Team Fortress 2

Team Fortress 2

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The Big Book On Every Weapon: For Newcomers
By Quantum
Hi! Welcome to the decade old game of Team Fortress 2!
So many weapons right? Well I'll give a nice little overview of ALL OF THEM!
Sounds great? Well let's get right into it!

Disclaimer: This is not finished but I am publishing it to get the word out. I am planning on finishing by Jan 21st.
   
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Scout Primaries

The Scattergun!
A "stock" weapon for the scout.
Stock is the name of weapons you get with the game. No upsides or downsides. Run of the mill weapons. The scattergun is a fancy shotgun that you need to get up close to use.


The Soda Popper!
A scout weapon with a kick! This weapon has only two shots, but they fire in quick sucession and reloads both shots at once. Plus once enough damage is dealt, you can right click for "Hype" which allows seven jumps!


The Force A' Nature!
Similar to the Soda Popper, this gun doesnt have hype, but causes knockback to both you and your target. When shooting downward you get a little boost, almost a "triple jump!"


The Back Scatter!
An interesting flank weapon. This naturally deals less damage, but when you shoot an enemy's back you get "mini-crits" which deal an extra %35 damage. Interesting, but only in certain times.


Baby Face's Blaster
Eh... You are %10 slower, but when you deal damage you can build up boost, which when activated makes you move much faster. You do lose some of this boost when double-jumping and taking damage. Not recommended for newer players or veterans.


The Shortstop!
Fires faster than the scattergun, and reloads all 4 bullets at once. Right-clicking also shoves, providing knockback to an enemy. You yourself get knocked around more, however.
Scout Secondaries

The Standard Pistol!
Scout's Stock Secondary, this pistol has 12 shots and is... Well, standard.


The WInger!
You can fly somehow! When you are holding this weapon, you jump %25 higher, but you only have 5 shots. Luckily they also deal more damage. One of my favorites.


Pretty Boy's Pocket Pistol!
You fire faster, but have a lower clip size. This weapon also has a "vampire" effect, where every shot hit gives you 7 health. Some simple math means you get 56 health from landing every shot, and if you always land shots you get 33 health per second. Not likely, though.


Bonk Atomic Punch!
A great non-lethal solution. Our first "utility" weapon, when drunk, makes you invincible for 8 seconds, but during that time you can't attack. Good flanker or escape plan.


Crit-A-Cola!
Bonk's lethal counterpart, this utility makes you deal every shot as a mini-crit (remember that term? Yea it's thrown about a lot), but you also take more damage. A high risk high reward item.


The Flying Guillotine...
So every so often you can throw this and deal 50 damage. Certainly a weapon for veterans due to predicting with projectiles, and (Well, pre JI update... Rip...) comboing with the Sandman.

Oh man I actually miss that, but more on that in melees.


The Mad Milk!
Throw this on enemies to give a vampire effect. All damage done to them will be returned as health!
Scout Melees

The Bat!
Ah, the trusty bat. All scout melees are different from the other classes in which they deal only 35 damage instead of 65, but they swing faster.


The Sandman!
This used to be a great weapon before JI (Jungle Inferno), where it would stun and render enemies powerless. This has changed. That was just a memorial of sorts, back to the actual description. This weapon, when right clicked, shoots out a baseball which slows enemies for a small amount of time. Careful, as you get 15 less health when it is equipped.


The Wrap Assassin!
This is the Sandman's cousin. Instead of slowing enemies, it fires a bauble that whn shattered causes bleeding. It deals 65% less damage, so don't try to kill anyone directly.


The Atomizer!
Double jumps are weak! Triple jumps from this bat! But, it deals less damage and takes longer to pull out compared to other melees.


The Boston Basher!
A dangerous weapon in untrained hands. When an enemy is hit they start bleeding, but if you miss its as if you were hit by it. Careful!


The Sun On A Stick!
This weapon deals "Critical Hits" (like minicrits, but deal three times more damage) on players on fire, and when you hold it you get slight fire resistance, but it deals 25% less damage...


The Fan 'O War!
This is terrible for casual, but great in Mann Vs Machine. It deals 75% less damage (about 9), but when an enemy is hit it marks them for death, causing the enemy to always take mini-crits, and when this weapon normally mini-crits it does a full crit. That means that after consecutive hits... Its still worse than stock.
Soldier Primaries

The Rocket Launcher!
Ah, the trusty soldier stock. Probably his best. Four shots dealing upwards of 60 damage each. Nothing better.


