The official discord link if you wish to join the discord: https://discord.gg/j5RKwCvAFu

The background art comes from Cherylann1960.

Support the wiki on our official Ko-Fi page or Patreon page!

User:Schwarzweissrot/TF2 Redo: Difference between revisions

From The Codex
Line 22: Line 22:
'''[[Dimensionality]]:''' '''3-D'''
'''[[Dimensionality]]:''' '''3-D'''


'''[[Attack Potency]]:''' At least '''Room level+''' ([https://wiki.teamfortress.com/wiki/Scattergun#Damage_and_function_times His] [https://wiki.teamfortress.com/wiki/Force-A-Nature#Damage_and_function_times primary] [https://wiki.teamfortress.com/wiki/Shortstop#Damage_and_function_times weapons] [https://wiki.teamfortress.com/wiki/Soda_Popper#Damage_and_function_times are] [https://wiki.teamfortress.com/wiki/Baby_Face%27s_Blaster#Damage_and_function_times comparable] [https://wiki.teamfortress.com/wiki/Back_Scatter#Damage_and_function_times to] [https://wiki.teamfortress.com/wiki/Rocket_Launcher#Damage_and_function_times Soldier's Rocket Launcher], [https://vsbattles.fandom.com/wiki/User_blog:Diamond_Drone/TF2_MTS_Explosion_from_a_new_angle whereas a single one of its rockets was capable of creating an explosion of this magnitude]), likely '''Building level''' ([https://wiki.teamfortress.com/wiki/Scattergun#Damage_and_function_times His] [https://wiki.teamfortress.com/wiki/Force-A-Nature#Damage_and_function_times primary] [https://wiki.teamfortress.com/wiki/Shortstop#Damage_and_function_times weapons] [https://wiki.teamfortress.com/wiki/Soda_Popper#Damage_and_function_times are] [https://wiki.teamfortress.com/wiki/Baby_Face%27s_Blaster#Damage_and_function_times comparable] [https://wiki.teamfortress.com/wiki/Back_Scatter#Damage_and_function_times to] [https://wiki.teamfortress.com/wiki/Cow_Mangler_5000#Damage_and_function_times Soldier's Cow Mangler 5000], [https://www.youtube.com/watch?v=T0beshZh1mo#t=13s which can vaporize human beings], which would require [[Reference for Common Feats#Vaporizing a Human|this much energy]]. [https://www.youtube.com/watch?v=HGIfpeQqmAw&t=178s The Cow Mangler 5000 can also vaporize MvM robots]), possibly '''City Block level''' (The Cow Mangler 5000 is stated to be capable of atomizing cows, which would require [[User blog:Soupywolf5/Cow go zap|this much energy]]), '''higher''' with upgrades ([https://www.teamfortress.com/roboticboogaloo/comic.php#f=7 Aquiring all of the MvM upgrades] [https://www.teamfortress.com/tf01_ring_of_fired/#f=15 allowed the mercenaries to stalemate Gray Mann's robot army] in spite of said army having a enourmous advantage in terms of numbers, [https://www.teamfortress.com/roboticboogaloo/comic.php#f=2 having been built to be stronger than the mercenaries] and [https://www.youtube.com/watch?v=fbOBcHGwWDg#t=15s a single wave of robots initially stomping Scout, Soldier, Demoman, Heavy and Sniper]) | At least '''Room level+''', likely '''Building level''', possibly '''City Block level''' ([https://www.teamfortress.com/tf06_thenakedandthedead/#f=255 Considerably more powerful than before due to being soulless]. [https://www.teamfortress.com/tf06_thenakedandthedead/#f=27 In spite of TFC Heavy labelling the TF2 mercenaries 'the laughing stock of the mercenary world'], [https://www.teamfortress.com/tf06_thenakedandthedead/#f=256 they were able to outclass the TFC mercenaries], with [[Soldier (Team Fortress 2)|Soldier]] [https://www.teamfortress.com/tf05_old_wounds/#f=45 even one-shotting] [[Spy (Team Fortress Classic)|TFC Spy]]. [https://www.teamfortress.com/tf06_thenakedandthedead/#f=253 The TFC mercs were able to defeat the Administrators best elechon, Team Vanguard, which left her with 'just the rejects', implying that the TFC mercs would have been able to easily handle the initial selves of the TF2 mercs])
'''[[Attack Potency]]:''' At least '''Room level+''' ([https://wiki.teamfortress.com/wiki/Scattergun#Damage_and_function_times His] [https://wiki.teamfortress.com/wiki/Force-A-Nature#Damage_and_function_times primary] [https://wiki.teamfortress.com/wiki/Shortstop#Damage_and_function_times weapons] [https://wiki.teamfortress.com/wiki/Soda_Popper#Damage_and_function_times are] [https://wiki.teamfortress.com/wiki/Baby_Face%27s_Blaster#Damage_and_function_times comparable] [https://wiki.teamfortress.com/wiki/Back_Scatter#Damage_and_function_times to] [https://wiki.teamfortress.com/wiki/Rocket_Launcher#Damage_and_function_times Soldier's Rocket Launcher], [https://vsbattles.fandom.com/wiki/User_blog:Diamond_Drone/TF2_MTS_Explosion_from_a_new_angle whereas a single one of its rockets was capable of creating an explosion of this magnitude]), likely '''Building level''' ([https://wiki.teamfortress.com/wiki/Scattergun#Damage_and_function_times His] [https://wiki.teamfortress.com/wiki/Force-A-Nature#Damage_and_function_times primary] [https://wiki.teamfortress.com/wiki/Shortstop#Damage_and_function_times weapons] [https://wiki.teamfortress.com/wiki/Soda_Popper#Damage_and_function_times are] [https://wiki.teamfortress.com/wiki/Baby_Face%27s_Blaster#Damage_and_function_times comparable] [https://wiki.teamfortress.com/wiki/Back_Scatter#Damage_and_function_times to] [https://wiki.teamfortress.com/wiki/Cow_Mangler_5000#Damage_and_function_times Soldier's Cow Mangler 5000], [https://www.youtube.com/watch?v=T0beshZh1mo#t=13s which can vaporize human beings], which would require [[Reference for Common Feats#Vaporizing a Human|this much energy]]. [https://www.youtube.com/watch?v=HGIfpeQqmAw&t=178s The Cow Mangler 5000 can also vaporize MvM robots]), possibly '''City Block level''' (The Cow Mangler 5000 is stated to be capable of atomizing cows, which would require [[User blog:Soupywolf5/Cow go zap|this much energy]]), '''higher''' with upgrades ([https://www.teamfortress.com/roboticboogaloo/comic.php#f=7 Aquiring all of the MvM upgrades] [https://www.teamfortress.com/tf01_ring_of_fired/#f=15 allowed the mercenaries to stalemate Gray Mann's robot army] in spite of said army having a enourmous advantage in terms of numbers, [https://www.teamfortress.com/roboticboogaloo/comic.php#f=2 having been built to be stronger than the mercenaries] and [https://www.youtube.com/watch?v=fbOBcHGwWDg#t=15s a single wave of robots initially stomping Scout, Soldier, Demoman, Heavy and Sniper]) | At least '''Room level+''', likely '''Building level''', possibly '''City Block level''' ([https://www.teamfortress.com/tf06_thenakedandthedead/#f=255 Considerably more powerful than before due to being soulless]. [https://www.teamfortress.com/tf06_thenakedandthedead/#f=27 In spite of TFC Heavy labelling the TF2 mercenaries 'the laughing stock of the mercenary world'], [https://www.teamfortress.com/tf06_thenakedandthedead/#f=256 they were able to outclass the TFC mercenaries], with [[Soldier (Team Fortress 2)|Soldier]] [https://www.teamfortress.com/tf05_old_wounds/#f=45 even one-shotting] [[Spy (Team Fortress Classic)|TFC Spy]]. [https://www.teamfortress.com/tf06_thenakedandthedead/#f=253 The TFC mercs were able to defeat the Administrators best sets of mercenaries, which left her with 'just the rejects', implying that the TFC mercs would have been able to easily handle the initial selves of the TF2 mercs])


