taunt, in which the Sniper will twirl an arrow with his hand, stab it into the first enemy in front of his crosshair (vertically and horizontally), then pull it out. Doing this will stun the enemy (including invulnerable enemies) and deal 1 damage on the stab, then deal 500 damage to them on the pullout. If the arrow is on fire, it will set the enemy on fire. The pullout and stab are separate actions, meaning an enemy can get stunned without dying, or die without being stunned. The taunt effect extends significantly beyond the animation&#039;s apparent range. The user&#039;s crosshair position influences where the taunt will stab, meaning they can hit an enemy above or below them, even though the animation always faces forwards. The taunt will not penetrate multiple enemies, and will not damage buildings. It also cannot deal [[critical]] hits, but it can deal mini-crits. Unlike in Team Fortress 2, taunting with an arrow charged will fire the arrow before taunting.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Arrow Stab&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 50&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 120&lt;br /&gt;
 | charged-damage-percentage = 240%&lt;br /&gt;
 | critical = 150&lt;br /&gt;
 | critical-charged = 360&lt;br /&gt;
 | mini-crit = 68&lt;br /&gt;
 | mini-crit-charged = 162&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = {{tooltip|Afterburn|If arrow is on fire}}&lt;br /&gt;
 | afterburn = {{tooltip|3 / tick|6 per second}}&lt;br /&gt;
 | afterburn-mini-crit = {{tooltip|4 / tick|8 per second}}&lt;br /&gt;
 | afterburn-duration = 10 s&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | carried = 12&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.94 s&amp;lt;/br&amp;gt;{{tooltip|0.97 s|Haste boosted}}&lt;br /&gt;
 | charge-fill-speed = 100% / s&amp;lt;/br&amp;gt;{{tooltip|200% / s|Haste boosted}}&lt;br /&gt;
 | charge-fill-time = 1 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | aim-fatigue = 5 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Hunstman v. Stock Sniper Rifle&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Is available on Medieval mode&lt;br /&gt;
➕ Charges faster&lt;br /&gt;
➕ Registers a hit using player&#039;s larger collision box instead of their hitbox&lt;br /&gt;
➕ Arc-trajectory arrow is effective on uphill terrain and blind spots&lt;br /&gt;
➕ Sniper moves faster when charging&lt;br /&gt;
➕ Arrows can be lit on fire to deal afterburn damage&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Deals less damage per shot&lt;br /&gt;
➖ Deals less damage per second&lt;br /&gt;
➖ Has less clip size&lt;br /&gt;
➖ Has slower attack speed&lt;br /&gt;
➖ Has slower projectile speed&lt;br /&gt;
➖ Needs to be fully charged to travel at an almost-straight trajectory&lt;br /&gt;
➖ Does not have scope nor laser pointer&lt;br /&gt;
➖ Can be airblasted&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_sniper_fire}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Caçador|pt-br_m=Huntsman&lt;br /&gt;
|bg=Ловецът|bg_m=Huntsman&lt;br /&gt;
|en=Huntsman&lt;br /&gt;
|fr=Huntsman&lt;br /&gt;
|de=Huntsman&lt;br /&gt;
|it=Arco da cacciatore|it_m=Huntsman&#039;s Bow&lt;br /&gt;
|ro=Huntsman&lt;br /&gt;
|ru=Охотник|ru_m=Huntsman&lt;br /&gt;
|es=Cazador|es_m=Huntsman&lt;br /&gt;
|tr=Avcı|tr_m=Huntsman&lt;br /&gt;
|uk=Мисливець|uk_m=Huntsman&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Added The Huntsman&lt;br /&gt;
* Updated [[Rocket Launcher|Rockets]], Arrows, [[Syringe Gun|Syringes]] and [[Flare Gun|Flares]] to pass through Teammates. ({{code|tf2c_projectile_ally_collide 1}} to re-enable) &lt;br /&gt;
* Added special Class Select animations for the [[Nail Gun|Nailgun]],{{sic}} Huntsman and [[Hunting Revolver]].&lt;br /&gt;
* Updated the [[Sniper]] to be able to gesture while holding the [[Sniper Rifle]] and Huntsman. &lt;br /&gt;
* Improved Arrows to be ignited mid-air, both by triggers and the [[Pyro]]&#039;s flames. &lt;br /&gt;
* Improved the [[Sniper|Snipers]]{{sic}} Huntsman animations to be right-handed properly.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Fixed an exploit where Huntsman arrows could be used to give players large health pools &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added {{code|tf2c_experimental_huntsman_enable}} (off by default), for bounding box-based collision for Huntsman headshots&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Fixed Huntsman fire arrows not applying [[Fire|afterburn]] on taunt kill &lt;br /&gt;
* Fixed Huntsman not respecting {{code|mod_sniper_zoom_while_jumping}} value&lt;br /&gt;
* Fixed burning arrows not getting extinguished underwater&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Reworked hit detection&lt;br /&gt;
:* Instead of pinning to the nearest hitbox, the arrow will check in a radius around its path to determine a headshot&lt;br /&gt;
:* This hit detection uses a new projectile: {{code|tf2c_projectile_arrow}}&lt;br /&gt;
* Updated the drawing animation to sync with the charge meter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Sniper will still have three arrows sticking out of his quiver even if the Huntsman has less than three arrows remaining.&lt;br /&gt;
* An arrow launched while taunting will not play its firing sound effect.&lt;br /&gt;
* The Huntsman is one of five non-Stock weapons ported from live &#039;&#039;Team Fortress 2&#039;&#039; with others being the [[Gunboats]], [[Flare Gun]], [[Sandvich]] and [[Kritzkrieg]]. &lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*There are general and quality-of-life changes related to the Huntsman that is unique to &#039;&#039;Team Fortress 2 Classified&#039;&#039;:&lt;br /&gt;
** The Huntsman&#039;s hit detection was reworked in &#039;&#039;TF2 Classified&#039;&#039; and now instead of pinning to the nearest hitbox, the arrow checks in a radius around its path to determine a headshot.&lt;br /&gt;
** The Huntsman&#039;s viewmodel animation was also reworked in &#039;&#039;TF2 Classified&#039;&#039; and now mirrors the worldmodel animation, obstructing the player&#039;s vision less when not aiming.&lt;br /&gt;
** The &amp;lt;i&amp;gt;TF2 Classified&amp;lt;/i&amp;gt;&#039;s Sniper was given a proper class selection animation which is just the default animation but holding the Hunstman and a different right arm position.&lt;br /&gt;
** the Huntsman in now have 6 max arrows while equipped in Medieval Mode.&lt;br /&gt;
** According to current developer and former lead developer (2022&amp;amp;ndash;2023) {{Dev|Trotim}} the Hunstman can now be ignited mid-air.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sniper_Rifle&amp;diff=10246</id>
		<title>Sniper Rifle</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sniper_Rifle&amp;diff=10246"/>