The Original!
NOW HOLD UP! Normally I won't be covering reskins in this, but this is an exception because it has a subtle change, it fires from the center of the screen instead of the side, allowing somewhat better aim and help spamming behind past walls.


The Rocket Jumper!
That orange "this is a fake gun" marker like with most BBs isn't a joke. This weapon deals no damage, and it is one of the only utility weapons in a primary slot. This is good for practicing rocket jumps (Process of looking down, jumping, crouching, and firing at your feet) without damaging yourself.


The Air Strike!
A weapon that is well, for air strikes. Requires rocket jumping, but in the air you can fire salvos of rockets. Suggested to pair this with the B.A.S.E. Jumper (see soldier secondaries).


The Black Box!
Aside from the stock launcher, this is a favorite because you get a vampire effect, while only sacrificing a rocket (clip of 3).


The Beggar's Bazooka!
For those who want the Air Strike but can't rocket jump, you have to fill up the chamber with up to 3 rockets (don't overfill!) and release them in a relatively inaccurate way.


The Direct Hit!
This weapon is used to make hitting airborne targets easier, with faster projectile speed and mini-crits to targets in the air from explosives jumping. However, it deals less splash damage making it less viable to spam around a corner


The Liberty Launcher!
With an extra rocket and faster rocket speed, this seems like a nice choice, but be careful as it deals 25% less damage. Also good for rocket jumpers who don't want to lose a gun completely.


The Cow Mangler 5000!
This weapon doesn't have ammo, but still has to reload. When you right-click it will use all four shots and fire out a powerful projectile that disables buildings briefly and sets people on fire. It does do less damage to buildings, however.
Soldier Secondaries

The Shotgun!
A classic fallback when reloading your rockets is too slow or you've run out of ammo. This is a weapon many other classes use as well so you'll see it more throughout the guide.


The B.A.S.E. Jumper!
Fly like an eagle! Well, glide... Used so you can stay in the air longer and is best paired with the Air-Strike. Remember, this is TF2, so you can't have a shotgun and parachute at the same time. Yea...


The Buff Banner!
First in a trilogy of teamwork, this banner will charge up from dealing damage. When activated, it gives you and everyone in close proximity 10 seconds of mini-crits. For team players, since again, you cant have a gun with this.


The Battalion's Backup!
Second in the banner lineup, this charges the same way and when activated, gives 10 seconds of crit resistance (good for countering Kritz Ubercharges, those covered in Medic sections), resistance to sentry guns (good for offensive pushes) and an overall 35% damage resistance. Also always increases your health by 20, nomatter if it a charge is being used.


The Concheror!
The third banner is a weapon of healing!.. From war. After dealing damage for 10 seconds you and close teammates get a speed boost and a vampire effect, and charged or not, this weapon gives a passive healing to you, 4 health per second.


The Gunboats!
The soldier has so many utilities! These barely-noticable shoes sacrifice a gun for less damage from rocket jumping.


The Man(n)treads!
These pair of shoes help with treading on people! When you rocket jump high enough, landing on people instead gives your fall damage to them and leaves you damage free!


The Reserve Shooter!
This interesting shotgun has only four shots, but mini-crits airborne targets, and has a faster switch speed allowing quick equipping. Also on pyro.


The Panic Attack!
Fires bullets the same way (fixed pattern) and shoots more of them, but multiple shots become less acuurate. Good for when, well, panicking...


The Righteous Bison!
A fancy laser pistol with no ammo needed like the Cow Mangler, and punishes retreating enemies by dealing damage multiple times as long as it is in contact.
Soldier Melees

The Shovel!
A trusty shovel dealing 65 damage. Easily outclassed by other melees.


The Market Gardener!
Basically a direct upgrade to the shovel, this weapon swings slower but deals crits (195 damage) when attacking from a rocket jump. A weapon for the determined and skilled, but ever so satisfying when you finally get a kill.


The Dicinaplary Action!
Sacrifice damage for speed boost for you and teammates. When you hit a teammate you and the target get faster for a few seconds. Also 70% longer range, rivaling the Eyelander (covered in demoman melees)


The Pain Train!
Take more damage but cap points and carts twice as fast (same as scout)


The Half-Zatoichi!
This is a determination weapon, only use when you believe you will get a kill, because if you put it away without killing first, you will lose 50 health. But, when you kill you get 100 health back! Not common, but if someone else is using this, it will instantly kill them. (Or you if you don't have the skills)


The Escape Plan!
When this is held you are marked for death (Remember the Fan 'O War?), but on low health you run faster. You also get healed from medics much less.


