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Steamstats of dr.no

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Baconsandwich
Germany

Description:

No information given.

Summary

Steamcommunity Game Logo
Playtime:
20.6 hrs past 2 weeks


Personal Achievements Earned:
411 of 448 (91%)

Accumulated Points:
50,632

Backpack

Change View
  • Primary Toggle View

    • 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.

    • 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.

    • 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.

    • 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.

    • 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.

    • 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.

    • 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

    • 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.

    • 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.

    • 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.

    • 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.

    • 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.

    • 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
    • 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.

    • 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
  • Secondary Toggle View

    • 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.

    • 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.

    • 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.

    • 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 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.

    • 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.

    • 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.

    • 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.

    • 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.

    • 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.

    • 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.

    • 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.

    • 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.

    • 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.

    • 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.

    • 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.

    • Scorch Shot

      • Flare knocks back target on hitand ignites enemies in a small radius
      • 50% damage penalty
    • Strange Flying Guillotine

      • Throw at your enemies to make them bleed! Long distance hits cause mini-crits
      • 100% critical hit vs stunned players
      • No random critical hits
  • 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.

    • 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.

    • 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.

    • 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.

    • 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.

    • 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 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.

    • 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.

    • 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!".

    • 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.

    • 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.

    • 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.

    • 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

    • Ullapool Caber

      • No random critical hits

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

    • 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>

    • 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.

    • 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.

    • Disciplinary Action

      • On Hit Ally: Boosts both players\' speed for 1 sec
      • -25% damage done

      The Disciplinary Action is a melee weapon for the Soldier. It is a riding crop with an old wooden handle and a faded brown leather whip. Upon striking a teammate with this weapon, both the Soldier and the receiving teammate will receive a 40% speed boost (capped at Scout speed) for four seconds. The boost is indicated by speed lines surrounding the affected class, visible both to them and any other players. As a downside, the riding crop deals 25% less damage to enemies. Multiple teammates can be boosted at once.

    • Shahanshah

      • +25% damage when health <50% of max
      • -25% damage when health >50% of max

      The Shahanshah is a melee weapon for the Sniper. It is a scimitar with a leather hilt that is reinforced by dull golden bindings. This weapons functions to reward players at the cost of risk. When the player's health is equal to or above 50% of the maximum, the Shahanshah will deal 25% less damage than the Kukri. However, should the player have less than 50% of their max health, the weapon will deal 25% more damage. The item was previously tested in the Team Fortress 2 Beta as the Beta Sniper Club 1.

    • 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.

    • 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.

    • 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.

    • Escape Plan

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

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

  • Hat Toggle View

    • Vintage Merryweather

    • 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.

    • 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.

    • Milkman

      • For complete kit:
      • +25 max health

      The Milkman is part of the Special Delivery kit and transforms you into an errand boy, who's feared by anyone on the server.

    • 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.

    • Defiant Spartan

    • 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.

    • Spiral Sallet

      • (not tradable)

      Little known fact: knights in chess travel over other pieces by rocket jumping.

    • 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.

    • 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.

    • 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).

    • 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.

    • Cyborg Stunt Helmet

      If you pause that big fight scene in the classic film "Swinging Fists of Future Hercules", you can tell that's not actually famous robot actor Kirk RoboDouglas, but a cyborg stuntman. Support the unsung heroes of the silver-plated screen with this limited edition stunt helmet.

    • Bolted Birdcage

      You love the hard-hitting Robin Williams/Nathan Lane bird prison drama "The Birdcage" so much you wish you could be thinking about it all the time. The problem: Life's many distractions. The solution: This.

    • Genuine Beastly Bonnet

      This ceremonial headdress tells your enemies that you have the heart of a lion, the strength of a bear, the speed of a cheetah, and the rotting head of a cheetah.

    • Genuine Centurion

      Unlike those cheap knock-offs, the brush part of THIS centurion helmet is made from the HEAD hair of your fallen enemies.

  • Misc Toggle View

    • Bronze Dueling Badge

      • (not tradable)

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

    • Refined Metal

      11×
    • Scrap Metal

    • 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.

    • 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.

    • Rogue's Col Roule

      The Rogue's Col Roule is a Miscellaneous item for the Spy. It swaps out the Spy's traditional collar and tie for a team-colored turtleneck, worn underneath his suit coat. This also gives the player a resemblance to Carl Sagan.

    • Builder's Blueprints

      The Builder's Blueprints are a miscellaneous item for the Engineer. They appear as a set of team-colored blueprints placed in his hip pouch. This item is simply cosmetic, and it has no effect on buildings or blueprint appearance.

    • Last Breath

    • 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.

    • Dr. Whoa

    • 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.

    • Surgeon's Side Satchel

      This compact medical equipment bag makes the perfect accessory for the doctor on the go. Treat patients out of doors, in the fresh unsterile air of the battlefield.

    • 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.

    • Voodoo-Cursed Spy 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!

    • Tux

      Linux represent!

    • 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.

    • Scrap Sack

      Concerned about your many stalkers going through your garbage while you're at work? Rest easy with the Scrap Sack, which lets you keep an eye on your secret-filled trash at all times.

    • Genuine Cheet Sheet

      This cheetah-print skirt intimidates on the battlefield while allowing for freedom of movement. Let's be honest, it doesn't do a bad job of showing off those man-curves either.

    • Genuine Steel Sixpack

      This wrought-iron cuirass has been exactingly molded from the imaginary muscles you wish you had.

  • Tool Toggle View

    • Mann Co. Supply Crate Key

      With this key you are able to open a Mann Co. Suppy Crate. The key can only be bought in the store.

  • Crates Toggle View

    • Mann Co. Supply Crate Series #1

      19×
      • 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

      19×
      • 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.

    • Salvaged Mann Co. Supply Crate #40

      • Holiday Punch
      • Huntsman
      • Widowmaker
      • Mantreads
      • Sapper
      • 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 #39

      19×
      • 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

      16×
      • 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

      12×
      • 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

      19×
      • 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

      12×
      • 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

      16×
      • 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

      19×
      • 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

      12×
      • 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

      19×
      • 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

      16×
      • 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.

    • Salvaged Mann Co. Supply Crate #50

      • Strange Bacon Grease
      • Construction PDA
      • Original
      • Invis Watch
      • Splendid Screen
      • 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

      12×
      • 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

      19×

      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.

    • RoboCrate

      • Contains all items of the Robotic Boogaloo Community Update
      • or an Exceedingly Rare Robot-Themed Special Item!

      This crate is special and requires a RoboCrate Key to unlock. The RoboCrate contains Unusual effects that will only come from this crate.

  • Actions Toggle View

    • 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.

    • 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.

    • 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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