Team Fortress 2/Scout
Overview • Formats • Matchups |
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Introduction
Scout is the youngest brother from a pack of eight siblings who had learned to scrap early in his life, though he had lacked speed to close the gap against his older competition... So, determined to be the strongest running man alive, Scout learned to move at breakneck speeds, all the time, everywhere, all at once, until he would finally champion over his home street to finally become the Mad Dog of Boston! |
Gameplay
Overview
Scout is a glass cannon through and through, with his massive grounded speed, aerial mix-ups and burst damage at short ranges leading him to be an absolute force to be reckoned with in close combat.
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Attributes
Speed | Health | ||
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Units per Second | Percentage | Maximum | Overheal |
400Hu | 133% | 125HP | 185HP |
- Air Jump: Scout has the ability to jump in the air, which can be insanely useful when trying to move in and out of a fight. This can also be applied to mix-up his movement even further, escape juggles, and gain some height to land on platforms that would normally be unattainable by default.
- Double Capture: Unlike the rest of the cast, Scout is capable of capturing objectives at twice the speed of a regular class. In a pinch, this can be used to pressure objectives and even bait opponents out of a favourable position.
Overview
Movelist
Primaries
Scatterguns
Meatshot | M1 | |||||||
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Damage | Reload (Standard) | Reload (Sawed-Off) | Firing Rate | Bullet Spread | ||||
Max Ramp-Up | Base | Max Fall-Off | Startup | Chain | ||||
113 (FAN) 105 72 (Shortstop) |
65 (FAN) 60 48 (Shortstop) |
34 (FAN) 32 25 (Shortstop) |
0.7s | 0.5s | 1.1333s (Soda Popper) 1.4333s (FAN) 1.52s (Shortstop) |
0.3125s (FAN / Soda Popper) 0.36s (Shortstop) 0.625s |
50:1 (Shortstop) 30:1 25:1 (Back Scatter) | |
● Fires a hitscan pellet. Deals strong damage from up-close. ● Each shot has a toggleable spread. ● Two types of reloading exists for scatterguns: Standard and Sawed-Off. Standard scatterguns will reload the same way a shotgun would, while their sawed-off counterparts reload their entire clip all at once. ● No matter the unlock, scatterguns excel at dealing burst damage thanks to the excellent synergy they carry with Scout's movement speed, which makes them ideal for getting close range picks with high consistency. |
Secondaries
Pistols
Gun Shot | M1 | |||||
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Damage | Reload | Firing Rate | Bullet Spread | |||
Max Ramp-Up | Base | Max Fall-Off | ||||
26 (Winger) 22 |
17 (Winger) 15 |
9 (Winger) 8 |
1.005s | 0.135s (Pocket Pistol) 0.15s |
50:1 | |
● Fires single shots at a decently quick firing rate. ● Useful for cleaning low health targets. ● Actually worse for mid-range combat than scatterguns due to their much weaker damage output, and thus in spite of having a tighter spread. |
Throwables
Projectile Toss | M1 | |
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Damage | Cooldown | |
50+ (Guillotine) | 5.1s (Guillotine) 20s (Mad Milk) | |
● Throws a projectile that passively recharges over time. ● The Guillotine works great for close-to-mid range interactions, while the Mad Milk can drastically ease up any interaction in the game thanks to the heal-on-hit effect it gives to any coated target in its splash range. |
Drinkables
Drink Consumption | M1 / G | |||
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Frame Data | Cooldown | |||
Startup | Endlag | Total | ||
0.92s | 0.28s | 1.2s | 30s | |
● Spends your secondary meter to gain an 8 second buff through a somewhat slow animation. ● Said buff can range from a flat damage boost to full-on invincibility (though the user cannot attack while under the effects of the latter). ● Being a taunt-type option, this move can only work if the user isn't airborne. |
Melees
Baseball Swing | M1 | ||||
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Damage | Frame Data | Range | |||
Startup | Endlag | Total | |||
35+ (Boston Basher) 35 30 (Atomizer) 26 (Sun-on-a-Stick) 15 (Wrap Assassin) 9 (Fan O'War) |
0.2s | 0.3s | 0.5s | 48Hu | |
● Swings a bat that deals lesser damage, but has a faster firing rate. ● Awful melee for combat, though Scout's absurd mobility somewhat makes up for it by giving it at least some level of hit consistency. |
Pitcher's Throw | M2 | |
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Damage | Cooldown | |
15+ (Wrap Assassin) 15 (Sandman) |
10s (Sandman) 7.5s (Wrap Assassin) | |
● Throws a projectile that passively recharges over time. ● Decently useful for getting a bit of mid-range damage. |
Weapons
Primaries
Weapon | Stats | Overview | ||||
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Introduction | Strengths | Weaknesses | Suitable Formats | Banned Formats | ||
Scattergun | This weapon has default attributes! | The Scattergun is incredibly consistent at dishing out burst damage from up-close thanks to its larger clip size and solid base attributes, which makes it by far the most popular primary for Scout. |
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Force-A-Nature (FAN) | +50% faster firing speed Knockback on the target and shooter +20% bullets per shot -10% damage penalty -66% clip size This weapon reloads its entire clip at once |