The Equalizer!
Similar to the Escape Plan, this makes you get healed less, but you deal more damage with it on low health. Not marker for death, however.
Pyro Primaries

The Flamethrower!
Arguable not "stock" due to it's many perks, but it is nonetheless. Right-click to release air and reflect projectiles or push people off cliffs! Airblasting will extinguish teammates and give you 20 health.


The Dragon's Fury!
Shoots out fireballs instead of a stream, but consecutive hits deal more damage, and has the same airblast for health as the stock.


The Degreaser!
You can equip and de-equip this much faster, but it deals less damage (good for combos with other items, i.e. Reserve Shooter) Same airblast for health, but it uses more ammo.


The Backburner!
This weapon uses much more ammo for airblast, but setting enemies on fire from behind gives critical hits. But please, don't just spam this, actually use it as an ambush weapon.


The Phlogistinator!
This cannot airblast, but after dealing 300 damage you can right-click for "Mmmph," which gives you a few seconds of critical hits.
Pyro Secondaries

The Shotgun.
Remember this from soldier? Basically same purpose.


The Reserve Shooter.
Same as with soldier. Pair this with the Degreaser for some fancy airshot combos.


The Flare Gun!
This is practically a second stock for pyro, where it shoots a long range proectile that sets enemies on fire. Crits already burning players.


The Detonator!
Similar to the flare gun, but only mini-crits burning players. Can be detonated mid-flight with right-click


The Thermal Thruster!
Sacrifice your secondary for flight! Clicking in any direction will laucnh you there. Great for mobility.














The Gas Passer!
Throw this slow recharging gas can, can be throw and ignites even enemy pyros when you use a flamethrower. Also useful in Mann Vs. Machine.


The Mannmelter!
This interesting flare gun can extinguish enemies in return for giving you crits. Nothing else very special.


The Scorch Shot!
Another flare gun! The flares launched from this linger after landing, possibly lighting multiple enemies. Also mini-crits burning targets.
Pyro Melees

The Fire Axe!
Standard axe, again does 65 damage.


The Third Degree!
A complete direct upgrade, since it has no downsides. Damages medics that are healing a target you hit.


The Sharpened Volcano Fragment!
Ignites enemies you hit, but deals 20% less damage.


The Homewrecker!
Help your engineers out! This weapon can remove the sappers spy places on buildings, and deals double damage against enemy buildings. Doed 25% less player damage, however.


The Back Scratcher!
Great weapon, deals 25% more damage, and you get more from health packs, but less from medics and dispensers.


The Axtinguisher!
Attacks slower and deals less damage, but deals critical hits against burning players.


The Hammertime Powerjack!
When holding this you move faster and get a vampire effect, but you are 20% more vulnerable (only when you are holding it)


The Neon Annihilator!
This can also remove sappers, along with always critting players in or recently in water. It does have a standard damage penalty. Not recommended on drier maps like dustbowl.


The Hot Hand!
You gain a speed boost when hitting a player, but you have a -20% damage penalty, does have a "double hit" mechanic so one left click slaps twice.
Demoman Primaries

The Grenade Launcher!
Don't let the model fool you, this launcher only has 4 shots. Nice litle trivia. Fires grenades that explode on direct hit, or after a time when shot normally.


The Loose Cannon!
This cannon shoots one explosive at a time, and has two damage types. Explosive is standard, but the cannonball can also deal direct hit physical damage. If both of these happens a satisfying sound and a pop-up appear to let you know you Double Donked! and dealt a lotta damage.


The Loch-And-Load!
This grenade launcher also has conflicting models/logistics, in which it has two barrels and has three grenades in a clip. Careful, these may do big damage but they shater upon hitting the ground, making them useless.


The Iron Bomber!
This launcher's grenades have lower rolling and bouncing compared to the stock. Have less blast range.


Ali Baba's Wee Booties!
Yes these are primaries, and are meant for the "Demoknight" Demoman subclass. They increase turning speed while charging (see secondary's shields) Increases your health by 25, and more speed with shields equipped.