		<updated>2026-04-09T05:01:00Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=sniperrifle&lt;br /&gt;
| kill-icon-2=headshot&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=25&lt;br /&gt;
| reload-type=Passive&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Gets the job done.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039; is the default primary weapon of the [[Sniper]]. It is a simple, single-shot, bolt-action rifle repurposed for long-range action via use of a telescopic sight and a laser dot wired to the scope. When firing, it will shoot a white and team-colored tracer, visible to all players.&lt;br /&gt;
&lt;br /&gt;
The Sniper Rifle is unique among all other weapons in that it is designed for action at great distances,&lt;br /&gt;
having no damage falloff, perfect accuracy, and massive damage at any range. It deals 50 base damage while unscoped and uncharged. Using the alternative fire allows usage of the scope, which zooms in, charges the rifle, and slows the user while also allowing for headshots. The user cannot zoom-in while jumping, and if jumping while scoped, will unscope. A headshot, which occurs when clicking on an enemy&#039;s head after scoping for 0.2 seconds, deals guaranteed [[critical]] damage. If the user is scoped for 1.3 seconds, the Sniper Rifle will charge for an additional 2 seconds, linearly increasing its damage during the charge up to 150 and its critical damage up to 450. The Sniper Rifle will not randomly crit. While zoomed in, a laser dot appears on players and surfaces the user&#039;s crosshair position is at, which is visible to prospective targets. If the user is shot, on [[Flame Thrower|fire]], or [[Fishwhacker|bleeding]] while zoomed-in, they will receive a small amount of visual recoil, also known as &amp;quot;aimpunch&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A careful reading of the Sniper Rifle&#039;s statistics will reveal that an uncharged headshot will kill, or severely injure, most classes immediately. A fully charged headshot is enough to kill all classes, barring exceptional circumstances like the [[Civilian]]&#039;s 20% damage reduction and an overhealed [[Heavy]]. Since it is difficult to click an enemy&#039;s head, the user can use a fully-charged body shot for the same amount of damage as an uncharged headshot. It is worth noting that, since all levels of charge provide a damage bonus, it is not required to fully charge every shot in order to ensure a kill on a heavier class like a [[Soldier]], [[Demoman]], or Civilian.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Wave&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 50&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 150&lt;br /&gt;
 | charged-damage-percentage = 300%&lt;br /&gt;
 | critical = 150&lt;br /&gt;
 | critical-charged = 450&lt;br /&gt;
 | mini-crit = 68&lt;br /&gt;
 | mini-crit-charged = 203&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 25&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.5 s&amp;lt;/br&amp;gt;{{tooltip|1 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
 | charge-fill-speed = {{tooltip|33.3% / s|First 33.3% of charge does not affect damage.}}&amp;lt;/br&amp;gt;{{tooltip|100% / s|Haste boosted}}&lt;br /&gt;
 | charge-fill-time = {{tooltip|3.075 s|0.075 s delay, 3 s charge time.}}&amp;lt;/br&amp;gt;{{tooltip|1.075 s|Haste boosted}}&lt;br /&gt;
 | scoped-charge-delay = 0.075 s&lt;br /&gt;
 | scoped-headshot-delay = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Rifle de Sniper|pt-br_m=Sniper Rifle&lt;br /&gt;
|bg=Снайперистка винтовка|bg_m=Sniper Rifle&lt;br /&gt;
|en=Sniper Rifle&lt;br /&gt;
|fr=Fusil de sniper|fr_m=Sniper Rifle&lt;br /&gt;
|de=Scharfschützengewehr|de_m=Sniper Rifle&lt;br /&gt;
|it=Fucile di precisione|it_m=Sniper Rifle&lt;br /&gt;
|ro=Pușcă cu lunetă|ro_m=Sniper Rifle&lt;br /&gt;
|ru=Снайперская винтовка|ru_m=Sniper Rifle&lt;br /&gt;
|es=Rifle de Francotirador|es_m=Sniper Rifle&lt;br /&gt;
|tr=Tüfek|tr_m=Rifle&lt;br /&gt;
|uk=Снайперська гвинтівка|uk_m=Sniper Rifle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Ported full charge bell to Sniper Rifle.&lt;br /&gt;
* Updated the Sniper to be able to gesture while holding the Sniper Rifle and [[Huntsman]].&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.4}}&lt;br /&gt;
* [[Sniper]] dots now properly match where the client is looking, and update more quickly&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added an impact effect, bullet particle, and a tracer that diffuses into the team color as it fades&lt;br /&gt;
* Toggled by {{code|tf2c_sniperrifle_tracer}}, and set to 1 by default; can be changed by server operators&lt;br /&gt;
* The client no longer plays a sound when headshotting until the server confirms it&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Updated tracer particle appearance&lt;br /&gt;
* Extra damage dealt from headshots no longer contributes to the random crit chance bucket&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.5}}&lt;br /&gt;
* Other players&#039; laser dots now always use server-provided position data instead of interpolated player eye angle data&lt;br /&gt;
* This fixes unreliable positions when the laser dot&#039;s owner is outside of PVS&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Fixed a bug which caused an extended re-zoom delay after jumping while zoomed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Setting the console command {{code|cl_autorezoom 1}} allows for [https://www.youtube.com/watch?v=2Ltfnz_Gt38 bypassing the 0.2 second headshot delay] by jumping after shooting while zoomed-in, and then holding down the zoom button while in the air. This enables significantly faster headshots than usual.&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* While &#039;&#039;TF2 Classified&#039;&#039; fixed the direction the bullet cartridge ejects from the Sniper Rifle (from left to right) on the viewmodel, it has yet to be fixed in the worldmodel.&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=SMG&amp;diff=10245</id>
		<title>SMG</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=SMG&amp;diff=10245"/>
		<updated>2026-04-09T04:51:02Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=smg&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=25&lt;br /&gt;
| ammo-carried=75&lt;br /&gt;
