Team Fortress 2 (also known as TF2), is the sequel to Team Fortress: Classic, a game that put class-based, multiplayer team warfare on the map. Even though TF2 is the most anticipated online action game, it delivers new gametypes, a signature art style powered by VALVe's next generation animation technology, persistent player statistics, lots of achievements, hats, +50 weapons, and more. What are the gametypes on TF2? TF2 has lots of gametypes, such as Capture Point, Zombie Fortress, King of the Hill, 1 vs All, etc.
Team Fortress 2 is essentialy made by two teams: RED (Reliable Excavation Demolition) and BLU (Builders League United)
Team Fortress 2 has 9 classes in-game which are divided by three types:
Scout, also named fast-running kid, is a class which has 125 hp (using normal weapons) and 110 hp (using Sandman, an unlockable weapon) The Scout is an ideal choice if you want an objective done fast, capturing points and moving carts twice as fast as his teammates and spiriting the enemy intelligence away before they even know he's there. He as also the ability to double-jump, which no other class has.
Name - Ammo Loaded - Ammo Carried - Damage Given - Special Ability
Scout's Weapons:
Primary
Scattergun - 6 - 32 - 85dmg/105dmg - N/A
Force-A-Nature - 2 - 32 - 95dmg/100dmg - Knockback Effect, which can be used to Triple Jump (!)
Secondary
Pistol - 12 - 36 - 15dmg/45dmg - N/A
Bonk! Atomic Punch - Infinite - Infinite (6 sec duration, 24sec cooldown) - Makes you immune to ALL damage for 6 seconds. After using, takes some time to recharge and while invincible, you cannot attack.
Crit-A-Cola - Infinite - Infinite (6 sec duration, 24sec cooldown) - Gives you mini critical-hits (double damage) for 6 seconds. After using, takes some time to recharge.
Melee
Bat - N/A - N/A - 35dmg - N/A
Sandman - 1 - Infinite (15secs to respawn a new ball) - 35dmg is dealt by the bat, while ball hits between 5dmg/15dmg - Launches a baseball at enemy, stunning them from 1–8 seconds (depending on ascending distance). -15 hp on wearer (110 hp total)
Taunt Attacks
, weapon used Sandman - 500 damage, duration of the taunt attack is 5 seconds, does 1-hit ko when hit.
The Soldier, real name Jane Doe, has 200hp and is the bread and butter general assault unit of the team. Equipped with his Rocket Launcher he can make his personal favourite ability: The Rocket Jump - this ability allows the Soldier to pop up in unexpected places and reach areas off-limits even to the Scout and his leaping prowess.
Name - Ammo Loaded - Ammo Carried - Damage Given - Special Ability
Soldier's Weapons:
Primary
Rocket Launcher - 4 - 20 - 90dmg/112dmg - N/A
Direct Hit - 4 - 20 - 112dmg/140dmg - Rockets travel 80% faster and inflict 25% more damage than the Rocket Launcher.
Secondary
Shotgun - 6 - 32 - 60dmg/90dmg - N/A
Buff Banner - N/A - N/A - N/A - Sounding the bugle grants 10 seconds of Mini-crits to wielder and nearby teammates. Can only be used at 100% rage (rage meter progresses with the damage inflicted by the player).
Gunboats - N/A - N/A - N/A - less 60% of self damage by own rockets, including rocket jump.
Melee
Shovel - N/A - N/A - 65dmg/195dmg - N/A
Equalizer - N/A - N/A - 33dmg/113dmg - When equipped, melee damage and movement speed scale inversely with the amount of health the wielder has left.
Pain Train - N/A - N/A - 65dmg/195dmg - Doubles capture power for points and carts. Also, user receives 10% more damage from bullets.
Taunt Attack
Grenade, weapon used The Equalizer - - 500 + 256 self damage - Takes 4 seconds to be used, also grants 1-hit ko kill when near opponent (6ft radius).
The Pyro has a burning fondness for fire and all things fire-related. Wielding a home-made flamethrower, and with a total of 175hp, the Pyro can set opponents aflame, whittling their health away over time with the ensuing burn damage. Due to the short range of the flamethrower, the Pyro relies heavily on ambush tactics to catch opponents off-guard. One of the primary roles of the Pyro is the vital task of Spy-checking; a puff of flame will ignite both cloaked and disguised Spies, and the Pyro will then proceed to hunt them down with the same mercy and goodwill shown all his opponents—which is to say, none. He can also make use of compression blasts to reflect projectiles and sticky bombs right back to their owners.
