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Steamstats of de Timbo

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Summary

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Playtime:
0 hrs past 2 weeks


Personal Achievements Earned:
204 of 448 (45%)

Accumulated Points:
5,080

Backpack

Change View
  • Primary Toggle View

    • 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.

    • 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.

    • 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.

    • 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.

    • 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

    • 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.

    • 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.

    • 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.

    • Der Killinator 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.

    • Phlogistinator

      • All fire damage charges 'Mmmph', activate to refill health and crit for several seconds
      • No airblast
      • No random critical hits
      • -10% damage penalty

      Being a revolutionary appliance capable of awakening the fire element phlogiston that exists in all combustible creatures, which is to say, all of them.

  • Secondary Toggle View

    • 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.

    • 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.

    • 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.

    • 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.

    • 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.

    • 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.

    • 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.

    • Manmelter

      • Does not require ammo
      • Projectile cannot be deflected
      • Gives one guaranteed critical hit for eachteammate extinguished by this weapon
      • No random critical hits

      Being a boon to tree-fellers, backwoodsmen and atom-splitters the world over, this miraculous matter-hewing device burns each individual molecule as it cleaves it.

  • Melee Toggle View

    • 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.

    • Tribalman's shiv

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

    • 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.

    • 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.

    • 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.

    • 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.

    • Third Degree

      • All players connected via Medigun beams are hit

      Being a device that flouts conventional scientific consensus that the molecules composing the human body must be arranged "just so", and not, for example, across a square-mile radius.

    • 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.

    • 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.

  • Hat Toggle View

    • 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.

    • Horseless Headless Horsemann's Head

      • Holiday Restriction: Halloween

      He had one all along...

    • 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.

    • Ghastly Gibus

      • This is a special Halloween Item

      Elegant simplicity and old-world charm combined with the heady aromas of mould and grave dust.

  • Misc Toggle View

    • Mercenary

      • (not tradable)

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

    • Bronze Dueling Badge

      • (not tradable)

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

    • Professor Speks

      Give your teacher the gift of insight, paper clip and rubber band included. Professor Speks is a miscellaneous item item wearable by all classes. It is a pair of black, thick-rimmed glasses held together with a rubber band and paper clip, similar to the glasses seen on the Professor's Peculiarity. When a player with a free account upgrades to a premium account by purchasing an item in the Mann Co. Store, they are presented with an option to select, via their Steam friends list, the name of the person who referred them to (or helped them the most with) Team Fortress 2. Any existing premium account player who is selected in this fashion receives the Professor Speks. Contrary to what is implied on the free-to-play FAQ page, coaching new players is in no way a prerequisite for obtaining the Speks. As long as the recipient is on the free account user's Steam friends list, they are eligible to receive the item. The in-game backpack description of the Speks includes a unique line which reads: "New Users Helped: X", where "X" indicates the number of new users the player has helped. If a player receives multiple votes from free account users, they do not receive a duplicate item. Rather, the description information on their existing Professor Speks updates to reflect the new count.

    • 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.

  • Token Toggle View

  • 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

    • 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.

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