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.
Combat Speed:Relativistic+ (Regularly fights with and against his fellow mercenaries, all of which can react to the projectiles from the Righteous Bison. After the events of Mann vs Machine, he was able to defeat multiple MvM robots by himself, whereas pre-MvM Sniper was blitzed by a common Sniper Bot), FTL when launching baseballs with the Sandman or when throwing the Flying Guillotine, higher with gunfire, FTL+ with Bonk! (Capable of casually evading the Righteous Bison's projectiles at point-blank range)
Reaction Speed:Relativistic+ (Capable of easily reacting to the projectiles from the Righteous Bison), FTL+ with Bonk!
Lifting Strength: At least Superhuman, likely Class 1 (Signficantly downscales from Soldier. Implied to be capable of tearing off the arm of an enemy spy and utilizing it as a bat afterwards)
Striking Strength: At least Building Class to Building Class+, likely City Block Class
Durability: At least Building level to Building level+, likely City Block level
*Standard primary. Ammo loaded per clip: 6. Ammo carried in total: 36.
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Scattergun
+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.
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Force-A-Nature
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.
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Shortstop
+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.
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Soda Propper
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.
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Baby Face's Blaster
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.
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Back Scatter
*Standard secondary. Ammo loaded per clip: 12. Ammo carried in total: 36.
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Pistol
Reskins of the Pistol; function identically to it.
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Lugermorph
C.A.P.P.E.R
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.
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Bonk! Atomic Punch
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.
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Crit-a-Cola
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.
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Mad Milk
Reskin of the Mad Milk; functions identically to it.
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Mutated Milk
+15% damage bonus, +25% greater jump height when active, -60% clip size. Ammo loaded per clip: 5. Ammo carried in total: 36.
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Winger
+15% faster firing speed, on hit: gain up to +3 health (approximately 2.4% of Scout's total health), -25% clip size
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Pretty Boy's Pocket Pistol
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.
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Flying Guillotine
*Default melee weapon.
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Bat
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Frying Pan
Reskin of the default bat.
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Conscientious Objector
Reskin of the default bat.
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Freedom Staff
Reskin of the default bat.
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Bat Outta Hell
Reskin of the default bat.
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Memory Maker
Reskin of the default bat.
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Ham Shank
Reskin of the default bat.
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Necro Smasher
Reskin of the default bat.
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Crossing Guard
Reskin of the default bat.
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Prinny Machete
Reskin of the default bat.
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Holy Mackerel
Reskin of the default bat.
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Unarmed Combat
Reskin of the default bat.
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Batsaber
Reskin of the default bat.
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Saxxy
Reskin of the default bat.
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Golden Frying Pan
Sandman
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.
100% critical hit vs burning players, +25% fire damage resistance while deployed, -25% damage penalty
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Sun-on-a-Stick
Fan O'War
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
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Fan O'War
Atomizer
Grants triple jump while deployed, melee attacks mini-crit while airborne. -15% damage vs players, this weapon deploys 50% slower
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Atomizer
Wrap Assassin
+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
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Wrap Assassin
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%). Scout can utilize this spell twice and, when doing so, will say "ipsum instantarium."
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 afterburn effect. Scout can utilize this spell twice and, when doing so, will say "caputus crepitus."
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."
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."
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."
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."
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."
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."
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."
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."
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."
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."
Collects the souls of those who die at the hands of its user.
Intelligence:Below Average academics wise (It has consistently been shown that Scout is academically inept), Genius combat wise (Alongside the rest of RED Team, he is considered to be one of the nine most dangerous mercenaries in the world. 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), Above Average street smarts (He managed to trick Spy by taking advantage of his feelings for his mother)
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.
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.
Notable Attacks/Techniques:
Home Run: The Scout points to the sky, winds up, and swings the bat, instantly killing any enemy too slow, unaware, or simply unfortunate enough to be in range.