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- CLASSES -



Scout

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Born and raised in Boston, Massachusetts, USA, the Scout is a fast-running scrapper with a baseball bat and snarky "in-your-face" attitude. He is the fastest and most mobile mercenary on the battlefield unassisted. Scout's Double Jump helps him outmaneuver slower opponents like the Heavy and navigate the terrain while dodging oncoming bullets and projectiles. Carrying a Scattergun, Pistol, and Bat, he is an ideal class for aggressive fighting and flanking.


Scout excels at "hit-and-run" tactics that sap away enemy health as his high mobility allows him to get in, do damage, and escape before being noticed. However, Scout possesses the lowest default health pool (alongside the Engineer, Sniper, and Spy), leaving him vulnerable on the front line. However, this is a fair trade-off given his ability to run in and out of contested hot spots quickly.



Soldier

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The Soldier is a crazed, jingoistic patriot from Midwest, USA. Tough and well-armed, he is versatile, capable of both offense and defense, and a great starter class to get familiar with the game. Well-balanced and possessing both survivability and mobility, the Soldier is considered one of the most flexible classes in Team Fortress 2. Despite his low ground movement speed, he is capable of using rocket jumps to reach his destination quickly.


His large health pool is second only to that of the Heavy, and his wide array of armaments and weaponry allows him to bring whatever weapon or equipment is best suited to the situation at hand. The Soldier is well known for his spectacular rocket jump. In defiance of all good sense and judgment, the Soldier can detonate a rocket at his feet and launch himself skyward.



Pyro

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The Pyro is a pyromaniac of indeterminate origin with a muffled voice and a burning passion for all things fire related. As shown in Meet the Pyro, the Pyro may be delusional, visualizing themself in a utopian fantasy world known as Pyroland. The Pyro specializes in fighting enemies at close range using a homemade Flame Thrower. Enemies set on fire suffer from afterburn and take additional damage over time, allowing the Pyro to excel at hit-and-run tactics.


Due to the Flamethrower's short range, the Pyro is weaker at longer ranges and relies heavily on ambushing and taking alternate routes to catch opponents off-guard. Although categorized as an offensive class, the Pyro also brings some utility to the battlefield. The Pyro's compression blast can forcibly reposition any enemy, including one under the effects of an ÜberCharge.



Demoman

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The Demoman is a self-described black Scottish cyclops and a scrumpy-swilling demolitions expert from Ullapool, Scotland, who is one of the most versatile members of the team. A master of explosives, the Demoman strategically deals massive amounts of indirect and mid-range splash damage.


Armed with his Grenade Launcher and Stickybomb Launcher, the Demoman uses his one good eye and the knowledge of his surrounding environment for well-timed sticky bomb detonations that send enemies skyward, often in many pieces. Should anyone get past his explosive ordnance, however, they will be shocked to learn the Demoman is extremely proficient at melee combat, being one of the deadliest melee users in the game, with a variety of powerful melee unlocks in his arsenal.



Heavy

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The Heavy Weapons Guy, more commonly known as the Heavy, is a towering hulk of a man hailing from the USSR. He is often considered the face of the game, due to his prominent appearance on box-art, promotional materials, and loading screens. He starred in the very first Meet the Team video, and has appeared in all further movies to date.


The Heavy is the largest and arguably most dangerous class in Team Fortress 2 - boasting the most base health, combined with the devastating firepower of his trusty Minigun. This weapon can inflict huge damage at a very high rate of fire, allowing him to mow down opposing babies, cowards, and teeny-men in mere seconds. Being the slowest class in the game, the Heavy's movement speed is his main weakness.



Engineer

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The Engineer is a soft-spoken, amiable Texan from Bee Cave, Texas, USA with an interest in all mechanical things. He specializes in constructing and maintaining Buildings that provide support to his team, rather than fighting at the front lines, making him the most suitable for defense.


The Engineer's various gadgets include the Sentry Gun, an automated turret that fires at any enemy in range, the Dispenser, a device that restores the health and ammunition of nearby teammates, and Teleporters that quickly transport players from point A to point B. Because the Engineer's ingenious devices are under constant threat from explosives and devious enemy Spies, a good Engineer must keep his gear under a watchful eye and under repair with his Wrench at all times.



Medic

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The Medic is a Teutonic man of medicine from Stuttgart, Germany. While he may have a tenuous adherence to medical ethics, he is nonetheless the primary healing class of the team. Although the Medic's Syringe Gun and Bonesaw aren't the most excellent weapons for direct combat, he can typically still be found near the front lines, healing wounded teammates while trying to stay out of enemy fire. When the Medic focuses his Medi Gun on a teammate, they gradually regain health points.


Teammates who are already at full health have their health buffed beyond the standard limit, going up to 150% of their base health capacity (with the exception of weapons that have overheal penalties, such as the Fists of Steel and the Quick-Fix). Teammates who have not taken damage recently are healed more rapidly, encouraging other players withdrawals when injured.



Sniper

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Hailing from the lost country of New Zealand and raised in the unforgiving Australian outback, the Sniper is a tough and ready crack shot. The Sniper's main role on the battlefield is to pick off important enemy targets from afar using his Sniper Rifle and its ability to deal guaranteed critical hits with a headshot (with some exceptions). He is effective at long range, but weakens with proximity, where he is forced to use his Submachine Gun or his Kukri.


As a result, the Sniper tends to perch on higher grounds or in hard-to-see places, where he can easily pin down enemies at chokepoints. Although he is typically known for instantaneously killing enemies at a distance, the Sniper can use the Huntsman to get closer to the enemy.



Spy

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Hailing from an indeterminate region of France, the Spy is an enthusiast of sharp suits and even sharper knives. Using a unique array of cloaking watches, he can render himself invisible or even feign his own death, letting him infiltrate enemy lines with little chance of detection. His Disguise Kit lets him impersonate any class on either team. With enough skill in the art of deception, the Spy can momentarily fool enemies with his disguise, lulling them into a false sense of security.


When the time is right, he can emerge from the woodwork to strike a killing blow, stabbing his unsuspecting "teammate" in the back. A backstab with any of the Spy's knives will kill most foes in a single hit — provided they are not under the effects of any type of invulnerability.


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