The B.A.S.E. Jumper!
Remember this from soldier? It replaces demo's primary now.
Demoman Secondaries

The Stickybomb Launcher!
Demoman's "second primary" which could possibly be argued to be better. Left click to fire a stickybomb, rick click to detonate them, and hold left click to charge a sticky to launch it further. Up to 8 stickies at once.


The Sticky Jumper!
Remember soldiers rocket jumper? These two have a lot in common. Only two stickies at a time, though.


The Scottish Resistance!
A more separate doorway control stickybomber. You can have 14 stickies at once with this, and it will only detonate stickies you are looking at, allowing multiple traps. It does take longer for these to "prime" (the time between launch and when they can be detonated).


The Quickiebomb Launcher!
Has half the clip size (4) and less damage, can destroy enemy stickies, and your stickies prime faster.


The Splendid Screen!
These are Demoman's utilities, his shields. The splendid screen gives general resistances to everything, and right clicking with either demo's primary or melee will launch you forward for a few seconds.


The Chargin' Targe!
This is identical to the screen, except it provides more resistances to fewer things.


The Tide Turner!
Similar to the screen, but provides less resistance in return for full turning control while charging, allowing you to not need the booties like with the other shields.
Demoman Melees

The Bottle!
Every Scottish drunk's favorite melee, the bottle is like every other melee. Yay.


The Claheamah Mor
The Claidheam Moar
The Claidmeamh Mòr!
This terribly unpronoucable scottish broadsword is best with a shield, because it increases your charge time by .5 seconds, kills refill 25% of your charge, and has a longer melee range. You are more vunerable while using it, however.


The Half-Zatoichi!
Same as soldier, same rules of duels apply.


The Pain Train!
Same as soldier. I told you they are similar.


The Eyelander!
This sword also has long melee range, and kills with it decapitate your enemy and give you 15 more health and you become 7% faster, but you come with 25 less health and your heads reset upon death.


The Scotsman's Scullcutter!
Another large scottish death machine, this axe deals more damage but makes you slower.


The Persian Persuader!
Finally off scottish weapons, this cutlass gives you 20% of yur charge back per hit, not after kills. But basically other weaponry is useless due to low ammo packs and less on-hand ammo storage. Only for full demoknights.


The Ullapoor Caber!
This is a stick grenade, as such you should not use it as a melee. But here it is. When you first hit someone it explodes and damages everyone around you, including yourself.
Heavy Primaries

The Minigun!
A standard minigun that shoots 200 rounds and can be pre-revved with right click to await unaware enemies.


Natascha!
The molasses of miniguns, this takes longer to spin up, but it slows down anything it hits significantly. Also does less damage.


The Huo-Long Heater!
This fire breathing beast is overrated. It deals less damage, and uses up ammo when revved-up. In return there is a ring of fire only good for people trying to melee you (for some reason) and it deals more damage to burning players, so you need a pyro buddie.


The Level 4 Sentry Brass Beast!
This minigun deals more damage and gives resistance when revved-up, but is slower to rev up and you move slower overall. Great for Mann Vs. Machine.


The Tomislav!
It spins up faster, is more accurate, and doesn't make noise when revving-up, but it has a slower firing speed. For a minigun you don't want to lose firing speed.
Heavy Secondaries

The Shotgun!
Here it is again. More of a retreat weapon when revving your minigun is too risky.


The Panic Attack!
Again, more of a retreat weapon. Look back at soldier for the detailed description.


The Family Business!
Fire and reload faster, but deal less damage.


The Sandvich!
Yes, vich. This delicious utility will heal you for 300 health when eaten, or you can right-click to throw it to a buddy and heal them for 50% of their health.


The Dalokohs Bar!
Hey everyone, chocolate is healthy! Eating this heals you briefly, or when you are at full health it provides a 50 health overheal.


The Buffalo Steak Sandvich!
Sandviches don't need bread, okay? This will give you minicrits, but restrict you for melee. Only reccomended for Medeival mode.


The Second Banana!
This is similar to a sandvich, but heals 150 health. It does, however, recharge twice as fast. Useful for just giving to a medic or other teammate.
Heavy Melees

Fists!
Just fists.


The Eviction Notice!
They do 60% less damage than fists. They are brass knuckles.
You also hit faster and gain speed boosts on hit.


The Holiday Punch!
These festive mittens are the same as fists, but when they crit they deal no damage. Instead, they force enemies to laugh. Hitting enemy's backs also forces them to laugh. Useful for taunt kills (specific weapon taunts that instakill after an animation)


The Killing Gloves Of Boxing!
These hit slower, but after your first kill they get 5 seconds of crits, having great use in cramped areas.


