Team Fortress 2 Weapon Damage Chart

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Team Fortress 2 The first thing any FPS gamer needs to know about a new shooter, is the amount of damage each weapon does. This allows for the gamer to be flexible in the most heated times of battle. So for those with uber-spreadsheet skills, we have consolidated the damages of every Team Fortress 2 weapon. Enjoy!

 



ClassTypeWeaponAmmo LoadedAmmo Carried

Damage Range*

 
Engineer      

PrimaryShotgun6
32
80-90 

SecondaryPistol
12
200
20-22
 

MeleeWrench
N/A
N/A
45-85
 
Spy
      

PrimaryRevolver
6
24
55-60
 

SecondarySapperN/AN/A
N/A
 

MeleeKnifeN/AN/A
30-50**
 
Demoman
      
 PrimaryGrenade4
30
65-125
 
 SecondarySticky Bombs
8
40
90-140
 
 Melee
Bottle
N/A
N/A
45-85
 
Scout      
 Primary
Scattergun
6
32
85-105
 
 Secondary
Pistol
12
36
20-22
 
 Melee
Bat
N/A
N/A
30-45
 
Soldier      
 Primary
Rocket
4
20105-115
 
 Secondary
Shotgun
6
32
80-90
 
 Melee
Shovel
N/A
N/A
45-85
 
Pyro
      
 Primary
Flame Thrower
200
200
~15 per ammo***
 
 Secondary
Shotgun
6
32
80-90
 
 Melee
Fire Axe
N/A
N/A
45-85
 
Heavy
      
 Primary
Minigun
200
200
50-55 per 1 ammo
 
 Secondary
Shotgun
6
32
80-90
 
 Melee
Fists
N/A
N/A
45-85
 
Medic
      
 Primary
Syringe Gun 40
150
10-15
 
  Blutsauger40
150
10-15

#3 Health on hit

No critical hits

 Secondary
Medigun
N/A
N/A
N/A
 
  CritzcriegN/A
N/A
N/A
Ubercharge grants 100% critical chance
 Melee
Bone Saw
N/A
N/A
45-85
 
  Ubersaw N/A
N/A
45-85

Add 25% Uber charge on hit

20% Slower firing speed

Sniper
      
 Primary
Sniper Rifle
1
25
110-195****  
 Secondary
Machine Pistol
25
75
10-12
 
 Melee
Machete
N/A
N/A
45-85
 

 

** The Spy's knife will only score critical hits when used from behind the target, which always kills with 1 hit

*** The flame thrower damage listed (15 per round) does not include afterburn damage, which is roughly 50 damage over time after being set on fire

**** Sniper rifle headshots are automatically critical hits, although they can still crit on normal shots. These are normally 1 hit kills, with the exception of heavies (a fully charged headshot is required to take out a heavy with a medic healing him to 150%)

Side Notes

Critical hits are random, but the chance to score critical hits goes up the better a player performs. For instance, a pyro who takes out a few players in succession will likely see a string of critical hits.

Some weapons are thought to get more critical hits than others. This is in fact not true. An engineer is more likely to critically hit due to being alive for a long time, killing sappers, and gaining turret kills. A medic will also gain critical hits due to staying alive while healing teammates

Also cocks

 

 



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