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Steamstats of R3L0XxX

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[T-A!] R3L0X
Yugoslavia

Description:

Haha Jebo te Hitler


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Main Demo:
T-A!: Sigma (HL. UGC Plat. and Wireplay Div. 1)
50 Nipps (HL. ETF2L Div. 4)
TPN (6's ETF2L Div. 6)
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~1000+h as Demoman
UGC HL Season 9 Steel All-Star: 1st Most Voted as Demoman
ETF2L HL Season4 Div. 5F: 1st Place
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Can Merc:
Demoman Div. 2-6
Pyro Div. 4-6
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[url=http://tf2lobby.com/profile?id=83329]TF2 Lobby Stats[/url]
[url=http://img4.fotos-hochladen.net/uploads/r3l0xdxbkfrphnv.jpg]R3L0X 2STRONK[/url]

Summary

Steamcommunity Game Logo
Playtime:
81.2 hrs past 2 weeks


Personal Achievements Earned:
410 of 448 (91%)

Accumulated Points:
92,728

Backpack

Change View
  • Primary Toggle View

    • Strange Scattergun

      • Damage (point blank): 85 - 105
      • Damage (medium range): 10 - 40
      • Damage (long range): 3 - 10
      • Mini-crit damage: 8.1 per pellet
      • Critical damage: 18 per pellet
      • Total shots: 36 + 6 in the weapon

      The Scattergun is the Scout's primary fire weapon and basically represents an improved shotgun with a second barrel. The Scattergun has max effect at point blank and can kill lighter classes such as Medics and Engineers with one or two shots. Due to shot scattering, this weapon is less effective in long-range use and consequently deals less damage when used in this way.

    • Strange Force-A-Nature

      • Damage (point blank): 82 - 101
      • Damage (medium range): 10 - 39
      • Damage (long range): 3 - 10
      • Mini-crit damage: 7.29 per pellet
      • Critical damage: 16.2 per pellet
      • Total shots: 32 + 2 in the weapon
      • Knockback on the target and the shooter
      • +50% faster firing speed
      • +20% bullets per shot
      • -10% damage done
      • -60% clip size

      The Force-A-Nature is one of the three new weapons added with the Scout Update. The weapon becomes available after unlocking 10 Scout Achievements, thus reaching the"Scout Milestone 2". The weapon is a variation of the Scattergun in terms of design and basic functions, but features a shorter muzzle. It deals about 10% less damage then the Scattergun and has a reduced clip size of 2 shots, but has an increased reload speed. In addition to that, the weapon creates an impact wave at each shot, resulting in enemies being pushed away (as well as the user while in mid-air - also allows triple jumps).

    • Vintage Force-A-Nature

      • Damage (point blank): 82 - 101
      • Damage (medium range): 10 - 39
      • Damage (long range): 3 - 10
      • Mini-crit damage: 7.29 per pellet
      • Critical damage: 16.2 per pellet
      • Total shots: 32 + 2 in the weapon
      • Knockback on the target and the shooter
      • +50% faster firing speed
      • +20% bullets per shot
      • -10% damage done
      • -60% clip size

      The Force-A-Nature is one of the three new weapons added with the Scout Update. The weapon becomes available after unlocking 10 Scout Achievements, thus reaching the"Scout Milestone 2". The weapon is a variation of the Scattergun in terms of design and basic functions, but features a shorter muzzle. It deals about 10% less damage then the Scattergun and has a reduced clip size of 2 shots, but has an increased reload speed. In addition to that, the weapon creates an impact wave at each shot, resulting in enemies being pushed away (as well as the user while in mid-air - also allows triple jumps).

    • Strange Rocket Launcher

      • Damage (short range): 105 - 112
      • Damage (middle range): 50 - 90
      • Damage (long range): 45 - 60
      • Mini-crit- damage on direct hit: 122
      • Critical damage on direct hit: 270
      • Splash damage 1m: 60 - 81 (Crit: 226)
      • Splash damage 2m: 43 - 52 (Cr
      • Shots: 4 Rockets
      • Total shots: 20 + 4 in the Weapom

      By far the most famous and popular weapon in every first-person shooter is the Rocket Launcher. The reason why this high-impact fire weapon is so favored mainly lies in its versatility. It can not only be used as a means of attack but also aids the Soldier in movement as it allows him to quickly advance or reach higher platform by rocket jumping. The Rocket Launcher’s attack strength is the same in short and long range use and due to its splash damage, it is one of the worst enemies of sentries. However, as the rockets fly rather slowly, it is not very effective against moving targets at long distance. Since the Rocket Launcher can only hold four rockets at a time the Soldier needs to use them accurately and with a lot of aiming skill but this is not a problem after a little target practice.

    • Strange Direct Hit

      • Damage (short range): 112 - 140
      • Damage (middle range): 50 - 90
      • Damage (long range): 25 - 60
      • Critical damage: 338
      • Mini-crit damage: 151
      • Shots: 4 Rockets
      • Total shots: 20 Rockets + 4 in the weapon
      • +80% projectile speed
      • +25% damage done
      • Mini-crits on airborne targets
      • -70% explosion radius

      As is right and proper for a soldier, this is a rocket launcher, though, with altered attributes. The radius of it's splash damage is reduced by 70%, conversely the rockets' speed is increased by 80%, the damage on direct hits is increased by 25% and airshots receive Mini-Crit hits additionally.

    • Vintage Direct Hit

      • Damage (short range): 112 - 140
      • Damage (middle range): 50 - 90
      • Damage (long range): 25 - 60
      • Critical damage: 338
      • Mini-crit damage: 151
      • Shots: 4 Rockets
      • Total shots: 20 Rockets + 4 in the weapon
      • +80% projectile speed
      • +25% damage done
      • Mini-crits on airborne targets
      • -70% explosion radius

      As is right and proper for a soldier, this is a rocket launcher, though, with altered attributes. The radius of it's splash damage is reduced by 70%, conversely the rockets' speed is increased by 80%, the damage on direct hits is increased by 25% and airshots receive Mini-Crit hits additionally.

    • Strictly Business

      • Damage: 46 - 56
      • Mini-crit damage: 46
      • Critical damage: 102
      • Shots: 6
      • Total shots: 24 + 6 in the weapon

      For mid and long-range confrontation the Revolver is the weapon of choice. It is very accurate and with it Spies can do quite some damage in a short period of time. The reload time is very short. It takes a Spy two clips at most to dispose of an enemy.

    • Strange Ambassador

      • Damage (short Range): 46 - 56
      • Damage (middle Range): 31 - 37
      • Damage (long Range): 15 - 19
      • Mini-Crit: 46
      • Critical Hit (headshot only): 102
      • Shots: 6
      • Total shots: 24 + 6 in the weapon
      • Crits on an accurate headshot
      • -15% damage done
      • -20% slower firing speed

      The Ambassador one of the three new weapons added with the Sniper VS Spy Update. The weapon becomes available after unlocking 5 Spy Achievements, thus reaching the "Spy Milestone 1". This weapon offers a much higher accuracy then the Revolver. In fact, it is as accurate as a sniper rifle, but the accuracy drops after the first shot for about a second. It also can pierce through multiple enemies and buildings. In addition to that, it always causes cirtical damage when performing a headshot.

    • Vintage Ambassador

      • Damage (short Range): 46 - 56
      • Damage (middle Range): 31 - 37
      • Damage (long Range): 15 - 19
      • Mini-Crit: 46
      • Critical Hit (headshot only): 102
      • Shots: 6
      • Total shots: 24 + 6 in the weapon
      • Crits on an accurate headshot
      • -15% damage done
      • -20% slower firing speed

      The Ambassador one of the three new weapons added with the Sniper VS Spy Update. The weapon becomes available after unlocking 5 Spy Achievements, thus reaching the "Spy Milestone 1". This weapon offers a much higher accuracy then the Revolver. In fact, it is as accurate as a sniper rifle, but the accuracy drops after the first shot for about a second. It also can pierce through multiple enemies and buildings. In addition to that, it always causes cirtical damage when performing a headshot.

    • Strange Flamethrower

      • Damage per second (point blank): 134.6 - 198
      • Damage per second (medium range): 118.8 - 158.4
      • Damage per second (long range): 79.2 - 99
      • Mini-crit damage: 1.35x more damage
      • Critical damage: 3x more damage

      Welcome to hell! Although the Flamethrower only has a reach of 2 meters, it causes great damage to enemies and can kill them within seconds depending on the target’s distance and HP. Should the Pyro even manage to get amidst a group of enemies, he can unleash pure mayhem on them by setting multiple players ablaze with a single quick sweep. Once afire, enemies lose 3 HP per second and continue to burn for quite a long period of time if not healed. This allows the Pyro to even score kills while he already initiates his next barbeque somewhere else on the map. With the secondary function of the flamethrower, the pyro is able to produce a blast of compressed air that knocks enemies away, and redirects enemy projectiles. He also can use it to extinguish teammates.

    • Vintage Frontier Justice

      • Damage (short range): 80 - 90
      • Damage (middle range): 10 - 30
      • Damage (long range): 3 - 10
      • Pellets per Shot: 10
      • Mini-crit-Damage per pellet: 8.1
      • Crit-Damage per pellet: 18
      • Ammo loaded: 3
      • Ammo carried: 32
      • Gains Revenge Crits for Kills of your Senrtry Gun
      • Gains Revenge Crits if your Senrty gets destoryed
      • No random Critical Hits
      • -50% clip size

      The Frontier Justice is an unlockable primary weapon available for the Engineer released with the Engineer Update. This shotgun cannot randomly Crit and has half the magazine size of the regular Shotgun (3 from 6), but can get Revenge Crits: For every kill your Sentry racks up, upon its destruction the Frontier Justice gets 2 guaranteed Crits. For every assist, it gets 1. This applies even if the Engineer destroys his own Sentry with the PDA. Taunting with the Frontier Justice will make the Engineer pull out his guitar, strum it, and slam it on the ground killing anyone unlucky enough to be infront of him.

    • Strange Frontier Justice

      • Damage (short range): 80 - 90
      • Damage (middle range): 10 - 30
      • Damage (long range): 3 - 10
      • Pellets per Shot: 10
      • Mini-crit-Damage per pellet: 8.1
      • Crit-Damage per pellet: 18
      • Ammo loaded: 3
      • Ammo carried: 32
      • Gains Revenge Crits for Kills of your Senrtry Gun
      • Gains Revenge Crits if your Senrty gets destoryed
      • No random Critical Hits
      • -50% clip size

      The Frontier Justice is an unlockable primary weapon available for the Engineer released with the Engineer Update. This shotgun cannot randomly Crit and has half the magazine size of the regular Shotgun (3 from 6), but can get Revenge Crits: For every kill your Sentry racks up, upon its destruction the Frontier Justice gets 2 guaranteed Crits. For every assist, it gets 1. This applies even if the Engineer destroys his own Sentry with the PDA. Taunting with the Frontier Justice will make the Engineer pull out his guitar, strum it, and slam it on the ground killing anyone unlucky enough to be infront of him.

    • Super Dildo Launcher 5000

      • Damage: 64 - 132
      • Critical damage: 284 - 296
      • Total shots: 16 + 4 in the weapon

      With the grenade launcher, the Demoman can deal much damage in no time. Though, the grenades explodes by direct contact with an enemy player or an enemy building, otherwise they explode automatically 2 to 3 seconds after hitting a ceiling, a wall or the ground.

    • Vintage Natascha

      • Damage per second (point blank): 320 - 360
      • Damage per second (medium range): 30 - 200
      • Damage per second (long range): 30 - 60
      • Damage: 6.75 per bullet
      • Mini-crit damage: 9.1125 per bullet
      • Critical damage: 20.25 per bullet
      • Shots: 200
      • Slows down target on hit
      • -25% damage

      Natascha is one of the three new weapons added with the Heavy Update. The weapon becomes available after unlocking 15 Heavy Achievements, thus reaching the "Heavy Milestone 2". This weapon is essentially another Minigun, but with an additional effect: The weapon slows down every enemy it hits by 25% for a short moment. Unlike Sahsa, however, this weapon deals lower damage then its counterpart.

    • Strange Natascha

      • Damage per second (point blank): 320 - 360
      • Damage per second (medium range): 30 - 200
      • Damage per second (long range): 30 - 60
      • Damage: 6.75 per bullet
      • Mini-crit damage: 9.1125 per bullet
      • Critical damage: 20.25 per bullet
      • Shots: 200
      • Slows down target on hit
      • -25% damage

      Natascha is one of the three new weapons added with the Heavy Update. The weapon becomes available after unlocking 15 Heavy Achievements, thus reaching the "Heavy Milestone 2". This weapon is essentially another Minigun, but with an additional effect: The weapon slows down every enemy it hits by 25% for a short moment. Unlike Sahsa, however, this weapon deals lower damage then its counterpart.

    • Strange Minigun

      • Damage per second (point blank): 500 - 540
      • Damage per second (medium range):50 - 300
      • Damage per second (long range): 50 - 100
      • Damage: 9 per bullet
      • Mini-crit damage: 12 per bullet
      • Critical damage: 27 per bullet
      • Shots: 200

      The primary weapon and the best friend of the strongly built Heavy is called "Sasha". It fires roughly 10 shots per second and it is able to raze everything in short and mid range with a single sweep.

    • Strange Sniper Rifle

      • Bodyshot 43 - 57 (0% Charge) / 128 - 172 (100% Charge)
      • Headshot: 150 (0% Charge) / 450 (100% Charge)
      • Minicrit-Damage: 68 (0% Charge) / 203 (100% Charge)
      • Crit-Damage: max. 150
      • Clip Size: 1 shot
      • Ammunition overall: 25 shots
      • The damage increases after 1 second in zoomed state

      The sniper rifle is the best and strongest long range weapon in Team Fortress 2. It occupies the primary slot of the snipers weapons. The sniper can charge his shot, which takes 3.5 seconds to achieve 100% and deals a massive amount of damage to his enemies. To almost every class, a fully charged headshot leads to instant death.

    • Strange Huntsman

      • Bodyshot: 44-58 (0% Charge), 103-137 (100% Charge)
      • Headshot: 153 (0% Charge), 360 (100% Charge
      • Clip Size: 1 shot
      • Ammunition overall: 12 shots + 1 in the bow

      The huntsman is one of the three new weapons for the sniper introduced with the sniper vs. spy update. The weapon is unlocked once you complete 5 sniper achievements thus acquiring the "Sniper Milestone 1". This weapon is a decent alternative for the sniper rifle. While the latter is more suited for very long range combat, the bow can compete with mid- to melee range combat. The charging time for your shot is shorter than the one of your sniper rifle, which is useful in melee range. The field of view is also better, because you can fire well aimed shots from the normal - unzoomed - sight.

    • Vintage Huntsman

      • Bodyshot: 44-58 (0% Charge), 103-137 (100% Charge)
      • Headshot: 153 (0% Charge), 360 (100% Charge
      • Clip Size: 1 shot
      • Ammunition overall: 12 shots + 1 in the bow

      The huntsman is one of the three new weapons for the sniper introduced with the sniper vs. spy update. The weapon is unlocked once you complete 5 sniper achievements thus acquiring the "Sniper Milestone 1". This weapon is a decent alternative for the sniper rifle. While the latter is more suited for very long range combat, the bow can compete with mid- to melee range combat. The charging time for your shot is shorter than the one of your sniper rifle, which is useful in melee range. The field of view is also better, because you can fire well aimed shots from the normal - unzoomed - sight.

    • Vintage Backburner

      • 100% critical hits from behind
      • +150% airblast cost

      The Backburner is one of the three new weapons added with the Pyro Update. The weapon becomes available after unlocking 15 Pyro Achievements, thus reaching the "Pyro Milestone 2". The weapon works in the same way the Flamethrower: it uses fire to deal damage and set enemies on fire. As the name implies, it will cause critical damage whenever a player hits an enemy on his or her "back".

    • Strange Backburner

      • 100% critical hits from behind
      • +150% airblast cost

      The Backburner is one of the three new weapons added with the Pyro Update. The weapon becomes available after unlocking 15 Pyro Achievements, thus reaching the "Pyro Milestone 2". The weapon works in the same way the Flamethrower: it uses fire to deal damage and set enemies on fire. As the name implies, it will cause critical damage whenever a player hits an enemy on his or her "back".

    • Strange Syringe Gun

      • Damage point blank: 10 - 15
      • Damage medium range: 5 - 10
      • Damage long range: 5 - 6
      • Mini-crit-Damage: 14
      • Critical damage: 30
      • Shots: 40
      • Munition: 150 + 40 in the weapon

      The only fire weapon the Medic can resort to if he needs to is the Syringe Gun. The gun shoots out about 10 syringes per second that individually don’t do a lot of damage but since the fire rate is quite high represent considerable danger especially to low-health classes. The syringes are subject to ballistics which makes them fall towards the ground with increasing flying distance. So, the further away a target is the higher up the Medic needs to aim in order to score hits. Oops, that was not medicine.

    • Strange Blutsauger

      • Damage point blank: 10 - 15
      • Damage medium range: 5 - 10
      • Damage long range: 5 - 6
      • Mini-crit-Damage: 14
      • Critical damage: 30
      • Shots: 40
      • Munition: 150 + 40 in the weapon
      • +3 HP per Hit

      The Blutsauger is one of the three new weapons added with the Gold Rush Update. The weapon becomes available after unlocking 10 Medic Achievements, thus reaching the "Medic Milestone 1". The weapon deals the same amount of damage as the Syringe Gun. In addition to that, all damage caused by that weapon will be added to the player's health. For instance: When hurting an enemy constantly without missing at all, it will heal 30 health points per second (3 points for each hit). With another TF2 Update the Blutsauger reduces the regenaration of health points from the maximum of 6 to 4 healt point per second.

    • Vintage Blutsauger

      • Damage point blank: 10 - 15
      • Damage medium range: 5 - 10
      • Damage long range: 5 - 6
      • Mini-crit-Damage: 14
      • Critical damage: 30
      • Shots: 40
      • Munition: 150 + 40 in the weapon
      • +3 HP per Hit

      The Blutsauger is one of the three new weapons added with the Gold Rush Update. The weapon becomes available after unlocking 10 Medic Achievements, thus reaching the "Medic Milestone 1". The weapon deals the same amount of damage as the Syringe Gun. In addition to that, all damage caused by that weapon will be added to the player's health. For instance: When hurting an enemy constantly without missing at all, it will heal 30 health points per second (3 points for each hit). With another TF2 Update the Blutsauger reduces the regenaration of health points from the maximum of 6 to 4 healt point per second.

    • Strange Black Box

      • On Hit: +15 health
      • -25% Clip size

      As a part of the Tank Buster Kit, this weapon replaces your primary Rocketlauncher.