| reload-type=Magazine&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes={{Loadout neutral|&amp;quot;Now how about that? We&#039;re both more dangerous up close.&amp;quot;}}&lt;br /&gt;
}}The &#039;&#039;&#039;SMG&#039;&#039;&#039; is the default secondary weapon of the [[Sniper]]. It is a compact, automatic submachine gun with an extended barrel and magazine.&lt;br /&gt;
&lt;br /&gt;
The SMG is one of the fastest weapons in the game, firing 10.5 bullets a second with good accuracy and no damage falloff (unlike in Team Fortress 2), even though it suffers from low base damage. Its purpose is to provide the Sniper with a close-quarters backup weapon in case an enemy closes the gap and the [[Sniper Rifle]] is not able to be comfortably used. While the SMG provides more damage per second than the Sniper Rifle, in practice it is harder to shoot moving enemies with an automatic weapon, and the large base damage of the Sniper Rifle means that no-scope shots are more consistent at medium range.&lt;br /&gt;
&lt;br /&gt;
However, the SMG is still useful to discourage classes from approaching, and its decent damage at point blank range makes it worth using in a scramble. It also provides a consistent way to finish off a low-health enemy at any range - especially when using the [[Huntsman]] or [[Hunting Revolver]] - as its good accuracy and lack of damage falloff makes it likely to get at least a few shots on an enemy. In any case, the SMG is still one of the weakest weapons in the game due to its low damage and lack of sustained fire, and should be used only as a situational weapon.&lt;br /&gt;
&lt;br /&gt;
As with the [[Pistol]] and [[Revolver]], the first bullet shot after 1.25 seconds is completely accurate. &lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Heel kick&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 12&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 8&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 4&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 24&lt;br /&gt;
 | mini-crit = 11&lt;br /&gt;
 | mini-crit-ramp-up = 16&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
 | spread = {{tooltip|0.02|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 25&lt;br /&gt;
 | carried = 75&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.105 s&amp;lt;/br&amp;gt;{{tooltip|0.076 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.1 s&amp;lt;/br&amp;gt;{{tooltip|0.55 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
 | spread-recovery = 1.25 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Submetralhadora|pt-br_m=Submachine Gun&lt;br /&gt;
|bg=Лек автомат|bg_m=Light Machine Gun&lt;br /&gt;
|en=SMG&lt;br /&gt;
|fr=Mitraillette|fr_m=Submachine Gun&lt;br /&gt;
|de=SMG&lt;br /&gt;
|it=SMG&lt;br /&gt;
|ro=SMG&lt;br /&gt;
|ru=Пистолет-пулемёт|ru_m=Submachine Gun&lt;br /&gt;
|es=Metralleta|es_m=Machine Gun&lt;br /&gt;
|tr=SMG&lt;br /&gt;
|uk=Пістолет-кулемет|uk_m=Submachine Gun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.6.0}} &lt;br /&gt;
* Added the Scout SMG&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 3)}} &lt;br /&gt;
* Removed Scout&#039;s SMG&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Lowered [[Coilgun]], SMG, and Revolver spread by 20%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In older versions of &#039;&#039;Team Fortress 2 Classified&#039;&#039;, the [[Scout]] had the SMG as an alternative secondary weapon. It was removed for competing with the [[Nail Gun]] and Pistol in terms of use.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Fishwhacker&amp;diff=10244</id>
		<title>Fishwhacker</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Fishwhacker&amp;diff=10244"/>
		<updated>2026-04-09T04:47:08Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=fishwhacker&lt;br /&gt;
| kill-icon-2=bleed kill&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout-kind=Club&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Deals knockback to nearby enemies}}&lt;br /&gt;
{{Loadout positive|On Hit: Bleed for 2 seconds}}&lt;br /&gt;
{{Loadout negative|-45% damage penalty}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Hold &#039;er steady, mate. She tends to throw splinters.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Fishwhacker&#039;&#039;&#039; is an alternative melee weapon for the [[Sniper]]. It&#039;s an old wooden fish priest, splintered at the top, fitted with a leather grip and wrist belt.&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Kukri]], the Fishwhacker has a 45% damage penalty, dealing 35 damage per swing instead of 65. It also causes the enemy to [[bleed]] for 2 seconds, dealing 12 damage, for a total of 47 damage per swing. [[Critical hits]] do not affect the damage of the bleed. When an enemy is hit, they will be knocked back a long distance away from the Sniper, along with any enemy who happens to be standing nearby. The power, range, and area effect of the knockback is similar to that of the [[Flame Thrower]]&#039;s [[compression blast]], albeit without the projectile reflecting ability. Because the knockback is affected by damage, critical hits will knock back the enemy further.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Hat doff&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 35&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 105&lt;br /&gt;
 | mini-crit = 47&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = Bleed&lt;br /&gt;
 | bleed = {{tooltip|4 / tick|8 per second}}&lt;br /&gt;
 | bleed-mini-crit =  {{tooltip|5 / tick|10 per second}}&lt;br /&gt;
 | bleed-duration = 2 s&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Like the Kukri, the Fishwhacker should only be used when you ran out of ammo for both primary and secondary weapons. Use it to fend off enemies to easily escape from them instead. Additionally, use the bleed mechanic to check for disguised [[Spies]].&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a cliff nearby, use it as an advantage to knock enemies off it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Fishwhacker v. Stock Kukri&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Knocks back and bleeds enemies on hit; bleed mechanic detects disguised Spies&lt;br /&gt;
➕ Can knock multiple enemies back after a successful hit&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Deals less damage&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Mata-peixes|pt-br_m=Fish Killer&lt;br /&gt;
|bg=Рибарникът|bg_m=Fisherman&lt;br /&gt;
|en=Fishwhacker&lt;br /&gt;
|fr=Matraque à poisson|fr_m=Fish Baton&lt;br /&gt;
|de=Fischknüppel|de_m=Fish Baton&lt;br /&gt;