Name - Ammo Loaded - Ammo Carried - Damage Given - Special Ability
Pyro's Weapons:
Primary:
Flamethrower - 200 - N/A - When near opponent and always attacking, 122dmg/sec, if ignited only, then 5-6 damage/sec - Alternative fire compressed air which knocks back enemies, redirects enemy projectiles and extinguishes flames on teammates, using 20 ammo per blast.
the Backburner - 200 - N/A - When near opponent and always attacking, 153dmg/sec, if ignited only, then 5-6 damage/sec. - Gives critical-hits when enemy is attacked from behind, but lacks the compressed air-blast ability.
Secondary
Shotgun - 6 - 32 - 60dmg/90dmg - N/A
Flare Gun - 16 - N/A - 30dmg when hit, then 5dmg-6dmg/sec. - Flares ignite any target that is hit by the Flare Gun.
Melee
Fire Axe - N/A - N/A - 65dmg/195dmg
Axtinguisher - N/A - N/A - 33dmg/195dmg - Guarantees critical-damage when opponent is burning/ignited, but inflicts only 50% of its total damage on non-burning opponents.
Homewrecker - N/A - N/A - 49dmg/146dmg - Deals 75% of Fire Axe's damage to players, but 200% to buildings (like Sentry Gun, or Dispenser). It also has the ability of killing sappers from friendly buildings.
Taunt Attack
Hadouken, weapon used Shotgun/Flare Gun - Does 500 instant damage + fire effect and does a 1-hit ko. Takes 3 seconds to be used.
The Demoman, real name Tavish deGroot, is a Scottish expert with 175 health (150 only with the Eyelander equipped). As his name implies, the Demoman excels at swift disassembly- bouncing his grenades round corners to wreak havoc on enemy sentry gun emplacements while remaining safely out of sight. His sticky bombs are a perfect tool for area denial, keeping opponents away from any carts, control points and intelligence cases he deems off-limits.
Name - Ammo Loaded - Ammo Carried - Damage Given - Special Ability
Demoman's Weapons:
Primary
Grenade Launcher - 4 - 16 - If the grenade hits directly the player, then damage = 81dmg/111dmg, if it bounces before hitting, then 22dmg/64dmg
Secondary
Stickybomb Launcher - 8 - 24 - 103dmg/171dmg - Sticky bombs will stick to most surfaces and remain ready until the player either detonates them or dies. Can lay 8 sticky bombs at once.
Chargin' Targe - N/A - N/A - 50dmg (after full charge) - 50% resistance to fire damage and 40% resistance to explosive damage, also deals 50% more damage while using charge.
Scottish Resistance - 8 - 36 - 103dmg/171dmg - Can lay six additional sticky bombs (up to 14 stickies at once). Detonates stickies that are near the crosshair. +12 stickies carried . Can destroy enemy stickies.
Melee
Bottle - N/A - N/A - 65dmg/195dmg - N/A
Eyelander - N/A - N/A - 65dmg/195dmg - Every killing blow (decapitation) increases user's speed (+ ~8%) and health points (+15) to a maximum of 4 times each life.
Pain train - N/A - N/A - 65dmg/195dmg - Doubles capture power for points and carts. User receives 10% more damage from bullets.
A towering, ham-fisted hulk of a man hailing from the glorious USSR, the Heavy is, as his name suggests, the heaviest class in Team Fortress 2, boasting the highest stamina, 300hp, the biggest gun, and the slowest footspeed. His firepower is highly impressive, allowing him to quickly mow down opposing babies, cowards and teeny-men in seconds. However, revving up and firing his Minigun brings his already-unimpressive speed to a snail's pace. Though large and imposing, this makes the Heavy somewhat vulnerable on his own, but with his good friend the Medic at his back and a well coordinated team flanking him, he can become an unstoppable embodiment of destruction. The Heavy can even benefit his team in ways that don't involve bullets, fists and bullets. By periodically dropping plates of Sandviches, he can give his teammates a delicious and much-appreciated health boost.
