Collector's: Any
289 items
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- ÜberCharge grants 100% critical chance
- +25% ÜberCharge rate
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- On Hit: Gain up to +3 health
- -2 health regenerated per second on wearer
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- On Hit: 25% ÜberCharge added
- -20% slower firing speed
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- 100% critical hit vs burning players
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- 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
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- On Kill: 5 seconds of 100% critical chance
- -20% slower firing speed
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- Alt-Fire: Launches a ball that slows opponents
- -15 max health on wearer
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- Knockback on the target and shooter
- +50% faster firing speed
- +20% bullets per shot
- -10% damage penalty
- -66% clip size
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- Blocks a single backstab attempt
- -100% maximum overheal on wearer
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- Coated enemies take mini-crits Can be used to extinguish fires
- Extinguishing teammates reduces cooldown by -20%
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- 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
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- 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
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- Crits on headshot
- -15% damage penalty
- -20% slower firing speed
- No random critical hits
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- +80% projectile speed
- +25% damage bonus
- Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
- -70% explosion radius
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- When weapon is active:
- Damage increases as the user becomes injured
- -90% less healing from Medic sources
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- +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
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- +50% fire damage resistance on wearer
- +30% explosive damage resistance on wearer
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- This Weapon has a large melee range and deploys and holsters slower
- No random critical hits
- -25 max health on wearer
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- -60% blast damage from rocket jumps
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- 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
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- 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
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- +100% damage vs buildings
- Damage removes Sappers
- -25% damage vs players
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- +1 capture rate on wearer
- 10% bullet damage vulnerability on wearer
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- On Hit: Bleed for 5 seconds
- No random critical hits
- 20% fire damage vulnerability on wearer
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- Adds +50 max health for 30 seconds
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- On Hit: Bleed for 6 seconds
- -50% damage penalty
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- 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
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- Collect the organs of people you hit
- -10 max health on wearer
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- When weapon is active:
- +25 health restored on kill
- +15% faster move speed on wearer
- 20% damage vulnerability on wearer
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- When weapon is active:
- Increase in push force taken from damage and airblast
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- Extinguishing teammates reduces cooldown by -20%
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- +15% cloak on hit
- +40% cloak duration
- -20% damage penalty
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- 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
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- +20 max health on wearer
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- On Hit: Gain up to +20 health per attack
- -25% clip size
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- 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
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- Immune to the effects of afterburn
- +50% fire damage resistance on wearer
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- When weapon is active:
- Crits whenever it would normally mini-crit
- 20% damage vulnerability on wearer
- No random critical hits
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- 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
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- This weapon holsters 50% slower
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- 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
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- When weapon is active:
- Alt-Fire: Applies a healing effect to all nearby teammates
- +3 health regenerated per second on wearer
- -20% damage penalty
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- No headshots
- -75% max primary ammo on wearer
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- -20% slower firing speed
- This weapon deploys -100% slower
- No random critical hits
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- +20% damage vs buildings
- +25% projectile speed
- -25% clip size
- -25% explosion radius
- Launched bombs shatter on surfaces
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- When weapon is active:
- +30% damage bonus
- +50 health restored on kill
- 30% damage vulnerability on wearer
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- +20% damage vulnerability while active
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- +20% damage bonus
- -20% damage resistance when below 50% health and spun up
- 50% slower spin up time
- -60% slower move speed while deployed
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- On Kill: A small health pack is dropped
- 25% explosive damage vulnerability on wearer
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- On Hit: Bleed for 5 seconds
- On Miss: Hit yourself. Idiot.