    • Rocket Jumper

      • No self inflected blast damage taken
      • +200% max primary ammo on wearer
      • -100% damage done
      • Wearer cannot carry the intelligence briefcase

      The Rocket Jumper is a primary weapon replacement for the Soldier released with the Polycount Update, though not a part of the Soldier's Tank Buster Pack. It's special type of Rocket Launcher focused on learning to rocket jump, as the user neither deals nor receives damage upon firing. The Rocket Jumper also grants 200% max ammo on wearer, for extra practice of course

    • Strange Shortstop

      • Damage (short Distance): 69 - 72
      • Damage (medium Distance):: 24 - 48
      • Damage (long Distance):: 6 - 12
      • Minicrit-Damage: 16 pro Kugel
      • Crit-Damage: 24 pro Kugel
      • Shots: 4
      • Total shots: 36 + 4 in the weapon
      • On Hit: Slow target movement by 40% for 0.5s

      As a part of the Special Delivery Kit, this four-barreled Pistol will replace your primary Scattergun. Because of its fast reloading ability, this weapon will be a torture to your enemies when it's used by the right person.

    • The Gladiator's Triumph

      • 65% faster weapon switch
      • -25% burn damage penalty
      • -10% damage penalty

      This, made-out-of-trash-like Flamethrower replaces you normal Flamethrower. It impresses with its Skin, the sound of burning someone and the ability to switch weapons quickly.

    • Strange Sidney Sleeper

      • Bodyshot: 45 - 50 (0% Charge)
      • Bodyshot: 70 - 80 (50% Charge) (Jarate Effect starts)
      • Bodyshot: 90- 110 (75% Charge)
      • Bodyshot: 130 - 160 (100% Charge)
      • Minicrit-Damage: 68 (0% Charge) / 203 (100% Charge)
      • Crit-Damage: 150 (0% Charge) / 450 (100% Charge)
      • Shots: 1
      • Total Shots: 25 + 1 in the weapon
      • On Hit: Jarate applied to target for 8 seconds
      • No random critical hits
      • No headshots

      The Sidney Sleeper replaces, as a part of the Croc-o-style Kit your Sniper Rifle. This weapon may help you to coat distant enemies with Jarate, but people will start calling you a "Bodyshotn00b" (someone who can kill people with bodyshots only).

    • Strange L'Etranger

      • Damage: 32
      • Minicrit-Damage: 43
      • Crit-Damage: 96
      • Shots: 6
      • Total shots: 24 + 6 in the weapon
      • +15% cloak on hit
      • -20% damage done

      As a part of the Saharan Spy kit, the L'Etranger (en. The Stranger) replaces your Revolver.

    • Iron Curtain

      The Iron Curtain is a promotional primary weapon for the Heavy. It appears to be a Minigun made partially out of wood, with identifiable features such as a Communist Hammer and Sickle emblem visible on the ammo casing and a smoking vent on the side. This weapon was supposedly crafted by the Heavy himself. The weapon functions in exactly the same way as the standard Minigun. It is awarded to players of Poker Night at the Inventory for defeating the Heavy during a round in which he has bought in with the item instead of cash.

    • Strange Crusader's Crossbow

      • Fires special bolts that heal teammates and deal damage based on distance traveled
      • 40% faster reload time
      • No headshots
      • -75% max primary ammo on wearer

      The Crusader's Crossbow is a community-made primary weapon for the Medic. The Crusader's Crossbow appears as a wooden crossbow, with a metal barrel attached to a canister which houses an arrow until it is fired. The cross emblem worn on the Medic's backpack and scoreboard icon is present on both the canister, and the frame of the Crusader's Crossbow. The Crusader's Crossbow fires an arrow that travels in a slight arc with a team-colored streak trailing behind it, not unlike the Huntsman. Though the Crusader's Crossbow does not require the user charge their shot before firing, the time spent reloading an active arrow is significantly increased compared to the Huntsman. Arrows fired from the Crusader's Crossbow will damage enemies and heal teammates, allowing a sharpshooting player to deal damage from a great distance. Any player hit with an arrow fired from the Crusader's Crossbow will appear to have an arrow sticking out of their body, a mere cosmetic effect. Arrows function on a reversed damage falloff scale; the further an arrow travels, a greater amount of damage or health it will heal. The amount of health replenished is not affected by whether the teammate has been recently damaged. Healing teammates with an arrow fired from the Crusader's Crossbow does not contribute to the Medic's ÜberCharge meter. A Pyro can reflect an arrow fired from the Crusader's Crossbow back at the Medic, or into their own teammates to give them a health boost. Disguised enemy Spies will be damaged by reflected arrows, rather than healed.

    • Vintage Crusader's Crossbow

      • Fires special bolts that heal teammates and deal damage based on distance traveled
      • 40% faster reload time
      • No headshots
      • -75% max primary ammo on wearer

      The Crusader's Crossbow is a community-made primary weapon for the Medic. The Crusader's Crossbow appears as a wooden crossbow, with a metal barrel attached to a canister which houses an arrow until it is fired. The cross emblem worn on the Medic's backpack and scoreboard icon is present on both the canister, and the frame of the Crusader's Crossbow. The Crusader's Crossbow fires an arrow that travels in a slight arc with a team-colored streak trailing behind it, not unlike the Huntsman. Though the Crusader's Crossbow does not require the user charge their shot before firing, the time spent reloading an active arrow is significantly increased compared to the Huntsman. Arrows fired from the Crusader's Crossbow will damage enemies and heal teammates, allowing a sharpshooting player to deal damage from a great distance. Any player hit with an arrow fired from the Crusader's Crossbow will appear to have an arrow sticking out of their body, a mere cosmetic effect. Arrows function on a reversed damage falloff scale; the further an arrow travels, a greater amount of damage or health it will heal. The amount of health replenished is not affected by whether the teammate has been recently damaged. Healing teammates with an arrow fired from the Crusader's Crossbow does not contribute to the Medic's ÜberCharge meter. A Pyro can reflect an arrow fired from the Crusader's Crossbow back at the Medic, or into their own teammates to give them a health boost. Disguised enemy Spies will be damaged by reflected arrows, rather than healed.

    • Strange Brass Beast

      • +20% damage done
      • 50% slower spin up time
      • -60% slower move speed while deployed

      The Brass Beast is a community-made primary weapon for the Heavy. It is an antique machine gun made almost entirely of brass, bearing resemblance to the original 1861 Gatling gun made by Richard J. Gatling. This weapon does more damage per second than the original Minigun, at the cost of a lengthy spin up time and slower movement speed while it is both deployed and revved up. As a result, players are unable to move effectively whilst deployed, but can deal significant damage to oncoming enemies. This makes the Brass Beast particularly strong in defensive situations where a Heavy can keep the weapon spinning without having to move.

    • Strange Loch-n-Load

      • +20% damage done
      • +25% projectile speed
      • Launched bombs shatter on surfaces
      • -60% clip size
      • +25% damage to self

      The Loch-n-Load is a community-made primary weapon for the Demoman. It is a break-action grenade launcher, with separate barrels for firing its two loaded grenades. The weapon fires grenades that travel at approximately 1331 Hammer units per second, or around 56 miles per hour. These grenades inflict slightly more damage than the Grenade Launcher upon a direct hit; however, the grenades will shatter harmlessly upon hitting anything other than an enemy player or building, causing no damage whatsoever. The grenades additionally deal increased self-damage to the Demoman who fired them, making close combat riskier.

    • Loch-n-Load

      • +20% damage done
      • +25% projectile speed
      • Launched bombs shatter on surfaces
      • -60% clip size
      • +25% damage to self

      The Loch-n-Load is a community-made primary weapon for the Demoman. It is a break-action grenade launcher, with separate barrels for firing its two loaded grenades. The weapon fires grenades that travel at approximately 1331 Hammer units per second, or around 56 miles per hour. These grenades inflict slightly more damage than the Grenade Launcher upon a direct hit; however, the grenades will shatter harmlessly upon hitting anything other than an enemy player or building, causing no damage whatsoever. The grenades additionally deal increased self-damage to the Demoman who fired them, making close combat riskier.

    • Vintage Loch-n-Load

      • +20% damage done
      • +25% projectile speed
      • Launched bombs shatter on surfaces
      • -60% clip size
      • +25% damage to self

      The Loch-n-Load is a community-made primary weapon for the Demoman. It is a break-action grenade launcher, with separate barrels for firing its two loaded grenades. The weapon fires grenades that travel at approximately 1331 Hammer units per second, or around 56 miles per hour. These grenades inflict slightly more damage than the Grenade Launcher upon a direct hit; however, the grenades will shatter harmlessly upon hitting anything other than an enemy player or building, causing no damage whatsoever. The grenades additionally deal increased self-damage to the Demoman who fired them, making close combat riskier.

    • Enforcer

      • +20% damage bonus while undisguised
      • 20% slower firing speed
      • No random critical hits

      The Enforcer is a community-made secondary weapon for the Spy. It is a snubnosed revolver with a pearl grip. The Enforcer delivers 20% more damage to enemies than the Revolver when undisguised. However, it fires 20% slower and cannot deal random crits.

    • Strange Soda Popper

      • +25% faster reload time
      • +50% faster firing speed
      • -60% clip size
      • No random critical hits

      Builds hype as you run. When the hype meter is full, unleash mini-crits! The Soda Popper is a primary weapon for the Scout. It is a broken Force-A-Nature repaired with several black bands, with slitted barrels and a can of Crit-a-Cola attached underneath. The weapon offers 25% faster reloading speed and 50% faster firing speed compared to the default Scattergun. However, it restricted to loading two shots at a time, and it is incapable of delivering random critical hits. In addition, equipping the Soda Popper places a "hype" meter on the HUD, which charges whilst the player is moving with the weapon in use. It takes approximately 5200 Hammer units of distance traveled, either through running or jumping, to fill up the hype meter. When the meter is full, all weapons will automatically deal mini-crits for 8 seconds

    • Strange Bazaar Bargain

      • -20% Base charge rate decreased

      The Bazaar Bargain is a primary weapon for the Sniper. It is a long ornately carved rifle with a small circular sight attached to a long rod, secured with golden straps; the stock is curved with a golden recoil pad. The Bazaar Bargain has it base charge rate decreased by 20%. Successfully scoring a headshot increases the charge rate of the next shot by 10%. On the other hand, taking body shots lengthens the charge time, and missing a shot completely clears the bonus. The bonus caps out at a 30% faster charge time, after 5 consecutive headshots. This item was previously tested in the Team Fortress 2 Beta as the Beta Sniper Rifle 1.

    • Ali Baba's Wee Booties

      • +100% turning control while charging
      • +25 max health on wearer

      Ali Baba's Wee Booties are a set of primary weapons for the Demoman. They are a pair of steel pointed boots, curved slightly at the tip. These boots provide the player with a 25 health bonus. In addition, it allows for a doubled increase in turning control while charging with either the Chargin Targe or Splendid Screen, allowing the Demoman's charge to be maneuvered much easier.

    • Strange Overdose

      • -10% damage done

      The Overdose is a primary weapon for the Medic. It is a prototype Syringe Gun, with a white and team-colored needle disposal container in place of a needle cache. This weapon deals 10% less damage than that of the stock Syringe Gun. However, as the Medic builds up his ÜberCharge, his movement speed while holding the Overdose will increase proportionally, reaching a maximum of 10%. The Overdose was previously tested in the Team Fortress 2 Beta as the Beta Syringe Gun.

    • Strange Liberty Launcher

      • +40% projectile speed
      • -25% clip size

      The Liberty Launcher is a primary weapon for the Soldier. It is an army green rocket launcher with tan wooden handles, a scope with a white U.S. Army insignia, and a wooden shoulder-rest with a wire frame exhaust port. The Liberty Launcher's projectile travels at a rate of 1540 Hammer Units per second - roughly 66 mph - 40% faster than the Rocket Launcher's rockets. However, it can only have three rockets loaded at once.

    • Strange Tomislav

      • +10% faster spin up time
      • This weapon has no barrel spin sound
      • -20% firing speed

      Tomislav is a primary weapon for the Heavy. It is an over-sized, heavily modified Thompson submachine gun with two handles, an ammo drum connected to its underside, and a carrying sling hanging from the drum to the handguard. This weapon sports a 75% faster spin-up time complete with a suppressed sound, ideal for ambushing opponents. This, however, comes at the cost of firing 20% slower, resulting in a reduced application of damage per second.

    • Cow Mangler 5000

      • This weapon does not require ammo.
      • This weapon can fire a charged shot that mini-crits players and disables buildings for 4 sec.
      • No random critical hits
      • This weapon deals reduced damage to buildings.

      The Cow Mangler 5000 is a primary weapon for the Soldier. It appears to be a large bazooka-style retro-future ray gun. This weapon is able to fire 5 blasts of energy that delivers identical damage to players as the Rocket Launcher, but reduced damage aganst buildings. The Cow Mangler 5000 features a "Mangler" bar in the HUD which serves as an indication of its clip; after being depleted, it can be recharged through a reloading process. It does not feature the traditional ammo reserve used by other weapons. When the Mangler bar is full, pressing and holding the secondary fire button will cause the weapon to begin charging up. During this process, the entire Mangler bar is consumed and the Soldier's movement speed is reduced to a third (from his standard 80% of normal speed to roughly 27%). This charging period lasts for 3 seconds, after which a single charged shot can be fired. This shot delivers additional base damage to players as well as dealing mini-crit damage. Additionally, enemies hit by this blast will suffer afterburn identical to that of the Flamethrower, albeit for half of the normal duration. This also allows the weapon to be used to ignite Huntsman arrows held by a friendly Sniper. The charged shot is further capable for disabling any building for a total of 4 seconds. Enemies killed by the Mangler suffer a unique death; they will turn black and hover in mid-air while team-colored fire particles surround them and disintegrate their body.

    • Genuine Original

      The Original is a promotional primary weapon for the Soldier. Styled after the Rocket Launcher from Quake (the model of which was used in the original Team Fortress mod for the Soldier's Rocket Launcher and the Pyro's Incendiary Cannon), it appears as a tan rocket launcher with a gray tubular exhaust port, bulky barrel, and a gray handle

    • Widowmaker

      The Widowmaker is a promotional primary weapon for the Engineer. It is a futuristic, tan Shotgun styled after the Widowmaker TX, a weapon available in Deus Ex: Human Revolution. This weapon uses the Engineer's metal as its source of ammunition; each shot fired will consume 60 metal, making for a maximum of 3 shots able to be fired without additional metal, with no requirement to reload. Each point of damage done to an enemy player or building with the Widowmaker is returned to the Engineer as metal. It was awarded in Genuine quality to players who pre-purchased Deus Ex: Human Revolution on Steam before August 26, 2011.

    • Machina

      • Fully charged Shot can pierce through multiple enemies

      The Machina (play /ˈmɑːkiːnə/ or /ˈmækɨnə/ mah-kee-nə[1]) is a promotional primary weapon for the Sniper. It is a futuristic Sniper Rifle with a split barrel and soft grip. While the Machina deals identical damage to the default Sniper Rifle, it cannot be fired unless the player is utilizing the scope. Attempting to fire the weapon unscoped will cause it to "click" and emit sparks from the muzzle at no ammo cost. A fully charged shot fired by the Machina delivers an extra 15% damage and can pierce through multiple enemies. On the other hand, fully charged shots do not penetrate through buildings. This weapon also fires tracer rounds; each shot leaves a faint team-colored trail in the air, notifying enemies of the Sniper's position. A successful penetration kill, where a fully charged shot penetrates an enemy to kill another enemy behind them, will trigger a unique sound effect akin to fanfare that can be heard by every player on the server. The Machina was awarded in Genuine quality to players who pre-purchased Deus Ex: Human Revolution on Steam before August 26, 2011.

    • Strange Diamondback

      • Damage (short Range): 46 - 56
      • Damage (middle Range): 31 - 37
      • Damage (long Range): 15 - 19
      • Mini-Crit: 46
      • Critical Hit (headshot only): 102
      • Shots: 6
      • Total shots: 24 + 6 in the weapon
      • Can save Crits
      • No random Crits

      The Diamondback is a promotional primary weapon for the Spy. It is styled after the Diamond Back .357 from Deus Ex: Human Revolution. Similarly to the Frontier Justice, the Diamondback has the ability to store up to 35 critical hits for later use but cannot deliver random crits. A potential critical hit is stored for each enemy building that is destroyed while being sapped by that Spy's Electro Sappers; the Spy does not have to earn credit for the destruction. As a drawback, the weapon delivers 15% less damage compared to the default Revolver. Any stored critical hits will be lost upon death and any buildings destroyed with the Spy's Electro Sapper attached while he is dead will not be granted to him upon respawn. The Diamondback was awarded in Genuine quality to players who pre-purchased Deus Ex: Human Revolution on Steam before August 26, 2011.

    • Bootlegger

      • +100% increase in turning control while charging
      • +25 max health on wearer

      The Bootlegger is a primary weapon for the Demoman. It is a single pirate's boot and a peg leg. Used when a pirate loses his leg in battle, the same way as the Demoman uses an eye patch (He loses his eye in battle.). This set is Pirate themed. This weapon functions in exactly the same way as Ali Baba's Wee Booties.

    • Pomson 6000

      • Does not require ammo
      • Projectile penetrates enemy targets
      • Projectile cannot be deflected
      • On Hit: Victim loses 10 Medigun charge
      • On Hit: Victim loses 20 cloak

      Being an innovative hand-held irradiating utensil capable of producing rapid pulses of high-amplitude radiation in sufficient quantity as to immolate, maim and otherwise incapacitate the Irish.

    • Strange Beggar's Bazooka

      • Hold Fire to load up to three rocketsRelease Fire to unleash the barrage
      • Overloading the chamber will cause a misfire
      • +%s1 degrees random projectile deviation
      • Cannot collect ammo from dispensers
    • Strange Rainblower

      • On Equip: Visit Pyroland
      • Only visible in Pyroland

      Your friends (enemies) will squeal with delight (be consumed with fire) when you cover them in sparkly rainbows (all-consuming fire). (Equips Pyrovision.)

    • Strange Baby Face's Blaster

      • 40% more accurate
      • On Hit: Builds Boost Run at up to double speed at maximum Boost
      • -30% damage penalty
      • 35% slower movement speed on wearer
      • Boost resets on jump
    • Genuine AWPer Hand

      This controversial bolt-action beaut is banned in thousands of countries, and with good reason: You could really hurt someone with this thing.