Name - Ammo Loaded - Ammo Carried - Damage Given - Special Ability
Heavy's Weapons:
Primary
Minigun - 200 - N/A - Close range = 500dmg-540dmg/sec - N/A
Natascha - 200 - N/A - Close range = 320dmg-360dmg/sec - Slows down enemies on damaging hit, also gets -25% damage dealt than minigun.
Secondary
Shotgun - 6 - 32 - 60dmg/90dmg
Sandvich - 1 - N/A - N/A - Consuming heals user to 100%. Alt-fire throws Sandvich for other players to restore 50% health.
Dalokohs Bar - 1 - N/A - N/A - Consuming heals user by 60 health and raises max health to 350 for 30 seconds
Melee
Fists - N/A - N/A - 65dmg/195dmg - N/A
Killing Gloves of Boxing [K.G.B] - N/A - N/A - 65dmg/195dmg - Every killing blow grants user 5 seconds of guaranteed critical hits. 20% slower swing rate.
Taunt attack
Showdown, weapon used Fists - Takes 3 seconds to load, deals 500 damage and grants 1hit-ko.
A soft-spoken, amiable Texan with a knack for all things mechanical with 125hp, the Engineer (real name Dell Conagher), chooses to build and maintain buildings that benefit the team rather than engage in much direct combat. The Engineer's various gadgets include the Sentry gun, an automated turret that fires at any enemy in range, the Dispenser, a device that replenishes the health and ammo of nearby teammates and Teleporters that quickly transport his teammates to the battlefield.
Name - Ammo Loaded - Ammo Carried - Damage Given - Special Ability
Engineer's Weapons
Primary
Shotgun - 6 - 32 - 80dmg/90dmg - N/A
Frontier Justice - 3 - 32 - 80dmg/90dmg - Gets 2 crits for every sentry kill and 1 crit for every sentry assist. Bonus crits only granted upon sentry destruction. No random crits.
Wrangler - N/A - N/A - N/A - Allows you to directly aim and shoot with your own sentry. Left-clicking fires bullets and right-click (only available for level 3) fires the missiles. The sentry gains a laser pointer for better manual aiming. The sentry gets covered by an energy shield surrounding it, which absorbs 66% of incoming damage and effectually triples the sentry's health. When switching away from the wrangler the sentry will be disabled and defenseless for three (3) seconds.
Melee
Wrench - N/A - N/A - 43dmg/87dmg
Golden Wrench - N/A - N/A - 43/87 - Killed enemies turn into solid Australium statues instead of standard ragdolls. Only 100 were given out randomly when crafting during the upcoming to the engineer update.
Gunslinger - N/A - N/A - 43dmg/87dmg - Adds 25 max. health to the wearer. Replaces Sentries with Mini Sentries. Every third punch in a combo is a critical hit. No Random crits.
Southern Hospitality - N/A - N/A - 43dmg/87dmg, also has bleeding effect, which takes 8.5 damage every second for 5 seconds. - On hit, target bleeds out for 5 seconds. No random crits. Adds a 20% fire damage vulnerability to the wearer.
PDAs
Build PDA - Allows you to build buildings
Destruct PDA - Allows you to destroy buildings
Taunt attack
Kabong! - Spins your gunslinger to take the stomach out of your opponent. Takes around 4/5 seconds to execute the taunt. 500damage granted.
Dischord - Plays your guitar and then smashes it onto the opponent. Takes 450+ damage. Time: 4 seconds.
The Medic is nonetheless the primary healing class of the team. As the Medic doesn't possess the best arsenal for straight-up gunplay, he can typically be found near the front-lines, healing wounded teammates while trying to stay out of trouble.While healing, the Medic's ÜberCharge bar will fill up until the weapon begins to crackle, at which point he can activate a deadly charge that either makes himself and an ally temporarily invulnerable or gives his patient 100% critical shots for up to 8 seconds.
Name - Ammo Loaded - Ammo Carried - Damage Given - Special Ability
Medic's weapons
Primary
Syringe Gun - 40 - 150 - 10dmg - N/A
Blutsauger - 40 - 150 - 10dmg/30dmg - User gains +3 health with every damaging syringe. -2HP/sec health regen (1-4 hp/sec).
