Weapons
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| A todo list has been written for this article.
The specific instructions are: Create Sniper, Spy, Civilian and Gamemode-Specific tables and add them to this page |
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 |
|---|---|---|---|---|---|
| 6 / 30
Reload: |
Base: 60 Mini: 81 Crit: 180 |
Attack interval: 0.625 s Bullet count: 10 |
-6.25% reserve ammo (down from 32 in vanilla) | ||
| 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 |
|---|---|---|---|---|---|
| 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 | ||
| 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 |
|---|---|---|---|---|---|
| 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 |
|---|---|---|---|---|---|
| 4 / 20
Reload: |
Base: 90 Mini: 122 Crit: 270 |
Attack interval: 0.8 s Self damage: 27-89 Splash radius: ??? |
No changes from vanilla | ||
| 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 |
|---|---|---|---|---|---|
| 6 / 30
Reload: |
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) | ||
| 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 |
|---|---|---|---|---|---|
| N/A | Base: 65 Mini: 88 Crit: 195 |
Attack interval: 0.8 s |
No changes from vanilla | ||
| 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 |
|---|---|---|---|---|---|
| 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 |
|---|---|---|---|---|---|
| 6 / 30
Reload: |
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) | ||
| 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 | ||
| 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 |
|---|---|---|---|---|---|
| N/A | Base: 65 Mini: 88 Crit: 195 |
Attack interval: 0.8 s |
No changes from vanilla | ||
| N/A Charge fill speed: 6.66% / s |
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 |
|---|---|---|---|---|---|
| 4 / 16
Reload: |
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 | ||
| 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 | |
| 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 |
|---|---|---|---|---|---|
| 8 / 24
Reload: |
Base: 120 Mini: 144 Crit: 360 |
Attack interval: 0.6 s Splash radius: ??? Activation time: 0.7 s |
No changes from vanilla | ||
| 1
Cooldown: 10 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 | ||
| 4 / 24
Reload: |
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 |
|---|---|---|---|---|---|
| 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 |
|---|---|---|---|---|---|
| 200
Windup time: |
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 | ||
| 40
Windup time: |
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 |
|---|---|---|---|---|---|
| 6 / 30
Reload: |
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) | ||
| 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 |
|---|---|---|---|---|---|
| N/A | Base: 65 Mini: 88 Crit: 195 |
Attack interval: 0.8 s |
No changes from vanilla | ||
| 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 |
|---|---|---|---|---|---|
| 6 / 30
Reload: |
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 |
|---|---|---|---|---|---|
| 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 | ||
| 8 / 16
Reload: 1.5 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 |
|---|---|---|---|---|---|
| 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 |
|---|---|---|---|---|---|
| 6 / 30
Reload: |
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 |
|---|---|---|---|---|---|
| 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 | ||
| 8 / 16
Reload: 1.5 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 |
|---|---|---|---|---|---|
| 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.