|it=Bacchetta di pesce|it_m=Fish Baton&lt;br /&gt;
|ro=Vânător de pește|ro_m=Fish Hunter&lt;br /&gt;
|ru=Рыбодробилка|ru_m=Fishwhacker&lt;br /&gt;
|es=Machacapeces|es_m=Fishwhacker&lt;br /&gt;
|tr=Balıkdöver|tr_m=Fishwhacker&lt;br /&gt;
|uk=Рибоглушилка|uk_m=Fishwhacker&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history == &lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.8.0}}&lt;br /&gt;
* Added the Fishwhacker.&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0.2}}&lt;br /&gt;
* Added Game Zombie’s new fishwhacker bucket icon.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Swings slower.&lt;br /&gt;
* Causes concussional [[Bleed|bleeding]] on hit for 2s.&lt;br /&gt;
* [[Critical hits|Crits]] on bleeding enemies.&lt;br /&gt;
* Marked for death whilst holding the Fishwhacker.&lt;br /&gt;
* Updated Viewmodel animations to all be overhanded.&lt;br /&gt;
* Uses new impact sounds.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Removed -20% slower fire rate&lt;br /&gt;
* Replaced &amp;quot;Marked for Death while active&amp;quot; with &amp;quot;On Miss: Marked for Death for 3s&amp;quot;&lt;br /&gt;
* Updated the description and item type&lt;br /&gt;
* Added particles on impact to add to the new description&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Overhauled first person animations&lt;br /&gt;
* Damage now deals increased knockback to all nearby players&lt;br /&gt;
* Added -45% damage penalty downside&lt;br /&gt;
* Removed self marked-for-death on miss penalty&lt;br /&gt;
* Removed no random [[Critical hit|critical hits]] penalty&lt;br /&gt;
* Damage over time conditions ([[bleed]], [[afterburn]]) no longer apply on the very same tick as damage&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Updated first person animations (Ventrici)&lt;br /&gt;
* Ragdolls now take extra knockback from Fishwhacker kills&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.2}}&lt;br /&gt;
* Increased the amount of knockback that ragdolls receive from Fishwhacker kills &lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Fishwhacker is based on &amp;lt;i&amp;gt;Team Fortress 2&amp;lt;/i&amp;gt;&#039;s unused [https://wiki.teamfortress.com/wiki/Club Club] weapon, which was originally the Sniper&#039;s default melee weapon.&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The [[tf:Tribalman&#039;s Shiv|Tribalman&#039;s Shiv]] is the live &#039;&#039;TF2&#039;&#039; counterpart of the Fishwhacker with its bleed-on-hit effect.&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Kukri&amp;diff=10243</id>
		<title>Kukri</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Kukri&amp;diff=10243"/>
		<updated>2026-04-09T04:42:11Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=club&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes={{Loadout neutral|&amp;quot;Cut up by a sharpshooter. Now that&#039;s a folly.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Kukri&#039;&#039;&#039; is the default melee weapon for the [[Sniper]]. It is a large kukri with a flat spine, a wooden handle, and a slightly chipped blade.&lt;br /&gt;
&lt;br /&gt;
The Kukri deals 65 damage, and can attack once every 0.8 seconds. As the Sniper is usually seen in the far back lines of his team, his opportunity to use the blade is limited. Against an approaching enemy, the best option is usually deterring them with the [[SMG]]. In the event that an enemy is at point-blank range of the Sniper (usually involving a [[Spy]]&#039;s failed assassination attempt), the Kukri will partially compensate for his weakness in fair combat. The potential to instantly kill a class with a [[random crit]] is potent, even when the Sniper&#039;s average speed and low health makes landing the hit a challenge. As a consequence, the Kukri is a rarely-seen aspect of his arsenal, proving that the best way for him to kill someone is to run really far away and shoot them.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Hat doff&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Kukri&lt;br /&gt;
|bg=Кукри|bg_m=Kukri&lt;br /&gt;
|en=Kukri&lt;br /&gt;
|fr=Kukri&lt;br /&gt;
|de=Kukri&lt;br /&gt;
|it=Machete|it_m=Machete&lt;br /&gt;
|ro=Kukri&lt;br /&gt;
|ru=Кукри|ru_m=Kukri&lt;br /&gt;
|es=Kukri&lt;br /&gt;
|tr=Gurka Kaması|tr_m=Kukri&lt;br /&gt;
|uk=Кукрі|uk_m=Kukri&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Despite the Sniper&#039;s Australian origins, the [https://en.wikipedia.org/wiki/Kukri kukri] style of blade originates from the Indian subcontinent, and is rarely seen outside of the region. &lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Derby_Cane&amp;diff=10242</id>
		<title>Derby Cane</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Derby_Cane&amp;diff=10242"/>
		<updated>2026-04-09T04:37:33Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=speedcane&lt;br /&gt;
| used-by=Civilian&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Cane&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|+15% increase in recharge rate}}&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Give haste boost to teammate}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Feeling motivated, lad? You&#039;d better be.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Civilian&#039;&#039;&#039; &#039;&#039;granting a haste boost to a teammate&#039;&#039;|&#039;&#039;Hurry it up, would you?&#039;&#039;}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Derby Cane&#039;&#039;&#039; is a melee weapon used by the [[Civilian]]. It is a wooden derby cane with a spiral shaft and a carved bird design on the handle. The cane will appear to be a mahogany color regardless of which team you&#039;re on.&lt;br /&gt;
&lt;br /&gt;
It is identical to the [[Umbrella]] in its functionality as a melee weapon and support tool, except for its alt-fire effect, which grants [[Haste]] to any teammate the user is looking at, boosting their movement speed and firing speed. The charge meter refills after 13 seconds, is empty when respawning, and cannot be refilled at resupply cabinets. The Derby Cane&#039;s increased recharge speed allows the Civilian to grant buffs to their teammates more often, allowing for pushes to be made more frequently.&lt;br /&gt;
&lt;br /&gt;
See [[Haste]] for the effects of the boost.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Payday&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 35&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 105&lt;br /&gt;
 | mini-crit = 47&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.5 s&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