'''[[Durability]]:''' At least '''Room level+''', likely '''Building level''', possibly '''City Block level''' | At least '''Room level+''', likely '''Building level''', possibly '''City Block level'''
'''[[Durability]]:''' At least '''Room level+''', likely '''Building level''', possibly '''City Block level''' | At least '''Room level+''', likely '''Building level''', possibly '''City Block level'''
Line 141: Line 141:
*Mini-crits targets when fired at their back from close range, -34% clip size, no random critical hits, 20% less accurate. Ammo loaded per clip: 4. Ammo carried in total: 32.
*Mini-crits targets when fired at their back from close range, -34% clip size, no random critical hits, 20% less accurate. Ammo loaded per clip: 4. Ammo carried in total: 32.


|-|Optional Equipment (Secondary weapons)=
|-|Optional secondary weapons=
{| class="mw-collapsible mw-collapsed" align="center" border="1" cellpadding="1" cellspacing="1" style="width:100%"
{| class="mw-collapsible mw-collapsed" align="center" border="1" cellpadding="1" cellspacing="1" style="width:100%"
| colspan="2" style="text-align: center; background-color: #000000; color: #ffffff" |'''Gallery'''
| colspan="2" style="text-align: center; background-color: #000000; color: #ffffff" |'''Gallery'''
Line 526: Line 526:
'''[[Dimensionality]]:''' '''3-D'''
'''[[Dimensionality]]:''' '''3-D'''


'''[[Attack Potency]]:''' At least '''Room level+''' ([https://vsbattles.fandom.com/wiki/User_blog:Diamond_Drone/TF2_MTS_Explosion_from_a_new_angle A single one of his rockets was capable of creating an explosion of this magnitude]), likely '''Building level''' (His Cow Mangler 5000 [https://www.youtube.com/watch?v=T0beshZh1mo#t=13s can vaporize human beings], which would require [[Reference for Common Feats#Vaporizing a Human|this much energy]]. [https://www.youtube.com/watch?v=HGIfpeQqmAw&t=178s The Cow Mangler 5000 can also vaporize MvM robots]. Other weapons are comparable to it in terms of damage output), possibly '''City Block level''' (The Cow Mangler 5000 is stated to be capable of atomizing cows, which would require [[User blog:Soupywolf5/Cow go zap|this much energy]]), '''higher''' with upgrades ([https://www.teamfortress.com/roboticboogaloo/comic.php#f=7 Aquiring all of the MvM upgrades] [https://www.teamfortress.com/tf01_ring_of_fired/#f=15 allowed the mercenaries to stalemate Gray Mann's robot army] in spite of said army having a enourmous advantage in terms of numbers, [https://www.teamfortress.com/roboticboogaloo/comic.php#f=2 having been built to be stronger than the mercenaries] and [https://www.youtube.com/watch?v=fbOBcHGwWDg#t=15s a single wave of robots initially stomping Scout, Soldier, Demoman, Heavy and Sniper]) | At least '''Room level+''', likely '''Building level''', possibly '''City Block level''' ([https://www.teamfortress.com/tf06_thenakedandthedead/#f=255 Considerably more powerful than before due to being soulless]. [https://www.teamfortress.com/tf06_thenakedandthedead/#f=27 In spite of TFC Heavy labelling the TF2 mercenaries 'the laughing stock of the mercenary world'], [https://www.teamfortress.com/tf06_thenakedandthedead/#f=256 they were able to outclass the TFC mercenaries], with [[Soldier (Team Fortress 2)|Soldier]] [https://www.teamfortress.com/tf05_old_wounds/#f=45 even one-shotting] [[Spy (Team Fortress Classic)|TFC Spy]]. [https://www.teamfortress.com/tf06_thenakedandthedead/#f=253 The TFC mercs were able to defeat the Administrators best elechon, Team Vanguard, which left her with 'just the rejects', implying that the TFC mercs would have been able to easily handle the initial selves of the TF2 mercs])
'''[[Attack Potency]]:''' At least '''Room level+''' ([https://vsbattles.fandom.com/wiki/User_blog:Diamond_Drone/TF2_MTS_Explosion_from_a_new_angle A single one of his rockets was capable of creating an explosion of this magnitude]), likely '''Building level''' (His Cow Mangler 5000 [https://www.youtube.com/watch?v=T0beshZh1mo#t=13s can vaporize human beings], which would require [[Reference for Common Feats#Vaporizing a Human|this much energy]]. [https://www.youtube.com/watch?v=HGIfpeQqmAw&t=178s The Cow Mangler 5000 can also vaporize MvM robots]. Other weapons are comparable to it in terms of damage output), possibly '''City Block level''' (The Cow Mangler 5000 is stated to be capable of atomizing cows, which would require [[User blog:Soupywolf5/Cow go zap|this much energy]]), '''higher''' with upgrades ([https://www.teamfortress.com/roboticboogaloo/comic.php#f=7 Aquiring all of the MvM upgrades] [https://www.teamfortress.com/tf01_ring_of_fired/#f=15 allowed the mercenaries to stalemate Gray Mann's robot army] in spite of said army having a enourmous advantage in terms of numbers, [https://www.teamfortress.com/roboticboogaloo/comic.php#f=2 having been built to be stronger than the mercenaries] and [https://www.youtube.com/watch?v=fbOBcHGwWDg#t=15s a single wave of robots initially stomping Scout, Soldier, Demoman, Heavy and Sniper]) | At least '''Room level+''', likely '''Building level''', possibly '''City Block level''' ([https://www.teamfortress.com/tf06_thenakedandthedead/#f=255 Considerably more powerful than before due to being soulless]. [https://www.teamfortress.com/tf06_thenakedandthedead/#f=27 In spite of TFC Heavy labelling the TF2 mercenaries 'the laughing stock of the mercenary world'], [https://www.teamfortress.com/tf06_thenakedandthedead/#f=256 they were able to outclass the TFC mercenaries], with [[Soldier (Team Fortress 2)|Soldier]] [https://www.teamfortress.com/tf05_old_wounds/#f=45 even one-shotting] [[Spy (Team Fortress Classic)|TFC Spy]]. [https://www.teamfortress.com/tf06_thenakedandthedead/#f=253 The TFC mercs were able to defeat the Administrators best sets of mercenaries, which left her with 'just the rejects', implying that the TFC mercs would have been able to easily handle the initial selves of the TF2 mercs])


