Secondary
81 items
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- ÜberCharge grants 100% critical chance
- +25% ÜberCharge rate
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- 100% critical hit vs burning players
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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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- Crits on headshot
- -15% damage penalty
- -20% slower firing speed
- No random critical hits
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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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- -60% blast damage from rocket jumps
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- Adds +50 max health for 30 seconds
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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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- +20 max health on wearer
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- Immune to the effects of afterburn
- +50% fire damage resistance on wearer
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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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- +20% damage vulnerability while active
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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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- +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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- +33% clip size
- +15% faster firing speed
- -15% damage penalty
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- Adds +50 max health for 30 seconds
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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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- +15% damage bonus
- +25% greater jump height when active
- -60% clip size
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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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- 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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- 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
- +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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- +4 health regenerated per second on wearer
- Knockback reduced by 20% when aiming
- No flinching when aiming and fully charged
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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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- 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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- When weapon is active:
- On Hit: Gain up to +3 health
- +15% faster firing speed
- -25% clip size
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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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- +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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- Crits on headshot
- -15% damage penalty
- -20% slower firing speed
- No random critical hits
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- 100% critical hit vs burning players
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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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- +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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- Coated enemies take mini-crits Can be used to extinguish fires
- Extinguishing teammates reduces cooldown by -20%
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- Extinguishing teammates reduces cooldown by -20%
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- +50% fire damage resistance on wearer
- +30% explosive damage resistance on wearer
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- -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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- +50% increase in charge recharge rate
- -33% healing effect
Multi-Class Items
5 items
All-Class Items
1 item