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- +25% damage bonus
- +50% health from packs on wearer
- -75% health from healers on wearer
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- 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
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- Construction hit speed boost increased by 30%
- +15% faster firing speed
- 20% slower repair rate
- -25% damage penalty
- -33% damage penalty vs buildings
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- -40% damage from ranged sources while active
- +100% damage from melee sources while active
- This weapon holsters 100% slower
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- On Hit: target is engulfed in flames
- -20% damage penalty
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- 100% critical hit vs burning players
- +25% fire damage resistance while deployed
- -25% damage penalty
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- 100% mini-crits vs burning players
- +50% damage to self
- -25% damage penalty
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- +4 health regenerated per second on wearer
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- 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
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- On Backstab: Absorbs the health from your victim
- -55 max health on wearer
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- 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
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- 25% increase in damage when health <50% of max
- -25% decrease in damage when health >50% of max
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- Base charge rate decreased by 50%
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- 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
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- +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)
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- +50% increase in charge recharge rate
- +70% increase in charge impact damage
- +20% fire damage resistance on wearer
- +20% explosive damage resistance on wearer
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- ÜberCharge increases healing to 300% and grants immunity to movement-impairing effects
- +40% heal rate
- +10% ÜberCharge rate
- 50% max overheal
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- -15% damage penalty
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- Allows you to see enemy health
- -10% slower firing speed
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- +40% projectile speed
- +25% clip size
- -25% blast damage from rocket jumps
- -25% damage penalty
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- Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
- This weapon deploys 20% faster
- -34% clip size
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- Deals crits while the wielder is rocket jumping
- -20% slower firing speed
- No random critical hits
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- 20% faster spin up time
- Silent Killer: No barrel spin sound
- 20% more accurate
- -20% slower firing speed
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- +33% clip size
- +15% faster firing speed
- -15% damage penalty
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- +40% faster firing speed
- On Hit: Gain a speed boost
- -60% damage penalty
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- Does not require ammo
- Projectile penetrates enemy targets
- Projectile cannot be deflected
- Deals only 20% damage to buildings
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- -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
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- On Hit Teammate: Boosts both players' speed for several seconds
- -25% damage penalty
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- 25% faster reload time
- +50% faster firing speed
- On Hit: Builds Hype
- -66% clip size
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- +15% damage bonus
- +25% greater jump height when active
- -60% clip size
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- Grants Triple Jump while deployed. Melee attacks mini-crit while airborne.
- This weapon deploys -50% slower
- -15% damage vs players
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- Attacks pierce damage resistance effects and bonuses
- +20% damage bonus while disguised
- No random critical hits
- -20% slower firing speed
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- +30% cloak on kill
- Gain a speed boost on kill
- -25 max health on wearer
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- This Weapon has a large melee range and deploys and holsters slower
- No random critical hits
- -25 max health on wearer
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- Gives one guaranteed critical hit for each building destroyed with your sapper attached or backstab kill
- -15% damage penalty
- No random critical hits
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- On Full Charge: Projectiles penetrate players
- On Full Charge: +15% damage per shot
- Cannot fire unless zoomed
- Fires tracer rounds
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- 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
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- 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
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- 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
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- 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
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- All players connected via Medigun beams are hit
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- 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
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- 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
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- +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)
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- +4 health regenerated per second on wearer
- Knockback reduced by 20% when aiming
- No flinching when aiming and fully charged
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- Alt-Fire: Launches a festive ornament that shatters causing bleed
- +25% increase in recharge rate
- -65% damage penalty
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- 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
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- Jingle all the way
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- 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
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- 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
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- On Equip: Visit Pyroland
- Only visible in Pyroland
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- 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
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- On Equip: Visit Pyroland
- Only visible in Pyroland
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- On Equip: Visit Pyroland
- Only visible in Pyroland
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- 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
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- 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
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- 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
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- When weapon is active:
- On Hit: Gain up to +3 health
- +15% faster firing speed
- -25% clip size
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- 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
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- Reverses enemy building construction
- -100% sapper damage penalty
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- 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
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- Throw at your enemies to make them bleed! Long distance hits reduce recharge time
- No random critical hits
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- 100% critical hit vs wet players
- Damage removes Sappers
- -20% damage vs players
- No random critical hits
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- 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
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- 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
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- +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
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- Knockback on the target and shooter
- +50% faster firing speed
- +20% bullets per shot
- -10% damage penalty
- -66% clip size
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- No headshots
- -75% max primary ammo on wearer
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- 100% critical hit vs burning players
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- This Weapon has a large melee range and deploys and holsters slower
- No random critical hits
- -25 max health on wearer
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- Coated enemies take mini-crits Can be used to extinguish fires
- Extinguishing teammates reduces cooldown by -20%
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- This weapon holsters 50% slower
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- On Hit: Gain up to +20 health per attack
- -25% clip size
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- Charge and fire shots independent of zoom
- -10% damage on body shot
- No headshots when not fully charged
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- +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
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- Mini-crits targets when fired at their back from close range
- -34% clip size
- 20% less accurate
- No random critical hits
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- -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
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