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Weapons

From TF2 Classified Wiki
Revision as of 11:52, 29 October 2026 by Static Fanatic (talk | contribs) (Replaced old tables with weapon table templates)

Weapons are varying items that are used in combat and are selectable in the loadout menu.

Main Weapons

Primary

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes
 

Scattergun

  6 / 30

Reload:
(first reload) 0.7 s,
(further reloads) 0.5 s

Base: 60
Mini: 81
Crit: 180
Attack interval: 0.625 s
Bullet count: 10
   -6.25% reserve ammo (down from 32 in vanilla)
 

Nailgun

  25 / 125

Reload: 1.15 s

Base: 12
Mini: 16
Crit: 36
Attack interval: 0.1 s
Spread: 0.03
Projectile velocity: ???
   Has a clip-based reload
   Shoots projectile nails instead of pellets

Secondary

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes
 

Pistol

  12 / 36

Reload: 1.005 s

Base: 15
Mini: 20
Crit: 45
Attack interval: 0.15 s
Spread: 0.03
Spread recovery: 1.25 s
   No changes from vanilla
   Hidden: Reload speed is 3% faster compared to Engineer's pistol
 

Brick

  1

Cooldown: 6 s

Base: 65
Mini: 88
Crit: 195
Projectile velocity: ???
   Hidden: Mini-Crits after 0.6s of flight time.
   Hidden: Deals increased knockback

Melee

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes
 

Bat

  N/A Base: 35
Mini: 47
Crit: 105
Attack interval: 0.5 s
   No changes from vanilla

Primary

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes
 

Rocket Launcher

  4 / 20

Reload:
(first reload) 0.92 s,
(further reloads) 0.8 s

Base: 90
Mini: 122
Crit: 270
Attack interval: 0.8 s
Self damage: 27-89
Splash radius: ???
   No changes from vanilla
 

R.P.G.

  1 / 20

Reload: 0.8 s

Base: 117
Mini: 158
Crit: 351
Attack interval: 0.8 s
Self damage: 58-111
Splash radius: ???
   Rockets travel in an arc
   +30% damage bonus
   -25% projectile speed
   -75% clip size
   Hidden: Rockets have no fall-off

Secondary

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes
 

Shotgun

  6 / 30

Reload:
(first reload) 1.0 s,
(further reloads) 0.51 s

Base: 60
Mini: 81
Crit: 180
Attack interval: 0.625 s
Spread: 0.0675
Bullet count: 10
   -6.25% reserve ammo (down from 32 in vanilla)
 

Gunboats

N/A N/A N/A Rocket jump damage:
(Rocket Launcher) 11–34,
(R.P.G.) 15–45
   No changes from vanilla
   -60% self-inflicted explosive damage
   Hidden: Take full damage from rockets that damage enemies

Melee

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes
 

Shovel

  N/A Base: 65
Mini: 88
Crit: 195
Attack interval: 0.8 s
   No changes from vanilla
 

Admiralty Anchor

  N/A Base: 65
Mini: 88
Crit: 195
Attack interval: 0.8 s
Shockwave:
(Direct landing) 33–175,
(Max distance) 11-58
Splash radius: ???
   Create earthquake upon taking fall damage while active
   On Wearer: Take crits from projectiles while airborne
   +30% gravity while active
   No random critical hits

Primary

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes
 

Flame Thrower

  200

Airblast cost: 20

Base: 3.6-7.2
Mini: 4.86-9.72
Crit: 10.8-21.6
Airblast interval: 0.75 s
   Uses 'heat' system from Team Comtress 2
   Airblast is lag compensated
   Max afterburn duration is applied by a single particle

Secondary

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes
 

Shotgun

  6 / 30

Reload:
(first reload) 1.0 s,
(further reloads) 0.51 s

Base: 60
Mini: 81
Crit: 180
Attack interval: 0.625 s
Spread: 0.0675
Bullet count: 10
   -6.25% reserve ammo (down from 32 in vanilla)
 

Twin Barrel

  1 / 8

Reload: 1.6 s

Base: 70
Mini: 108
Crit: 240
Attack interval: 1.6 s
Spread: 0.0875
Bullet count: 20
   This weapon will reload when not active
   Deals knockback to victims and yourself
   Bullets have a wide, horizontal spread
 

Flare Gun

  1 / 16

Reload: 2.0 s

Base: 30
Mini: 41
Crit: 90
Attack interval: 2.0 s
Projectile velocity: ??
   No changes from vanilla
   This weapon will reload when not active
   Deals crits to burning victims

