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Coilgun

From TF2 Classified Wiki
Revision as of 08:58, 21 February 2026 by Ichiro (talk | contribs) (Strategy)

The Coilgun is an alternative secondary weapon for Engineer. It'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.

Coilgun
Kill Icons
Basic Information
Used by Engineer
Slot Secondary
Ammo
Ammo loaded 8
Ammo carried 16
Loadout Stats

The Coilgun

Coilgun

Alt-Fire: Charge up for more damage

Fully charged shots ricochet off walls, and explode in your hand when overcharged


"No steak, but a whole heap o' sizzle."

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'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.

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'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 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.

All Coilgun projectiles can be airblasted and the charged ones will ricochet as well.

Properties

Properties
Shot type Projectile
Damage type Bullet
Ranged or Melee? Ranged
Taunt Gunspinning
Damage
Base damage 100% 25
Charged damage 300% 75
50
Critical 75
Critical (charged) 225
150
Mini-crit 34
Mini-crit (charged) 101
68
Bullet count 1
Spread 0.02
Splash
Minimum splash 60% 146 HU
Damage reduction 1% / 2.88 HU
Self-damage 60
Ammo
Loaded 8
Carried 16
Reload type Clip
Function Times
Attack interval 0.4 s
0.6 s
0.33 s
Reload 1.5 s
0.75 s
Activation time 0.025 s
Charge fill speed 66.66% / s
33.33% / s
Charge fill time 1.5 s
3 s
0.5 s
1 s
All values are approximate.

Strategy

The Coilgun vs. Stock Pistol

➕ Deals more damage per shot
➕ Charged shots deals more damage and knocks back enemies
➕ Changed shots ricochet through walls
➕ Overcharge allows for an explosive jump in exchange of health

➖ Lower firing speed
➖ Has much less ammo
➖ Shoots slow-moving projectiles when uncharged

Achievement Description
  Texan Predictability Kill an enemy you can't see with a ricocheted Coilgun shot.

Names in other languages

Language Name Meaning
Bulgarian Бобинен пистолет Coilgun
Spanish Bobiductor Coilductor
English Coilgun -
French Pistolet à induction Induction Gun
German Spulenpistole Coilgun
Italian Pistola a bombina Coilgun
Brazilian Portuguese Pistola Espiral Coilgun
Romanian Pistol de lazere Laser Gun
Russian Пушка Гаусса Gauss Gun
Ukrainian Пістолет Гаусса Gauss pistol

Update history

2.0.0 (Death & Taxes Update)
  • Added the Coilgun

2.0.1

  • Fixed the Coilgun's alt-fire preventing reloading when empty

2.0.2

  • Fully charged shots are now 100% accurate

2.1.0 (Fight or Flight Update)

  • Now beeps on full charge, and has a meter that displays time before overcharge
  • Lowered Coilgun, SMG, and Revolver spread by 20%

3.0.0

  • Removed secondary fire, primary fire now charges when held
  • New firing and charging animations
  • Charged shots now have a unique sound


Trivia

  • The Coilgun is loosely based off of the Railgun from Team Fortress Classic.
  • 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.
  • The Coilgun can randomly crit on an overcharge.

Comparison from Team Fortress 2

  • While there are various explosive jumps the Engineer can utilize in live TF2, the Coilgun's explosive jump may be far superior as he takes the least damage when jumping on great heights and doesn't need at most a level 3 Sentry Gun and a Wrangler to "Sentry jump" or to be close with an enemy to "Energy Orb jump" with the Short Circuit.