The Force-A-Nature is a movement-based sidegrade that min-maxes burst damage as a trade-off for less consistent output. While it is somewhat risky to use, and definitely more matchup dependent than the average primary for Scout, it can however be a decent option to use in situations where its weaknesses can be afforded. |
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Shortstop | 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. |
The Shortstop serves as the dedicated mid-range primary for Scout. While its lacking burst output makes it an unpopular choice, this weapon still remains a sleeper pick that thrives in situations where you cannot afford to close the gap to properly compete. |
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Soda Popper | +50% faster firing speed 25% faster reload time On Hit: Builds Hype -66% clip size When Hype is full, Alt-Fire to activate Hype mode for multiple air jumps. |
The Soda Popper trades clip consistency for the best damage potential of any scattergun overall, on top of having access to meter-dependent jumps. Because of these factors, the Soda Popper is banned from most competitive formats, since this weapon truly excels at lower player counts, while remaining a consistent threat with higher numbers. |
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Baby Face's Blaster (BFB) | 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
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The Baby Face's Blaster is normally designed as the "speed devil" of the scatterguns, but somewhat falters due to its disproportionate risk for the reward it gives. It can be a fun knowledge check that can still perform semi-decently relative to the other unlocks, but is otherwise widely regarded as the weakest primary for Scout. |
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Back Scatter | Mini-crits targets when fired at their back from close range -34% clip size No random critical hits 20% less accurate
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The Back Scatter shaves a bit of range and clip size for the ability to deal stronger backshots, all while having easier tracking in the process. All things considered, it's a pretty competent primary, especially for a roamer playstyle, though its loss of ammunition makes it a somewhat weaker option compared to its Stock counterpart. |
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Secondaries
Weapon | Stats | Overview | ||||
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Introduction | Strengths | Weaknesses | Suitable Formats | Banned Formats | ||
Pistol | This weapon has default attributes! | The Pistol is a decent peppering option that can be used to finish or pressure with low commitment, which makes it a very reliable secondary. |
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Winger | +15% damage bonus +25% greater jump height when active -60% clip size
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The Winger preserves some of the combat capabilities of the stock Pistol while giving better jumping potential. It may be a bit specialised, but it's otherwise a very solid sidegrade if you don't mind shaving a bit of consistency for stronger mobility. |
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Pretty Boy's Pocket Pistol (Pocket Pistol) | +15% faster firing speed On Hit: Gain up to +3 health -25% clip size
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The Pocket Pistol possesses all of the usual strengths of a pistol, and then some more. In essence, it's the best pistol in the game, and should be considered a must-pick in any format that doesn't ban it if quick firing rate is your thing! |
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Flying Guillotine | Throw at your enemies to make them bleed! Long distance hits reduce recharge time No random critical hits
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A quick projectile that trades spammability for damage potential and range, the Flying Guillotine makes for an excellent combo projectile. Although it may be banned from certain formats due its kill potential, there is however no doubt that it is one of the strongest secondaries in the batter's kit. |
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Bonk! Atomic Punch | Drink to become invulnerable for 8 seconds. Cannot attack during this time. Damage absorbed will slow you when the effect ends. |
The Bonk! Atomic Punch is a utility drinkable that is primarily used to either bait damage, or escape from potential death situations. It may be niche, but its specialised strengths still makes it a surprisingly capable option when used in a pinch. |
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Crit-a-Cola | While effect is active: Each attack mini-crits and sets Marked-For-Death for 5 seconds. | The Crit-a-Cola is a high risk-reward drinkable that turns Scout into the ultimate glass cannon. An insanely powerful option at lower player counts when used properly, but also paradoxically difficult to use in crowded lobbies, this item may be the embodiment of what should effectively turn a strong player into a hidden boss battle. |
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Mad Milk | Extinguishing teammates reduces cooldown by -20% Players heal 60% of the damage done to an enemy covered with milk. |
The Mad Milk grants on-command splash healing with little to no effort. Very caveman in nature, this secondary is debatably the strongest overall in the Scout's kit, and shall only be used if you want to be toxic with your competition.