Melee

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes
 

Fire Axe

  N/A Base: 65
Mini: 88
Crit: 195
Attack interval: 0.8 s
   No changes from vanilla
 

Harvester

  N/A

Charge fill speed: 6.66% / s
Charge fill time: 30 ticks

Base: 65
Mini: 88
Crit: 195
Attack interval: 0.8 s
Healing (self): 6 / s, 195
   Burning victims fill crit meter while active
   On Hit: Steal health from your victim while meter is full
   +3 health gain per afterburn tick while active
   On Death: Burning victims are extinguished
   No random critical hits

Primary

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes
 

Grenade Launcher

  4 / 16

Reload:
(first reload) 1.24 s,
(further reloads) 0.6 s

Base: 100
Mini: 135
Crit: 300
Bounce: 60
Attack interval: 0.6 s
Projectile velocity: ???
Splash radius: ???
Fuse time: 2.3 s
   No changes from vanilla
 

Gunboats

N/A N/A N/A Blast jump damage:
(Stickybomb/Mine Layer) 18–36,
(Dynamite Pack) 26–52, 13–26
   No changes from vanilla
   -60% self-inflicted explosive damage
   Hidden: Take full damage from explosives that damage enemies
   Hidden: Allows you to survive the Dynamite Pack's kill taunt
 

Cyclops

  1 / 16

Reload: 1.24 s

Base: 100
Mini: 135
Crit: 300
Bounce: 95
Attack interval: 1.49 s
Projectile velocity: ???
Splash radius: ???
   Hold Fire: Prevent grenade detonation
   Explosion destroys enemy grenades and detonates your own
   -20% explosion radius
   -75% clip size

Secondary

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes
 

Stickybomb Launcher

  8 / 24

Reload:
(first reload) 1.09 s,
(further reloads) 0.67 s
Charge fill time: 4 s

Base: 120
Mini: 144
Crit: 360
Attack interval: 0.6 s
Splash radius: ???
Activation time: 0.7 s
   No changes from vanilla
 

Dynamite Pack

  1

Cooldown: 10 s
Charge fill time: 2 s

Base: 170 + 85
Mini: 230 + 115
Crit: 510 + 255
Attack interval: 0.7 s
Splash radius: ???
Activation time: 2.5 s, 3.5-4.5 s
   Splits into 4 small bomblets upon exploding
   Can be defused by the Wrench
   +50% primary ammo on wearer
   Dynamite sticks can be extinguished
 

Mine Layer

  4 / 24

Reload:
(first reload) 1.09 s,
(further reloads) 0.67 s

Base: 120
Mini: 144
Crit: 360
Attack interval: 0.6 s
Splash radius: ???
Activation time: 0.7 s, 1.3 s
   Alt-Fire: Fizzle proximity mines
   Proximity mines explode near enemies
   -4 max stickybombs out
   Hidden: Mines detonate independently of one another

Melee

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes
 

Bottle

  N/A Base: 65
Mini: 88
Crit: 195
Attack interval: 0.8 s
   No changes from vanilla
   Hidden: Striking a player or surface with a critical hit breaks the bottle (cosmetic only)
   Hidden: Taunting 3 times in a row will cause you to become drunk for 30s (does not work when bottle is broken)

Primary

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes
 

Minigun

  200

Windup time:
(starting) 1 s
(stopping) 0.5 s

Base: 36
Mini: 48
Crit: 108
Attack interval: 0.105 s
Spread: 0.08
Bullet count: 4
   Does not have an initial damage or accuracy penalty that decreases with time spun up
   Hidden: -15% damage vs level 2 sentries, and -20% damage vs level 3 sentries
 

Anti-Aircraft Cannon

  40

Windup time:
(starting) 1 s
(stopping) 0.5 s

Base: 60
Mini: 81
Crit: 180
Attack interval: 0.55 s
Self damage: 45-90
Splash radius: ???
   Fires explosive shells
   Mini-crits airborne enemies
   Weapon has limited range
   Hidden: +16.7% damage vs buildings

Secondary

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes
 

Shotgun

  6 / 30

Reload:
(first reload) 0.87 s,
(further reloads) 0.51 s

Base: 60
Mini: 81
Crit: 180
Attack interval: 0.625 s
Spread: 0.0675
Bullet count: 10
   -6.25% reserve ammo (down from 32 in vanilla)
 

Sandvich

N/A 1

Cooldown: 30 s

N/A Healing:
(self) 120, 360
(others) 50%, 100%
   Heals 120 when eaten (down from 300 in vanilla)
   Eating does not put the sandvich on cooldown
   Crit boosted sandviches overheal yourself when eaten, and act like a full health kit to others