Secondary
Medigun - N/A - N/A - N/A - User may deploy a ÜberCharge at 100% charge, granting them and their patient 8 seconds of complete invulnerability.
Kritzkrieg - N/A - N/A - N/A - User may deploy a ÜberCharge at 100% charge, granting their patient 8 seconds of certain critical damage. Also has 25% faster charge rate.
Melee
Bonesaw - N/A - N/A - 65dmg/195dmg - N/A
Übersaw - N/A - N/A - 65dmg/195dmg - Every damaging hit adds +25% to Über meter. 20% slower swing rate.
Taunt attacks
Oktoberfest, weapon used Kritzkrieg - Takes 4 seconds and heals Medic for 11 health.
Spinal Tap, weapon used Übersaw - Takes approximately 4 seconds and attacks 1+500 damage. Also adds 50% on übercharge meter.
A rugged and ready crack shot from the Australian outback, the Sniper prefers to pick his targets off from a distance, though he isn't afraid to get his hands dirty if the situation requires. Preferring to hide in elevated or hard-to-see spots, the Sniper can pick off slow moving classes like the Heavy with ease. The Sniper is also ideal for eliminating enemy Medics, giving his team a chance to advance.
Name - Ammo Loaded - Ammo Carried - Damage Given - Special Ability
Huntsman - 1 - 12 - 44-58 (0% charge), 103-137 (100% charge) / Headshot]: 153 (0% charge), 360 (100% charge) - Arrows can pin foes to the wall and Pyros can light arrows to add fire damage
Secondary
Submachine gun - 25 - 75 - 8dmg - N/A
Jarate - 1 - Infinite (20sec to respawn) - N/A - Doused enemies take Mini-crits (+35% damage) when damaged , nullifies cloak on enemy Spies, douses fire on wielder and allied players.
Razorback - 1 - N/A - N/A - Nullifies a single backstab, temporarily 'shocks' the attacking Spy.
Melee
Kukri - N/A - N/A - 65dmg
Tribalman's Shiv - N/A - N/A - 32dmg - Makes opponent bleed for 3dmg-4dmg on hit for 6 seconds, -50% Dmg
Taunt attacks
Skewer, used weapon Huntsman - Takes 500 damage, used time is 4 seconds.
The Spy is an aficionado of sharp suits and even sharper knives who relies on stealth and trickery to aid the team. Using his unique array of cloaking watches, he can render himself invisible and even fake his own death, leaving unaware opponents off-guard. His disguise kit lets him take on the form of any class, allowing him to blend in and sneak behind enemy lines before stabbing his unsuspecting 'teammates', quite literally, in the back. In fact, a swift backstab from behind with the Spy's trusty knife will take out any foe in a single hit. In addition to being able to assassinate key enemies quickly and efficiently, the Spy is great against the Engineer. Using his Electro Sappers, he can disable his buildings, slowly draining their health until they are destroyed.
Name - Ammo Loaded - Ammo Carried - Damage Given - Special Ability
Spy's Weapons:
Primary
Revolver - 6 - 24 - 40dmg - N/A
Ambassador - 6 - 24 - 34dmg - Crits on accurate headshot. Accuracy decreases after initial shot (short cooldown). -15% damage dealt, 20% slower firing speed.
Knife - N/A - N/A - 40dmg, backstab 450dmg [1hit ko] - Backstab earns instant kill if the player is within 180° behind their target. No random crits.
PDA Items
Disguise Kit - Allows the Spy to disguise himself as a fellow or enemy player.
Invisibility Watch - Cloak type: Timed Cloaks Spy for 9 seconds. Can collect ammo to refill cloak meter.
Cloak and Dagger - Cloak type: Motion sensitive Cloaks Spy indefinitely while standing still. Faster recharge rate and cloak consumption than Invis watch. Cannot collect ammo to refill cloak meter
Dead Ringer - Cloak type: Feign death Cloaks Spy for 6.5 seconds upon receiving damage. Drops a fake corpse during cloak activation. Loud, distinctive decloak sound. 60% faster cloak regen (16 seconds). Can collect ammo to refill cloak meter.
Taunt Attack
Fencing, weapon used Knife - First two swings deal 25 damage each, last swing = 500 damage. Time necessary to be used: 5 seconds.