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78 items
ÜberCharge grants 100% critical chance +25% ÜberCharge rate
100% critical hit vs burning players
Blocks a single backstab attempt
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
+25 max health on wearer +15% bullet damage resistance on wearer 20% explosive damage vulnerability 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 by 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 Deals 3x falling damage to the player you land on
+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: -10 ammo per attack and -5 ammo per projectile destroyed 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 +5 health Wearer never takes falling damage -25% slower firing speed 20% damage vulnerability on wearer
Throw at your enemies to make them bleed! Long distance hits cause mini-crits 100% critical hit vs stunned players 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

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