Secondary
81 items
ÜberCharge grants 100% critical chance
+25% ÜberCharge rate
100% critical hit vs burning players
Blocks a single backstab attempt
-100% maximum overheal on wearer
Coated enemies take mini-crits
Can be used to extinguish fires
Extinguishing teammates reduces cooldown by -20%
Crits on headshot
-15% damage penalty
-20% slower firing speed
No random critical hits
+25% faster firing speed
Detonates stickybombs near the crosshair and directly under your feet
Able to destroy enemy stickybombs
+50% max secondary ammo on wearer
+6 max pipebombs out
0.8 sec slower bomb arm time
+50% fire damage resistance on wearer
+30% explosive damage resistance on wearer
-60% blast damage from rocket jumps
Adds +50 max health for 30 seconds
Extinguishing teammates reduces cooldown by -20%
+15% cloak on hit
+40% cloak duration
-20% damage penalty
+20 max health on wearer
Immune to the effects of afterburn
+50% fire damage resistance on wearer
No self inflicted blast damage taken
+200% max secondary ammo on wearer
-100% damage penalty
No random critical hits
-6 max pipebombs out
Wearer cannot carry the intelligence briefcase or PASS Time JACK
100% mini-crits vs burning players
+50% damage to self
-25% damage penalty
+4 health regenerated per second on wearer
+50% increase in charge recharge rate
+70% increase in charge impact damage
+20% fire damage resistance on wearer
+20% explosive damage resistance on wearer
ÜberCharge increases healing to 300% and grants immunity to movement-impairing effects
+40% heal rate
+10% ÜberCharge rate
50% max overheal
+33% clip size
+15% faster firing speed
-15% damage penalty
Adds +50 max health for 30 seconds
Does not require ammo
Projectile penetrates enemy targets
Projectile cannot be deflected
Deals only 20% damage to buildings
-75% reduction in push force taken from damage
-75% reduction in airblast vulnerability
Deals 3x falling damage to the player you land on
200% increased air control when blast jumping
+15% damage bonus
+25% greater jump height when active
-60% clip size
Attacks pierce damage resistance effects and bonuses
+20% damage bonus while disguised
No random critical hits
-20% slower firing speed
Gives one guaranteed critical hit for each
building destroyed with your sapper attached
or backstab kill
-15% damage penalty
No random critical hits
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
Does not require ammo
+50% projectile speed
Alt-Fire: Extinguish teammates to gain guaranteed critical hits
Extinguishing teammates restores 20 health
No random critical hits
+4 health regenerated per second on wearer
Knockback reduced by 20% when aiming
No flinching when aiming and fully charged
100% mini-crits vs burning players
Flare knocks back target on hit
and explodes when it hits the ground.
Increased knock back on burning players
-35% self damage force
-35% damage penalty
Dealing damage fills charge meter
Secondary fire when charged grants mini-crits for 8 seconds
-25% slower firing speed
-20% clip size
No random critical hits
When weapon is active:
On Hit: Gain up to +3 health
+15% faster firing speed
-25% clip size
Throw at your enemies to make them bleed! Long distance hits reduce recharge time
No random critical hits
+67% ÜberCharge rate
Press your reload key to cycle through resist types.
While healing, provides you and your target with a constant 10% resistance to the selected damage type.
-33% ÜberCharge rate on Overhealed patients
-66% Overheal build rate
Crits on headshot
-15% damage penalty
-20% slower firing speed
No random critical hits
100% critical hit vs burning players
Coated enemies take mini-crits
Can be used to extinguish fires
Extinguishing teammates reduces cooldown by -20%
+15% fire damage resistance on wearer
+15% explosive damage resistance on wearer
Full turning control while charging
Melee kills refill 75% of your charge meter
Taking damage while shield charging reduces remaining charging time
Coated enemies take mini-crits
Can be used to extinguish fires
Extinguishing teammates reduces cooldown by -20%
Extinguishing teammates reduces cooldown by -20%
+50% fire damage resistance on wearer
+30% explosive damage resistance on wearer
-0.2 sec faster bomb arm time
Max charge time decreased by 70%
Up to +35% damage based on charge
Able to destroy enemy stickybombs
-50% clip size
-15% damage penalty
+50% increase in charge recharge rate
-33% healing effect