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Melees
Weapon | Stats | Overview | ||||
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Introduction | Strengths | Weaknesses | Suitable Formats | Banned Formats | ||
Bat | This weapon has default attributes! | The Bat makes for an awful melee that is only marginally counterbalanced by the Scout's absurd movement speed. With plenty of stronger unlocks to choose from, there is no viable reason to use it over other options within the same slot. |
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Holy Mackerel | Getting hit by a fish has got to be humiliating. | A joke counterpart to the stock melee, the Holy Mackerel is virtually just as bad as the Stock Bat, but at least carries the benefit of having some comedic value! Now, having a funny weapon won't help you win, but hey, killing someone with a fish is funny. |
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Sandman | Alt-Fire: Launches a ball that slows opponents -15 max health on wearer
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The Sandman makes the dangerous trade-off of losing some durability on an already frail class to gain a mediocre projectile instead. Can be cool for styling, but otherwise isn't worth equipping, as it is debatably even worse than the actual Bat. |
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Candy Cane | On Kill: A small health pack is dropped 25% explosive damage vulnerability on wearer
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The Candy Cane is a stamina-based melee that absolutely tanks your potential for durability against key matchups. In Medieval, it can be fine, but it is by far the worst melee that Scout can equip in other rulesets due to its abysmal matchup coverage which, in turn, debatably makes it one of the single weakest weapons in the entire game. |
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Boston Basher | On Hit: Bleed for 5 seconds On Miss: Hit yourself. Idiot.
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The Boston Basher serves as the dedicated combat option for Scout, and is surprisingly decent at what it does thanks to the batter's velocity. If using your melee as a combo tool and building Übers is your sorta thing, I would seriously recommend this option! |
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Sun-on-a-Stick | 100% critical hit vs burning players +25% fire damage resistance while deployed -25% damage penalty
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The Sun-on-a-Stick shaves some combat consistency to gain fire-related perks. It's not a stellar option, but if a Pyro somehow messes you up, or you instead want to chance an afterburn kill instead, this melee may not be all that bad, though its relative applicability is heavily matchup dependent. |
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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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The Fan O'War is a debuff-style melee that is absolutely dreadful for melee combat, but carries long-term utility thanks to its marking potential. If you happen to lack the confidence required to pick a key target in a certain situation, using this melee to at least hinder them can make for a capable strategy. |
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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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The Atomizer lightly improves mobility at almost no cost. This makes it an easy go-to for any Scout looking for a more conventional playstyle! |
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Wrap Assassin | +25% increase in recharge rate Alt-Fire: Launches a festive ornament that shatters causing bleed -65% damage penalty
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The Wrap Assassin trades insane amounts of melee damage for a projectile that is actually potent. It can be a good combo tool for ranged combat, since its lacking melee capabilities can easily be ignored by a class that reliably meatshots anyway. |
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Team Fortress 2 | |||||||||
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General | FAQ • Controls • HUD • Systems | ||||||||
Formats | Casual • 6v6 • Highlander • Prolander • 4v4 • MGE • Medieval | ||||||||
Classes | |||||||||
Scout | Soldier | Pyro | Demoman | Heavy | Engineer | Medic | Sniper | Spy |