    • Strange Carbonado Botkiller Flame Thrower

    • Loose Cannon

      • Cannonballs have a fuse time of 2 seconds; fuses can be primed to explode earlier by holding down the fire key.
      • Cannonballs push players back on impact
      • Cannonballs do not explode on impact
      • 50% damage on contact with surfaces
    • Rescue Ranger

      • Alt-Fire: Use metal to pick up buildings from long range
      • Fires a special bolt that can repair friendly buildings
      • Self mark for death on building pick up
      • 50% max primary ammo on wearer
      • 66% clip size
    • Festive Frontier Justice

      • When your sentry is destroyed yougain revenge crits for every sentry kill
      • No random critical hits
      • -50% clip size
    • SUPER DILDO LAUNCHER 9000

    • Festive Grenade Launcher

  • Secondary Toggle View

    • Vintage BONK! Energy Drink

      • 8 Seconds Invulnerably

      The Atomic Punch energy drink is one of the three new weapons added with the Scout Update. The weapon becomes available after unlocking 22 Scout Achievements, thus reaching the "Scout Milestone 3". When used, the Scout becomes invulnerable for 1.25 seconds. No matter what weapon is used against the Scout, he doesn't take any damage whatsoever. He also doesn't take any damage when falling from high spots, but still dies from drowning since BONK! can't be used underwater. After the effect faded, the Scout will stay in a near-lethargy stasis, forcing him to move about 50% slower then normal for 6 seconds. While invulnerable, the Scout can neither capture the Intel nor capture a Control Point. He also can't attack any weapon, but can reload them. The camera switches to third person perspective during this time, much like when taunting with a class.

    • Strange Pistol

      • Damage (point blank): 20 - 22
      • Damage (medium range): 10 - 15
      • Damage (long range): 8 - 9
      • Mini-crit damage: 20
      • Critical damage: 45
      • Shots: 12
      • Total shots: 36 + 12 in the weapon

      The Pistol is the Scout's secondary fire weapon. As it does less damage than the Scattergun it should primarily be used for long-range targets as it is very accurate. The Pistol also comes in handy if opponents only have very little health left and only need one or two bullets to be killed.

    • Vintage Crit-a-Cola

      • Gives mini-crits for 8 seconds
      • +25% moving speed
      • Takes mini-crits for 8 seconds

      The Bonk! Crit-a Cola is the third secondary weapon for the Scout. It is consumed like the Bonk! Atomic Punch and gives the drinker mini-crits for 6 seconds. However, during this effect, the Scout receives mini-crits during his buff. The drink needs 24 seconds for cooldown. It is achieved either by random drop or by crafting, e.g. Kritzkrieg+Bonk! Atomich Punch.

    • Vintage Flare Gun

      • Damage: 27 - 33
      • Mini-crit damage (on burning enemies only): 41
      • * Critical damage: 90
      • minicrit vs burning player

      The Flare Gun is one of the three new weapons added with the Pyro Update. The weapon becomes available after unlocking 10 Pyro Achievements, thus reaching the "Pyro Milestone 1". The weapon fires flares who not only deal damage to an enemy when hit, but also ignite them. That allows the Pyro to deal with enemies from a distance, most notably against Snipers and Engineers.

    • Strange Flare Gun

      • Damage: 27 - 33
      • Mini-crit damage (on burning enemies only): 41
      • * Critical damage: 90
      • minicrit vs burning player

      The Flare Gun is one of the three new weapons added with the Pyro Update. The weapon becomes available after unlocking 10 Pyro Achievements, thus reaching the "Pyro Milestone 1". The weapon fires flares who not only deal damage to an enemy when hit, but also ignite them. That allows the Pyro to deal with enemies from a distance, most notably against Snipers and Engineers.

    • Vintage Wrangler

      Engineers can use the Wrangler to take control and aim their Sentry Gun. An Engineer-controlled Sentry Gun won't select targets by itself. The Wrangler creates a shield that absorbs 66% of all incoming damage.

    • Vintage Cloak and Dagger

      • Total cloak time while running: 6.8 seconds
      • Total cloak time while crouch-walking: 66.5 seconds
      • Recharge time while uncloaked: 33.5 seconds
      • Recharge time while cloaked: 22.5 seconds
      • * Does not allow to recharge faster by picking up ammo boxes and dropped weapons

      The Cloak and Dagger is one of the three new weapons added with the Sniper VS Spy Update. The weapon becomes available after unlocking 11 Spy Achievements, thus reaching the "Spy Milestone 2". While the Invisibility Watch drains energy regardless of the situation, the Cloak and Dagger is motion sensitive: energy is only drained when the player moves. The faster the player moves while being cloaked, the faster it drains. When you stand still, the device recharges automatically, regardless if you're cloaked or not. If the energy meter reacehs zero, you won't fully uncloak, but instead are partially visible.

    • Vintage Dead Ringer

      • Total cloak time: 6.5 seconds
      • Recharge time: 16 seconds

      The Dead Ringer one of the three new weapons added with the Sniper VS Spy Update. The weapon becomes available after unlocking 17 Spy Achievements, thus reaching the "Spy Milestone 3". Unlike the Invisibility Watch, the Dead Ringer doesn't allow to cloak the Spy by demand, but when hit by something, regardless of an enemy weapon or an environmental object. When triggered, it will create a corpse of the Spy or the class he was being disguised. At the same time, the Spy is cloaked for 5.5 seconds, allowing him to escape and fool the enmy in believing you actually died. Additionally, The damage taken while holding the Dead Ringer and activating its effect will be recuded by 90%. This applies to the first shot only, any additional damage taken while being cloaked is the default 100%.

    • Strange Dead Ringer

      • Total cloak time: 6.5 seconds
      • Recharge time: 16 seconds

      The Dead Ringer one of the three new weapons added with the Sniper VS Spy Update. The weapon becomes available after unlocking 17 Spy Achievements, thus reaching the "Spy Milestone 3". Unlike the Invisibility Watch, the Dead Ringer doesn't allow to cloak the Spy by demand, but when hit by something, regardless of an enemy weapon or an environmental object. When triggered, it will create a corpse of the Spy or the class he was being disguised. At the same time, the Spy is cloaked for 5.5 seconds, allowing him to escape and fool the enmy in believing you actually died. Additionally, The damage taken while holding the Dead Ringer and activating its effect will be recuded by 90%. This applies to the first shot only, any additional damage taken while being cloaked is the default 100%.

    • Stickybomb Launcher

      • Damage: 120
      • Minicrit-Damage: 162
      • Crit-Damage: 353
      • Shots: 8 Stickys
      • Total Shots: 32 Stickys

      The primary purpose for the Sticky grenade launcher is to place sticky bombs for defensive purposes. The sticky bombs can be placed nearly at anyplace and can be detonated by command . They are an excellent choice to destroy enemy positions.Only disadvantages are high reload time and that they can be destroyed by enemy firearms.

    • Strange Stickybomb Launcher

      • Damage: 120
      • Minicrit-Damage: 162
      • Crit-Damage: 353
      • Shots: 8 Stickys
      • Total Shots: 32 Stickys

      The primary purpose for the Sticky grenade launcher is to place sticky bombs for defensive purposes. The sticky bombs can be placed nearly at anyplace and can be detonated by command . They are an excellent choice to destroy enemy positions.Only disadvantages are high reload time and that they can be destroyed by enemy firearms.

    • Vintage Chargin Targe

      Since the Soldier vs Demoman update, the Chargin Targe replaces the Stickybomb launcher. The shield increases it\'s werarers resistance against fire by 50% - against explosive damage by 50%. Furthermore, the shield enables a charge on the enemy. In doing so, the melee weapon is strenghened. Hitting your enemy with the melee weapon while charging at medium distance will result in a mini-crit hit, at high distance it will result in a critical hit..

    • Strange Chargin Targe

      Since the Soldier vs Demoman update, the Chargin Targe replaces the Stickybomb launcher. The shield increases it\'s werarers resistance against fire by 50% - against explosive damage by 50%. Furthermore, the shield enables a charge on the enemy. In doing so, the melee weapon is strenghened. Hitting your enemy with the melee weapon while charging at medium distance will result in a mini-crit hit, at high distance it will result in a critical hit..

    • Vintage Scottish Resistance

      • Damage:120
      • Crit-Damage:353
      • Total shots: 36 Stickys + 8 in the weapon

      With the Scottish Resistance, up to 14 stickybombs can be layed down. Plus, it can destroy enemy stickybombs. Furthermore, demoman gains the ability of detontaing seperate groups of his stickybombs.. So, several areas stay controlled and guarded. To detonate several groups of bombs, aim at them and press the button for secondary attack, as always. Of course, everything comes at price. As boosted defensive weapon, the SR is not designed for close range combat . The time to detonate the sticky bomb amounts to 0.4 seconds and with that its longer than the common stickybomb launcher's time.

    • Strange Scottish Resistance

      • Damage:120
      • Crit-Damage:353
      • Total shots: 36 Stickys + 8 in the weapon

      With the Scottish Resistance, up to 14 stickybombs can be layed down. Plus, it can destroy enemy stickybombs. Furthermore, demoman gains the ability of detontaing seperate groups of his stickybombs.. So, several areas stay controlled and guarded. To detonate several groups of bombs, aim at them and press the button for secondary attack, as always. Of course, everything comes at price. As boosted defensive weapon, the SR is not designed for close range combat . The time to detonate the sticky bomb amounts to 0.4 seconds and with that its longer than the common stickybomb launcher's time.

    • Vintage Dalokkohs Bar

      • Eeating Time: 4,3 seconds
      • Buff duration: 30seconds
      • Cooldown: 25,7 seconds
      • +50 max HP

      The Dalokohs Bar, pronounced ʻDah-lock-ussʻ, is a community-made secondary weapon for the Heavy. It is a large, partially unwrapped, segmented chocolate bar, with the Team Fortress logo imprinted on each chunk. The white-and-team-colored wrapper proclaims "Dalokohs, it's delicious!" When consumed, the bar will heal 60 Health. In addition, his maximum health is increased temporarily by 50 for the next 30 seconds, like a semi-permanent overheal. However, this bonus will not stack with healing from a Medi Gun or Dispenser nor will it increase the Heavy's maximum overheal health. The health increase does not remain if the Heavy changes his secondary weapon. Like other Lunch Box items, the Heavy will be immobile when consuming the bar; however it cannot extinguish fire, nor can it be eaten underwater. Also, unlike the Sandvich and the Buffalo Steak Sandvich, it cannot be dropped to heal teammates and can be eaten repeatedly without recharging.

    • Vintage Sandvich

      • Eeating Time: 4,3 seconds
      • Can be dropped for teammates
      • Gives teammates 50% of their health back

      The sandvich is one of the three new weapons included in the heavy update. The weapon is unlocked once you reach 10 achievements and aquire the "Heavy Milestone 1". With the sandvich, you become more independent from your medic, because when you are in a safe spot, you can replenish some health with this delicious mustard-flavoured beauty, and get right into action again afterwards. Since the TF2 update of the 15th of september your health is being completely restored and you can also drop the sandvich for your teammates to restore some of their health. When they pick it up, they are being granted 50% of their maximum life. The sandvich is hereby removed from the heavy, so he is unable to use it until he picks up a medkit while he is at full health.

    • Strange SMG

      • Damage (melee range): 8 - 12
      • Damage (mid range): 4 - 6
      • Damage (long range): 4 - 5
      • Minicrit-damage: 11
      • Crit-damage: 24
      • Clip size: 25 shots
      • Ammunition overall: 75 shots + 25 in your clip

      The secondary weapon of the sniper is the SMG. The damage dealt per shot is fairly low, but this is compensated by the high firing rate and decent aiming capabilities. The SMG is useful where the sniper rifle is useless or you have to move a lot.

    • Vintage Jarate

      • Impact on enemy players: receive 35% more damage (Minicrits)
      • Impact on enemy cloaked spies: uncloaks them
      • Impact on friendly players: extinguishes flames
      • Duration of effect: 5 seconds
      • Cool-down: 15 seconds
      • Ammunition: Infinite amount of jars.

      Jarate is one of the three new weapons introduced with the sniper vs. spy update. The weapon is being unlocked once you complete 11 sniper achievements thus completing the "Sniper Milestone 2". Jarate is used like a grenade. You throw your jar towards enemy players. But it doesn't deal damage like a real grenade, it "buffs" the enemy player with the Minicrit disadvantage, as they will now receive Minicrits which amplify the damage dealt by 35% for 5 seconds. Minicrits apply to any possibly hit such as melee weapons, bullets and even pyro flames. Moreover, Jarate can uncloak enemy spies, if you happen to hit one as well as extinguish friendly players that have been set on fire by an enemy pyro.

    • Strange Jarate

      • Impact on enemy players: receive 35% more damage (Minicrits)
      • Impact on enemy cloaked spies: uncloaks them
      • Impact on friendly players: extinguishes flames
      • Duration of effect: 5 seconds
      • Cool-down: 15 seconds
      • Ammunition: Infinite amount of jars.

      Jarate is one of the three new weapons introduced with the sniper vs. spy update. The weapon is being unlocked once you complete 11 sniper achievements thus completing the "Sniper Milestone 2". Jarate is used like a grenade. You throw your jar towards enemy players. But it doesn't deal damage like a real grenade, it "buffs" the enemy player with the Minicrit disadvantage, as they will now receive Minicrits which amplify the damage dealt by 35% for 5 seconds. Minicrits apply to any possibly hit such as melee weapons, bullets and even pyro flames. Moreover, Jarate can uncloak enemy spies, if you happen to hit one as well as extinguish friendly players that have been set on fire by an enemy pyro.

    • Vintage Razorback

      • Blocks a single spy backstab

      The Razorback is one of the three new weapons introduced with the sniper vs. spy update. The weapon is being unlocked once you complete 17 sniper achievements thus completing the "Sniper Milestone 3". The Razorback works like a shield for the back of the sniper. If an enemy spy tries to backstab you, he will be stunned for 2 seconds and won't be able to attack with his knife. When hit, the razorback breaks into pieces and you have to get back to your resupply locker to get a new one.

    • Strange Razorback

      • Blocks a single spy backstab

      The Razorback is one of the three new weapons introduced with the sniper vs. spy update. The weapon is being unlocked once you complete 17 sniper achievements thus completing the "Sniper Milestone 3". The Razorback works like a shield for the back of the sniper. If an enemy spy tries to backstab you, he will be stunned for 2 seconds and won't be able to attack with his knife. When hit, the razorback breaks into pieces and you have to get back to your resupply locker to get a new one.

    • Strange Medigun

      • 0 - 10 Sekunden: 24 HP / Sekunde
      • 11 - 14 seconds: 48 HP / second
      • 15 seconds: 72 HP / second

      The Medigun is not an attack weapon but a true supporting means with which the Medic can heal wounded teammates and buff up their health up to 150% of their maximum value. This allows him for example to boost the health of a Heavy from the normal 300 HP to a whopping 450 HP to render him a true battle tank. By using the Medigun, the Medic can charge it until he is given to possibility to initiate an Übercharge that makes him and selected teammates invulnerable for a defined period of time. If the Medic heals wounded teammates or if he uses it during the setup-phase on CP maps the charging process takes place at an increased rate. Healing Basics: The healing rate depends on how long a wounded player hasn't been attacked by the enemy. The longer a player can avoid further damage, the faster he/she will be healed. There are 3 healing rates in total.

    • Strange Kritzkrieg

      • 0 - 10 seconds: 24 HP / second
      • 11 - 14 seconds: 48 HP / second
      • 15 seconds: 72 HP / second

      The Kritzkrieg is one of the three new weapons added with the Gold Rush Update. The weapon becomes available after unlocking 16 Medic Achievements, thus reaching the "Medic Milestone 2". Like the Medigun, the Kritzkrieg heals its target and extends the target's health up to 50% from its default maximum amount of health points. The big difference is that an UberCharge won't make the Medic and its target invincible, but instead allows its target to have critical hits with any weapon for 10 seconds. Healing Basics: The healing rate depends on how long a wounded player hasn't been attacked by the enemy. The longer a player can avoid further damage, the faster he/she will be healed. There are 3 healing rates in total

    • Vintage Kritzkrieg

      • 0 - 10 seconds: 24 HP / second
      • 11 - 14 seconds: 48 HP / second
      • 15 seconds: 72 HP / second

      The Kritzkrieg is one of the three new weapons added with the Gold Rush Update. The weapon becomes available after unlocking 16 Medic Achievements, thus reaching the "Medic Milestone 2". Like the Medigun, the Kritzkrieg heals its target and extends the target's health up to 50% from its default maximum amount of health points. The big difference is that an UberCharge won't make the Medic and its target invincible, but instead allows its target to have critical hits with any weapon for 10 seconds. Healing Basics: The healing rate depends on how long a wounded player hasn't been attacked by the enemy. The longer a player can avoid further damage, the faster he/she will be healed. There are 3 healing rates in total

    • Lugermorph

      The Lugermorph (Max's Pistol) is a secondary weapon for the Scout and the Engineer. It's a reskin of the pistol, and has no unique stats. The weapon was given to players who bought Sam & Max: The Devil's Playhouse within the first week of its release. It is based off of the titular Max's pistol.

    • Vintage Gunboats

      • -60% damage by rocket jumps

      The Soldier\'s Gunboats replace his shotgun. They reduce the damage taken by rocket jumps and wall jumps by 60%

    • Vintage Buff Banner

      • 10 seconds Mini-crits for all near Team mates

      As with the medic, the buff banner charges a bar. It's charged by the damage which is dealt by the Soldier. When it's fully charged, the "Call to War" rings out. Team members in range gain Mini-crit hits for a maximum 10 seconds.

    • Battalion's Backup

      • Buff-Duration: 10 seconds
      • Buff-Range: 600 Units
      • Provides a defensive buff that protects nearby team members from crits and blocks 35% of incoming damage. Rage increases through damage taken.

      Through the suffering of damage, the "Rage-Meter" bar charges exactly like the Medic's ÜberCharge bar. After the activation of this Weapon, you and your comrades (in a radius of 600 Units) will get a buff, which reduces incomming damage by 35%.

    • Strange Mad Milk

      • Cooldown: 20 seconds
      • Effect duration: 6 seconds
      • Players heal 60% of the damage done to an enemy covered with milk.

      As a part of the Special Delivery Kit, this expired milk replaces you pistol. This throwing object works exactly like Jarate. Enemies which are covered with milk, will give you 60% of their suffered damage back, as healthpoints.

    • Darwin's Danger Shield

      • +25 max health on wearer

      This nice Croc-o-Armor is a part of the Croc-o-Style Kit and replaces your SMG. It's not decorating your back only, no, on top of all it gives you +25 max health as an extra bonus.

    • Buffalo Steak Sandvich

      • Effect-Lenght: 15 seconds
      • move speed is increased, damage done and taken will be mini-crits
      • player may only use melee weapons

      The Buffalo Steak Sandvich is a community-made secondary weapon for the Heavy. It is simply a slab of raw steak, supposedly from a buffalo, with a visible marrow bone. When eaten with primary fire, the weapon heals no damage to the Heavy, but bestows a multitude of buffs: move speed is increased to 311 HU/s — roughly 35% faster than the Heavy's normal walking speed — damage dealt and damage taken are delivered as Mini-crits, and the player is restricted to using melee weapons for the duration of the buffs. The buffs last for a total of 15 seconds. Should the player use secondary fire, the item will be thrown to the ground and functions as a pickup similar to the Sandvich, providing health upon being picked up. The primary fire effects are not applied on dropped Steaks. Should the Heavy be killed whilst holding the Buffalo Steak Sandvich, it will be dropped as a collectible for 50 health — 75 for a Scout.

