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'''Armor''' is an additional resource that absorbs 80% of damage taken by the player and reduces it by half. '''TODO: Add other details''' | '''Armor''' is an additional resource that absorbs 80% of damage taken by the player and reduces it by half. '''TODO: Add other details''' | ||
Unlike health, armor cannot be given by [[Medics]], [[Buildings|Dispensers]] or resupply cabinets. | Unlike health, armor cannot be given by [[Medics]], [[Buildings|Dispensers]] or resupply cabinets. It can instead be obtained from pickups in specific maps. Also, armor does not have an equivalent to overheal. | ||
=== Armor Comparison === | === Armor Comparison === | ||
Revision as of 15:15, 25 August 2026
The CivilianExcuse me, I'm in need of medical attention!
Health is one of the most important resources in TF2 Classified because, as you can expect, you die if it reaches zero. Dying is usually considered to be a bad thing, as the more time you spend waiting to respawn, the less time you're spending killing the other team. Therefore, in order to have a good time, it is advisable to find a way to keep that health as high as possible, much like in real life.
Also check the table on the Classes page to see Health, Speed and Armor here.
Health Comparison
| Class | Base health | Overhealed health | Total increase |
|---|---|---|---|
| Scout | 125 | 185 | 60 |
| Soldier | 200 | 300 | 100 |
| Pyro | 175 | 260 | 85 |
| Demoman | 175 | 260 | 85 |
| Heavy | 300 | 450 | 150 |
| Engineer | 125 | 185 | 60 |
| Medic | 150 | 225 | 75 |
| Medic (Überspritze) | 140 | 210 | 70 |
| Sniper | 125 | 185 | 60 |
| Spy | 125 | 185 | 60 |
| Civilian | 200 | 300 | 100 |
Overheal
Overheal is an effect where your health is increased above your base health, maximum health up to 150% of their base health. For example, a Heavy has 300 base health, and thus recieves 150 extra health with overheal, totalling to 450 health in total. For some patients with lower max health, for example a Scout, if the overheal would end with a decimal, it is rounded down to a multiple of 5. So a Scout would only get up to 185 health with overheal.
Overheal is indicated to the player by their HUD health icon glowing and growing larger the more they are overhealed. Overheal is also visible to other players by the presence of overheal particles that come off of other players.
Overheal slowly decays with time, approximately 15 seconds, provided the person overhealed doesn't take any damage. The overheal decay time is the same regardless of your class. While a Spy can be boosted to 185 health and a Soldier is boosted to 300 health, they both decay in the same time.
Weapons that affect base health
| Name | Picture | Class | Notes |
|---|---|---|---|
| Überspritze | Medic | The Überspritze decreases the Medic's maximum health by 10, down to 140. |
Armor
Armor is an additional resource that absorbs 80% of damage taken by the player and reduces it by half. TODO: Add other details
Unlike health, armor cannot be given by Medics, Dispensers or resupply cabinets. It can instead be obtained from pickups in specific maps. Also, armor does not have an equivalent to overheal.
Armor Comparison
| Class | Max armor |
|---|---|
| Scout | 40 |
| Soldier | 65 |
| Pyro | 60 |
| Demoman | 60 |
| Heavy | 100 |
| Engineer | 40 |
| Medic | 50 |
| Sniper | 40 |
| Spy | 40 |
| Civilian | 70 |
Update history
- Fixed spies seeing health of cloaked enemy spies
- Fixed health amounts above 150% causing flashing HUD health icon to grow indefinitely large.
- Deathmatch - Set player overheal decay 25% slower
- Deathmatch - Buffed player overheal cap to 200%
- Raised Deathmatch overheal drain time to 30 seconds (from 20)
- Deathmatch - Buffed player overheal cap to 200%
- Equipping the Uberspritze will now remove 25 health.
- Added low health warning sound.
- Players will now make louder pain sounds when below 25% health.
- Updated the Überspritze: Health penalty has been lessened to -10 (from -25) health
- Fixed an exploit where Huntsman arrows could be used to give players large health pools