 | charge-fill-speed = 7.66% / s&lt;br /&gt;
 | charge-fill-time = 13 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Civilian is the most important class on his team, and thus the most heavily targeted, aggressively charging at enemies will most certainly result in his death. This is why it&#039;s important to buff your teammates, so that they may do the charging for you. Due to the Haste buff&#039;s ability to boost speed, it is most beneficial to slower classes, i.e. [[Heavy]] and [[Soldier]], especially considering the added damage rate potential from boosting their firing speeds. Also, give the Engineer a boost to set up buildings and the Medic so he can heal faster, especially with the [[Rejuvenator]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Derby Cane v. Umbrella&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Faster recharge rate&lt;br /&gt;
➕ Boost increases teammates&#039; reload, recharge, firing and movement speed&lt;br /&gt;
➕ Boost can be varied, but tends to increase DPS more than the Umbrella (see [[Basic_Civilian_Strategy#Mini-crits_vs._Haste|Basic Civilian strategy § Mini-crits vs. Haste]])&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Boost does not increase teammates&#039; damage&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_cane_collect_boost}}&lt;br /&gt;
{{Achievement|achievement_caneassist}}&lt;br /&gt;
{{Achievement|achievement_caneassist_civ}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added the Derby Cane&lt;br /&gt;
}}&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*The Haste boost is based off of the haste powerup from live &#039;&#039;TF2&#039;&#039; community-created gamemode [[tf:Mannpower|Mannpower]].&lt;br /&gt;
{{Nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Umbrella&amp;diff=10241</id>
		<title>Umbrella</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Umbrella&amp;diff=10241"/>
		<updated>2026-04-09T04:31:30Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Civilian&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Give mini-crit boost to a teammate}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;A man of quality must remain dry.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Civilian&#039;&#039;&#039; &#039;&#039;after capturing the intelligence&#039;&#039;|&#039;&#039;I knew Mr. Umbrella and I could pull it off!&#039;&#039;}}&lt;br /&gt;
The &#039;&#039;&#039;Umbrella&#039;&#039;&#039; is a melee weapon used by the [[Civilian]]. It is a folded team-colored umbrella, held upside-down with its handle facing the enemy.&lt;br /&gt;
&lt;br /&gt;
It is identical to the [[Bat]], except for its alternate fire ability, which grants 8 seconds of [[mini-crits]] to any teammate the user is looking at. It also allows giving mini-crits to the [[Medi Gun]] and [[Kritzkrieg]], which increases their heal rate and [[ÜberCharge]] gain rate by 35%. Unlike with [[Critical hits|crits]], boosting the [[Engineer]] increases [[Sentry Gun]] damage (the buff to the Sentry Gun will prematurely end if the Engineer dies). The charge meter refills after 15 seconds, is empty when respawning, and does not refill at resupply cabinets.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Payday&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 35&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 105&lt;br /&gt;
 | mini-crit = 47&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.5 s&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
 | charge-fill-speed = 6.66% / s&lt;br /&gt;
 | charge-fill-time = 15 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
As the Civilian is the most important class on his team (by definition, being the [[VIP]]), and the one which every single enemy wants to kill, aggressively charging at enemies will rapidly cause him to lose his life, and most likely the game. However, in the scenario where a low-health enemy (such as a [[Scout]] or [[Spy]]) gets too close to the Civilian, such as when contesting a point, he may freely charge at them and rack up some damage, which will surely be of help to his teammates trying to keep him alive.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Чадър|bg_m=Umbrella&lt;br /&gt;
|de=Regenschirm|de_m=Umbrella&lt;br /&gt;
|en=Umbrella&lt;br /&gt;
|es=Paraguas|es_m=Umbrella&lt;br /&gt;
|fr=Parapluie|fr_m=Umbrella&lt;br /&gt;
|hu=Esernyő|hu_m=Umbrella&lt;br /&gt;
|it=Ombrello|it_m=Umbrella&lt;br /&gt;
|pl=Parasol|pl_m=Umbrella&lt;br /&gt;
|pt-br=Guarda-Chuva|pt-br_m=Umbrella&lt;br /&gt;
|ro=Umbrelă|ro_m=Umbrella&lt;br /&gt;
|ru=Зонтик|ru_m=Umbrella&lt;br /&gt;
|tr=Şemsiye|tr_m=Umbrella&lt;br /&gt;
|uk=Парасолька|uk_m=Umbrella&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.8.3}}&lt;br /&gt;
* Added missing Umbrella textures&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
* Added [[Civilian]] Umbrella&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Plays a sound when alt-fire is unsuccessful&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.5}}&lt;br /&gt;
* Alt-fire is now properly lag compensated&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*The taunt is repurposed as a Civilian&#039;s from live &amp;lt;i&amp;gt;TF2&amp;lt;/i&amp;gt;&#039;s [[tf:Buy_A_Life|Buy A Life]].&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Invis_Watch&amp;diff=10240</id>
		<title>Invis Watch</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Invis_Watch&amp;diff=10240"/>
		<updated>2026-04-09T04:26:02Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Spy&lt;br /&gt;
| slot=Watch&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Turn invisible}}&lt;br /&gt;
{{Loadout neutral|Cannot attack while invisible, and bumping into enemies or taking damage will make you slightly visible}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Stylish. A shame they&#039;ll never see it.&amp;quot;}}&lt;br /&gt;
}}{{Quotation|&#039;&#039;&#039;The Spy&#039;&#039;&#039; &#039;&#039;after achieving revenge and disappearing&#039;&#039;|&#039;&#039;This&#039;&#039; &#039;&#039;&#039;&#039;&#039;will&#039;&#039;&#039;&#039;&#039; &#039;&#039;be the last time you see me.&#039;&#039;}}&lt;br /&gt;
The &#039;&#039;&#039;Invis Watch&#039;&#039;&#039;, short for &amp;quot;Invisibility Watch&amp;quot;, is the default watch for the [[Spy]]. It is a futuristic digital wristwatch with a silver band and 7 buttons on its face, showing a glowing series of blue line segments that represents its remaining charge. The line segments appear blue regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