    • Winger

      • +15% damage done
      • -60% clip size

      The Winger is a secondary weapon for the Scout. It is a pistol with a radioactivity symbol printed on its grip and a small pair of yellow wings spreading back toward the magazine. This weapon deals 15% more damage than the default Pistol, but can only load 5 shots at a time.

    • Strange Mantreads

      • 25% reduction in push force taken from damage
      • Deals 3x falling damage to the player you land on

      The Mantreads are secondary weapons for the Soldier. They are a pair of bulky leather boots with straps that keep them securely fastened to the Soldier's feet. When equipped, the Mantreads reduce the knock back received from sources such as Stickybombs by 75%. Should the player successfully fall a great distance and land on an enemy, the enemy will take triple the amount of fall damage that the player did.

    • Strange Detonator

      • +25% damage to self

      Alt-Fire: Detonate flare. The Detonator is a secondary weapon for the Pyro. It is a Flare Gun with an elongated barrel taped in place, an extra curved sight and spiral paint designs on the chamber. Similar to the Flare Gun, the weapon fires projectiles which, upon contact with an enemy, with deal slight damage as well as set them alight. Should a flare strike an enemy already on fire, Mini-Crit damage will be inflicted (instead of the full Crit damage that the normal Flare Gun inflicts), and the target's afterburn duration will be reset. The weapon's main ability is its eponymous detonate ability. Pressing secondary fire whilst a flare is in flight will cause it to explode, creating a small blast radius which damages and ignites nearby enemy players within range. The knockback from the explosion can also be used to Flare jump in a manner similar to rocket or sticky jumping. However, Pyros wielding the Detonator will suffer an additional 25% damage taken from their own explosive weapons. The Detonator was previously tested in the Team Fortress 2 Beta.

    • Strange Splendid Screen

      The Splendid Screen is a shield for the Demoman. It is an iron shield with four thick knobs in the cardinal directions, and a large boss in the middle. Compared to the Chargin' Targe, the Splendid Screen provides halved fire and explosive resistances. However, its charge ability is much more potent; there is no minimum distance required to deliver damage with a shield bash, and a successful charge bash delivers 70% more damage.

    • Strange Quick-Fix

      • ÜberCharge increases healing by 300% and grants immunity to movement-impairing effects
      • Move at the speed of any faster heal target.
      • +40% heal rate
      • +25% ÜberCharge rate
      • Medic mirrors blast jump of their heal target

      The Quick-Fix is a secondary weapon for the Medic. It is a prototype Medi Gun with a set of three gauges and a graduated cylinder for a body. The main gun is coupled with a medicinal reactor backpack with glowing portions that replaces Medic's default backpack. This Medi Gun has a 40% faster heal and 25% faster ÜberCharge build rate compared to the default Medi Gun, but lacks the ability to overheal patients. Additionally, should the player train the weapon on a faster ally, they will be able to move at the same speed as their healing target. When the ÜberCharge is deployed, the patient and the Medic will be healed at triple the healing rate, and become immune to movement effects such as knockback, stun, and slowdown, but will not be granted invulnerability or immunity to compression blasts. Additionally, if the Medic deploys the ÜberCharge but does not target an ally, he is healed at the normal rate. Healing a class with an item set speed bonus, such as the 10% bonus granted to the Pyro from the Gas Jockey's Gear does not apply the speed bonus to the Medic. This means that the Scout is the only class that will provide a speed bonus to a Medic using the Quick-Fix. The Quick-Fix was previously tested in Team Fortress 2 Beta. The Beta Quick-Fix, a separate variant of the weapon, is still available for use in the beta.

    • Strange Reserve Shooter

      • Mini-crits airborne targets for 3 seconds after being deployed
      • +15% faster weapon switch
      • -50% clip size

      The Reserve Shooter is a secondary weapon for the Soldier. It is a pump-action shotgun with army green metal on the barrel and receiver and tan-wooden fore-end and stock. At the cost of having only three shells per clip, this weapon increases the speed in which the Soldier switches between weapons by 15%. Additionally, it is able to deliver mini-crits to airborne targets for 3 seconds after switching to it from another weapon. Unlike the Direct Hit, which has a similar effect, the mini-crits are awarded even if the enemy was not launched into the air by explosive damage.

    • Strange Family Business

      • +40% clip size
      • -15% damage done

      The Family Business is a secondary weapon for the Heavy. It is a pump-action shotgun with a stock attached to its receiver. The weapons has a 40% increased ammo clip compared to the Shotgun, at the cost of doing 15% less damage.

    • Righteous Bison

      • This weapon does not require ammo.
      • This weapon fires a projectile thatpenetrates enemy targets.
      • This weapon's projectiles cannot be deflected.
      • This weapon deals reduced damage to buildings.

      The Righteous Bison is a secondary weapon for the Soldier. It is a handheld retro-future ray gun. This weapon fires an unreflectable projectile that delivers reduced damage against buildings, but is capable of piercing multiple targets. It does not feature the traditional ammo reserve used by other weapons. Additionally, it can be used to light Huntsman arrows held by an enemy Sniper. Enemies killed by the Righteous Bison suffer a unique death; they will turn black and hover in mid-air while team-colored fire particles surround them and disintegrate their body.

    • Short Circuit

      The Short Circuit is a promotional secondary weapon for the Engineer. It is a futuristic handheld electrical device consisting of two probes and rubber sealing, that appears to replace Engineer's right arm. This weapon fires a burst of electrical energy that does minor damage to enemies and has the ability to destroy enemy projectiles within a 180 degree radius at the expense of 35 metal. The weapon's electrical arcs are capable of hitting both multiple enemies and multiple projectiles in a single shot. Although unable to deliver critical hits either randomly or through the Kritzkrieg or to operate underwater, the Short Circuit does not require reloading and instead draws ammunition directly from the Engineer's metal supply. Enemies hit by the Short Circuit will emit white electrical sparks for a brief moment. Additionally, enemies killed by the weapon will suffer a distinctive death by vaporization, similar to the weapons in Dr. Grordbort's Victory Pack. It was awarded in Genuine quality to players that pre-ordered Deus Ex: Human Revolution before August 26, 2011.

    • Festive Stickybomb Launcher

      Festive weapons are default weapons that are wrapped with Christmas lights. The color of the lights differ between RED and BLU teams, RED team has red, yellow and green lights whereas BLU has blue, yellow and green lights. These weapons can be obtained by unlocking a Naughty Christmas Crate. The weapons were added in the Australian Christmas 2011 update.

    • Spamoman's Spam Launcher

      Festive weapons are default weapons that are wrapped with Christmas lights. The color of the lights differ between RED and BLU teams, RED team has red, yellow and green lights whereas BLU has blue, yellow and green lights. These weapons can be obtained by unlocking a Naughty Christmas Crate. The weapons were added in the Australian Christmas 2011 update.

    • Cozy Camper

      • No flinching when aiming
      • Knockback reduced by 20% when aiming
      • +1 health regenerated per second on wearer
      • -80% slower move speed when aiming

      The Cozy Camper is a community-created secondary weapon for the Sniper. It is a large team-colored backpack with camping gear attached. The attached gear includes Jarate, a Stainless Pot, a miniature Australian flag, and a koala doll with a slouch hat. The pot and the Jarate sway when the Sniper moves. When equipped, the Cozy Camper will prevent the Sniper from 'flinching' such that the Sniper Rifle's scope will not move when taking damage, such as weapon fire, bleeding, or afterburn. Additionally, overall knockback is reduced by 20%. As a downside, the Sniper will move 90% slower while scoped. In the case of the Huntsman, the effects are applied while the Sniper has the bow string pulled back.

    • Cleaner's Carbine

      • On Kill: 3 seconds of 100% critical chance
      • -20%% clip size
      • 35% slower firing speed
      • No random critical hits
    • Red-Tape Recorder

      • Reverses enemy building construction
      • -100% sapper damage penalty
    • Strange Silver Botkiller Stickybomb Launcher

    • Justin Bieber Gun!!

    • Strange Rust Botkiller Stickybomb Launcher

    • Strange Blood Botkiller Stickybomb Launcher

    • Strange Carbonado Botkiller Stickybomb Launcher

    • Strange Diamond Botkiller Stickybomb Launcher

    • Strange Silver Botkiller Stickybomb Launcher Mk.II

    • Vaccinator

      • Special-Attack: Cycle through resist types.While healing, provides you and your target with a constant 10% resistance to the selected damage type.
      • +150% ÜberCharge rate
      • -66% Overheal build rate.

      ÜberCharge provides 75% resistance to a selected damage type. You are healed for 25% of the matched incoming damage on your heal target.

    • Festive Buff Banner

      Provides an offensive buff that causes nearby team members to do mini-crits.

    • Festive Sandvich

    • Festive Ambassador

      • Crits on headshot
      • -15% damage penalty
      • -20% slower firing speed
  • Melee Toggle View

    • Strange Baseball Bat

      • Damage: 32 - 39
      • Mini-crit damage: 47
      • Critical damage: 105

      The Baseball Bat is the ideal short-range weapon for the small and skinny scout. By dishing out 2 hits per second the Scout is able to do quite some damage in melee combat with his little aluminum friend. Even tough classes such as the Heavy and the Demoman can get killed this way if the Scout gets too close

    • Vintage Sandman

      • Damage: 32 - 39
      • Mini-crit damage: 47
      • Critical damage: 105
      • Knocks out a mean stun ball
      • -15 max health

      The Sandman is one of the three new weapons added with the Scout Update. The weapon becomes available after unlocking 16 Scout Achievements, thus reaching the "Scout Milestone 2". The weapon is used as a real baseball bat, allowing you to throw a baseball that stuns enemies by contact. The longer the ball flies, the longer the stun will last on the enemy. The Scout can only carry one baseball, and after a ball has been thrown, it will take 10 seconds until a new one will be ready for use. Keep in mind that although you can pick up a thrown baseball or visit a resupply cabinet in order to recharge a baseball faster, you can't do so with normal munition boxes and dropped weapons that aren't baseballs. Scouts who uses the Sandman have 15 less health points.

    • Strange Sandman

      • Damage: 32 - 39
      • Mini-crit damage: 47
      • Critical damage: 105
      • Knocks out a mean stun ball
      • -15 max health

      The Sandman is one of the three new weapons added with the Scout Update. The weapon becomes available after unlocking 16 Scout Achievements, thus reaching the "Scout Milestone 2". The weapon is used as a real baseball bat, allowing you to throw a baseball that stuns enemies by contact. The longer the ball flies, the longer the stun will last on the enemy. The Scout can only carry one baseball, and after a ball has been thrown, it will take 10 seconds until a new one will be ready for use. Keep in mind that although you can pick up a thrown baseball or visit a resupply cabinet in order to recharge a baseball faster, you can't do so with normal munition boxes and dropped weapons that aren't baseballs. Scouts who uses the Sandman have 15 less health points.

    • Strange Shovel

      • Damage: 59 - 72
      • Mini-crit damage: 88
      • Critical damage: 195

      The Shovel may not look like the most advanced of short-range weapons but it is a very effective tool if wielded by the Soldier. He turns into a bloodthirsty monster and a great danger to all enemies once he draws it for melee combat. However, due to the normal attack speed, the Shovel does not deal more damage than most other TF2 melee weapons. Since the Soldier should primarily not engage in melee combat due to his slow movement speed, the Shovel is mainly used in situations that render the use of his fire weapons unfavorable or if the Soldier is simply out of ammo.

    • Strange Equalizer

      • Damage increases as the user becomes injured
      • Blocks healing when in use

      The Equalizer gets more lethal, the more damage the soldier does take.

    • Vintage Equalizer

      • Damage increases as the user becomes injured
      • Blocks healing when in use

      The Equalizer gets more lethal, the more damage the soldier does take.

    • Strange Wrench

      • Damage: 43 - 87
      • Mini-crit-Damage: 88
      • Crit-Damage: 195
      • Repaired Damage per Hit: 105

      With the wrench the Engineer accelerates the development of Sentry Guns, dispensers and teleporters. Damaged buildings are also repaired with a wrench by hits on them. The wrench is used not only as a tool. Should the engineer be interrupted during construction of his buildings, he likes to share a couple of hits with him. If a Spy puts his Electro-Sapper on one of the Engineer-Structures, the wrench helpes to destroy the sapper, and saving the building.

    • Strange Knife - Butterfly

      • Damage: 28 - 54
      • Mini-crit-Damage: 54
      • Crit-Damage: 120 (during Kritzkrieg and Humiliation Mode)
      • Bachstab Damage: 600% while standing in a 180° area behind them.

      The Spy’s melee weapon is the most invidious one in TF2 and perfectly suits his sneaky and perfidious character. Spies are experts in wielding this small and light weapon and when they are able to administer blows from behind their enemy’s back or from the side they deal the most damage. With a well-timed backstab Spies can dispose of Heavies with a single strike.

    • Vintage Gunslinger

      • Damage: 59 - 72
      • Mini-Crit: 88
      • Crit-Damage: 195
      • Repaired Damage per Hit: 105
      • Adds +25 max Health on wearer
      • Replaces the Sentry Gun with a Level 1 Mini-Sentry
      • No random Critical Hits

      The Gunslinger is an unlockable Wrench replacement for the Engineer. The Gunslinger appears as a robotic fist. It allows the Engineer to perform a combo attack, in which the third strike with the fist becomes an automatic critical hit. The Gunslinger also gives the Engineer an extra 25 max health, boosting his max up to 150 and making him a considerably more offensive class. Using the Gunslinger allows the Engineer to build a Combat Mini-Sentry Gun instead of the standard Sentry Gun. A Mini-sentry only take 2.5 seconds to build, and costs only 100 metal, but cannot be upgraded or repaired, and only deals half of a normal level 1 Sentry Gun's damage. Taunting with the Gunslinger will make the Engineer's robotic hand turn into a spinning cutter that stuns and kills.

    • Strange Southern Hospitality

      • Damage: 59 - 72
      • Mini-Crit: 88
      • Crit-Damage: 195
      • Repaired Damage per Hit: 105
      • Targets will bleeding for 5 seconds after beeing hit
      • No random Critical Hits
      • 20% fire damage vulnerability on wearer

      The Southern Hospitality is an unlockable, community-made melee weapon used by the Engineer. Striking an opponent with it will cause them to bleed. This weapon will not deal out random crits. When wielding this weapon, you have a 20% fire vulnerability.

    • Vintage Southern Hospitality

      • Damage: 59 - 72
      • Mini-Crit: 88
      • Crit-Damage: 195
      • Repaired Damage per Hit: 105
      • Targets will bleeding for 5 seconds after beeing hit
      • No random Critical Hits
      • 20% fire damage vulnerability on wearer

      The Southern Hospitality is an unlockable, community-made melee weapon used by the Engineer. Striking an opponent with it will cause them to bleed. This weapon will not deal out random crits. When wielding this weapon, you have a 20% fire vulnerability.

    • Southern Hospitality

      • Damage: 59 - 72
      • Mini-Crit: 88
      • Crit-Damage: 195
      • Repaired Damage per Hit: 105
      • Targets will bleeding for 5 seconds after beeing hit
      • No random Critical Hits
      • 20% fire damage vulnerability on wearer

      The Southern Hospitality is an unlockable, community-made melee weapon used by the Engineer. Striking an opponent with it will cause them to bleed. This weapon will not deal out random crits. When wielding this weapon, you have a 20% fire vulnerability.

    • Vintage Axtinguisher

      • Damage: 23 - 43
      • Mini-Crit Damage: 45
      • Crit-Damage: 195
      • 100% critical hits vs burning players
      • -50% damage vs non-burning players
      • No critical hits vs non-burning players

      The Axtinguisher is one of the three new weapons added with the Pyro Update. The weapon becomes available after unlocking 22 Pyro Achievements, thus reaching the \\\"Pyro Milestone 3\\\". The weapon only deals half the damage the normal Fire axe does, but in exchange it will do the full critical damage when hitting an enemy who has been set on fire.

    • Strange Axtinguisher

      • Damage: 23 - 43
      • Mini-Crit Damage: 45
      • Crit-Damage: 195
      • 100% critical hits vs burning players
      • -50% damage vs non-burning players
      • No critical hits vs non-burning players

      The Axtinguisher is one of the three new weapons added with the Pyro Update. The weapon becomes available after unlocking 22 Pyro Achievements, thus reaching the \\\"Pyro Milestone 3\\\". The weapon only deals half the damage the normal Fire axe does, but in exchange it will do the full critical damage when hitting an enemy who has been set on fire.

    • Vintage Eyelander

      • Damage:43 - 87
      • Minicrit-Damage: 88
      • Crit-Damage: 195
      • Per melee kill+15 HP
      • -25HP
      • Crits only in connection with the Chargin\\\' Targe

      Who weares the eyelander feels his curse and will suffer a loss of 25 HP. With the Eyelander, enemies will be decapitated in Highlander style. By killing enemies, the Demoman gains a bonus in speed and each 15 HP. This bonus can be added up to 4 times, so that the Demoman can have a maximum health of 210 HP. Critical hits can be reached only in connection with the Chargin Targe, the demo's shield. Moreover, the Eyelander has an increased range in melee

    • Strange Eyelander

      • Damage:43 - 87
      • Minicrit-Damage: 88
      • Crit-Damage: 195
      • Per melee kill+15 HP
      • -25HP
      • Crits only in connection with the Chargin\\\' Targe

      Who weares the eyelander feels his curse and will suffer a loss of 25 HP. With the Eyelander, enemies will be decapitated in Highlander style. By killing enemies, the Demoman gains a bonus in speed and each 15 HP. This bonus can be added up to 4 times, so that the Demoman can have a maximum health of 210 HP. Critical hits can be reached only in connection with the Chargin Targe, the demo's shield. Moreover, the Eyelander has an increased range in melee

    • Strange Scotsman's skullcutter

      • Damage: 78
      • Minicrit-Damage: 105
      • Crit-Damage: 234
      • +20% damage
      • -15% speed

    • Vintage Scotsman's skullcutter

      • Damage: 78
      • Minicrit-Damage: 105
      • Crit-Damage: 234
      • +20% damage
      • -15% speed

    • Vintage K.G.B. - Killing Gloves of Boxing

      • Damage: 59 - 72
      • Minicrit-Damage: 88
      • Crit-Damage: 195
      • 5 second crit on kill
      • -20% firing speed

      The K.G.B is one of the three new weapons added with the Heavy Update. The weapon becomes available after unlocking 20 Heavy Achievements, thus reaching the "Heavy Milestone 3". The K.G.B. (Killing Gloves of Boxing) works in the same way as the Fists: you punch with your left hand by pressing the left mouse button, and vice versa. The special ability of the gloves are their crit buff: From the moment you've killed an enemy, you'll cause critical damage for the next 5 seconds. This buff works for any weapon once activated, so it's possible to quickly switch to the Shotgun or Minigun to cause greater damage. The only downside is that you punch 20% slower compared when fighting with your bare fists.