'''[[Durability]]:''' At least '''Room level+''', likely '''Building level''', possibly '''City Block level''' | At least '''Room level+''', likely '''Building level''', possibly '''City Block level'''
'''[[Durability]]:''' At least '''Room level+''', likely '''Building level''', possibly '''City Block level''' | At least '''Room level+''', likely '''Building level''', possibly '''City Block level'''
Line 563: Line 563:
<tabber>
<tabber>
|-|Standard Equipment=
|-|Standard Equipment=
{| class="mw-collapsible mw-collapsed" align="center" border="1" cellpadding="1" cellspacing="1" style="width:100%"
| colspan="2" style="text-align: center; background-color: #000000; color: #ffffff" |'''Gallery'''
|-
|
<gallery position="center" captionalign="center" widths="400" orientation="none" bordersize="none" bordercolor="transparent" captiontextcolor="#e7d835" captionsize="small" captionposition="below" columns="3" spacing="small" navigation="true">
1024px-Rocketlauncher concept.png|'''Rocket Launcher'''
</gallery>
|}
*Standard primary. Ammo loaded per clip: 4. Ammo carried in total: 20.
{| class="mw-collapsible mw-collapsed" align="center" border="1" cellpadding="1" cellspacing="1" style="width:100%"
| colspan="2" style="text-align: center; background-color: #000000; color: #ffffff" |'''Gallery'''
|-
|
<gallery position="center" captionalign="center" widths="400" orientation="none" bordersize="none" bordercolor="transparent" captiontextcolor="#e7d835" captionsize="small" captionposition="below" columns="3" spacing="small" navigation="true">
TF2 Shotgun.png|'''Shotgun'''
</gallery>
|}
*Standard secondary. Ammo loaded per clip: 6. Ammo carried in total: 32.


{| class="mw-collapsible mw-collapsed" align="center" border="1" cellpadding="1" cellspacing="1" style="width:100%"
| colspan="2" style="text-align: center; background-color: #000000; color: #ffffff" |'''Gallery'''
|-
|
<gallery position="center" captionalign="center" widths="400" orientation="none" bordersize="none" bordercolor="transparent" captiontextcolor="#e7d835" captionsize="small" captionposition="below" columns="3" spacing="small" navigation="true">
TF2 Shovel.png|'''Shovel'''
</gallery>
|}
*Default melee weapon.
|-|Optional primary weapons=
|-|Optional primary weapons=
{| class="mw-collapsible mw-collapsed" align="center" border="1" cellpadding="1" cellspacing="1" style="width:100%"
| colspan="2" style="text-align: center; background-color: #000000; color: #ffffff" |'''Gallery'''
|-
|
<gallery position="center" captionalign="center" widths="400" orientation="none" bordersize="none" bordercolor="transparent" captiontextcolor="#e7d835" captionsize="small" captionposition="below" columns="3" spacing="small" navigation="true">
TF2 The Original.png|'''Original'''
</gallery>
|}
*Reskin of the stock rocket launcher; functions identially to it.
{| class="mw-collapsible mw-collapsed" align="center" border="1" cellpadding="1" cellspacing="1" style="width:100%"
| colspan="2" style="text-align: center; background-color: #000000; color: #ffffff" |'''Gallery'''
|-
|
<gallery position="center" captionalign="center" widths="400" orientation="none" bordersize="none" bordercolor="transparent" captiontextcolor="#e7d835" captionsize="small" captionposition="below" columns="3" spacing="small" navigation="true">
1370871-250px directhittransparent.png|'''Direct Hit'''
</gallery>
|}
*+25% damage bonus, +80% projectile speed, deals mini-crits to targets that are launched airborne by explosions, grapple hooks or rocket packs, -70% explosion radius. Ammo loaded per clip: 4. Ammo carried in total: 20.
{| class="mw-collapsible mw-collapsed" align="center" border="1" cellpadding="1" cellspacing="1" style="width:100%"
| colspan="2" style="text-align: center; background-color: #000000; color: #ffffff" |'''Gallery'''
|-
|
<gallery position="center" captionalign="center" widths="400" orientation="none" bordersize="none" bordercolor="transparent" captiontextcolor="#e7d835" captionsize="small" captionposition="below" columns="3" spacing="small" navigation="true">
250pxBlackbox.png|'''Black Box'''
</gallery>
|}
*On hit: Gain up to +20 health per attack, -25% clip size. Ammo loaded per clip: 3. Ammo carried in total: 20.
{| class="mw-collapsible mw-collapsed" align="center" border="1" cellpadding="1" cellspacing="1" style="width:100%"
| colspan="2" style="text-align: center; background-color: #000000; color: #ffffff" |'''Gallery'''
|-
|
<gallery position="center" captionalign="center" widths="400" orientation="none" bordersize="none" bordercolor="transparent" captiontextcolor="#e7d835" captionsize="small" captionposition="below" columns="3" spacing="small" navigation="true">
Rocket Jumper.png|'''Rocket Jumper'''
</gallery>
|}
*+200% max primary ammo on wearer, no self inflicted blast damage taken, -100% damage penalty, no random critical hits, wearer cannot carry the intelligence briefcase or PASS Time JACK. Ammo loaded per clip: 4. Ammo carried in total: 60.
{| class="mw-collapsible mw-collapsed" align="center" border="1" cellpadding="1" cellspacing="1" style="width:100%"
| colspan="2" style="text-align: center; background-color: #000000; color: #ffffff" |'''Gallery'''
|-
|
<gallery position="center" captionalign="center" widths="400" orientation="none" bordersize="none" bordercolor="transparent" captiontextcolor="#e7d835" captionsize="small" captionposition="below" columns="3" spacing="small" navigation="true">
TF2 Liberty Launcher.png|'''Liberty Launcher'''
</gallery>
|}
*+25% clip size, +40% projectile speed, -25% blast damage from rocket jumps, -25% damage penalty. Ammo loaded per clip: 5. Ammo carried in total: 20.
{| class="mw-collapsible mw-collapsed" align="center" border="1" cellpadding="1" cellspacing="1" style="width:100%"
| colspan="2" style="text-align: center; background-color: #000000; color: #ffffff" |'''Gallery'''
|-
|
<gallery position="center" captionalign="center" widths="400" orientation="none" bordersize="none" bordercolor="transparent" captiontextcolor="#e7d835" captionsize="small" captionposition="below" columns="3" spacing="small" navigation="true">
Cow Mangler 5000.png|'''Cow Mangler 5000'''
</gallery>
|}
*Does not require ammo. Wielder can shoot a charged shot that mini-crits targets, sets them on fire and disables buildings for 4 seconds, no random critical hits, deals only 20% damage to buildings, minicrits whenever it would normally crit. Ammo loaded per clip: 4. Ammo carried in total: Unlimited.
{| class="mw-collapsible mw-collapsed" align="center" border="1" cellpadding="1" cellspacing="1" style="width:100%"
| colspan="2" style="text-align: center; background-color: #000000; color: #ffffff" |'''Gallery'''
|-
|
<gallery position="center" captionalign="center" widths="400" orientation="none" bordersize="none" bordercolor="transparent" captiontextcolor="#e7d835" captionsize="small" captionposition="below" columns="3" spacing="small" navigation="true">
Beggar's bazooka.png|'''Beggar's Bazooka'''
</gallery>
|}
*Hold fire to load up to three rockets at the same time - release fire to unleash the barrage, -20% explosion radius, -3 degrees random projectile deviation, overloading the chamber will cause a misfire, no ammo from dispensers when active. Ammo loaded per clip: 0. Ammo carried in total: 20.