The Fists of Steel!
you take less damage from ranged sources like bullets and rockets, but take double damage from melee. These effects happen only when you are holding these. Good if you stay out of melee range.


The Gloves Of Running Urgently!
These hot gloves grant you faster move speed when active, but they start to leech away your health until you put them away. After they will slowly return you to your previous health.


The Warrior's Spirit!
Deal more damage and get health on kill, but you take much more damage when active.
Engineer Primiaries

The Shotgun!
Ah, the good old shotgun. Now it's a primary!


The Panic Attack!
Can't give the whole "use it when your primary is out of ammo" but I suppose it's an interesting offensive weapon or able to give a good surprise on spies trying to sap your buildings!


The Widowmaker!
A risky weapon, since it uses your metal (A vital engineering resource) for bullets, but damage you deal is returned as metal.


The Rescue Ranger!
A more passive weapon, this modified shotgun deals more health than damage, being able to repair your building from far away, and if you have 100 metal, right clicking your building teleports it to you, allowing for quick saves or interesting strageties.


The Frontier Justice!
This interesting weapon is for those who will just place sentries at random, because when they die, kills and kills assists (when you decent damage before someone takes the killing blow) are returned to you are crits! Careful, as this shotgun only has 3 shots in a clip!


The Pomson 6000!
Remember the Cow Mangler? This also has no ammo needed. When you hit a medic they lose some Uberchange (again, hold up, this will be talked about better in medic secondaries), and spies lose some of their cloak!
Engineer Secondaries

The Pistol!
Remember scout? Well the engineer has come to the fight prepared and has 200 ammo to use instead of just a few refills like scout's! Not that you'll use it all before you die.


The Short Circuit!
Left click to annoy people for 5 metal, right click to use more metal and destroy incoming projectiles! Congratz! You just shut down two classes that are threats to your buildings!


The Wrangler!
This laser pointer allows you to manually control your sentry, giving it longer range and also a shield that blocks some damage! Careful, as it needs to recalibrate the sentry when putting it away so it can't immediately go back to automatic.


The Construction PDA!
This is what you use to place buildings. Press 4 or scroll to it. Theres another one on 5 that destroys buildings. This isn't a secondary but I don't want to create a fourth engineer area just for this.
Engineer Melees

The Wrench!
Basically all Engineer melees are utilities, because they deal damage like normal, but they also repair his buildings and remove sappers! As long as you have metal, hitting your building will resupply it and start upgrading it. Hitting a building being sappe will remove the sapper and them heal the building!


The Gunslinger!
Despite not being a "wrench," it is. You can punch your buildings to make them upgrade, and instead of a standard sentry you get a fast building annoying mini-sentry! You also get 25 more health and three consecutive hits grant a critical hit. For engineers on the frontlines.


The Southern Hospitality!
Another wrench, but it causes bleeding. You are more vulnerable to fire, however.


The Jag!
It does less damage and repairs less, but it hits more times per second and when hitting buildings it makes them build faster!


The Eureka Effect!
You build buildings slower but teleporters cost half as much metal, and you can teleport to your spawn and exit teleporters at will!
Medic Primaries

The Syringe Gun!
Shoot out 40 needles as a backup when you don't have a friend to heal.


The Blutsauger!
Same as the syringe gun except you lose 2 health per second and have a vampire effect. (Heals 3 health per syringe hit). The -2 health per second sounds bad, until you realize medic has a passive 3 health per second, so basically you just only heal 1 health per second with this equipped.


The Overdose!
Deals 15% less damage, but you get a speed boost based on your Ubercharge (I'm talking about this in like a minute hold on!).


The Crusader's Crossbow!
A favorite of mine, since instead of 40 needles its just one high damage one that also heals teammates! Better suited for veterans based on requiring good aim and prediction.

Medic Secondaries

The Medi-Gun!
We'll finally talk about Ubercharges, yay! This is a utility than when firing at teammates, heals them. After healing for a while, you'll reach a full Uber meter, and you can right-click for both you and your current healing patient to have invincibility! (For 8 seconds).


The Kritzkrieg!
Like the Medi-Gun, except this builds Uber faster. The Kritzkrieg, if you can guess from the name, has an Uber that gives you and your heal target critical hits for 8 seconds.