The Invis Watch can be used at any time by hitting {{attack2}}, causing the Spy&#039;s body opacity to fade into a cloaked state, which makes him fully invisible to the enemy team after 1 second. While cloaked by any amount, he cannot use, reload, or fire any weapon (except for the [[Disguise Kit]]), but will have 20% damage resistance and reduced debuff duration. The damage resistance does not apply against taunt attacks. When decloaking, the Spy becomes visible again, and there is a 1.8 second delay before he can use his weapons. The Invis Watch operates on a charge meter, which lasts for 10 seconds while cloaked, including partially cloaked. When it runs out of charge, it cannot be used until it has regained at least 5% charge, and will passively recharge 3.33% per second for a total of 30 seconds. It will gain charge from sources of ammo such as [[Buildings|Dispensers]] or ammo boxes, including while invisible, gaining 20%, 50%, or 100% cloak from small, medium, or large ammo packs. This will reveal the Spy&#039;s presence if the enemy notices a dropped weapon or ammo pack disappearing into thin air.&lt;br /&gt;
&lt;br /&gt;
If the Spy takes damage, such as fall damage, bullet damage, explosion damage, [[Flame Thrower|afterburn]] damage, bleed damage, or is simply walked into by an enemy, his cloak will flash for about 0.35 seconds, or will remain visible indefinitely if he is constantly taking damage or making contact with an enemy. Afterburn, bleed, [[Tranquilizer]] particles, emerging-from-water droplets, and Disguise Kit smoke effects (which follow him while partially cloaked) will create conspicuous particles on the Spy&#039;s body that instantly reveal him. His voice lines, water splashes, and footstep sounds will also reveal his position without affecting him visually. In addition, the very sound of him cloaking and uncloaking is enough of a tell for experienced enemies to know he is in the area, especially while right behind his [[Knife|backstab]] target. His corpse will decloak once he is killed.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | consumption-time = 10 s&lt;br /&gt;
 | cloak-fade = 1.0 s&lt;br /&gt;
 | uncloak-fade = 1.8 s&lt;br /&gt;
 | charge-fill-speed = 3.33% / s&lt;br /&gt;
 | charge-fill-time = 30 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Relógio de Invisibilidade|pt-br_m=Invisibility Watch&lt;br /&gt;
|bg=Часовник за невидимост|bg_m=Invisibility Clock&lt;br /&gt;
|en=Invis Watch&lt;br /&gt;
|fr=Montre d&#039;invisibilité|fr_m=Invisibility Watch&lt;br /&gt;
|de=Unsichtbarkeitsuhr|de_m=Invisibility Clock&lt;br /&gt;
|it=Orologio dell&#039;invisibilità|it_m=Invisibility Clock&lt;br /&gt;
|ro=Ceas de invizibilitate|ro_m=Invisibility Watch&lt;br /&gt;
|ru=Часы невидимости|ru_m=Invisibility Clock&lt;br /&gt;
|es=Reloj de Invisibilidad|es_m=Invisibility Clock&lt;br /&gt;
|tr=Görünmezlik Saati|tr_m=Invisibility Watch&lt;br /&gt;
|uk=Годинник невидимості|uk_m=Invisibility Clock&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Fixed player being able to reload [[Tranquilizer Gun]] while cloaked.&lt;br /&gt;
* Fixed an attack delay bug after cloaking.&lt;br /&gt;
* Fixed an issue where the cloak/uncloak sounds would play too loudly to the cloaking player. &lt;br /&gt;
* Fixed cloaking [[Spy|Spies]] being able to pick up [[CTF]] flags&lt;br /&gt;
* Added an uncloaking effect to dying cloaked Spies.&lt;br /&gt;
* Being touched as a Spy now also affects the viewmodel. &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.4}}&lt;br /&gt;
* Healing indicators will no longer appear over invisible enemy players&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* The Spy now has a +20% damage resistance and reduced debuff duration while cloaked&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* [[Spy|Spies]] now gain double the amount of cloak from [[Buildings|building]] gibs&lt;br /&gt;
* Cloaked [[Spy|Spies]] now correctly take 20% less damage even from [[Critical hit|crits]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The 20% damage resistance while cloaked originates from &#039;&#039;Team Fortress 2&#039;&#039; and was added during the [https://wiki.teamfortress.com/wiki/July_2,_2015_Patch July 2, 2015 patch].&lt;br /&gt;
* The Spy&#039;s wristwatch arm will still appear even when the &amp;quot;invisible arms&amp;quot; setting, {{code|tf2c_invisible_arms 1}}, is used.&lt;br /&gt;
* Reloading while cloaking will make the Spy appear to have three arms - one holding the gun, the second using the Invis Watch, and the third reloading the chamber.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Knife&amp;diff=10239</id>
		<title>Knife</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Knife&amp;diff=10239"/>
		<updated>2026-04-09T04:17:27Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon-2=backstab&lt;br /&gt;
| kill-icon-3=taunt spy&lt;br /&gt;
| used-by=Spy&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Attack an enemy from behind to backstab them for a one-hit kill}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;For the man who loves to watch things unfold.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Spy&#039;&#039;&#039; &#039;&#039;after backstabbing an enemy&#039;&#039;|&#039;&#039;You got blood on my suit.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Knife&#039;&#039;&#039; is the default melee weapon for the [[Spy]]. It is a butterfly knife with solid wooden handles and black grips around them. After backstabbing an enemy, but not after killing them normally, the blade will be covered in blood until the user respawns or goes [[water|underwater]]. As expected, the blood is red regardless of which team the user is on, or which team the killed enemy is on.&lt;br /&gt;
&lt;br /&gt;
Unlike other melee weapons, it only deals 40 damage per hit, and does not [[Critical hits#Random Critical Hits|randomly crit]]. When slashing a [[Sapper|sapped]] [[Sentry Gun]], the Knife will only deal 67% of its base damage (26 or 27, down from 40). As an upside, it attacks instantly without the 0.2 second delay that other melee weapons have, even though it still attacks at 0.8 second intervals. Uniquely, hitting an enemy&#039;s back (defined as a 180° radius behind them) causes the player to backstab the enemy, causing an instantaneous kill by dealing six times their current health as critical damage. This will not kill invulnerable enemies, but will deal a large amount knockback to them. When an enemy is backstabbed, they will loudly scream while performing a unique death animation, alerting nearby enemies of the Spy&#039;s presence. Like the [[Revolver]], swinging the knife will remove the Spy&#039;s current disguise, and cannot be used while cloaked.&lt;br /&gt;