{| class="mw-collapsible mw-collapsed" align="center" border="1" cellpadding="1" cellspacing="1" style="width:100%"
| colspan="2" style="text-align: center; background-color: #000000; color: #ffffff" |'''Gallery'''
|-
|
<gallery position="center" captionalign="center" widths="400" orientation="none" bordersize="none" bordercolor="transparent" captiontextcolor="#e7d835" captionsize="small" captionposition="below" columns="3" spacing="small" navigation="true">
TF2 Air Strike.png|'''Air Strike'''
</gallery>
|}
*-15% blast damage from rocket jumps, increased attack speed and smaller blast radius while blast jumping, clip size increased on kill, -15% damage penalty, -10% explosion radius. Ammo loaded per clip: 4-8. Ammo carried in total: 20.
|-|Optional secondary weapons=
|-|Optional secondary weapons=
{| class="mw-collapsible mw-collapsed" align="center" border="1" cellpadding="1" cellspacing="1" style="width:100%"
| colspan="2" style="text-align: center; background-color: #000000; color: #ffffff" |'''Gallery'''
|-
|
<gallery position="center" captionalign="center" widths="400" orientation="none" bordersize="none" bordercolor="transparent" captiontextcolor="#e7d835" captionsize="small" captionposition="below" columns="3" spacing="small" navigation="true">
Buff Banner Buffpack.png|'''Buff Banner'''
</gallery>
|}
*Provides an offensive buff that causes nearby team members to do mini-crits. Rage increases through damage done.
{| class="mw-collapsible mw-collapsed" align="center" border="1" cellpadding="1" cellspacing="1" style="width:100%"
| colspan="2" style="text-align: center; background-color: #000000; color: #ffffff" |'''Gallery'''
|-
|
<gallery position="center" captionalign="center" widths="400" orientation="none" bordersize="none" bordercolor="transparent" captiontextcolor="#e7d835" captionsize="small" captionposition="below" columns="3" spacing="small" navigation="true">
Gunboats.png|'''Gunboats'''
</gallery>
|}
*-60% blast damage from rocket jumps.
{| class="mw-collapsible mw-collapsed" align="center" border="1" cellpadding="1" cellspacing="1" style="width:100%"
| colspan="2" style="text-align: center; background-color: #000000; color: #ffffff" |'''Gallery'''
|-
|
<gallery position="center" captionalign="center" widths="400" orientation="none" bordersize="none" bordercolor="transparent" captiontextcolor="#e7d835" captionsize="small" captionposition="below" columns="3" spacing="small" navigation="true">
Battalion's Backup.png|'''Battalion's Backup'''
</gallery>
|}
*+20 max health on wearer, provides a defensive buff that protects nearby team members from crits, incoming sentry damage by 50% and 35% from all other sources. Rage increases through damage done.
{| class="mw-collapsible mw-collapsed" align="center" border="1" cellpadding="1" cellspacing="1" style="width:100%"
| colspan="2" style="text-align: center; background-color: #000000; color: #ffffff" |'''Gallery'''
|-
|
<gallery position="center" captionalign="center" widths="400" orientation="none" bordersize="none" bordercolor="transparent" captiontextcolor="#e7d835" captionsize="small" captionposition="below" columns="3" spacing="small" navigation="true">
RED Concheror Buffpack.png|'''Concheror'''
</gallery>
|}
*+4 health regenerated per second on wearer, provides group speed buff with damage done giving health. Gain rage with damage.
{| class="mw-collapsible mw-collapsed" align="center" border="1" cellpadding="1" cellspacing="1" style="width:100%"
| colspan="2" style="text-align: center; background-color: #000000; color: #ffffff" |'''Gallery'''
|-
|
<gallery position="center" captionalign="center" widths="400" orientation="none" bordersize="none" bordercolor="transparent" captiontextcolor="#e7d835" captionsize="small" captionposition="below" columns="3" spacing="small" navigation="true">
Mantreads.png|'''Mantreads'''
</gallery>
|}
*-75% reduction in push force taken from damage, deals 3x falling damage to the player you land on, -75% reduction in airblast vulnerability, 200% increased air control when blast jumping
{| class="mw-collapsible mw-collapsed" align="center" border="1" cellpadding="1" cellspacing="1" style="width:100%"
| colspan="2" style="text-align: center; background-color: #000000; color: #ffffff" |'''Gallery'''
|-
|
<gallery position="center" captionalign="center" widths="400" orientation="none" bordersize="none" bordercolor="transparent" captiontextcolor="#e7d835" captionsize="small" captionposition="below" columns="3" spacing="small" navigation="true">
Reserve Shooter.png|'''Reserve Shooter'''
</gallery>
|}
*Deals minicrits to targets that have been launched airborne by explosions, grapple hooks or rocket packs, this weapon deploys 20% faster, -34% clip size. Ammo loaded per clip: 4. Ammo carried in total: 32.


{| class="mw-collapsible mw-collapsed" align="center" border="1" cellpadding="1" cellspacing="1" style="width:100%"
| colspan="2" style="text-align: center; background-color: #000000; color: #ffffff" |'''Gallery'''
|-
|
<gallery position="center" captionalign="center" widths="400" orientation="none" bordersize="none" bordercolor="transparent" captiontextcolor="#e7d835" captionsize="small" captionposition="below" columns="3" spacing="small" navigation="true">
Righteous Bison.png|'''Righteous Bison'''
</gallery>
|}
*Does not require ammo, projectile penetrates enemy targets, projectile cannot be deflected, deals only 20% damage to buildings. Ammo loaded per clip: 4. Ammo carried in total: Unlimited.
{| class="mw-collapsible mw-collapsed" align="center" border="1" cellpadding="1" cellspacing="1" style="width:100%"
| colspan="2" style="text-align: center; background-color: #000000; color: #ffffff" |'''Gallery'''
|-
|
<gallery position="center" captionalign="center" widths="400" orientation="none" bordersize="none" bordercolor="transparent" captiontextcolor="#e7d835" captionsize="small" captionposition="below" columns="3" spacing="small" navigation="true">
B.A.S.E. Jumper.png|'''B.A.S.E. Jumper'''
</gallery>
|}
*Deployed parachutes slow your descent.
{| class="mw-collapsible mw-collapsed" align="center" border="1" cellpadding="1" cellspacing="1" style="width:100%"
| colspan="2" style="text-align: center; background-color: #000000; color: #ffffff" |'''Gallery'''
|-
|
<gallery position="center" captionalign="center" widths="400" orientation="none" bordersize="none" bordercolor="transparent" captiontextcolor="#e7d835" captionsize="small" captionposition="below" columns="3" spacing="small" navigation="true">
Panic Attack.png|'''Panic Attack'''
</gallery>
|}
*+50% bullets per shot, this weapon deploys 50% faster, fires a fixed shot pattern, -20% damage penalty, successive shots become less accurate. Ammo loaded per clip: 6. Ammo carried in total: 32.
|-|Optional melee weapons=
|-|Optional melee weapons=


Line 575: Line 769:
===Other===
===Other===


'''Standard Tactics:'''  
'''Standard Tactics:''' In spite of his slow movement speed (at least when compared to all of his fellow mercenaries barring Heavy), he possesses great mobility. He is capable of using rocket jumps to reach his destination quickly. His approach to combat is usually as aggressive as it gets; rocket-jumping towards his target and then attacking them with whatever weapon he has at hand (or with his bare hands, if needed).