Melee

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes
 

Fists

  N/A Base: 65
Mini: 88
Crit: 195
Attack interval: 0.8 s
   No changes from vanilla
 

Chekhov's Punch

  N/A Base: 65
Mini: 88
Crit: 195
Attack interval: 0.8 s
   On hit: Store up to 3 critical hits
   Stored crits are consumed by all weapons
   Melee damage taken will crit on wearer
   Melee will crit only at full capacity
   Hidden: 65% increased melee range

Primary

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes
 

Shotgun

  6 / 30

Reload:
(first reload) 0.87 s,
(further reloads) 0.51 s

Base: 60
Mini: 81
Crit: 180
Attack interval: 0.625 s
Spread: 0.0675
Bullet count: 10
   -6.25% reserve ammo (down from 32 in vanilla)

Secondary

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes
 

Pistol

  12 / 180

Reload: 1.035 s

Base: 15
Mini: 20
Crit: 45
Attack interval: 0.15 s
Spread: 0.03
Spread recovery: 1.25 s
   -10% reserve ammo (down from 200 in vanilla)
   Hidden: Reload speed is 3% slower compared to Scout's pistol
 

Coilgun

  8 / 16

Reload: 1.5 s
Charge speed:
(to max damage) 1.5 s
(to overcharge) 3 s

Base: 25-75
Mini: 34-101
Crit: 75-225
Attack interval: 0.4 s
Spread: 0.02
Self damage: 60
   Fully charged shots ricochet off walls, and explode in your hand when overcharged
   Hidden: No damage fall-off
   Hidden: Overcharged shots send you into the air

Melee

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes
 

Wrench

  200 (metal) Base: 65
Mini: 88
Crit: 195
Attack interval: 0.8 s
Repair per hit: 102
Upgrade per hit: 25
   No changes from vanilla
   Can defuse dynamite on hit

PDA

Weapon
 
Construction PDA
 
PDA: Teleporter
 
PDA: Jump Pad
 
Destruction PDA

Primary

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes
 

Shotgun

  6 / 30

Reload:
(first reload) 0.87 s,
(further reloads) 0.51 s

Base: 60
Mini: 81
Crit: 180
Attack interval: 0.625 s
Spread: 0.0675
Bullet count: 10
   -6.25% reserve ammo (down from 32 in vanilla)

Secondary

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes
 

Pistol

  12 / 180

Reload: 1.035 s

Base: 15
Mini: 20
Crit: 45
Attack interval: 0.15 s
Spread: 0.03
Spread recovery: 1.25 s
   -10% reserve ammo (down from 200 in vanilla)
   Hidden: Reload speed is 3% slower compared to Scout's pistol
 

Coilgun

  8 / 16

Reload: 1.5 s
Charge speed:
(to max damage) 1.5 s
(to overcharge) 3 s

Base: 25-75
Mini: 34-101
Crit: 75-225
Attack interval: 0.4 s
Spread: 0.02
Self damage: 60
   Fully charged shots ricochet off walls, and explode in your hand when overcharged
   Hidden: No damage fall-off
   Hidden: Overcharged shots send you into the air

Melee

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes
 

Wrench

  200 (metal) Base: 65
Mini: 88
Crit: 195
Attack interval: 0.8 s
Repair per hit: 102
Upgrade per hit: 25
   No changes from vanilla
   Can defuse dynamite on hit

PDA

Weapon
 
Construction PDA
 
PDA: Teleporter
 
PDA: Jump Pad
 
Destruction PDA

Primary

Weapon Kill icon
 
Sniper Rifle
 
 
Huntsman
 
 
Hunting Revolver
 

Secondary

Weapon Kill icon
 
SMG
 

Melee

Weapon Kill icon
 
Kukri
 
 
Fishwhacker
 

Secondary

Weapon Kill icon
 
Revolver
 
 
Tranquilizer Gun
 

Sapper

Weapon Kill icon
 
Sapper
 

Melee

Weapon Kill icon
 
Knife
 

Watch

Weapon
 
Invis Watch
 
L'escampette

PDA

Weapon
 
Disguise Kit

Melee

Weapon Kill icon
 
Umbrella
 
 
Derby Cane
 

Other Weapons

Gamemode-Specific

Action

Weapon
 
Grappling Hook

Utility

Weapon
 
PASS Time JACK

Comparison to Team Fortress 2

  • Unlike Team Fortress 2, which requires weapons to be obtained before they can be equipped, Classified allows players to use any weapon from the start.
  • Whilst Team Fortress 2 uses Half Lambert lighting for its first-person weapon models, Classified uses Lambert lighting.