The Quick-Fix!
You heal faster and can fly if you heal explosive jumping demomen or soldiers, but has a relatively horrible Uber. It just heals tree times as fast. (Now, why heal faster when you can get something like invincibility with another?) You may ask, and to that, this is more of a healing weapon, that doesn't focus on offensive pushes, but rather keeping everyone defending and alive.


The Vaccinator...
This gives you a 10% resistance to whatever type you have selected by pressing R, and has 4 separate Ubers, each lasting 2.5 seconds. This is outshined by the Quck-Fix because the faster healing is much better than some resistances.
Medic Melees

The Bonesaw!
A trusty sidearm that is just like every other melee.


The Ubersaw!
This weapon swings slower but every hit gives you 25% Ubercharge.


The Vita-Saw!
Start with 10 less health, but gives a certain amount of Ubercharge based on how much you hit enemies in the last life. (As in, don't use this in Arena Mode)


The Amputator!
Doubles your health per second to 6 (Good for combos with the Blutsauger as the downside is negated). When taunting with G you play a melody on it and heal teammates in a radius of yourself. Deals less damage, but with all this healing you won't need to worry.


The Solemn Vow!
Attack slower, but you can see what health enemies are at. Good for deciding fights.
Sniper Primaries

The Sniper Rifle!
The staple of any sniper, this weapon deals 50 damage normally, and headshots deal 150. Has a charge effect where after zoomed in for a while, a meter builds up and deals more damage.


The Huntsman!
Shoots arrows with large hitboxes (area in which they collide with something) that easily headshot. Pull the arrow back more by holding left click to deal more damage and travel faster.


The Sydney Sleeper!
Cannot headshot, but every hit applies Jarate to the target, and in a radius around them if fully charged. (Jarate is similar to being marked for death, and all incoming damage is mini-crits).


The Machina!
Fully charged shots can penetrate through enemies and get "collaterals" (Killing multiple people at once). Leaves a bright tracer on the bullet, making it easy for enemies to find you after your first shot.


The Classic!
An interesting weapon that can charge without zooming in by holding left click, and can fire consecutive shots without unscoping to reload.


The Hitman's Heatmaker!
Shots are quieter, and charges a Focus meter with kills, when activated with R, you can fire shots without unscoping and charge shots faster, but it leaves a bright line like the Machina. Careful, as you deal much less damage when not headshotting.


The Bazaar Bargain!
Initially charges slower, but every scoped headshot increases the rate by 25% up to 200% faster than normal.
Sniper Secondaries

The Submachine Gun!
A 25 bullet clip good for defence when you cant snipe and melee isn't optimal (Pyros & Scouts)


The Cleaners Carbine!
Has less bullets per clip and slower firing speed, but after dealing enough damage you can right-click for minicrits on every weapon.


The Jarate!
Jar-based karate that when thrown at an enemy they get the same effect as being market for death (always take minicrits). 20 Second recharge so use sparingly.


The Razorback!
Used by people who aren't trained in spy awareness, this rechargable shield takes away an SMG in return for blocking a backstab.


Darwin's Danger Shield!
Gives fire and afterburn resistance in exchange for no SMG.


The Cozy Camper!
Passively regenerates health like the Concheror, provides knockback resistance, and prevents flinching from damage while aiming. All that for surprise surprise, no SMG.
Sniper Melees

The Kukri!
A good sniper's backup for spies and... It's a 65 damage melee like everything else k?


The Tribalman's Shiv!
Deals 50% less damage but your target bleeds. Good for spychecking.


The Shahanshah!
Deal less damage above half health and deal more below.


The Bushwacka!
Deals crits when it would normally minicrit (Like Fan O War), but are more vulnerable when holding it. Good for comboing with Jarate.
Spy Primaries
STOP YELLING AT ME IM GETTING TO SPY NOW.


The Revolver!
A standard 6-shot gun that is mainly used when retreating or when a knife is not viable.


The Diamondback!
Deals less damage but every backstab or sapped building grants a crit that can be stored. Useful for getaways after destroying an engineer nest.


The Ambassador!
Fires slowly and deals less damage, but can headshot like sniper rifles.


The Enforcer!
Deals more damage when disguised but fires slower. Also is not affected by resistances like from the Vaccinator or Battalion's Backup.


The L'Etranger!
Deals less damage, but passively grants more overall cloak, and every hit gives 15% of your cloak back.
Spy Secondaries

The Sapper!
A trusted engineer denial device, this sapper can be placed on buildings to slowly destroy them.