'''Weaknesses:'''  
'''Weaknesses:''' He is insane, much moreso than his fellow mercenaries. Because of his low common sense, he can be easy to manipulate, trick or outsmart.


==Gallery==
==Gallery==

Revision as of 18:30, 3 February 2022

Grass grows, birds fly, sun shines, and brother, I hurt people. I'm a force of nature.
~ Scout

Background

Born and raised in Boston, Massachusetts and the youngest of eight boys from the south side of Boston, the Scout is a fast-running scrapper with a baseball bat and a snarky "in-your-face" attitude who learned how to solve problems with his fists. With seven older brothers on his side, fights tended to end before the runt of the litter could maneuver into punching distance. So the Scout trained himself to run. He ran everywhere, all the time, until he could beat his pack of mad dog siblings to the fray.

Statistics

Key: Gravel War | Australium Chase

Tier: At least 9-A, likely 8-C, possibly 8-B, higher with upgrades | At least 9-A, likely 8-C, possibly 8-B

Name: Jeremy

Origin: Team Fortress 2

Sex: Male

Age: 27

Classification: Human, Mercenary

Dimensionality: 3-D

Attack Potency: At least Room level+ (His primary weapons are comparable to Soldier's Rocket Launcher, whereas a single one of its rockets was capable of creating an explosion of this magnitude), likely Building level (His primary weapons are comparable to Soldier's Cow Mangler 5000, which can vaporize human beings, which would require this much energy. The Cow Mangler 5000 can also vaporize MvM robots), possibly City Block level (The Cow Mangler 5000 is stated to be capable of atomizing cows, which would require this much energy), higher with upgrades (Aquiring all of the MvM upgrades allowed the mercenaries to stalemate Gray Mann's robot army in spite of said army having a enourmous advantage in terms of numbers, having been built to be stronger than the mercenaries and a single wave of robots initially stomping Scout, Soldier, Demoman, Heavy and Sniper) | At least Room level+, likely Building level, possibly City Block level (Considerably more powerful than before due to being soulless. In spite of TFC Heavy labelling the TF2 mercenaries 'the laughing stock of the mercenary world', they were able to outclass the TFC mercenaries, with Soldier even one-shotting TFC Spy. The TFC mercs were able to defeat the Administrators best sets of mercenaries, which left her with 'just the rejects', implying that the TFC mercs would have been able to easily handle the initial selves of the TF2 mercs)

Durability: At least Room level+, likely Building level, possibly City Block level | At least Room level+, likely Building level, possibly City Block level

Striking Strength: At least Room Class+, likely Building Class, possibly City Block Class | At least Room Class+, likely Building Class, possibly City Block Class

Lifting Strength: Class 5 (It's implied that he tore off the arm of a dead Spy), possibly Class K (It's implied that the mercenaries can tear off human skulls with spinal cords still attached to them, which would require a force of about 100 tons) | Class 5, possibly Class K

Travel Speed: Relativistic (Moves at a third of the speed of the projectiles from the Righteous Bison, which is referred to as indivisible particle smasher) | Relativistic

Combat Speed: Relativistic+ (Regularly fights alongside and against his fellow mercenaries, all of which can react to the projectiles from the Righteous Bison), FTL when launching baseballs with the Sandman or when throwing the Flying Guillotine (These projectiles move 2.5x faster than those of the Righteous Bison), higher with gunfire, even higher with Bonk! (Capable of casually evading the Righteous Bison's projectiles at point-blank range) | At least Relativistic+ (He was able to defeat multiple MvM robots by himself, whereas Gravel War Sniper was blitzed by a common Sniper Bot), FTL when launching baseballs with the Sandman or when throwing the Flying Guillotine (These projectiles move 2.5x faster than those of the Righteous Bison), higher with gunfire, even higher with Bonk!

Reaction Speed: Relativistic+ (Capable of easily reacting to the projectiles from the Righteous Bison), FTL with Bonk! | At least Relativistic+

Stamina: Superhuman (A since can of Bonk! contains several hundred times the daily recommended allowance of sugar and Scout is more than capable of drinking multiple cans of Bonk within a battle. He managed to keep fighting after a bear slashed his stomach open, which caused many of his organs to fall out and his heart to stop. When interviewed by the Director, he boasted about himself until his film camera ran out of film and then for five more hours, stating that he "had tons more ta say". The mercenaries are seemingly unaffected by having lost several liters of blood in battle)

Range: Standard Melee Range by himself and with melee weapons, Tens of Meters with Shotguns and throwables, Hundreds of Meters with Pistols

Intelligence: Below Average academics wise (It has consistently been shown that Scout is academically inept), Gifted combat wise (Despite his cocky and arrogant appearance, he stops boasting when he gets into a serious situation and concentrates solely on the fight, utilizing his honed evasiveness to outperform physically superior foes on a daily basis. He noticed that Archimedes flew harmlessly out of its mouth after having been swallowed whole by the Bread Monster in Expiration Date and, alongside Miss Pauling, quickly came up with a plan to save both of them from the Payload explosion in Expiration Date, the two of them wordlessly agreeing to jump into its mouth), Above Average street smarts (He managed to trick Spy by taking advantage of his feelings for his mother)


Powers and Abilities

Superhuman Physical Characteristics, Acrobatics, Weapon Mastery, Physics Manipulation (Can jump once in mid-air), Immortality (Type 6. Could keep fighting after a bear slashed his stomach open and many of his organs fell out. Comparable to his BLU counterpart, who was still conscious even though RED Heavy had punched out all his blood) Blessed (Scout is God's gift to women. Upon hearing that no woman had lain with him, he was contemplating to punish humanity by sending a plague, flood or just blowing up the earth), Resurrection (God can resurrect him), Immunity to Soul Manipulation (Due to Medic surgically implanting himself with the soul of every other mercenary), Resistance to Heat Manipulation (Capable of tanking several shots from weapons that can vaporize human beings and even MvM robots), Extreme Cold (Managed to survive in freezing russian mountains, despite the fact that he was not wearing weather compatible clothing)

Same as the first two keys, Magic, Electricity Manipulation (via Ball O' Lightning), Necromancy and Summoning (via Skeletons Horde), Summoning (via Summon MONOCULUS), Invisibility (Via Stealth), Teleportation and Healing (via Shadow Leap), Fire Manipulation (via Fireball), Healing, Statistics Amplification and Size Manipulation (via Power Up), Status Effect Inducement and Animal Manipulation (via Swarm of Bats), Healing and Invincibility (via Overheal), Explosion Manipulation (via Pumpkin MIRV and Meteor Shower]), Blast Jumping and Healing (via Blast Jump), Soul Manipulation (via Soul Gargoyle; which collects the soul of those who are killed by its wielders)

Same as the first two keys, Regeneration (Mid-low), Self-Healing with Health on Kill, Statistics Reduction (Mad Milk can be upgraded to slow down enemies drenched in it), Statistics Amplification (with Crits on Kill), Resistance to Fire Manipulation and Explosion Manipulation Teleportation and Statistics Amplification with Teleport to Spawn Canteen (Teleports the user to spawn and gives a 5 second speed boost), Invulnerability with Become Ubercharged Canteen, Statistics Amplification with Become Crit Boosted Canteen


