Weapon
296 items
ÜberCharge grants 100% critical chance
+25% ÜberCharge rate
On Hit: Gain up to +3 health
-2 health regenerated per second on wearer
On Hit: 25% ÜberCharge added
-20% slower firing speed
100% critical hit vs burning players
On Hit: 100% chance to slow target
-20% damage resistance when below 50% health and spun up
-25% damage penalty
30% slower spin up time
On Kill: 5 seconds of 100% critical chance
-20% slower firing speed
Alt-Fire: Launches a ball that slows opponents
-15 max health on wearer
Knockback on the target and shooter
+50% faster firing speed
+20% bullets per shot
-10% damage penalty
-66% clip size
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%
Cloak Type: Feign Death.
Leave a fake corpse on taking damage
and temporarily gain invisibility, speed and damage resistance.
+40% cloak duration
+50% cloak regen rate
-50% cloak meter when Feign Death is activated
Attrib_NoCloakFromAmmo
Cloak Type: Motion Sensitive.
Alt-Fire: Turn invisible. Cannot attack while invisible. Bumping in to enemies will make you slightly visible to enemies.
Cloak drain rate based on movement speed.
+100% cloak regen rate
No cloak meter from ammo boxes when invisible
-35% cloak meter from ammo boxes
Crits on headshot
-15% damage penalty
-20% slower firing speed
No random critical hits
+80% projectile speed
+25% damage bonus
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
-70% explosion radius
When weapon is active:
Damage increases as the user becomes injured
-90% less healing from Medic sources
+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
This Weapon has a large melee range and
deploys and holsters slower
No random critical hits
-25 max health on wearer
-60% blast damage from rocket jumps
Gain 2 revenge crits for each sentry kill and
1 for each sentry assist when your sentry is destroyed
Revenge crits are lost on death
No random critical hits
-50% clip size
Third successful punch in a row always crits
+25 max health on wearer
Sentry build speed increased by 150%
Replaces the Sentry with a Mini-Sentry
No random critical hits
+100% damage vs buildings
Damage removes Sappers
-25% damage vs players
On Hit: Bleed for 5 seconds
No random critical hits
20% fire damage vulnerability on wearer
Adds +50 max health for 30 seconds
Imbued with an ancient power
On Hit: Bleed for 6 seconds
-50% damage penalty
This Weapon has a large melee range and
deploys and holsters slower
When weapon is active:
+20% damage bonus
15% slower move speed on wearer
Collect the organs of people you hit
-10 max health on wearer
When weapon is active:
+25 health restored on kill
+15% faster move speed on wearer
20% damage vulnerability on wearer
When weapon is active:
Increase in push force taken from damage and airblast
Extinguishing teammates reduces cooldown by -20%
+15% cloak on hit
+40% cloak duration
-20% damage penalty
Upon a successful backstab against a human target, you rapidly disguise as your victim
Silent Killer: No attack noise from backstabs
+33% cloak drain rate
Normal disguises require (and consume) a full cloak meter
+20 max health on wearer
On Hit: Gain up to +20 health per attack
-25% clip size
On Scoped Hit: Apply Jarate for 2 to 5 seconds based on charge level.
Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second.
+25% charge rate
No headshots
No random critical hits
Immune to the effects of afterburn
+50% fire damage resistance on wearer
When weapon is active:
Crits whenever it would normally mini-crit
20% damage vulnerability on wearer
No random critical hits
No self inflicted blast damage taken
+200% max primary ammo on wearer
-100% damage penalty
No random critical hits
Wearer cannot carry the intelligence briefcase or PASS Time JACK
This weapon holsters 50% slower
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
This Weapon has a large melee range and
deploys and holsters slower
No random critical hits
-25 max health on wearer
When weapon is active:
Alt-Fire: Applies a healing effect to all nearby teammates
+3 health regenerated per second on wearer
-20% damage penalty
No headshots
-75% max primary ammo on wearer
-20% slower firing speed
This weapon deploys -100% slower
No random critical hits
+20% damage vs buildings
+25% projectile speed
-25% clip size
-25% explosion radius
Launched bombs shatter on surfaces
When weapon is active:
+30% damage bonus
+50 health restored on kill
30% damage vulnerability on wearer
+20% damage bonus
-20% damage resistance when below 50% health and spun up
50% slower spin up time
-60% slower move speed while deployed
On Kill: A small health pack is dropped
25% explosive damage vulnerability on wearer
On Hit: Bleed for 5 seconds
On Miss: Hit yourself. Idiot.