    • Strange K.G.B. - Killing Gloves of Boxing

      • Damage: 59 - 72
      • Minicrit-Damage: 88
      • Crit-Damage: 195
      • 5 second crit on kill
      • -20% firing speed

      The K.G.B is one of the three new weapons added with the Heavy Update. The weapon becomes available after unlocking 20 Heavy Achievements, thus reaching the "Heavy Milestone 3". The K.G.B. (Killing Gloves of Boxing) works in the same way as the Fists: you punch with your left hand by pressing the left mouse button, and vice versa. The special ability of the gloves are their crit buff: From the moment you've killed an enemy, you'll cause critical damage for the next 5 seconds. This buff works for any weapon once activated, so it's possible to quickly switch to the Shotgun or Minigun to cause greater damage. The only downside is that you punch 20% slower compared when fighting with your bare fists.

    • Vintage Pain Train

      • Damage: 59 - 72
      • Minicrit-Damage: 88
      • Crit-Damage: 195
      • +1 capture rate
      • +10% vulnerabilty against bullet hits
    • Strange Pain Train

      • Damage: 59 - 72
      • Minicrit-Damage: 88
      • Crit-Damage: 195
      • +1 capture rate
      • +10% vulnerabilty against bullet hits
    • Vintage Tribalman's shiv

      • Damage: 32
      • Minicrit-Damage: 43
      • Crit-Damage: 96
      • Bleed Damage: 3-4 a second (Duration: 4 seconds)

    • Strange Tribalman's shiv

      • Damage: 32
      • Minicrit-Damage: 43
      • Crit-Damage: 96
      • Bleed Damage: 3-4 a second (Duration: 4 seconds)

    • Strange Bonesaw

      • Damage: 59 - 72
      • Minicrit-Damage: 88
      • Crit-Damage: 195

      Every good doctor has one. The Bonesaw is the Medic’s tool to give his opponents a generous helping of detrimental melee damage. However, due to his relatively low health the Medic should only engage in immediate combat if absolutely necessary or when there is the opportunity for a clean kill without risk.

    • Vintage Übersaw

      • Damage: 59 - 72
      • Minicrit-Damage: 88
      • Crit-Damage: 195

      The Ubersaw is one of the three new weapons added with the Gold Rush Update. The weapon becomes available after unlocking 22 Medic Achievements, thus reaching the "Medic Milestone 3". The weapon deals the same amount of damage as the Bonesaw does. In addition to that, it charges the Medigun or the Kritzkrieg when successfully hurting a target. After 4 successful hits, the UberCharge or CritsCharge is ready for use.

    • Strange Übersaw

      • Damage: 59 - 72
      • Minicrit-Damage: 88
      • Crit-Damage: 195

      The Ubersaw is one of the three new weapons added with the Gold Rush Update. The weapon becomes available after unlocking 22 Medic Achievements, thus reaching the "Medic Milestone 3". The weapon deals the same amount of damage as the Bonesaw does. In addition to that, it charges the Medigun or the Kritzkrieg when successfully hurting a target. After 4 successful hits, the UberCharge or CritsCharge is ready for use.

    • Strange Homewrecker

      • Damage: 42 - 55 (vs. Players)
      • Damage: 130 (vs. Buildings)
      • Mini-Crit: 66
      • Crit-Damage: 146
      • 100% Damage against buildings
      • Can remove sappers
      • -25% damage against other enemies

      The Homewrecker is a unique sledgehammer used by the Pyro, and was released in the March 18, 2010 Patch as part of the first wave of community content. When wielded, the Homewrecker deals double damage to an enemy Engineer's Buildings and can remove enemy Sappers in one hit, but deals 25% less damage to players.

    • Vintage Homewrecker

      • Damage: 42 - 55 (vs. Players)
      • Damage: 130 (vs. Buildings)
      • Mini-Crit: 66
      • Crit-Damage: 146
      • 100% Damage against buildings
      • Can remove sappers
      • -25% damage against other enemies

      The Homewrecker is a unique sledgehammer used by the Pyro, and was released in the March 18, 2010 Patch as part of the first wave of community content. When wielded, the Homewrecker deals double damage to an enemy Engineer's Buildings and can remove enemy Sappers in one hit, but deals 25% less damage to players.

    • Strange Fists

      • Damage: 59 - 72
      • Mini-Crit: 88
      • Crit-Damage: 195

      The melee weapon of the Heavy class are his massive Fists. Dealing significant damage, his fists are an alternative to the Shotgun when an opponent is at close range and the Heavy's Minigun is out of ammo. Alternatively, the fists may be used to attack enemies within melee range if the wind-up time for the minigun is too costly.

    • Strange G.R.U. - Gloves of Running Urgently

      • While active you are as fast as a Soldier
      • +30% faster movement speed on wearer
      • -25% damage penalty
      • Wearer takes mini-crits while active and for 3 seconds after switching away

      Those, with flames painted Gloves aren't just cool, they also give you the speedboost you need as a Heavy.

    • Strange Frying Pan

      • Damage: 59 - 72
      • Minicrit-Damage: 88
      • Crit-Damage: 195

      People who own L4D2 or bought it (until Thursday, 07/10/2010) can look forward to this new melee weapon. It has no special extras, only a nice hitsound when beating your enemies.

    • Frying Pan

      • Damage: 59 - 72
      • Minicrit-Damage: 88
      • Crit-Damage: 195

      People who own L4D2 or bought it (until Thursday, 07/10/2010) can look forward to this new melee weapon. It has no special extras, only a nice hitsound when beating your enemies.

    • Strange Holy Mackerel

      • Damage: 32 - 39
      • Minicrit-Damage: 47
      • Crit-Damage: 105

      As a part of the Special Delivery Kit, this in a newspaper wrapped fish replaces you Baseball Bat. It has no special attributes, but gives you a lot of respect after a "FISH KILL!".

    • Strange Powerjack

      • Damage: 72 - 93
      • Minicrit-Damage: 119
      • Crti-Damage: 244
      • +25% damage done
      • +75 health restored on kill
      • No random critical hits

      As a part of the Gas Jockey's Gear kit, this car battery on a stick replaces you Fireaxe. The big Damageoutput of this Weapon combined with the 75 bonus Healthpoints on a kill, make this weapon to a deadly must-have for Pyro players.

    • Strange Bushwacka

      • Damage: 58 - 72
      • Crit-Damage: 195
      • This weapon crits whenever it would normally mini-crit
      • 20% fire damage vulnerability on wearer

      As a part of the Croc-o-Style Kit, this sharp Machete replaces your Kukri. Because of the big advantage, turning Mini-Crits into Crits this weapon is used alot with Jarate.

    • Strange Your Eternal Reward

      • Damage: 28 - 54
      • Minicrit-Damage: 54
      • Crit-Damage: 120
      • Backstab-Damage: 600% of the enemy\'s current health resulting in an instant kill if stabbed in the back
      • Upon a successful backstab, you rapidly disguise as your victim This weapon is a silent killer
      • Wearer cannot disguise

      Your Etarnel Reward, part of the Saharan Spy Kit replaces your Butterfly knife. This weapon is best suited to kill your enemies quiet and take over their shape.

    • Vita-Saw

      • Damage: 59 - 72
      • Minicrit-Damage: 80
      • Crit-Damage: 195
      • On death up to 20% of your stored ÜberCharge is retained
      • -10 max health on wearer

      The Vita-Saw was added in the Mann-Conomy update. It's the second melee weapon for the Medic.

    • Unusual Horseless Headless Horsemann's Headt

      • No random critical hits
      • -25 max health on wearer

      Cursed by dark spirits similar to those that dwell within the Eyelander.

    • Strange Amputator

      • On Taunt: Applies a healing effect to all nearby teammates

      The Amputator is a melee weapon for the Medic and was released as part of the The Medieval Medic set. It is a saw with angular edges and a distinct team-colored handle with the Medic's logo in the middle. Despite being almost identical to the Bonesaw, when the player taunts with this weapon a Medicating Melody is produced and all nearby teammates are healed. This process allows multiple healings to occur at once. Should teammates within the taunt's area successfully kill an enemy, the Medic will be credited with an assist kill.

    • Strange Back Scratcher

      • +25% damage done
      • +50% health from packs on wearer
      • -75% health from healers on wearer

      Level 10 Garden Rake

    • Back Scratcher

      • +25% damage done
      • +50% health from packs on wearer
      • -75% health from healers on wearer

      Level 10 Garden Rake

    • Strange Boston Basher

      • On Hit: Bleed for 5 seconds
      • On Miss: Hit yourself. Idiot.

      Level 25 Bat

    • Strange Ullapool Caber

      • No random critical hits

      Level 10 Stick Bomb High-yield Scottish face removal. A sober person would throw it...

    • Vintage Ullapool Caber

      • No random critical hits

      Level 10 Stick Bomb High-yield Scottish face removal. A sober person would throw it...

    • Candy Cane

      • On Kill: A small health pack is dropped
      • 25% explosive damage vulnerability on wearer

      Level 25 Bat

    • Claidheamohmor

      • 0.5 sec increase in charge duration
      • No random critical hits
      • -15 max health on wearer

      The Claidheamh Mòr, pronounced ˈkleɪf mɔər , is a community-made melee weapon for the Demoman. It is a greatsword augmented with a crossguard with side rings and a green and team colored tartan wrapped around the grip. The blade is splattered with blood. Similar to the Eyelander, this weapon has a large melee range and cannot roll for random critical hits. However, the Claidheamh Mòr only decreases its wielder's health by 15. It also will not collect heads from decapitated victims, and as such, killing enemies with the Claidheamh Mòr will not increase health or speed. When equipped with the Chargin' Targe, the sword will allow the Demoman to charge for an additional 0.5 seconds, effectively increasing the length and duration of the charge. Additionally, as an undocumented benefit, by completing the full charge, the recharge of the bar in the HUD is decreased by 2 seconds, resulting in a full charge being ready in 10 seconds. Taunting with the Claidheamh Mòr will perform the Demoman's Decapitation kill taunt. The weapon was originally created for the Fancy vs. Nasty Update as a replacement for the Eyelander, and has since been officially added to the game.

    • Strange Jag

      Level 15 Wrench</font><br/><font color="#99CCFF">30% faster construction rate</font><br/><font color="#FF4040">-25% damage done</font><br/><br/></font></div>

    • Sharpened Volcano Fragment

      • On Hit: target is engulfed in flames
      • -20% damage done

      Improves upon Mother Nature's original design for volcanos by increasing portability. Modern science is unable to explain exactly where the lava is coming from.

    • Sun-on-a-Stick

      • crit vs burning player
      • -25% damage done

      Spiky end goes into other man.

    • Fan O'War

      • On hit: one target at a time is marked for death, causing all damage taken to be mini-crits.
      • - 90% Damage Done

      Winds of Gravel Pit Scout brings on his fan! You are marked for death

    • Strange Conniver's Kunai

      • On backstab: absorbs the health from your victim.
      • - 65 max health on wearer

      The Conniver's Kunai is a promotional melee weapon for the Spy. It is a Japanese kunai dagger with a cloth-bound handle. Equipping this weapon reduces the user's max health by 65, thereby lowering the Spy's overall health to a total of 60. Upon a successful backstab, degenerative effects such as afterburn and bleed will end. The victim's total health, including overheal, is then added to the user's own health. This heals any damage taken, and then applies the remainder in the form of an overheal, capping out at a maximum of 180. When the Conniver's Kunai is equipped, the Spy's overheal mechanic functions differently from a standard overheal, depleting at 2 health per second. Overheal applied by a Medic will fade in 15 seconds, while overheal at maximum buff, applied through the Conniver's Kunai, will fade in 60 seconds. Taunting with the Conniver's Kunai equipped allows the Spy to perform a deadly Fencing maneuver. Players who pre-purchased Total War: SHOGUN 2 on Steam before March 15, 2011 were awarded with a Genuine quality version of this item.

    • Half-Zatoichi

      • On kill: restores you to 100% health.
      • Weapon decapitates
      • This weapon is Honorbound and once drawn cannot be sheathed until it kills.

      Soldiers and Demos Can duel with katanas For a one-hit kill

    • Strange Half-Zatoichi

      • On kill: restores you to 100% health.
      • Weapon decapitates
      • This weapon is Honorbound and once drawn cannot be sheathed until it kills.

      Soldiers and Demos Can duel with katanas For a one-hit kill

    • Vintage Half-Zatoichi

      • On kill: restores you to 100% health.
      • Weapon decapitates
      • This weapon is Honorbound and once drawn cannot be sheathed until it kills.

      Soldiers and Demos Can duel with katanas For a one-hit kill

    • Genuine Half-Zatoichi

      • On kill: restores you to 100% health.
      • Weapon decapitates
      • This weapon is Honorbound and once drawn cannot be sheathed until it kills.

      Soldiers and Demos Can duel with katanas For a one-hit kill

    • Strange Big Earner

      • +30% cloakmeter on kill
      • -25 max health on wearer

      he Big Earner is a melee weapon for the Spy. It is a stiletto dagger with three small bands of blood-stained tape wrapped near the base of the blade. It was released with the Über Update. Equipping this weapon reduces the user's max health by 25, lowering the Spy's overall health to 100. Killing an enemy with this weapon fills the Spy's Cloak meter by 30%, regardless of which cloaking device is equipped or method of killing.

    • Big Earner

      • +30% cloakmeter on kill
      • -25 max health on wearer

      he Big Earner is a melee weapon for the Spy. It is a stiletto dagger with three small bands of blood-stained tape wrapped near the base of the blade. It was released with the Über Update. Equipping this weapon reduces the user's max health by 25, lowering the Spy's overall health to 100. Killing an enemy with this weapon fills the Spy's Cloak meter by 30%, regardless of which cloaking device is equipped or method of killing.

    • Strange Atomizer

      • Grants triple jump. The third jump deals 10 damage when used.
      • -30% slower firing speed
      • -20% damage vs players

      The Atomizer is a melee weapon for the Scout. It is an aluminum bat with a black ribbed grip, and the Bonk! logo emblazoned on it surrounded by team-colored stripes. The Atomizer grants the wielder the ability to triple jump, which deals 10 points of damage to the jumping Scout. In addition, the attack speed of the weapon is slowed by 30%, and damage is reduced by 20%.

    • Strange Persian Persuader

      • +100% increase in charge recharge rate
      • All ammo collected becomes health
      • No random critical hits

      The Persian Persuader is a melee weapon for the Demoman. It is a scimitar with a brass hilt and a bloodied blade. Having the weapon equipped doubles the recharge rate of the charge of the Chargin' Targe or Splendid Screen, allowing for more frequent use of the ability. In addition, it converts any ammo collected into health. If the Demoman's health is full he will receive ammo.

    • Strange Market Gardener

      • Deals crits while the wielder is rocket jumping
      • No random critical hits

      The Market Gardener is a melee weapon for the Soldier. It is an entrenching shovel with a tan wooden handle fastened with green metal. The Market Gardener deals critical hits to enemies whilst the wielder is rocket jumping, but will not randomly crit otherwise.

    • Eviction Notice

      • +50% faster firing speed
      • -60% damage done

      The Eviction Notice is a melee weapon for the Heavy. It is a pair of brass knuckles with a flat grip and spikes on the bands. This weapon allows the player to attack 50% faster than the default Fists, at a rate slightly faster than the Scout's default Bat, but deal 60% less damage with each hit.

    • Conscientious Objector

      • This item functions identically to the wielder's default melee weapon.

      The Conscientious Objector is a weapon equippable by all classes with the exception of the Engineer and the Spy. It is an uprooted road sign, with a worn sheet of paper bearing the Team Fortress 2 logo nailed onto the front; the image can be replaced with another by using the Decal Tool. The sign itself is ridden with nails, battered, bloodstained, and slightly crooked. This item functions identically to the wielder's default melee weapon.

    • Sharp Dresser

      The Sharp Dresser is a promotional melee weapon for the Spy. It is a retractable blade with an eagle-shaped hook worn under the sleeve like those used by Altaïr Ibn-La'Ahad and Ezio Auditore da Firenze in the video game series Assassin's Creed. This weapon functions identically to the standard Knife.

    • Eureka Effect

      • On Alt-Fire: Teleport to spawn
      • Cannot carry buildings

      Being a tool that eliminates exertion by harnessing the electrical discharges of thunder-storms for the vigorous coercion of bolts, nuts, pipes and similar into their rightful places. May also be used to bludgeon.

    • Strange Wrap Assassin

      • Alt-Fire: Launches a festive ornament that shatters causing bleed
      • 30% damage penalty

      These lovely festive ornaments are so beautifully crafted, your enemies are going to want to see them close up. Indulge them by batting those fragile glass bulbs into their eyes at 90 mph.

    • Spy-cicle

      • Silent Killer: No attack noise from backstabs
      • On Hit by Fire: Become fireproof for 2 seconds
      • Backstab turns victim to ice
      • Melts in fire, regenerates after 15 seconds

      It's the perfect gift for the man who has everything: an icicle driven into their back. Even rich people can't buy that in stores.

    • Strange Holiday Punch

      • 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

      The Holiday Punch is a community-created melee weapon for the Heavy. The Holiday Punch was contributed to the Steam Workshop under the name The Masculine Mittens. It was released in the Australian Christmas 2011 update. If a critical hit is achieved or the target is also wearing the item, then the victim will burst into laughter, leaving them temporarily defenseless. The weapon always deals critical hits from behind, but its crits do not deal any damage. Critical hits given by the Buffalo Steak Sandvich, or presumably any other source, will deal normal critical hits, instead of the laugh effect, unless from behind. The arc behind is similar to a Spy's backstab. Taunting with the Holiday Punch equipped will perform the Showdown Special taunt.

    • Black Rose

      The Black Rose is a promotional melee weapon for the Spy. It is a double-edged butterfly knife serrated on one side with roses engraved along the blade and a symbol of an encircled rose imprinted on the handles. Its Baccara style colors the weapon almost entirely black, while the Mystery and True Love style is team-colored. This weapon functions identically to the standard Knife. Taunting with the Black Rose equipped allows the Spy to perform a deadly Fencing maneuver. The Black Rose is awarded to players who complete the Alliance of Valiant Arms achievement 1st One Down by creating a character and playing their first game. In addition, this achievement will unlock the Holy Mackerel melee weapon for use in Alliance of Valiant Arms.

    • Strange Lollichop

      • On Equip: Visit Pyroland
      • Only visible in Pyroland

      Fill (split) your buddies' tummies (skulls) with delicious candy (cold steel) with this oversized sugary treat. (Equips Pyrovision.)

