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!
| Class | Type | Weapon | Ammo Loaded | Ammo Carried | Damage Range* | |
| Engineer | ||||||
| | Primary | Shotgun | 6 | 32 | 80-90 | |
| | Secondary | Pistol | 12 | 200 | 20-22 | |
| | Melee | Wrench | N/A | N/A | 45-85 | |
| Spy | ||||||
| | Primary | Revolver | 6 | 24 | 55-60 | |
| | Secondary | Sapper | N/A | N/A | N/A | |
| | Melee | Knife | N/A | N/A | 30-50** | |
| Demoman | ||||||
| Primary | Grenade | 4 | 30 | 65-125 | ||
| Secondary | Sticky 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 | 20 | 105-115 | ||
| 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 | ||
| Blutsauger | 40 | 150 | 10-15 | #3 Health on hit No critical hits | ||
| Secondary | Medigun | N/A | N/A | N/A | ||
| Critzcrieg | N/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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