+25% damage bonus
+50% health from packs on wearer
-75% health from healers on wearer
This Weapon has a large melee range and
deploys and holsters slower
When weapon is active:
Melee kills refill 25% of your charge meter
0.5 sec increase in charge duration
15% damage vulnerability on wearer
No random critical hits
Construction hit speed boost increased by 30%
+15% faster firing speed
20% slower repair rate
-25% damage penalty
-33% damage penalty vs buildings
-40% damage from ranged sources while active
+100% damage from melee sources while active
This weapon holsters 100% slower
On Hit: target is engulfed in flames
-20% damage penalty
100% critical hit vs burning players
+25% fire damage resistance while deployed
-25% damage penalty
100% mini-crits vs burning players
+50% damage to self
-25% damage penalty
+4 health regenerated per second on wearer
On Hit: One target at a time is Marked-For-Death, causing all damage taken to be mini-crits
Crits whenever it would normally mini-crit
-75% damage penalty
On Backstab: Absorbs the health from your victim
-55 max health on wearer
25% increase in damage when health <50% of max
-25% decrease in damage when health >50% of max
Base charge rate decreased by 50%
This Weapon has a large melee range and
deploys and holsters slower
Ammo boxes collected also refill your charge meter
Melee hits refill 20% of your charge meter
-80% max primary ammo on wearer
-80% max secondary ammo on wearer
No random critical hits
+200% increase in turning control while charging
+25 max health on wearer
Melee kills refill 25% of your charge meter
+10% faster move speed on wearer (shield required)
+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
-15% damage penalty
Allows you to see enemy health
-10% slower firing speed
+40% projectile speed
+25% clip size
-25% blast damage from rocket jumps
-25% damage penalty
Deals crits while the wielder is rocket jumping
-20% slower firing speed
No random critical hits
20% faster spin up time
Silent Killer: No barrel spin sound
20% more accurate
-20% slower firing speed
+33% clip size
+15% faster firing speed
-15% damage penalty
+40% faster firing speed
On Hit: Gain a speed boost
-60% 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
On Hit Teammate: Boosts both players' speed for several seconds
-25% damage penalty
25% faster reload time
+50% faster firing speed
On Hit: Builds Hype
-66% clip size
+15% damage bonus
+25% greater jump height when active
-60% clip size
Grants Triple Jump while deployed.
Melee attacks mini-crit while airborne.
This weapon deploys -50% slower
-15% damage vs players
On Hit: Bleed for 5 seconds
On Miss: Hit yourself. Idiot.
Attacks pierce damage resistance effects and bonuses
+20% damage bonus while disguised
No random critical hits
-20% slower firing speed
+30% cloak on kill
Gain a speed boost on kill
-25 max health on wearer
+100% damage vs buildings
Damage removes Sappers
-25% damage vs players
This Weapon has a large melee range and
deploys and holsters slower
No random critical hits
-25 max health on wearer
Gives one guaranteed critical hit for each
building destroyed with your sapper attached
or backstab kill
-15% damage penalty
No random critical hits
On Full Charge: Projectiles penetrate players
On Full Charge: +15% damage per shot
Cannot fire unless zoomed
Fires tracer rounds
10% increased damage to your sentry's target
No reload necessary
On Hit: damage dealt is returned as ammo
Per Shot: -30 ammo
Uses metal for ammo
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
Upon a successful backstab against a human target, you rapidly disguise as your victim
Silent Killer: No attack noise from backstabs
+33% cloak drain rate
Normal disguises require (and consume) a full cloak meter
Killing an enemy with a critical hit will dismember your victim. Painfully.
Does not require ammo
Projectile cannot be deflected
On Hit: Victim loses up to 10% Medigun charge
On Hit: Victim loses up to 20% cloak
Deals only 20% damage to buildings
Press your reload key to choose to teleport to spawn or your exit teleporter
-50% metal cost when constructing or upgrading teleporters
Construction hit speed boost decreased by 50%
20% less metal from pickups and dispensers
All players connected via Medigun beams are hit
Build 'Mmmph' by dealing damage.
Alt-Fire on full 'Mmmph': Taunt to gain crit for several seconds.
Invulnerable while 'Mmmph' taunting.