    • Vintage Escape Plan

      • Move speed increases as the user becomes injured
      • Blocks healing while in use
    • Strange Escape Plan

      • Move speed increases as the user becomes injured
      • Blocks healing while in use
    • Strange Neon Annihilator

      • 100% critical hit vs wet players
      • Can damage sappers
      • -20% damage penalty vs. players
      • No random critical hits
    • Strange Silver Botkiller Wrench

    • Genuine Freedom Staff

      Since America was founded over ten thousand years ago, the noble eagle has been its symbol of freedom. Show people how much you like freedom by clubbing them senseless with a golden eagle on a stick, just like Kofi Annan.

    • Strange Carbonado Botkiller Knife

    • Bat Outta Hell

    • Festive Holy Mackerel

      Getting hit by a fish has got to be humiliating.

    • Strange Festive Axtinguisher

      • 100% critical hit vs burning players
      • -50% damage vs non-burning players
      • No critical hits vs non-burning players
    • Festive Axtinguisher

      • 100% critical hit vs burning players
      • -50% damage vs non-burning players
      • No critical hits vs non-burning players
    • Festive Ubersaw

      • On Hit: 25% ÜberCharge added
      • -20% slower firing speed
  • Hat Toggle View

    • Vintage Soldier's stash

    • Vintage Stainless pot

    • Vintage Tyrant's helm

    • Tyrant's helm

    • Vintage Triboniophorus tyrannus

    • Vintage Demoman's fro

    • Green SWAG <3

    • Demoman's fro

    • Genuine Glengarry bonnet

    • Vintage Glengarry bonnet

    • Vintage Scotsman's stove pipe

    • Scotsman's stove pipe

    • Vintage Hustler's hallmark

    • Tippler's tricorne

    • Vintage Tippler's tricorne

    • Vintage Prussian pickelhaube

    • Vintage Tyrolean

    • Vintage Master's yellow belt

    • Vintage Shooter's sola topi

    • Vintage Backbiter's billycock

    • Cheaters lament

      • (not tradable)
    • Ghastlierest Gibus

      Elegante Schlichtheit und der Charme der alten Zeit, kombiniert mit den berauschenden Aromen von Schimmel und Gruft-Staub.

    • Ghastlierest Gibus

      Elegante Schlichtheit und der Charme der alten Zeit, kombiniert mit den berauschenden Aromen von Schimmel und Gruft-Staub.

    • Towering pillar of hats

    • Alien Swarm Parasite

      The Parasite hat came at the 20th of July 2010 with a TF2 Patch to celebrate the release of Alien Swarm (http://www.alienswarm.com/). The Alien Swarm Parasite is an unlockable headwear item for all Classes. It is obtained by earning the Hat Trick achievement in the game Alien Swarm by completing 2 co-op missions online.

    • Mildly disturbing Halloween mask

    • Lumbricus Lid

      Der "Deckel für den Gemeinen Wurm" wurde im Zuge von Worms Reloaded veröffentlicht. Das Entwicklerteam von Trick 17 dachte die "Holy Hand Grenade" würde sich am besten in TF2 machen. Und da der letzte Ort in TF2, an dem sich Handgranaten befinden, an der Brust des Solis ist, wurden sie dort auch hingepackt. Inklusive einem schicken Tarnnetz für den Solihelm, welches alle TF2 Spieler erhalten, die vor dem 2. September 2010 Worms Reloaded per Steam ordern.

    • Sober Stuntman

    • Carouser's Capotain

    • Mann Co. Cap

      • (Not Tradeable)
      • (not tradable)

      The Mann Co. Cap is a promotional headwear item, wearable by all classes. It is an off-white baseball cap with a patch containing the Mann Co. logo and their motto; "We sell products and get in fights." The Mann Co. Cap is acquired after a player makes their first purchase from the Mann Co. Store. Along side this, any item that a free account player buys will also upgrade their account to "Premium" and allows trading. It can also be worn by Atlas and P-body in Portal 2's co-op mode.

    • Rimmed Raincatcher

      Because there's no alliteration like alliteration with an 'ARR! Level 0 - 100

    • Grenadier's Softcap

      • For complete kit:
      • +20% sentry damage resistance on wearer

      This leather cap transforms you into a Soldier, in a leadership position with some respectful expressions.

    • Ol' Snaggletooth

      • For complete kit:
      • The wearer cannot be killed by headshots

      The Croc-o-Style Kit decorates your head with this stylish croco hat. Matching the Carapace, people would think you are a real Alligator.

    • Familiar Fez

      • For complete kit:
      • Reduced decloak sound volume
      • 0.5 sec longer Cloak blink time

      As a part of the Saharan Spy Kit, this hat gives you the right look. Equipped with some sunglasses, you'll be able to see everything clearly, even when the sun's shining bright.

    • Scout Mask

      Holiday Restriction: Halloween

    • Soldier Mask

      Holiday Restriction: Halloween

    • Pyro Mask

      Holiday Restriction: Halloween

    • Demo Mask

      Holiday Restriction: Halloween

    • Heavy Mask

      Holiday Restriction: Halloween

    • Engie Mask

      Holiday Restriction: Halloween

    • Medic Mask Halloween

      Holiday Restriction: Halloween

    • Sniper Mask

      Holiday Restriction: Halloween

    • Spy Mask

      Holiday Restriction: Halloween

    • Horseless Headless Horsemann's Head

      • Holiday Restriction: Halloween

      He had one all along...

    • Saxton Hale Mask

      The Saxton Hale Mask is an unlockable headwear item available to all classes. It can be obtained by crafting all 9 unique Halloween Masks from the 2010 Halloween event together. Each Event bag can be found in the Mann Manor map in randomly spawned gift boxes. Unlike the other Halloween related hats, the Saxton Hale Mask can be worn even after Halloween, like the Ghastly Gibus. The Saxton Hale Mask can be crafted after Halloween, allowing players to complete the Sackston Hale achievement. While wearing this hat, the player is immune to the Horseless Headless Horsemann's "Boo" taunt, but not the fright from the Ghost on Harvest.

    • Dealer's Visor

      For players who pre-purchase Poker Night from Telltale Games

    • Bounty Hat

      • Not Tradeable
      • (not tradable)

      Earned by completing 5 objectives in 'The Great Steam Treasure Hunt'

    • Treasure Hat

      • Not Tradeable
      • (not tradable)

      Earned by completing 15 objectives in \'The Great Steam Treasure Hunt\'

    • Vintage Foster's Facade

    • Prince Tavish's Crown

    • Genuine Hero's Hachimaki

      The Hero's Hachimaki is a headwear item for the Soldier. It appears as a team-colored headband, featuring a white circle and star design in the center. It is worn over the Soldier's eyes, a design styled after the feature character of the game Homefront. Players who pre-purchased Homefront on Steam before March 15, 2011, were awarded with a Genuine quality version of this item. As of May 10, 2011, the item was made craftable (however, this was not noted until the May 12, 2011 Patch).

    • Samur-Eye

      One-eyed Scottish drunk Dons his helmet for battle Blacks out, misses war

    • Genuine Samur-Eye

      One-eyed Scottish drunk Dons his helmet for battle Blacks out, misses war

    • Genuine Potato Hat

      The Aperture Labs Hard Hat, formerly known as the [ classified ], is a promotional headwear item for all classes. It is a white hard hat with a potato-powered miner's light with a team-colored glow, connected by two insulated orange wires. The side opposite to the potato sports two pieces of grey electrical tape covering an old Aperture Science logo, which can be uncovered via its style. This hat was awarded to players who had bought the Potato Sack pack, or owned all the games from the pack. It first became available with the April 5, 2011 Patch and could be obtained prior to the release of Portal 2. It can be worn by Atlas and P-body in Portal 2's co-op mode.

    • Hetman's Headpiece

      • (not tradable)

      Cossacks and war go together like gołąbki and Wódka.

    • Genuine Brain Bucket

      Zombie tested, braaaains approved.

    • Genuine Dead Cone

      You’ll stop them dead wearing this stylish traffic cone.

    • Frontline Field Recorder

      The Frontline Field Recorder is an unlockable headwear item for all classes. It is a pith helmet with a thin black belt running over the front and a video camera strapped on to the top of the pith helmet with a second black belt. It can only be earned by completing the "Local Cinema Star" achievement by creating a replay video and then earning 1,000 views on YouTube™. The video must be uploaded via the "YouTube™ it!" button from within Team Fortress 2.

    • Genuine Conjurer's Cowl

      I put on my wizard's hat.

    • Genuine Planeswalker Helm

      The Planeswalker Helm is a headwear item for the Medic. It is a battered team-colored helmet, decorated with short spikes, a visor with small eye holes and two tusks that extend along the length of the wearer's jaw. It resembles the tusked helmet worn by Garruk Wildspeaker, a planeswalker character from the collectible card game Magic: The Gathering. The Planeswalker Helm was distributed to players who preordered Magic: The Gathering - Duels of the Planeswalkers 2012 on Steam before June 15, 2011.

    • Proof of Purchase

      • (not tradable)

      The Proof of Purchase is a special headwear item for all classes. It appears as an olive green Brodie helmet with slight battle damage and Team Fortress 2 logo of a slightly darker shade emblazoned on the side. A narrow belt with a gold buckle extends around the back, over the wearer's neck. This hat is available to those who purchased Team Fortress 2 before the Über Update on June 23, 2011, those who receive a gift of the game and those who activate a retail copy of the game.

    • Desert Marauder

      Desert Marauder is a headwear item for the Sniper, released with the Über Update. It is a white Keffiyeh (also known as Ghutrah) with a black headband.

    • Tam O' Shanter

      The Tam O' Shanter is a community-created headwear item for the Demoman. It appears as a team-colored golf cap.

    • Mask of the Shaman

      The Mask of the Shaman is a promotional headwear item for the Demoman. It is modeled after the mask worn by the characters throughout From Dust. Players who pre-purchase From Dust on Steam before August 17, 2011 receive a Genuine quality version of the hat.

    • Genuine Mask of the Shaman

      The Mask of the Shaman is a promotional headwear item for the Demoman. It is modeled after the mask worn by the characters throughout From Dust. Players who pre-purchase From Dust on Steam before August 17, 2011 receive a Genuine quality version of the hat.

    • Pilotka

      The Pilotka is a promotional headwear item for the Heavy. It is a garrison cap embedded with a hammer and sickle symbol. This item is awarded in Genuine quality for pre-purchasing the Steam Digital Deluxe Edition of Red Orchestra 2: Heroes Of Stalingrad before August 30th, 2011.

    • Genuine Stahlhelm

      The Stahlhelm is a promotional headwear item for the Soldier. It is a rimmed steel German army helmet, featuring a Team Fortress emblem on the side in a shield decal. This item is awarded in Genuine quality for pre-purchasing The Steam Digital Deluxe Edition of Red Orchestra 2: Heroes Of Stalingrad before August 30th, 2011.

    • Genuine Anger

      The Anger is a promotional headwear for the Sniper. It appears to be a team-colored hood with a brown veil; similar to the Anger appearance set worn by the Resistance members of Brink. It has been rumored that you must obtain a character of level 20 status in Brink to obtain it thus unlocking it in both Brink and in TF2.

    • Party Hat - TF Birthday

      • (not tradable)

      The Party Hat is a headwear item for all classes. It is a team-colored conical hat with darker colored swirls and stapled in the back, similar to the one previously attached to players in birthday mode, this one being larger in size. The Party Hat is given to all users who played Team Fortress 2 during the 15th anniversary of Team Fortress.

    • Genuine Nanobalaclava

      The Nanobalaclava is a promotional headwear item for the Spy. It is a black and grey futuristic helmet with team-colored elements, similar to those worn by the Special Operative Sneaker class. It was awarded in Genuine quality to players who pre-purchased Deus Ex: Human Revolution on Steam before August 26, 2011.

    • El Jefe

      The El Jefe is a promotional piece of headwear for the Scout. It is a black beret with team-colored trim and long brown hair, in the likeness of iconic revolutionary Che Guevara. It was awarded in Genuine quality to players who pre-purchased Tropico 4 on Steam before September 1st, 2011.

    • Genuine Killer Exclusive

      The Killer Exclusive is a promotional headwear item for all classes. It is an old-fashioned brown journalist's fedora with a card marked 'Press' stuck in the rim. The Killer Exclusive is awarded to players who buy the UK version of PC Gamer issue 232 (available September 29, 2011) and use the activation code contained inside.

    • Tavish DeGroot Experience

      The Tavish DeGroot Experience is a community-created headwear item for the Demoman. It is a wide-brimmed Western style hat with a team-colored band and silver rings, similar to the one often worn by the American rock musician, Jimi Hendrix, along with matching hair.

    • Buccaneer's Bicorne

      The Buccaneer's Bicorne is a community-created headwear item for the Demoman. It is a gold-trimmed bicorne, of the type stereotypically worn by pirates. A large skull and crossbones are emblazoned across the front, and a set of team-colored feathers are pinned to the back. It also includes a small golden earring.

    • Surgeon's Stahlhelm

      The Surgeon's Stahlhelm is a community-created headwear item for the Medic. It is a white World War era German army helmet adorned with a team-colored cross on both sides, denoting that the wearer is medical personnel.

    • Flamboyant Flamenco

      The Flamboyant Flamenco is a headwear item for the Pyro. It appears to be a wide-brimmed flamenco hat, with team-colored skulls hanging from a team-colored rim.

    • Hair of the Dog

      • This is a special Halloween item
    • Idiot Box

      • This is a special Halloween Item
    • Can Opener

      • This is a special Halloween Item
    • Holy Hunter

      • This is a special Halloween Item
    • Buzz Killer

      • This is a special Halloween Item
    • Seal Mask

      • This is a special Halloween Item

      Turn routine melee attacks into environmental hate crimes with this adorable mask.

    • MONOCULUS!

      • This is a special Halloween item.

      Celebrate the Demo's most serious childhood injury with this gruesome mask based on his missing, haunted eye.

    • Genuine War Head

      The War Head is a promotional headwear item for the Heavy. It appears as a metal helmet shaped to fit the Heavy's head with five spikes protruding from the top, similar to the helmet worn by the Pontius the Knight in Trine 2. This item is awarded in Genuine quality to players who pre-order Trine 2 on Steam before December 6, 2011.

    • Genuine Point and Shoot

      The Point and Shoot is a promotional headwear item for all classes. It appears as a team-colored pointed 'witch' hat with a large belt above the brim, similar to the hat worn by the wizard Amadeus in Trine 2. This item is awarded in Genuine quality to players who pre-order Trine 2 on Steam before December 6, 2011.

    • Full Head Of Steam

      You never took a break from cp_foundry, and now you can prove it with the actual steam whistle used to call the breaks you never took!

    • Genuine Warsworn Helmet

      Whether you're a mercenary in the granaries and gravel pits of the Badlands or an immense fantasy world, this helmet tells potential employers everything they need to know: You will do horrible, horrible things for money.

    • Genuine Bolgan

      Protect the all-important empty socket part of your face while giving enemies an irresistible target: unimportant exposed parts like your mouth, nose and generally all the non-socket parts of your face.

    • Bolgan

      Protect the all-important empty socket part of your face while giving enemies an irresistible target: unimportant exposed parts like your mouth, nose and generally all the non-socket parts of your face.

    • Genuine Bushman's Boonie

      Everybody knows that the head part of your body needs twice as much camouflage as all the other parts. Ask anyone in the army and they’ll kill you and hide the body, because that widely-known information is CLASSIFIED.

    • Tingeltangel-Bob

      Simple and elegant, this slimming hair helmet will bring out the natural contours of your fearsome war face.

    • Bolt Action Blitzer

      The Bolt Action Blitzer is an unlockable promotional headwear item for all classes. It is a team-colored football helmet with a black stripe running down the middle and bolts protruding from it. The Bolt Action Blitzer is awarded to players who complete the CrimeCraft GangWars achievement Key to the City.

    • Flamingo Kid

      The Flamingo Kid is a promotional headwear item for the Sniper. It is a team-colored cowboy hat with a half skull, half heart symbol on it, based on the Gunslinger's hat from the game Super Monday Night Combat. It is awarded to players who complete the Rookie Agent achievement in Super Monday Night Combat.

    • Triclops

      The Triclops is a promotional headwear item for the Pyro. It's a half black, half team-colored mask with three team-colored eye-holes for it, based on the Assassin's mask from the game Super Monday Night Combat. It is awarded to players who complete the All-Star agent achievement in Super Monday Night Combat. This item has two different styles called "Roasting" and "Blazing". The "Blazing" style makes the hat's texture reflective.

    • Gentle Munitionne of Leisure

      • Effect: Genteel Pipe Smoke

      This snappy all-class stovepipe commemorates man and monkey's joint attempt to conquer the heavens with a built-in rocket that, every year on the anniversary of the launch, might violently explode.

    • Genuine Robot Chicken Hat

      Why did the chicken REALLY cross the road? To get hit by a car, stolen by a mad scientist, and transformed into a terrifying cyborg that you can wear on your head. So the next time you hear someone telling you that joke, set that smug joke-teller straight, because you've got the FACTS.

    • Grenadier Helm

      Argghhh! You're angry! And you're small! And you need to convey these facts through a single accessory! Strap on the Grenadier Helm and send your enemies to whatever level of Dwarfish hell you deem appropriate.

    • K-9 Mane

      The K-9 mane is perfect for tricky social situations. People will either only want to talk about the hat, which means they'll be distracted from that rash making its way up your jugular, or they'll avoid you altogether. It's a win/win!

    • Genuine K-9 Mane

      The K-9 mane is perfect for tricky social situations. People will either only want to talk about the hat, which means they'll be distracted from that rash making its way up your jugular, or they'll avoid you altogether. It's a win/win!

    • Master Mind

      Science fact: the human brain is 70% more effective when exposed to oxygen. Fashion fact: the human brain is 90% cooler-looking when you glue lots of Radio Shack stuff to it. Finally, an item that capitalizes on both.

    • Grand Duchess Tiara

      Celebrate the life of Grand Duchess Anastasia Nikolaevna with this somber historical costume. Enjoy this replica of the tiara she wore while governing Russia from atop her hundred-foot-tall gumdrop throne.

    • Voodoo JuJu (Slight Return)

      Bones: They hold your body up, keep all your meat in place, and they're all that separates us from jellyfish. Why keep them inside, where they can't get the acclaim they deserve? Here's to you, bones.

    • Wraith Wrap

      The perfect accessory for maintaining anonymity while stealing rings from midgets.

    • Skull Island Topper

      This terrifying (innocuous) witching cap was found by the all-powerful (mediocre) wizard Merasmus in the depths of the Hades Spiral (right near the entrance of the Hades Spiral).

    • Soldier's Slope Scopers

      These extreme pro ski goggles let folks know there\'re be no bunny slopes for this guy. Not with YOUR middling-to-average ski skills. No, YOU'LL be skiing on all the intermediate slopes you can find, thank you very much-hunting out those tasty gradual inclines.

    • Cold Killer

      Melt into the wintry shadows with The Cold Killer, assuming the shadows are a mixture of white, red, brown and khaki.