&lt;br /&gt;
Outside of backstabs, the Knife is the weakest melee weapon in the game, and attempting to &amp;quot;butterknife&amp;quot; a full-health enemy by stabbing them multiple times will rarely end well. As a consequence, stealth is paramount when wielding it, and going loud is best left to the Revolver. Due to the inherent unpredictability of &amp;lt;i&amp;gt;Team Fortress 2 Classified&amp;lt;/i&amp;gt;&#039;s netcode, the backstab detection will often behave in strange ways, including failing to backstab when it appeared possible, or successfully backstabbing when it appeared impossible. The former is called a &amp;quot;failstab&amp;quot; and the latter is called a &amp;quot;facestab&amp;quot;. Manipulating enemies to reveal their 180° backstab angle, even for an instant, is a core part of many Spy techniques, collectively called &amp;quot;trickstabs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Taunting with the Knife will perform the &amp;quot;Fencing&amp;quot; kill taunt. When taunting, the Spy will swing the Knife two times in front of him, dealing 25 damage for each swing, and then deal a final thrust of 500 damage. Despite appearances, the range of each attack is the same. The attack cannot be aimed vertically, and will always occur in front of the Spy. Each attack can deal damage to multiple enemies, and enemy buildings, at once. The first two swings will not deal any knockback, but the final thrust will. The taunt cannot deal critical hits, but it can mini-crit.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Fencing&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 40&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 120&amp;lt;br&amp;gt;{{tooltip|6x health|On backstab}}&lt;br /&gt;
 | mini-crit = 54&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Faca|pt-br_m=Knife&lt;br /&gt;
|bg=Нож|bg_m=Knife&lt;br /&gt;
|en=Knife&lt;br /&gt;
|fr=Couteau|fr_m=Knife&lt;br /&gt;
|de=Messer|de_m=Knife&lt;br /&gt;
|it=Coltello|it_m=Knife&lt;br /&gt;
|ro=Cuțit|ro_m=Knife&lt;br /&gt;
|ru=Нож|ru_m=Knife&lt;br /&gt;
|es=Mariposa|es_m=Butterfly Knife&lt;br /&gt;
|tr=Bıçak|tr_m=Knife&lt;br /&gt;
|uk=Ніж|uk_m=Knife&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated the Knife:&lt;br /&gt;
** Added blood upon backstabbing Enemies.&lt;br /&gt;
** Blood washes off in [[water]].&lt;br /&gt;
* Implemented &amp;quot;backstab ready&amp;quot; animations for Knife. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Fencing kill taunt also suffers the damage penalty on sapped Sentry Guns, dealing 16 damage on the first slash, 17 damage on the second slash, then 330 damage on the final thrust.&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* &#039;&#039;TF2 Classified&#039;&#039; restores the Knife&#039;s original size which is now bigger than the current live &#039;&#039;TF2&#039;&#039; one.&lt;br /&gt;
* The blood at the tip of the Knife after killing with a backstab is unique to &#039;&#039;TF2 Classified&#039;&#039;.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Knife&amp;diff=10238</id>
		<title>Knife</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Knife&amp;diff=10238"/>
		<updated>2026-04-09T04:16:28Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon-2=backstab&lt;br /&gt;
| kill-icon-3=taunt spy&lt;br /&gt;
| used-by=Spy&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Attack an enemy from behind to backstab them for a one-hit kill}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;For the man who loves to watch things unfold.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Spy&#039;&#039;&#039; &#039;&#039;after backstabbing an enemy&#039;&#039;|&#039;&#039;You got blood on my suit.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Knife&#039;&#039;&#039; is the default melee weapon for the [[Spy]]. It is a butterfly knife with solid wooden handles and black grips around them. After backstabbing an enemy, but not after killing them normally, the blade will be covered in blood until the user respawns or goes [[water|underwater]]. As expected, the blood is red regardless of which team the user is on, or which team the killed enemy is on.&lt;br /&gt;
&lt;br /&gt;
Unlike other melee weapons, it only deals 40 damage per hit, and does not [[Critical hits#Random Critical Hits|randomly crit]]. When slashing a [[Sapper|sapped]] [[Sentry Gun]], the Knife will only deal 67% of its base damage (26 or 27, down from 40). As an upside, it attacks instantly without the 0.2 second delay that other melee weapons have, even though it still attacks at 0.8 second intervals. Uniquely, hitting an enemy&#039;s back (defined as a 180° radius behind them) causes the player to backstab the enemy, causing an instantaneous kill by dealing six times their current health as critical damage. This will not kill invulnerable enemies, but will deal a large amount knockback to them. When an enemy is backstabbed, they will loudly scream while performing a unique death animation, alerting nearby enemies of the Spy&#039;s presence. Like the [[Revolver]], swinging the knife will remove the Spy&#039;s current disguise, and cannot be used while cloaked.&lt;br /&gt;
&lt;br /&gt;
Outside of backstabs, the Knife is the weakest melee weapon in the game, and attempting to &amp;quot;butterknife&amp;quot; a full-health enemy by stabbing them multiple times will rarely end well. As a consequence, stealth is paramount when wielding it, and going loud is best left to the Revolver. Due to the inherent unpredictability of &amp;lt;i&amp;gt;Team Fortress 2 Classified&amp;lt;/i&amp;gt;&#039;s netcode, the backstab detection will often behave in strange ways, including failing to backstab when it appeared possible, or successfully backstabbing when it appeared impossible. The former is called a &amp;quot;failstab&amp;quot; and the latter is called a &amp;quot;facestab&amp;quot;. Manipulating enemies to reveal their 180° backstab angle, even for an instant, is a core part of many Spy techniques, collectively called &amp;quot;trickstabs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Taunting with the Knife will perform the &amp;quot;Fencing&amp;quot; kill taunt. When taunting, the Spy will swing the Knife two times in front of him, dealing 25 damage for each swing, and then deal a final thrust of 500 damage. Despite appearances, the range of each attack is the same. The attack cannot be aimed vertically, and will always occur in front of the Spy. Each attack can deal damage to multiple enemies, and enemy buildings, at once. The first two swings will not deal any knockback, but the final thrust will. The taunt cannot deal critical hits, but it can mini-crit.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Fencing&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 40&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 120&amp;lt;br&amp;gt;{{tooltip|6x health|On backstab}}&lt;br /&gt;