Standard Equipment

Gallery
  • Standard primary. Ammo loaded per clip: 6. Ammo carried in total: 36.
Gallery
  • Standard secondary. Ammo loaded per clip: 12. Ammo carried in total: 36.
Gallery
  • Default melee weapon.
Gallery
  • +50% faster firing speed, knockback on the target and shooter, +20% bullets per shot, -10% damage penalty, -66% clip size. Ammo loaded per clip: 2. Ammo carried in total: 32.
Gallery
  • When weapon is active: increase in push force taken from damage and airblast. Holds a 4-shot clip and reloads its entire clip at once. Ammo carried in total: 36.
Gallery
  • +50% faster firing speed, 25% faster reload time, On Hit: Builds Hype, -66% clip size. When the hype meter is filled, Scout gains the ability to jump up to five times in mid-air. Ammo loaded per clip: 2. Ammo carried in total: 32.
Gallery
  • On hit: builds boost, run speed increased with boost, -34% clip size, 10% slower move speed on wearer, boost reduced on air jumps, boost reduced when hit. Ammo loaded per clip: 4. Ammo carried in total: 32.
Gallery
  • Mini-crits targets when fired at their back from close range, -34% clip size, no random critical hits, 20% less accurate. Ammo loaded per clip: 4. Ammo carried in total: 32.
Gallery
  • Reskins of the Pistol; function identically to it.
Gallery
  • Upon drinking a can of Bonk, Scout gets a massive speed amp which results in him dodging any attack in-game at point-blank range for eight seconds. He cannot attack during this time period. Afterwards, he is unable to drink more Bonk for the next 22 seconds.
Gallery
  • Upon drinking a can of Crit-a-Cola, each of Scout's attack mini-crits for eight seconds. Afterwards, he is unable to drink more Cola for the next 22 seconds. Attacking marks him for death for five seconds after the effect expires, which results in him being considerably more vulnerable afterwards.
Gallery
  • Extinguishing teammates reduces cooldown by -20%, players heal 60% of the damage done to an enemy covered with milk, can be used to extinguish fires. Enemies drenched in it are covered in its contents for ten seconds. After using it, Scout has to wait for 20 seconds until he can do so again.
Gallery
  • Reskin of the Mad Milk; functions identically to it.
Gallery
  • +15% damage bonus, +25% greater jump height when active, -60% clip size. Ammo loaded per clip: 5. Ammo carried in total: 36.
Gallery
  • +15% faster firing speed, on hit: gain up to +3 health (approximately 2.4% of Scout's total health), -25% clip size
Gallery
  • Throwing it at his enemies makes them bleed. Long distance hits reduce recharge time, no random critical hits. Under normal circumstances, it takes 5.1 seconds for it to recharge and if he has managed to hit an enemy at long range with it, it only takes 3.6 seconds.
Gallery
Gallery
Gallery
Gallery
Gallery
Gallery
Gallery
Gallery
Gallery
Gallery
Gallery
Gallery
Gallery
Gallery
  • The above are all essentially reskins of the default bat.
Gallery
  • Scout gains the ability to launch a baseball towards his enemy. Successfully hitting a target with the baseball will not only damage, but also slow them down significantly. The longer the victim will be slowed, ranging from 1 to 7 seconds. Scout can do this once every ten seconds. He loses about 12% of his health if he chooses to wield this weapon.
Gallery
  • On kill: a small health pack is dropped, +25% explosive damage vulnerability on wearer
Gallery
  • On hit: Bleed for 5 seconds. On miss: hit yourself. Idiot.
Gallery
  • Reskin of the Boston Basher; functions identically to it.
Gallery
  • 100% critical hit vs burning players, +25% fire damage resistance while deployed, -25% damage penalty
Gallery
  • Crits whenever it would normally mini-crit, on hit: one target at a time is marked-for-death, causing all damage taken to be mini-crits, -75% damage penalty
Gallery
  • Grants triple jump while deployed, melee attacks mini-crit while airborne. -15% damage vs players, this weapon deploys 50% slower
Gallery
  • +25% increase in recharge rate, alt-fire: launches a festive ornament that shatters causing bleed, -65% damage penalty. Scout can launch one ornament at the target every 7.5 seconds.

Shadow Leap
  • Regular Magic Spell No. 1 - Shadow Leap
    • Fires a dark smoke-like ball that teleports the spell-caster to wherever it lands when it comes in contact with a surface. Also heals the user for 30 health on use (in Scout's case, it would heal him for 24% of his total health). The projectile arcs under gravity. Hitting an enemy player will deal 10 damage (in Scout's case 8% of his total health). Scout can utilize this spell twice and, when doing so, will say "ipsum instantarium."
  • Fireball

    • Regular Magic Spell No. 2 - Fireball
      • Shoots a ball of fire that sets enemies on fire in a large radius. Not affected by gravity, similar to rockets except they cannot be reflected by a compression blast. The attack deals 100 damage and aditionally sets the target on fire for 5 seconds. If the target does not find a way to put the fire out, and is as durable as Scout is, it would die from the combination of the initial blast and the afterburn effect. Scout can utilize this spell twice and, when doing so, will say "caputus crepitus."

    Blast Jump

    • Regular Spell No. 3 - Blast Jump
      • Propels the spell-caster into the air, high enough that falling damage will result. Can be used in the air. Will also heal the user for 25 health and deal 4-12 damage to nearby opponents in a small radius on use. Scout can utilize this spell twice and, when doing so, will say "amplus tripudio."

    Overheal

    • Regular Magic Spell No. 4 - Overheal
      • Übercharges the spell-caster and all allies within 275 hammerunits (equal to 5.236 meters) and quickly refills their health up to an overhealed amount of up to twice their maximum health. The uber lasts for 1 second and healing lasts for 3 seconds. Also pushes back enemies from the user. Scout can utilize this spell once and, when doing so, will say "barpo kabalto."

    Swarm of Bats

    • Regular Magic Spell No. 5 - Swarm of Bats
      • Shoots a glowing ball that quickly falls in a steep arch, exploding in a small radius upon impact. Enemies hit will be assaulted by bats, causing them to fly into the air and bleed. The attack deals 40 damage and targets bleed for 3 seconds. Scout can utilize this spell twice and, when doing so, will say "deus invictus."

    Pumpkin MIRV

    • Regular Magic Spell No. 6
      • Throws a bomb that produces a ring of small team-colored pumpkin bombs once it hits something; if it hits a player, it immediately explodes. The pumpkin bombs produced will only explode and deal damage when shot by the spell-caster's team; if they are shot by the other team, they simply disappear. Note that these pumpkins can also cause damage to the spell-caster or any teammate that detonates them. Pumpkins bombs that did not explode disappear after 40 seconds. Scout can utilize this spell once and, when doing so, will say "pactum diabolus."