    • Tough Stuff Muffs

      Frostbite of the ears halts blood flow, and leads to tissue death, gangrene, and infection. And nobody wants to look at your gangrenous infected ears. Cover up those frostbitten abominations with these stylish earmuffs.

    • Bloodhound

      Experience the vicarious thrill of the tough-talking, dame-seducing gumshoe by reading the collected works of Raymond Chandler. Then take a break from all that and try on this novelty-sized cartoon dog hat.

    • Necronomicrown

      Like all identical twins, you were born from a cyst in your sibling's neck, grew into an evil head, and eventually sloughed off your twin in your own exact duplicate body. Now you can't tell each other apart! Take out the guesswork with this identifying demonic skullcap.

    • Gridiron Guardian

      This helmet commemorates the epic Canadian Robot Football League showdown between Les Montreal Footballiers and their Manitoban rivals the Winnepeg Saskatchewans. Don't believe us? Ask any Canadian!

    • FR-0

      Own this one-of-a-kind piece of memorabilia from the classic 70s film "Blaxton Hale vs. Black HAL 9000".

    • Strontium Stove Pipe

      Beep boop! I am Old Railsplitter! Welcome to the Hall of Robopresidents! I did my homework on the back of a shovel! Now I must kill all humans with a shovel because I just now became sentient! Beep boop kill all humans!

  • Misc Toggle View

    • Vintage Physician's procedure mask

    • Vintage Camera beard

    • Mercenary

      • (not tradable)

      This medal is awarded to players, who first played Team Fortress 2 from October 10, 2008 to now.

    • Golden Dueling Badge

      • (not tradable)

      Earned at level 50. This badge tracks your duel statistics. Increase its level by winning duels!

    • Unusual Haunted Metal Scrap

      This is metal scrap taken from the Horseless Headless Horsemann. It whispers faintly...'heads'... The metal is not tradable, unless Gift Wrapped and then sent to another player.

    • License to Maim

      And kill, and break, and smash, and bite. Mainly maim, though.

    • Dangeresque, Too?

      • (not tradable)

      The Dangeresque, Too?, also referred to as the Dangeresque Shades or Dangeresque's Shades, is a miscellaneous item for the Demoman. It is a pair of white "shutter shades", as worn by Homestar Runner - the titular character from the Homestar Runner series of Flash animations - in the cartoon of the same name. They are unlocked by defeating Strong Bad during a round in Poker Night at the Inventory in which he has bought in with the item instead of cash.

    • Vintage Stockbroker's Scarf

      The Stockbroker's Scarf is a promotional miscellaneous item for the Pyro. It is the team-colored unpinned tie of Mr. Foster, a character from the game Killing Floor. This item, along with the Foster's Facade, was obtainable for players who either already owned Killing Floor or purchased the game during Killing Floor's Twisted Christmas Event from December 14, 2010 to January 4, 2011. Those who purchased the game before noon PST on December 14, 2010 received Vintage versions.

    • Summer Shades

      The Summer Shades are a promotional miscellaneous item for all classes. They are a pair of mirrored sunglasses with a plastic yellow frame. The Summer Shades can be earned during the Steam Summer Camp Sale by collecting and exchanging three Prize Tickets earned from various achievements.

    • A Whiff of the Old Brimstone

      A Whiff of the Old Brimstone is a community-created Miscellaneous item for the Demoman. They appear as four small bombs with a cartoon-like appearance, on his chest, replacing the Demoman's six grenade projectiles.

    • Clan PPPride

      The Clan Pride is a miscellaneous item wearable by all classes. The item is a small badge and can be sprayed with the Decal Tool.

    • Scottish Snarl

      • This is a special Halloween Item
    • Pickled Paws

      • This is a special Halloween item
    • B-ankh!

      • This is a special Halloween Item
    • Futankhamun

      • This is a special Halloween Item
    • Fallen Angel

      • This is a special Halloween Item
    • Dr. Gogglestache

      • This is a special Halloween Item
    • Emerald Jarate

      • This is a special Halloween Item
    • Steel Pipes

      • This is a special Halloween Item
    • Shoestring Budget

      • This is a special Halloween Item
    • Griffin's Gog

      • This is a special Halloween Item
    • Intangible Ascot

      • This is a special Halloween Item
    • Garlic Flank Stake

      • This is a special Halloween Item
    • Frontier Flyboy

      • This is a special Halloween Item
    • Legend of Bugfoot

      • This is a special Halloween Item
    • Bombinomicon

      • Explode spectacularly on death

      The Bombinomicon is a badge item wearable by all classes. It is a leatherbound and twisted looking book with a glowing red eyes and a team-colored Demoman class icon on its "forehead". A large, bloodstained circle of jagged teeth in the center of the cover clutches a cartoonish bomb. A player that dies wearing this badge will be gibbed in a spectacular purple explosion, whether the killing blow was dealt by an explosive or otherwise. This badge is awarded to players who have earned the Dive Into a Good Book achievement by traveling to Loot Island through portal that appears after the Monoculus is defeated and collecting the Bombinomicon held within a cage there. The Bombinomicon can be awarded to multiple players who complete the listed specifications.

    • Cold War Luchador

      The Cold War Luchador is a promotional miscellaneous item for the Heavy. It is a black luchador mask with gold and team-colored designs, similar to the one worn by Killbane in the game Saints Row: The Third. This item was awarded in Genuine quality to players who pre-ordered Saints Row: The Third on Steam before November 15, 2011.

    • Strange Spirit Of Giving

      The Spirit Of Giving is a miscellaneous item for all classes. It appears as a small grey x-ray machine attached to each class's chest. The machine has a green, phosphorescent screen featuring a beating heart and bubbles. This item tracks the number of gifts distributed by the player via Secret Saxtons and Piles o' Gifts. Each gift given will increase the counter displayed.

    • Genuine Bolgan Family Crest

      This stylish bronze badge lets people know that at some crucial point in your family genealogy, one of your family members became intimately involved with a monster cyclops.

    • Aladdin's Private Reserve

      • Effect: Gentile Pipe Smoke

      Originally owned by some punk kid in Syria, this Arabian wish-granter is a lamp full of liquid courage. Simply rub, think liquory thoughts, and pour. Warning: don't think about anything else while rubbing, or you might not get booze.

    • Genuine Merc Medal

      There exists an agency so secret that only three people on the planet even know of its existence. This is the medal they give each other when one of them does a great job.

    • Snapped Pupil

      Be honest, lads. Ye cannae even tell, can ye?

    • Teufort Tooth Kicker

      The Teufort Tooth Kicker is a community-made miscellaneous item for the Scout, Sniper, Soldier, and Demoman. It is a pair of leather 'cowboy' boots with metal capped toes, fringed tops, and a design on the throat. The Teufort Tooth Kicker was contributed to the game via the Steam Workshop, under the name "Malacissant Moccasins".

    • Nine-Pipe Problem

      • Effect: Genteel Pipe Smoke

      The Nine-Pipe Problem is a community-created miscellaneous item for the Medic. It is an old-fashioned smoking pipe, that sways, complete with a "Genteel Pipe Smoke" particle effect, and dark glasses that replaces the Medic's usual clear glasses. The Nine-Pipe Problem was contributed to the game via the Steam Workshop, under the name "The Baskerville Case".

    • Genuine Scrap Pack

      The Scrap Pack is a promotional miscellaneous item for the Pyro and Medic. It is an offline "chopper-bot" that replaces the Pyro's oxygen tank and Medic's backpack. It is from the game Shoot Many Robots.

    • Genuine Atomic Accolade

      Skip past all the boring busywork of science and get right to the exciting part: the fabulous prizes! This prestigious ribbon certifies your bravery in the field of excellence.

    • Professor's Pineapple

      We don't know what's in it, but we found it in some rusty drums buried in a shallow grave in a forest, so let's face it, you'll probably get super powers if you drink it.

    • Genuine Professor's Pineapple

      We don't know what's in it, but we found it in some rusty drums buried in a shallow grave in a forest, so let's face it, you'll probably get super powers if you drink it.

    • Genuine Quadwrangler

      This quantum-collared lab coat includes a handy rubber pipe that siphons blood from your heart, where it is not needed, to your shooting arm, where it is!

    • Liquor Locker

      The Demo keeps his fortune close to his chest: Specifically, on the other side of it, strapped to his back. You won't find money in it: Demo wisely invests in gold, which he then spends on rare cask-aged liquors, which he then usually drinks, which is why he keeps it locked and the key hidden.

    • Damaged Capacitor

      How did it get damaged? Who damaged it? What is a capacitor? Better get your tickets ready, because the mystery train is leaving the station. Or did it already leave? Another mystery!

    • Vintage Pyrovision Goggles

      • On Equip: Visit Pyroland
      • Witnessed the %s1 inferno

      Enter a world of imagination that's far superior to the crap-ass worlds of imagination you get from books. Pyrovision lets you see the TF2niverse from our favorite arsonist's perspective.

    • Bird-Man of Aberdeen

      This shoulder-mounted feathered friend comes in any color you like, and is so full of whiskey it couldn't fly off if it wanted to. Great to have around if you decide to eat it—just turn your head and bite!

    • Operation Steel Trap Badge

      Your Mann Up progress through Operation Steel Trap is recorded on this badge.

    • Battery Bandolier

      For the first time in history, batteries are included with your purchase of Demo's battery Bandolier. Because, well, you're purchasing batteries. We should have said, for the first time in history [except for all those times you bought batteries].

    • Track Terrorizer

      For a brief stint in high school, Scout joined the track team in one of his many schemes to pick up girls. He was kicked off the team after three days when everyone realized he was 23-years-old and also not enrolled in the school.

    • Bearded Bombardier

      • Effect: Genteel Pipe Smoke

      Demo is already a lot like Santa Claus. They both have extensive knowledge of modern explosives, they both hate Judy Garland, and now, they can both sport a charming beard and corn cob pipe.

    • Genuine King of Scotland Cape

      Capes are worn by only the most prestigious individuals. Kings. Dracula. Teenagers pretending they're wizards. Now you can join their illustrious ranks with this King of Scotland Cape. Wear it with pride, and make those prepubescents proud.

    • Genuine Menpo

      Discover the exciting world of the samurai! Speak quickly and angrily! Grow facial hair! Maybe if you kill another samurai and apologize after, you'll get to date his wife! The possibilities are endless!

    • Menpo

      Discover the exciting world of the samurai! Speak quickly and angrily! Grow facial hair! Maybe if you kill another samurai and apologize after, you'll get to date his wife! The possibilities are endless!

    • Genuine Foppish Physician

      Whether you're trepanning a skull to let out the sickness ghosts or attaching enough leeches to a patient that they'll pass out from blood loss before you cut off any suspicious-looking limbs, this dapper ruffed shirt and coat will assure your patients that they came to the right place for their dangerously insane 18th century medicine.

    • Operation Oil Spill Badge

      Your Mann Up progress through Operation Oil Spill is recorded on this badge.

    • Operation Gear Grinder Badge

      Your Mann Up progress through Operation Gear Grinder is recorded on this badge.

    • Rump-o'-Lantern

      Since time immemorial man has had two dreams: the dream of flying, and the dream of tricking people into thinking your ass is haunted. Airplanes took care of the easy dream. This miracle ass lantern tackles the other.

    • Sir Hootsalot

      If owls are so smart, why did this one let you glue it to your shoulder? Come to think of it, neither one of you is looking like a super-genius on this one.

    • Scarecrow

      Need a scarecrow but you're short on wood and straw? Why not capture the Spy, stitch his mouth shut, give him buttons for eyes and stick him in your corn field? He probably won't mind. Everybody likes corn.

    • Bonedolier

      Scare your friends into thinking you're carrying around deadly grenades. Bask in their relief when it turns out they're only harmless human skulls.

    • Spooky Sleeves

      Get these now, before Glenn Danzig finds out about them and buys them all! Seriously, you can have a world where these spooky sleeves are in stock, or a world where Glenn Danzig exists, but not both! Hurry! He's googling "spooky sleeves" RIGHT NOW!

    • Boo Balloon

      These cheery (but terrifying!) balloons are made from the actual inflated faces of ghosts. Order now, before those uppity ghost rights activists get wind of this and shut it down.

    • Unknown Monkeynaut

      Have an actual ghost of Mann Co.'s first doomed monkeynaut expedition haunt your shoulder! Unlike the many other doomed monkeynaut expeditions undertaken by Mann Co., Operation Banana Catapult was unique in that no space shuttles were even used.

    • Grand Duchess Tutu

      Celebrate the life of Grand Duchess Anastasia Nikolaevna with this somber historical costume. Enjoy this replica of the tutu she wore while governing Russia from atop her hundred-foot-tall gumdrop throne.

    • Grand Duchess Fairy Wings

      Celebrate the life of Grand Duchess Anastasia Nikolaevna with this somber historical costume. Enjoy this replica of the fairy wings she wore while governing Russia from atop her hundred-foot-tall gumdrop throne.

    • Dead Little Buddy

      Take a hike, dogs--there's a new Man's Best Friend on the market. Your pet ghost is guaranteed to be loyal (he's dead! He doesn't know anybody else!), great around children (he used to be one!), and house-trained (ghosts don't poop).

    • Exorcizor

      The power of Christ compels you... to get this snazzy exorcizing outfit!

    • Voodoo-Cursed Scout Soul

    • Voodoo-Cursed Soldier Soul

    • Voodoo-Cursed Heavy Soul

    • Voodoo-Cursed Sniper Soul

    • Voodoo-Cursed Pyro Soul

    • Voodoo-Cursed Spy Soul

    • Voodoo-Cursed Medic Soul

    • Voodoo-Cursed Engineer Soul

    • Voodoo-Cursed Demoman Soul

    • Saxxy Clapper Badge

      Harness the seductive black magic of Hollywood with this commemorative clapper board—the same used by actual movie directors. Now YOU can tell Ryan Reynolds what to do!

    • Genuine Faerie Solitaire Pin

      Made with exacting attention to detail, this imitation faerie wing pin is indistinguishable from the real thing. Finally get rid of all those actual decomposing faerie wings stapled to your clothes, while still letting people know you have some strong opinions about mythical beings.

    • Operation Mecha Engine Badge

      Your Mann Up progress through Operation Mecha Engine is saved on this badge.

    • Cool Breeze

      Forget coffee, lad. THIS'll wake ye up on a cold winter morning.

    • Digit Divulger

      Keep your hands warm and your fingers freezing with these paintable leather and suede fingerless gloves.

    • Heavy's Hockey Hair

      Commemorate the age-old tradition of pummelling your opponents senseless on ice by sporting the stylish and practical hairdo of goons and enforcers worldwide.

    • Mutton Mann

      Enjoy the absolute cutting edge of nineteenth century sideburn fashion with these lustrous, face-hugging muttons. There's no meat in these chops, ladies—but there's plenty of beefcake.

    • Merc's Muffler

      The perfect winter accessory for those times when your holiday fun escalates into a high-casualty firefight. 90% more blood-absorbent than any other scarf on the market!

    • Blind Justice

      Want to command respect from people standing at an indeterminate distance from your immediate right? Bolt on a platinum Pinkerton badge and experience the thrill for yourself!

    • Samson Skewer

      The handle of this hand-forged survival knife is crammed with all of the things you'll need to survive in the wilderness, i.e. a pack of matches and three raisins.

    • Dapper Disguise

      Go incognito as a handsome man and enjoy the secret benefits of the exceptionally attractive. High-paying jobs! Erotic encounters! Free bread sticks at the Olive Garden! Eat as many as you can, though, because eventually the mask will rot off, leaving you uglier than before.

    • Long Fall Loafers

      These curved titanium shock-absorbers connect to the base of your spine and run down the inside of both legs. Now when you fall from a great height, the agony of impact will be absorbed, then conveniently redistributed to your whole pain-wracked body.

    • Bolted Bombardier

      Remember that time you met the wisest robot in the world? And tore his beard off and stole his stupid pipe? Because the police are here and they want to talk to you.

    • Rusty Reaper

      Are you the personification of death? Do you need to spraypaint something indoors? This skull-shaped rebreather has you covered.

  • Token Toggle View

  • Color Toggle View

    • Peculiarly Drab Tincture

      The Paint Can is a tool item that allows players to change the coloring of hats and Miscellaneous items. Paint Cans are available in 27 different colors and can be used on most cosmetic items. Paint Cans can be purchased from the Mann Co. Store, found via the item drop system, obtained by opening Mann Co. Supply Crates, or through the Trading system. The two types of Paint Cans are single-color and team-color. Items painted with single-color paints retain the one color, whereas team-color paints will switch between RED and BLU variant colors, depending on the player's current team. Paint can be removed from an item to restore it to its original color by selecting the item in the Backpack and clicking 'Restore'. Note, however, that the paint will not be returned to the player.

    • Mann Co. Orange

      The Paint Can is a tool item that allows players to change the coloring of hats and Miscellaneous items. Paint Cans are available in 27 different colors and can be used on most cosmetic items. Paint Cans can be purchased from the Mann Co. Store, found via the item drop system, obtained by opening Mann Co. Supply Crates, or through the Trading system. The two types of Paint Cans are single-color and team-color. Items painted with single-color paints retain the one color, whereas team-color paints will switch between RED and BLU variant colors, depending on the player's current team. Paint can be removed from an item to restore it to its original color by selecting the item in the Backpack and clicking 'Restore'. Note, however, that the paint will not be returned to the player.

    • Color No. 216-190-216

      The Paint Can is a tool item that allows players to change the coloring of hats and Miscellaneous items. Paint Cans are available in 27 different colors and can be used on most cosmetic items. Paint Cans can be purchased from the Mann Co. Store, found via the item drop system, obtained by opening Mann Co. Supply Crates, or through the Trading system. The two types of Paint Cans are single-color and team-color. Items painted with single-color paints retain the one color, whereas team-color paints will switch between RED and BLU variant colors, depending on the player's current team. Paint can be removed from an item to restore it to its original color by selecting the item in the Backpack and clicking 'Restore'. Note, however, that the paint will not be returned to the player.

    • An Extraordinary Abundance of Tinge

      The Paint Can is a tool item that allows players to change the coloring of hats and Miscellaneous items. Paint Cans are available in 27 different colors and can be used on most cosmetic items. Paint Cans can be purchased from the Mann Co. Store, found via the item drop system, obtained by opening Mann Co. Supply Crates, or through the Trading system. The two types of Paint Cans are single-color and team-color. Items painted with single-color paints retain the one color, whereas team-color paints will switch between RED and BLU variant colors, depending on the player's current team. Paint can be removed from an item to restore it to its original color by selecting the item in the Backpack and clicking 'Restore'. Note, however, that the paint will not be returned to the player.

    • Australium Gold

      The Paint Can is a tool item that allows players to change the coloring of hats and Miscellaneous items. Paint Cans are available in 27 different colors and can be used on most cosmetic items. Paint Cans can be purchased from the Mann Co. Store, found via the item drop system, obtained by opening Mann Co. Supply Crates, or through the Trading system. The two types of Paint Cans are single-color and team-color. Items painted with single-color paints retain the one color, whereas team-color paints will switch between RED and BLU variant colors, depending on the player's current team. Paint can be removed from an item to restore it to its original color by selecting the item in the Backpack and clicking 'Restore'. Note, however, that the paint will not be returned to the player.