 | mini-crit = 54&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Faca|pt-br_m=Knife&lt;br /&gt;
|bg=Нож|bg_m=Knife&lt;br /&gt;
|en=Knife&lt;br /&gt;
|fr=Couteau|fr_m=Knife&lt;br /&gt;
|de=Messer|de_m=Knife&lt;br /&gt;
|it=Coltello|it_m=Knife&lt;br /&gt;
|ro=Cuțit|ro_m=Knife&lt;br /&gt;
|ru=Нож|ru_m=Knife&lt;br /&gt;
|es=Mariposa|es_m=Butterfly Knife&lt;br /&gt;
|tr=Bıçak|tr_m=Knife&lt;br /&gt;
|uk=Ніж|uk_m=Knife&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated the Knife:&lt;br /&gt;
** Added blood upon backstabbing Enemies.&lt;br /&gt;
** Blood washes off in [[water]].&lt;br /&gt;
* Implemented &amp;quot;backstab ready&amp;quot; animations for Knife. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Fencing kill taunt also suffers the damage penalty on sapped Sentry Guns, dealing 16 damage on the first slash, 17 damage on the second slash, then 330 damage on the final thrust.&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* &#039;&#039;TF2 Classified&#039;&#039; restores the Knife&#039;s original size which is now bigger than the current live &#039;&#039;TF2&#039;&#039; one.&lt;br /&gt;
* The blood at the tip of the Knife after killing with a backstab is unique to &#039;&#039;TF2 Classified&#039;&#039;.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sapper&amp;diff=10237</id>
		<title>Sapper</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sapper&amp;diff=10237"/>
		<updated>2026-04-09T04:06:48Z</updated>

		<summary type="html">&lt;p&gt;Oleo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=obj attachment sapper&lt;br /&gt;
| used-by=Spy&lt;br /&gt;
| slot=Sapper&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Sapper&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Disables enemy buildings and drains their health, without removing your disguise}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Who left that there?&amp;quot;}}&lt;br /&gt;
}} {{Quotation|&#039;&#039;&#039;The Spy&#039;&#039;&#039; &#039;&#039;destroying an engineers building after disposing of him&#039;&#039;|&#039;&#039;I murdered your toys as well.&#039;&#039;}} The &#039;&#039;&#039;Sapper&#039;&#039;&#039; is the stock and only sapper for the [[Spy]]. It is a boxy &amp;quot;electro-sapper&amp;quot; device that resembles a radio, with two switches, a dial, and a meter of unknown measurement on the front, with a carrying handle and two thick wires with electrical jacks. The needle on the meter will move to the right when in front of a targetable building.&lt;br /&gt;
&lt;br /&gt;
The Sapper is a unique weapon that is used to disable and destroy enemy buildings, despite technically being classified as a &amp;quot;building&amp;quot; itself. It has no other purpose, and cannot be used on organic enemies. When in range of an enemy building that can be sapped, a white outline appears.  Placing the sapper does not remove the Spy&#039;s [[Disguise Kit|disguise]], and it has infinite ammo with practically no cooldown. While a building is sapped, it is totally disabled and does not function, with the Sapper dealing 25 damage per second to it, creating a loud and conspicuous electrical sound that alerts all nearby enemies to the Spy&#039;s presence. If one [[Teleporter]] is sapped, the other is automatically sapped as well, and destroying one Sapper destroys the other. When the Spy attacks a sapped [[Sentry Gun]], his weapons deal 67% as much damage as usual.&lt;br /&gt;
&lt;br /&gt;
It will also alert the [[Engineer]] who owns the building with a flashing symbol on his construction interface and an automatic voice response. If that player has the &amp;quot;Sapper awareness&amp;quot; setting activated (&amp;lt;code&amp;gt;tf2c_building_sapper_awareness&amp;lt;/code&amp;gt;), most other game audio will have its volume lowered until the Sapper is destroyed. When the Sapper brings a building&#039;s health down to 0, it will explode as usual. The Engineer&#039;s [[Wrench]] can remove Sappers by hitting the affected building twice, preventing it from being repaired, with continual replacement of the Sapper causing the building to eventually be destroyed. The Sapper itself has 100 health, yet the only thing that can deal damage to it is the Wrench. Sapper health and sapped building health of the first Sapper placed will also be marked on the Spy&#039;s interface. Sentry Guns are still disabled for 0.5 seconds after the Sapper is destroyed.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = {{tooltip|25 / s|Only against buildings}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = Disable&lt;br /&gt;
 | effect-duration = {{tooltip|3.6 s|Jump Pad}}&amp;lt;br&amp;gt;{{tooltip|6 s|Level 1 buildings}}&amp;lt;br&amp;gt;{{tooltip|7.2 s|Level 2 buildings}}&amp;lt;br&amp;gt;{{tooltip|8.64 s|Level 3 buildings}}&amp;lt;br&amp;gt;&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = Infinite&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Sabotador|pt-br_m=Sapper&lt;br /&gt;
|bg=Саботьор|bg_m=Sapper&lt;br /&gt;
|en=Sapper&lt;br /&gt;
|fr=Saboteur|fr_m=Sapper&lt;br /&gt;
|de=Sapper&lt;br /&gt;
|it=Sabotatore|it_m=Sapper&lt;br /&gt;
|ro=Sapper&lt;br /&gt;
|ru=Жучок|ru_m=Bug&lt;br /&gt;
|es=Zapador|es_m=Sapper&lt;br /&gt;
|tr=Bozucu|tr_m=Disruptor&lt;br /&gt;
|uk=Глушилка|uk_m=Jammer&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Fixed [[Buildings]] that&#039;re{{sic}} Destroyed by a Sapper Not Showing Up in the Killfeed&lt;br /&gt;
* Fixed [[Spy|Spies]] being able to destroy their own sappers.{{sic}} &lt;br /&gt;
* Fixed the [[Heavy]], [[Pyro]], and Soldier’s Place Sapper animations to be left-handed.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Updated tf2c_spy_gun_mettle to include updated Sapper damage modifier&lt;br /&gt;
* Fixed Sappers being hard to place on top of [[buildings]]&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Sapper outline is no longer visible when sapper is not yet ready to be placed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Sapper has updated animations that include the Spy flipping a switch on the device as he pulls it out.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Oleo</name></author>
	</entry>
</feed>