    Stealth

    • Regular Magic Spell No. 7 - Stealth
      • Temporarily cloaks the spell-caster for 8 seconds. The spell-caster is unable to push the cart, capture, or block capture while under the effects of the spell. The caster is fully able to attack, but attacking immediately breaks the spell. The spell also heals the user for 40 health on use. Scout can utilize this spell once and, when doing so, will say "barpo invisum."
    Summon Monoculus
  • Rare Magic Spell No. 1 - Summon MONOCULUS
    • Fires a skull at the area. Upon impact, summons a ghostly team-colored MONOCULUS (smaller than the normal MONOCULUS) that floats upwards a fixed height and attacks enemies. Should both teams summon a MONOCULUS, they will attack each other when there are no players of the opposite team to attack. Unlike the real MONOCULUS, the one created by this spell will not move. When utilizing this spell, Scout will say "invokum MONOCULUS."
  • Summon Skeletons

    • Rare Magic Spell No. 2 - Summon Skeletons
      • Fires a skull at the area. Upon impact, explodes into several team-colored Skeletons which begin to attack enemies. If not destroyed, skeletons suicide after 30 seconds have passed. When utilizing this spell, Scout will say "mortis animataris."

    Ball O' Lightning

    • Rare Magic Spell No. 3 - Ball O' Lightning
      • Fires a wave of electricity that continuously deals 20 damage to enemies it touches and sucks them in. It will vanish after a certain amount of time or if it directly hits a large obstacle. When utilizing this spell, Scout will say "imputum fulumenus."

    Meteor Shower

    • Rare Magic Spell No. 4 - Meteor Shower
      • Fires a fire ball. Upon impact, summons several meteors above the targeted area, which does 100 damage continuously to enemies in a range about 1.5 times the size of a capture point. When utilizing this spell, Scout will say "seismela tremoro."

    Power Up

    • Rare Magic Spell No. 5 - Power Up
      • Causes the spell-caster to shrink and gain a big head. Results in the spell-caster becoming more difficult to hit, gaining a significant boost to their movement, attack, and reload speed, taking greatly increased knockback, and having unlimited jumping capacity. Also heals the user for 100 health on use. If the caster is on a slope or near a structure or prop when this spell runs out, they can suffer a crush death. When utilizing this spell, Scout will say "paidum celeris."
    Soul Gargoyle
  • Collects the souls of those who die at the hands of its user.

  • Other

    Standard Tactics: He uses his speed to engage his opponent with hit-and-run tactics, making use of his ability to get in, do damage, and dash away before even being noticed. He utilizes the skills he has honed since his early childhood like his evasiveness to not get tagged by his enemies. He commonly resorts to taunting friends and foes alike.

    Weaknesses: Scout is insecure about his feelings for Miss Pauling and his (unsuccessful) attempts to impress her can distract him from time to time. His insecurities about himself lead to him wanting others to think that he is the best, which is prone to annoy both his allies and enemies.

    Note: It is a considerably popular theory that Scout meeting God in heaven was just a dream by the former, however this seems to be directly contradicted by the angels snapping Tom Jones' neck as soon as he appears, trying to hide him from Scout. Scout believes Tom Jones to be his father and if it all was just a dream, he would have acted like he was.

    Gallery

    Battle Records

    None.

    None.

    None.

    Discussions (Link For Mobile Users):

    Discussion threads involving Schwarzweissrot/TF2 Redo



    Sun Tzu said, 'Winning a hundred wars is not the best thing. The best thing is to win without fighting at all.' Men, Sun Tzu is an idiot! And if I ever see him, I will punch him in his mouth!
    ~ Soldier

    Background

    Though he wanted desperately to fight in World War 2, the Soldier was rejected by every branch of the military. Undaunted, he bought his own ticket to Europe. After arriving and finally locating Poland, the Soldier taught himself how to load and fire a variety of weapons before embarking on a Nazi killing spree for which he was awarded several medals that he designed and made himself. His rampage ended immediately upon hearing about the end of the war in 1949.

    Statistics

    Key: Gravel War | Australium Chase

    Tier: At least 9-A, likely 8-C, possibly 8-B, higher with upgrades | At least 9-A, likely 8-C, possibly 8-B

    Name: Jane Doe

    Origin: Team Fortress 2

    Sex: Male

    Age: In his 50's

    Classification: Human, Mercenary

    Dimensionality: 3-D

    Attack Potency: At least Room level+ (A single one of his rockets was capable of creating an explosion of this magnitude), likely Building level (His Cow Mangler 5000 can vaporize human beings, which would require this much energy. The Cow Mangler 5000 can also vaporize MvM robots. Other weapons are comparable to it in terms of damage output), possibly City Block level (The Cow Mangler 5000 is stated to be capable of atomizing cows, which would require this much energy), higher with upgrades (Aquiring all of the MvM upgrades allowed the mercenaries to stalemate Gray Mann's robot army in spite of said army having a enourmous advantage in terms of numbers, having been built to be stronger than the mercenaries and a single wave of robots initially stomping Scout, Soldier, Demoman, Heavy and Sniper) | At least Room level+, likely Building level, possibly City Block level (Considerably more powerful than before due to being soulless. In spite of TFC Heavy labelling the TF2 mercenaries 'the laughing stock of the mercenary world', they were able to outclass the TFC mercenaries, with Soldier even one-shotting TFC Spy. The TFC mercs were able to defeat the Administrators best sets of mercenaries, which left her with 'just the rejects', implying that the TFC mercs would have been able to easily handle the initial selves of the TF2 mercs)

    Durability: At least Room level+, likely Building level, possibly City Block level | At least Room level+, likely Building level, possibly City Block level

    Striking Strength: At least Room Class+, likely Building Class, possibly City Block Class | At least Room Class+, likely Building Class, possibly City Block Class

    Lifting Strength: At least Class 5 (He frequently overpowers Scout and is far stronger than him. It's implied that Scout tore off the arm of a dead Spy), possibly Class K (It's implied that the mercenaries can tear off human skulls with spinal cords still attached to them, which would require a force of about 100 tons) | At least Class 5, possibly Class K

    Travel Speed: Relativistic (Moves at a fifth of the speed of the projectiles from the Righteous Bison, which is referred to as indivisible particle smasher) | Relativistic

    Combat Speed: Relativistic+ (Regularly fights alongside and against his fellow mercenaries, all of which can react to the projectiles from the Righteous Bison), Relativistic+ to FTL with weapons | At least Relativistic+ (He was easily able to fight against hordes of MvM robots, whereas Gravel War Sniper was blitzed by a common Sniper Bot), Relativistic+ to FTL with weapons

    Reaction Speed: Relativistic+ (Capable of easily reacting to the projectiles from the Righteous Bison), FTL with Bonk! | At least Relativistic+

    Stamina: Superhuman (He ran for many hours straight without resting, never showing any signs of fatigue afterwards. He also reacted very casually to having his hand cut off by Pyro. The mercenaries are seemingly unaffected by having lost several liters of blood in battle)

    Range: Standard Melee Range by himself and with melee weapons, Tens of Meters with Shotguns, Hundreds of Meters with Rocket Launchers

    Intelligence: Varies academically, up to Genius for combat-related topics (He built a functioning Rocket Launcher and a Shotgun out of trash), Gifted combat-wise (He is surprisingly witty when it comes to combat, eviscerating the BLU team mostly on his own in Meet the Soldier. He accurately predicted that BLU Spy would uncloak behind him and dealt with him extraordinarily quickly), Mental Disability street smarts (He believes that all of his fellow mercenaries are american simply because Heavy and Medic told him so. When playing a Tabletop board game with Scout, Heavy and Miss Pauling he repeated the same action over and over again expecting a different result despite Miss Pauling's repeated warnings that this would end the game. He was easily tricked by Merasmus pretending to be a pizza man named Merasmurray after already having said who he really was)