    • Zephaniah's Greed

      The Paint Can is a tool item that allows players to change the coloring of hats and Miscellaneous items. Paint Cans are available in 27 different colors and can be used on most cosmetic items. Paint Cans can be purchased from the Mann Co. Store, found via the item drop system, obtained by opening Mann Co. Supply Crates, or through the Trading system. The two types of Paint Cans are single-color and team-color. Items painted with single-color paints retain the one color, whereas team-color paints will switch between RED and BLU variant colors, depending on the player's current team. Paint can be removed from an item to restore it to its original color by selecting the item in the Backpack and clicking 'Restore'. Note, however, that the paint will not be returned to the player.

    • Radigan Conagher Brown

      The Paint Can is a tool item that allows players to change the coloring of hats and Miscellaneous items. Paint Cans are available in 27 different colors and can be used on most cosmetic items. Paint Cans can be purchased from the Mann Co. Store, found via the item drop system, obtained by opening Mann Co. Supply Crates, or through the Trading system. The two types of Paint Cans are single-color and team-color. Items painted with single-color paints retain the one color, whereas team-color paints will switch between RED and BLU variant colors, depending on the player's current team. Paint can be removed from an item to restore it to its original color by selecting the item in the Backpack and clicking 'Restore'. Note, however, that the paint will not be returned to the player.

    • A Deep Commitment to Purple

      The Paint Can is a tool item that allows players to change the coloring of hats and Miscellaneous items. Paint Cans are available in 27 different colors and can be used on most cosmetic items. Paint Cans can be purchased from the Mann Co. Store, found via the item drop system, obtained by opening Mann Co. Supply Crates, or through the Trading system. The two types of Paint Cans are single-color and team-color. Items painted with single-color paints retain the one color, whereas team-color paints will switch between RED and BLU variant colors, depending on the player's current team. Paint can be removed from an item to restore it to its original color by selecting the item in the Backpack and clicking 'Restore'. Note, however, that the paint will not be returned to the player.

    • Aged Moustache Grey

      The Paint Can is a tool item that allows players to change the coloring of hats and Miscellaneous items. Paint Cans are available in 27 different colors and can be used on most cosmetic items. Paint Cans can be purchased from the Mann Co. Store, found via the item drop system, obtained by opening Mann Co. Supply Crates, or through the Trading system. The two types of Paint Cans are single-color and team-color. Items painted with single-color paints retain the one color, whereas team-color paints will switch between RED and BLU variant colors, depending on the player's current team. Paint can be removed from an item to restore it to its original color by selecting the item in the Backpack and clicking 'Restore'. Note, however, that the paint will not be returned to the player.

    • Muskelmannbraun

      The Paint Can is a tool item that allows players to change the coloring of hats and Miscellaneous items. Paint Cans are available in 27 different colors and can be used on most cosmetic items. Paint Cans can be purchased from the Mann Co. Store, found via the item drop system, obtained by opening Mann Co. Supply Crates, or through the Trading system. The two types of Paint Cans are single-color and team-color. Items painted with single-color paints retain the one color, whereas team-color paints will switch between RED and BLU variant colors, depending on the player's current team. Paint can be removed from an item to restore it to its original color by selecting the item in the Backpack and clicking 'Restore'. Note, however, that the paint will not be returned to the player.

    • Team Spirit

      The Paint Can is a tool item that allows players to change the coloring of hats and Miscellaneous items. Paint Cans are available in 27 different colors and can be used on most cosmetic items. Paint Cans can be purchased from the Mann Co. Store, found via the item drop system, obtained by opening Mann Co. Supply Crates, or through the Trading system. The two types of Paint Cans are single-color and team-color. Items painted with single-color paints retain the one color, whereas team-color paints will switch between RED and BLU variant colors, depending on the player's current team. Paint can be removed from an item to restore it to its original color by selecting the item in the Backpack and clicking 'Restore'. Note, however, that the paint will not be returned to the player.

    • A Color Similar to Slate

      The Paint Can is a tool item that allows players to change the coloring of hats and Miscellaneous items. Paint Cans are available in 27 different colors and can be used on most cosmetic items. Paint Cans can be purchased from the Mann Co. Store, found via the item drop system, obtained by opening Mann Co. Supply Crates, or through the Trading system. The two types of Paint Cans are single-color and team-color. Items painted with single-color paints retain the one color, whereas team-color paints will switch between RED and BLU variant colors, depending on the player's current team. Paint can be removed from an item to restore it to its original color by selecting the item in the Backpack and clicking 'Restore'. Note, however, that the paint will not be returned to the player.

    • Dark Salmon Injustice

      The Paint Can is a tool item that allows players to change the coloring of hats and Miscellaneous items. Paint Cans are available in 27 different colors and can be used on most cosmetic items. Paint Cans can be purchased from the Mann Co. Store, found via the item drop system, obtained by opening Mann Co. Supply Crates, or through the Trading system. The two types of Paint Cans are single-color and team-color. Items painted with single-color paints retain the one color, whereas team-color paints will switch between RED and BLU variant colors, depending on the player's current team. Paint can be removed from an item to restore it to its original color by selecting the item in the Backpack and clicking 'Restore'. Note, however, that the paint will not be returned to the player.

    • Drably Olive

      The Paint Can is a tool item that allows players to change the coloring of hats and Miscellaneous items. Paint Cans are available in 27 different colors and can be used on most cosmetic items. Paint Cans can be purchased from the Mann Co. Store, found via the item drop system, obtained by opening Mann Co. Supply Crates, or through the Trading system. The two types of Paint Cans are single-color and team-color. Items painted with single-color paints retain the one color, whereas team-color paints will switch between RED and BLU variant colors, depending on the player's current team. Paint can be removed from an item to restore it to its original color by selecting the item in the Backpack and clicking 'Restore'. Note, however, that the paint will not be returned to the player.

    • Pink as Hell

      The Paint Can is a tool item that allows players to change the coloring of hats and Miscellaneous items. Paint Cans are available in 27 different colors and can be used on most cosmetic items. Paint Cans can be purchased from the Mann Co. Store, found via the item drop system, obtained by opening Mann Co. Supply Crates, or through the Trading system. The two types of Paint Cans are single-color and team-color. Items painted with single-color paints retain the one color, whereas team-color paints will switch between RED and BLU variant colors, depending on the player's current team. Paint can be removed from an item to restore it to its original color by selecting the item in the Backpack and clicking 'Restore'. Note, however, that the paint will not be returned to the player.

    • Bitter Taste of Defeat and Lime

      The Paint Can is a tool item that allows players to change the coloring of hats and Miscellaneous items. Paint Cans are available in 27 different colors and can be used on most cosmetic items. Paint Cans can be purchased from the Mann Co. Store, found via the item drop system, obtained by opening Mann Co. Supply Crates, or through the Trading system. The two types of Paint Cans are single-color and team-color. Items painted with single-color paints retain the one color, whereas team-color paints will switch between RED and BLU variant colors, depending on the player's current team. Paint can be removed from an item to restore it to its original color by selecting the item in the Backpack and clicking 'Restore'. Note, however, that the paint will not be returned to the player.

    • Color of a Gentlemann's Business Pants

      The Paint Can is a tool item that allows players to change the coloring of hats and Miscellaneous items. Paint Cans are available in 27 different colors and can be used on most cosmetic items. Paint Cans can be purchased from the Mann Co. Store, found via the item drop system, obtained by opening Mann Co. Supply Crates, or through the Trading system. The two types of Paint Cans are single-color and team-color. Items painted with single-color paints retain the one color, whereas team-color paints will switch between RED and BLU variant colors, depending on the player's current team. Paint can be removed from an item to restore it to its original color by selecting the item in the Backpack and clicking 'Restore'. Note, however, that the paint will not be returned to the player.

    • Balaclavas Are Forever

      The Paint Can is a tool item that allows players to change the coloring of hats and Miscellaneous items. Paint Cans are available in 27 different colors and can be used on most cosmetic items. Paint Cans can be purchased from the Mann Co. Store, found via the item drop system, obtained by opening Mann Co. Supply Crates, or through the Trading system. The two types of Paint Cans are single-color and team-color. Items painted with single-color paints retain the one color, whereas team-color paints will switch between RED and BLU variant colors, depending on the player's current team. Paint can be removed from an item to restore it to its original color by selecting the item in the Backpack and clicking 'Restore'. Note, however, that the paint will not be returned to the player.

    • Waterlogged Lab Coat

      The Paint Can is a tool item that allows players to change the coloring of hats and Miscellaneous items. Paint Cans are available in 27 different colors and can be used on most cosmetic items. Paint Cans can be purchased from the Mann Co. Store, found via the item drop system, obtained by opening Mann Co. Supply Crates, or through the Trading system. The two types of Paint Cans are single-color and team-color. Items painted with single-color paints retain the one color, whereas team-color paints will switch between RED and BLU variant colors, depending on the player's current team. Paint can be removed from an item to restore it to its original color by selecting the item in the Backpack and clicking 'Restore'. Note, however, that the paint will not be returned to the player.

    • Cream Spirit

      The Paint Can is a tool item that allows players to change the coloring of hats and Miscellaneous items. Paint Cans are available in 27 different colors and can be used on most cosmetic items. Paint Cans can be purchased from the Mann Co. Store, found via the item drop system, obtained by opening Mann Co. Supply Crates, or through the Trading system. The two types of Paint Cans are single-color and team-color. Items painted with single-color paints retain the one color, whereas team-color paints will switch between RED and BLU variant colors, depending on the player's current team. Paint can be removed from an item to restore it to its original color by selecting the item in the Backpack and clicking 'Restore'. Note, however, that the paint will not be returned to the player.

    • The Value of Teamwork

      The Paint Can is a tool item that allows players to change the coloring of hats and Miscellaneous items. Paint Cans are available in 27 different colors and can be used on most cosmetic items. Paint Cans can be purchased from the Mann Co. Store, found via the item drop system, obtained by opening Mann Co. Supply Crates, or through the Trading system. The two types of Paint Cans are single-color and team-color. Items painted with single-color paints retain the one color, whereas team-color paints will switch between RED and BLU variant colors, depending on the player's current team. Paint can be removed from an item to restore it to its original color by selecting the item in the Backpack and clicking 'Restore'. Note, however, that the paint will not be returned to the player.

    • A Mann's Mint

      The Paint Can is a tool item that allows players to change the coloring of hats and Miscellaneous items. Paint Cans are available in 27 different colors and can be used on most cosmetic items. Paint Cans can be purchased from the Mann Co. Store, found via the item drop system, obtained by opening Mann Co. Supply Crates, or through the Trading system. The two types of Paint Cans are single-color and team-color. Items painted with single-color paints retain the one color, whereas team-color paints will switch between RED and BLU variant colors, depending on the player's current team. Paint can be removed from an item to restore it to its original color by selecting the item in the Backpack and clicking 'Restore'. Note, however, that the paint will not be returned to the player.

  • Tool Toggle View

    • Secret Saxton

      The Secret Saxton is a present, which can be opened on any Server. You will gift a random item to a random person on the Server. The present can be purchased in the store for 0,99€.

    • Dueling Mni-Game

      The Duelling Mini-Game allows you to challenge an opponent player to a duel. Every time you kill him, you obtain Duel Points. The player with the most Duel Points at the end of the round wins the game. The Duelling Mini-Game can be purchased in the store for 0,99€ (5 uses possible).

  • Crates Toggle View

    • Mann Co. Supply Crate Series #1

      • Vita-Saw
      • Gunslinger
      • Equalizer
      • Scottish Resistance
      • Old Guadalajara
      • Napper's Respite
      • Name Tag
      • An Extraordinary Abundance of Tinge
      • A Distinctive Lack of Hue
      • Or an Exceedingly Rare Special Item!

      You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.

    • Mann Co. Supply Crate Series #2

      • Black Box
      • Shortstop
      • L'Etranger
      • Sober Stuntman
      • Puglist's Protector
      • Chieftain's Challenge
      • Duelling Mini-Game
      • A Deep Commitment to Purple
      • Australium Gold
      • Or an Exceedingly Rare Special Item!

      You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.

    • Mann Co. Supply Crate Series #39

      • Loch-n-Load
      • Overdose
      • Knife
      • A Mann\'s Mint
      • After Eight
      • Salty Dog
      • Bloke\'s Bucket Hat
      • Or an Exceedingly Rare Special Item!

      Weapons obtained from this crate will have the Strange quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.

    • Mann Co. Supply Crate Series #41

      • Bat
      • Direct Hit
      • Diamondback
      • Strange Part: Enemies Gibbed
      • Strange Part: Airborne Enemies Killed
      • Strange Part: Heavies Killed
      • Crocodile Smile
      • Large Luchadore
      • Or an Exceedingly Rare Special Item!

      Weapons obtained from this crate will have the Strange quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.

    • Mann Co. Supply Crate Series #42

      • Bottle
      • Back Scratcher
      • Pistol
      • Strange Part: Buildings Destroyed
      • Strange Part: Projectiles Reflected
      • Strange Part: Headshot Kills
      • Outdoorsman
      • Ol' Geezer
      • Or an Exceedingly Rare Special Item!

      Weapons obtained from this crate will have the Strange quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.

    • Mann Co. Supply Crate Series #43

      • Tribalman's Shiv
      • Detonator
      • Shortstop
      • Strange Part: Allies Extinguished
      • Strange Part: Posthumous Kills
      • Berliner's Bucket Helm
      • Coupe D'isaster
      • Or an Exceedingly Rare Special Item!

      Weapons obtained from this crate will have the Strange quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.

    • Mann Co. Supply Crate Series #44

      • Rocket Launcher
      • Market Gardener
      • Equalizer
      • Strange Part: Critical Kills
      • Strange Part: Demomen Killed
      • Strange Part: Revenge Kills
      • Hat With No Name
      • Stout Shako
      • Or an Exceedingly Rare Special Item!

      Weapons obtained from this crate will have the Strange quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.

    • Mann Co. Supply Crate Series #45

      • Stickybomb Launcher
      • Scotsman's Skullcutter
      • Persian Persuader
      • Strange Part: Soldiers Killed
      • Strange Part: Domination Kills
      • Strange Part: Kills While Explosive Jumping
      • Tavish DeGroot Experience
      • Rimmed Raincatcher
      • Or an Exceedingly Rare Special Item!

      Weapons obtained from this crate will have the Strange quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.

    • Mann Co. Supply Crate Series #47

      • Force-A-Nature
      • Flame Thrower
      • Tomislav
      • Strange Part: Scouts Killed
      • Strange Part: Sappers Destroyed
      • Strange Part: Cloaked Spies Killed
      • Backwards Ballcap
      • Professional's Panama
      • Or an Exceedingly Rare Special Item!

      Weapons obtained from this crate will have the Strange quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.

    • Mann Co. Supply Crate Series #49

      • Homewrecker
      • Shovel
      • Scattergun
      • Strange Part: Engineers Killed
      • Strange Part: Robots Destroyed
      • Strange Part: Low-Health Kills
      • Surgeon's Stahlhelm
      • Furious Fukaamigasa
      • Or an Exceedingly Rare Special Item!

      Weapons obtained from this crate will have the "Strange" quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.

    • Mann Co. Supply Crate Series #54

      • Wrap Assassin
      • Spy-cicle
      • Sniper Rifle
      • Strange Part: Snipers Killed
      • Strange Part: Kills While Ubercharged
      • Strange Part: Underwater Kills
      • Hottie's Hoodie
      • Surgeon's Side Satchel
      • or an Exceedingly Rare Special Item!

      Weapons obtained from this crate will have the "Strange" quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.

    • Mann Co. Supply Crate Series #55

      • Baby Face's Blaster
      • Pain Train
      • Medi Gun
      • Strange Part: Pyros Killed
      • Strange Part: Defender Kills
      • Strange Part: Airborne Enemies Killed
      • Counterfeit Billycock
      • Desert Marauder
      • or an Exceedingly Rare Special Item!

      Weapons obtained from this crate will have the "Strange" quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.

    • Mann Co. Supply Crate Series #56

      • Fire Axe
      • Flying Guillotine
      • Beggar's Bazooka
      • Strange Part: Medics Killed
      • Strange Part: Tanks Destroyed
      • Strange Part: Long-Distance Kills
      • Western Wear
      • Modest Pile of Hat
      • or an Exceedingly Rare Special Item!

      Weapons obtained from this crate will have the Strange quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.

    • Mann Co. Supply Crate Series #57

      Weapons obtained from this crate will have the Strange quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.

  • Actions Toggle View

    • Noismaker - Crazy Laugh

      The Noise Maker is an action item that was introduced during the Scream Fortress Update. When equipped in an action slot and used, a noise is played to all the other players on a server. Most Noise Makers have multiple unique sounds that can randomly play when used. Noise Maker - Stabby is currently the only exception to this rule, as it only has one possible sound.

    • Taunt: The Director's Vision

      • (not tradable)

      Equip this item in your Action Slot and press the Action button to tell your victims you are making a Replay of their pathetic demise to share with everyone.

    • Taunt: The Meet the Medic

      Remind those ungrateful bastards how valuable your Medic skills are by striking a heroic pose accompanied by an angelic choir, beams of divine light, and a flock of doves.

    • Taunt: The Schadenfreude

      Share a good natured laugh with everyone except that one guy you just shot.

    • Noise Maker - Fireworks

      (limited time store item) The Noise Maker is an action item that was introduced during the Scream Fortress Update. When equipped in an action slot and used, a noise is played to all the other players on a server. Most Noise Makers have multiple unique sounds that can randomly play when used. Noise Maker - Stabby is currently the only exception to this rule, as it only has one possible sound.

    • Noise Maker - TF Birthday

      The Noise Maker is an action item that was introduced during the Scream Fortress Update. When equipped in an action slot and used, a noise is played to all the other players on a server. Most Noise Makers have multiple unique sounds that can randomly play when used. Noise Maker - Stabby is currently the only exception to this rule, as it only has one possible sound. Each Noise Maker, aside from Noise Maker - TF Birthday, can only be used 25 times and is then removed from the Backpack.

    • Taunt: The High Five!

      Don't leave your friends hanging. This is a press-and-hold taunt. Hold down the action slot key to remain in the taunt's pose.

    • Noise Maker - Winter Holiday

      • Unlimited use
    • Tour of Duty Ticket

      Present this ticket in Mann vs. Machine to play Mann Up Mode on an official server to earn rare items and track progress on your Tour of Duty Badge.

    • Power Up Canteen

      • Holds a maximum of 3 charges
      • Each charge lasts 5 seconds

      Applies a bonus effect for a limited amount of time when used. Must first be filled at an Upgrade Station and can only be filled with one bonus type at a time.

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