The Ap-Sap!
Another exception to the no reskins, this sapper has a subtle sentry radar. The closer you are to a sentry the wider the eye opens. Also, you can feel like you actually have a friend on the battlefield.


The Red-Tape Recorder!
Instead of destroying the buildings, this sapper instead slowly downgrades buildings. Better for engineers that know how to destroy sappers because it doesn't need to be attached for a long time to at least disturb everyone.


The Invi- WAIT A MINUTE THATS NOT A SECONDARY!
Yes, this is in secondaries, that does not mean it takes away from sappers, I just don't want a fourth section that screws up everything.
The Invisibility Watch!
When you right click at any time as spy, you pull out the latest and greatest technology that renders you invisible for a short time.


The Cloak & Dagger!
Similar to the Invis Watch, but this allows your cloak to recharge when standing still, allowing you to stay cloaked indefinitely.


The Get Out Of Jail Free Card Dead Ringer!
This fancy pocketwatch doesn't cloak you at will, but when active if you take damage you will fake your own death. Careful, as anyone with an ounce of experience sees through this.
Spy Melees

The Knife!
A standard butterfly knife that unlike most melees, only normally deals 40 damage. However, hitting someone in the back instantly kills them nomatter what. The only thing stopping this are Ubercharges.


The Your Eternal Reward! (The Eternal Reward? No idea)
This knife requires a full cloak charge to disguise and consumes it when you do, but when you backstab someone it is "silent," making no sound, making the victim's corpse disappear, and creating no kill notification.


The Conniver's Kunai!
This knife takes away a ton of health, but you consume the health of your backstab victims in form of overheal, which slowly drains back your original health.


The Big Earner!
For 25 less health, you get 30% of your cloak back with a 3 second speed boost upon a kill.


The Spy-Cicle!
When you catch fire, this knife melts away, leaving behind a second of being fireproof and 10 seconds of afterburn immunity (the fire damage after encountering a pyro). The knife recharges after 15 seconds. Also, this knife upon backstabbing, turns your victim into a very noticable ice statue.
Conclusion!
You're finally at the end! Whether you read it all through or skimmed over it, I thank you just for thinking this was interesting enough to click on. I hope it helps! Remember, if you ever need a quick info tidbit, favorite this, and when you press Shift + Tab in game, you can click right into this. Another tip is that if you know the rough name of something, press Ctrl + F to open a seach bar to find what you need ASAP!

Also a big thanks to the Team Fortress 2 Wiki for all the images and information. If you want to learn a fun new fact or an entire class, thats the place to get started!
Found a weapon that sounds great and want to use it? Try Scrap.tf![scrap.tf] Trade weapons on a 1:1 basis, rather than wasting everything in crafting or using the Mann Co. Store.

And who knows, maybe I'll make a combos guide to help everyone find weapon synergies.

See you all on the battlefield!
131 Comments
Trouser Snivy 16 Dec, 2019 @ 4:20pm 
It isn't even outdated, some of these were never true.
Quantum  [author] 16 Dec, 2019 @ 3:47pm 
i should really update this 2 year old guide sometime
Trouser Snivy 16 Dec, 2019 @ 3:24pm 
Not really a matter of what floats my boat, more of a matter of you posted a guide on every single weapon in the game when you clearly have little knowledge on any outside of what you normally use. And then put in false information. Also lacking information heavily.
Guides are supposed to help new players acquire the tools early on to become better than current players. Not set them up for failure
Quantum  [author] 16 Dec, 2019 @ 1:22pm 
i never said i couldnt, but hey whatever floats your boat
Trouser Snivy 16 Dec, 2019 @ 1:16pm 
Just because you can't rocket jump, doesn't mean the beggar's bazooka can't
Seal 29 May, 2019 @ 5:44pm 
:happy_creep:
Quantum  [author] 29 May, 2019 @ 5:42pm 
:angry_creep:
Seal 29 May, 2019 @ 5:26pm 
Typo correction, under Pyro Secondaries:
laucnh > launch
Nick 20 Apr, 2019 @ 6:50pm 
the huo long heater is a situational close range weapon. If you can jump into someone's face and rev up, the fire (which also somehow gets a buff vs burning players) and your boolets (with their buff v burning players) will easily out damage other miniguns
bazooka 11 Dec, 2018 @ 1:29pm 
-rep bad guide