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+ on crits demoman makes a spin lash hitting everyone on radius range
+ on kill boost your team and self a 40+ firing speed and movement buff per 5 seconds and removes all debuffes
This weapon has a large melee range (15% more than eyelander)
- This weapon Deploys and holsters -100% slower
-50% less healing from Healing sources
( B )
+ When deploys causes a impact that push enemies away and dealing damage on landing ( distance traveled determines the impact range)
+ Deals 3x falling damage to the player you land on
+Deals crits while the wielder is sticky jumping
This weapon has a large melee range and deploys and holsters slower
-25% firing speed
-when deploys increase the fall damage +50%
- fall speed +50%
- no random critical hits
Pros:
- 25% increase in weapon range.
- While this weapon is deployed, the user receives 9 health back per second for three seconds, which degrades to six health per second for four seconds, and finally the normal three health back per second. A kill resets the regeneration effect to 9 health per second.
- If you do not swing the weapon during or at the end of a charge, you regain 33% of your charge meter back.
Cons:
- 100% slower deploy and holster speed.
- On miss: Hit yourself. Idiot!
"Only two things seem to keep me calm: scrumpy and standin' on a tree stump with this bloody big stick beside me."
This weapon promotes two different play styles and could be used like the Scotsman's Skull Cutter, being a decent demoknight and demoman option. As a blasting demoman, the slow deploy speed and health regeneration could have it be used as a useful retreating mechanism and means of sustaining yourself shortly after a big fight or when you need to press the advance. Additionally, the general increase in range and kill regeneration refresh would allow demoknights who are experienced and know when and where to charge to keep their health consistently above several damage thresholds in a fight.
+Has 63% longer melee range(13% more then the Eyelander)
+20% charge recharge rate
-100% slower deploy and holster time
-When active +10% bullet venerability
-No random critical hits
i like spears :)
level 1592
+ On hit: Nearby enemies receives 50% to 20% the damage dealt to the original target depending on the amount of enemies (up to 7 players)
+ Ammo can recharge charge.
+ Has 50% longer melee range.
- 75% slower deploy and holster time.