    Powers and Abilities

    Superhuman Physical Characteristics, Weapon Mastery, Resurrection (He has stated that he can't be killed [permanentely] and will only come back stronger; this is because he has eaten an entire bottle of Merasmus' "Kill me, come back stronger" pills), Immortality (Type 6. Was still being able to move with barely any blood in him, should be comparable to BLU Scout who was still conscious even though RED Heavy had punched out all his blood), Multiple Personalities (Shown here), Enhanced Senses and Extrasensory Perception (Can see and talk with the souls of Redmond and Blutarch Mann), Immunity to Soul Manipulation (Due to Medic surgically implanting himself with the soul of every other mercenary), Resistance to Heat Manipulation (Can tank several shots from weapons that can vaporize human beings and even MvM robots), Pain (Barely reacted to getting his hand cut off by Pyro), Extreme Cold (Managed to survive in freezing russian mountains, despite the fact that he was not wearing weather compatible clothing; was capable of resisting the temperature even when he was naked)

    Same as base, Explosion Manipulation (via Rocket Launchers; self-explanatory), Statistics Amplification (via the Buff Banner, Battalion's Backup, and Concheror), Curse Manipulation, Self-healing and limited One Hit Kill (via Half-Zatoichi. If he tries to switch away from the blade without killing anyone, he loses 50HP which is a quarter of his health. If he manages to kill someone with the blade his health is immediately filled with 50% of his maximum health. He can one-hit-kill enemies that are also the Half-Zatoichi), Energy Projection, Fire Manipulation and Energy Manipulation (via Cow Mangler 5000 and Righteous Bison), Regeneration (Mid-low, via the Concheror), Transmutation (via Saxxy and Golden Frying Pan)

    Same as the first two keys, Magic, Electricity Manipulation (via Ball O' Lightning), Necromancy and Summoning (via Skeletons Horde), Summoning (via Summon MONOCULUS), Invisibility (Via Stealth), Teleportation and Healing (via Shadow Leap), Fire Manipulation (via Fireball), Healing, Statistics Amplification and Size Manipulation (via Power Up), Status Effect Inducement and Animal Manipulation (via Swarm of Bats), Healing and Invincibility (via Overheal), Explosion Manipulation (via Pumpkin MIRV and Meteor Shower]), Blast Jumping and Healing (via Blast Jump), Soul Manipulation (via Soul Gargoyle; which collects the soul of those who are killed by its wielders)

    Same as the first two keys, Regeneration (Mid-low), Status Effect Inducement (via Rocket Specialist; direct hits with RPGs are capable of stunning opponents) Self-Healing (via Health on Kill), Statistics Amplification (via Crits on Kill), Teleportation and Statistics Amplification (via Teleport to Spawn Canteen; teleports the user to spawn and gives a 5 second speed boost), Invulnerability (via Become Ubercharged Canteen), Statistics Amplification (via Become Crit Boosted Canteen), Resistance to Fire Manipulation (via Fire Resistance), Explosion Manipulation (via Blast Resistance)

    Standard Equipment

    Gallery
    • Standard primary. Ammo loaded per clip: 4. Ammo carried in total: 20.
    Gallery
    • Standard secondary. Ammo loaded per clip: 6. Ammo carried in total: 32.
    Gallery
    • Default melee weapon.
    Gallery
    • Reskin of the stock rocket launcher; functions identially to it.
    Gallery
    • +25% damage bonus, +80% projectile speed, deals mini-crits to targets that are launched airborne by explosions, grapple hooks or rocket packs, -70% explosion radius. Ammo loaded per clip: 4. Ammo carried in total: 20.
    Gallery
    • On hit: Gain up to +20 health per attack, -25% clip size. Ammo loaded per clip: 3. Ammo carried in total: 20.
    Gallery
    • +200% max primary ammo on wearer, no self inflicted blast damage taken, -100% damage penalty, no random critical hits, wearer cannot carry the intelligence briefcase or PASS Time JACK. Ammo loaded per clip: 4. Ammo carried in total: 60.
    Gallery
    • +25% clip size, +40% projectile speed, -25% blast damage from rocket jumps, -25% damage penalty. Ammo loaded per clip: 5. Ammo carried in total: 20.
    Gallery
    • Does not require ammo. Wielder can shoot a charged shot that mini-crits targets, sets them on fire and disables buildings for 4 seconds, no random critical hits, deals only 20% damage to buildings, minicrits whenever it would normally crit. Ammo loaded per clip: 4. Ammo carried in total: Unlimited.
    Gallery
    • Hold fire to load up to three rockets at the same time - release fire to unleash the barrage, -20% explosion radius, -3 degrees random projectile deviation, overloading the chamber will cause a misfire, no ammo from dispensers when active. Ammo loaded per clip: 0. Ammo carried in total: 20.
    Gallery
    • -15% blast damage from rocket jumps, increased attack speed and smaller blast radius while blast jumping, clip size increased on kill, -15% damage penalty, -10% explosion radius. Ammo loaded per clip: 4-8. Ammo carried in total: 20.
    Gallery
    • Provides an offensive buff that causes nearby team members to do mini-crits. Rage increases through damage done.
    Gallery
    • -60% blast damage from rocket jumps.
    Gallery
    • +20 max health on wearer, provides a defensive buff that protects nearby team members from crits, incoming sentry damage by 50% and 35% from all other sources. Rage increases through damage done.
    Gallery
    • +4 health regenerated per second on wearer, provides group speed buff with damage done giving health. Gain rage with damage.
    Gallery
    • -75% reduction in push force taken from damage, deals 3x falling damage to the player you land on, -75% reduction in airblast vulnerability, 200% increased air control when blast jumping
    Gallery
    • Deals minicrits to targets that have been launched airborne by explosions, grapple hooks or rocket packs, this weapon deploys 20% faster, -34% clip size. Ammo loaded per clip: 4. Ammo carried in total: 32.
    Gallery
    • Does not require ammo, projectile penetrates enemy targets, projectile cannot be deflected, deals only 20% damage to buildings. Ammo loaded per clip: 4. Ammo carried in total: Unlimited.
    Gallery
    • Deployed parachutes slow your descent.
    Gallery
    • +50% bullets per shot, this weapon deploys 50% faster, fires a fixed shot pattern, -20% damage penalty, successive shots become less accurate. Ammo loaded per clip: 6. Ammo carried in total: 32.

    Other

    Standard Tactics: In spite of his slow movement speed (at least when compared to all of his fellow mercenaries barring Heavy), he possesses great mobility. He is capable of using rocket jumps to reach his destination quickly. His approach to combat is usually as aggressive as it gets; rocket-jumping towards his target and then attacking them with whatever weapon he has at hand (or with his bare hands, if needed).

    Weaknesses: He is insane, much moreso than his fellow mercenaries. Because of his low common sense, he can be easy to manipulate, trick or outsmart.

    Gallery

    Battle Records

    None.

    None.

    None.

    Discussions (Link For Mobile Users):

    Discussion threads involving Schwarzweissrot/TF2 Redo