No airblast
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
+200% increase in turning control while charging
+25 max health on wearer
Melee kills refill 25% of your charge meter
+10% faster move speed on wearer (shield required)
+4 health regenerated per second on wearer
Knockback reduced by 20% when aiming
No flinching when aiming and fully charged
Alt-Fire: Launches a festive ornament that shatters causing bleed
+25% increase in recharge rate
-65% damage penalty
On Hit by Fire: Fireproof for 1 second and Afterburn immunity for 10 seconds
Backstab turns victim to ice
Melts in fire, regenerates in 15 seconds and by picking up ammo
Critical hit forces victim to laugh
Always critical hit from behind
On Hit: Force enemies to laugh who are also wearing this item
Critical hits do no damage
Hold Fire to load up to three rockets
Release Fire to unleash the barrage
Overloading the chamber will cause a misfire
+3 degrees random projectile deviation
No ammo from dispensers when active
-20% explosion radius
On Equip: Visit Pyroland
Only visible in Pyroland
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
On Equip: Visit Pyroland
Only visible in Pyroland
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
Gain Focus on kills and assists
Attrib_RageGainOnAssists
Press 'Reload' to activate focus
In Focus: +25% faster charge and no unscoping
-20% damage on body shot
On Hit: Builds Boost
Run speed increased with Boost
10% slower move speed on wearer
Boost reduced on air jumps
Boost reduced when hit
-34% clip size
When weapon is active:
On Hit: Gain up to +3 health
+15% faster firing speed
-25% clip size
When weapon is active:
Move speed increases as the user becomes injured
-90% less healing from Medic sources
You are Marked-For-Death while active, and for short period after switching weapons
Reverses enemy building construction
-100% sapper damage penalty
Creates a ring of flames while spun up
25% damage bonus vs burning players
Consumes an additional 4 ammo per second while spun up
-10% damage penalty
Throw at your enemies to make them bleed! Long distance hits reduce recharge time
No random critical hits
100% critical hit vs wet players
Damage removes Sappers
-20% damage vs players
No random critical hits
Attrib_Sapper_Voice_Pak
Attrib_Sapper_Voice_Pak_Idle_Wait
Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key
+20% projectile speed
Cannonballs push players back on impact
Cannonballs do not explode on impact
Alt-Fire: Use 100 metal to pick up your targeted building from long range
Fires a special bolt that can repair friendly buildings
Self mark for death when hauling buildings
-50% max primary ammo on wearer
-34% clip size
4-to-1 health-to-metal ratio when repairing buildings
+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
On Hit: 25% ÜberCharge added
-20% slower firing speed
Gain 2 revenge crits for each sentry kill and
1 for each sentry assist when your sentry is destroyed
Revenge crits are lost on death
No random critical hits
-50% clip size
Crits on headshot
-15% damage penalty
-20% slower firing speed
No random critical hits
Knockback on the target and shooter
+50% faster firing speed
+20% bullets per shot
-10% damage penalty
-66% clip size
No headshots
-75% max primary ammo on wearer
100% critical hit vs burning players
This Weapon has a large melee range and
deploys and holsters slower
No random critical hits
-25 max health on wearer
Coated enemies take mini-crits
Can be used to extinguish fires
Extinguishing teammates reduces cooldown by -20%
This weapon holsters 50% slower
On Hit: Gain up to +20 health per attack
-25% clip size
Charge and fire shots independent of zoom
-10% damage on body shot
No headshots when not fully charged
+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
This weapon holsters 50% slower
Mini-crits targets when fired at their back from close range
-34% clip size
20% less accurate
No random critical hits
-15% blast damage from rocket jumps
Increased attack speed and smaller blast radius while blast jumping
Clip size increased on kill
-10% explosion radius
-15% damage penalty
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
Grenades have very little bounce and roll
-30% fuse time on grenades
-15% explosion radius
+50% increase in charge recharge rate
-33% healing effect
On Full Charge: Projectiles penetrate players
On Full Charge: +15% damage per shot
Cannot fire unless zoomed
Fires tracer rounds
Multi-Class Items
17 items
+1 capture rate on wearer
10% bullet damage vulnerability on wearer
This Weapon has a large melee range and
deploys and holsters slower
Gain 50% of base health on kill
No random critical hits
Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
This weapon deploys 20% faster
-34% clip size
This weapon deploys 50% faster
+50% bullets per shot
Fires a wide, fixed shot pattern
-20% damage penalty
Successive shots become less accurate