TF2 Zombie Escape Guide
  • What is Zombie Escape?
  • ⭐Highlights
    • Bhopping
    • !zload
    • Gamemode Changes 5/20/2025
    • Recent Maps 6/3/2025
      • Legacy Maps
    • Map List (+Map Records!)
  • 📖General Overview
    • Mod Mechanics
    • New Player's Guide
    • How to Play as Humans
      • Human Class Overviews
      • Human Mechanics
    • How to Play as Zombies
      • Zombie Mutations Overview
      • Zombie Mechanics
      • Niche Mechanic Uses
    • Leading
    • Defending and Falling Back
    • Boosting 101
    • Terminology and Slang
    • Useful Commands
    • Where to Play
  • ⚔️Human/Zombie Guides (Stats Here!)
    • Meet The Humans (+Weapons!)
      • ⚾Scout
        • Scout Primaries
        • Scout Secondaries
        • Scout Melees
      • 🚀Soldier
        • Soldier Primaries
        • Soldier Secondaries
        • Soldier Melees
      • 🔥Pyro
        • Pyro Primaries
        • Pyro Secondaries
        • Pyro Melees
      • 💣Demoman
        • Demoman Primaries
        • Demoman Secondaries
        • Demoman Melees
      • 👊Heavy
        • Heavy Primaries
        • Heavy Secondaries
        • Heavy Melees
      • 🔧Engineer
        • Engineer Primaries
        • Engineer Secondaries
        • Engineer Melees
      • 🏥Medic
        • Medic Primaries
        • Medic Secondaries
        • Medic Melees
      • 🇳🇿Sniper
        • Sniper Primaries
        • Sniper Secondaries
        • Sniper Melees
      • 🗡️Spy
        • Spy Primaries
        • Spy Secondaries
        • Spy Melees
        • Spy Sappers
    • Meet The Zombies
      • Zombie Scout
      • Zombie Soldier
      • Zombie Pyro
      • Zombie Demoman
      • Zombie Heavy
      • Zombie Engineer
      • Zombie Medic
      • Zombie Sniper
      • Zombie Spy
    • Human Meta (+Loadouts!)
      • [OPTIMAL DPS] + Team Comps
      • Class Loadouts (Scout/Soldier/Pyro)
      • Class Loadouts (Demoman/Heavy/Engineer)
      • Class Loadouts (Medic/Sniper/Spy)
  • 🌀Elements of Zombie Escape
    • Parkour
    • Surf
    • Lasers
      • Ping Issue
    • Items
      • Common Items
    • NPCs and Bosses
      • Bosses
  • ⚙️Miscellaneous Info
    • Miscellaneous Info...
    • Stat Explanation
    • TF2 Systems
    • Useful Console Commands and Keybinds
    • Better Flashlight
    • Map Guides
    • Editor Notes
    • ⭐Afterword⭐
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On this page
  • Bonk! Atomic Punch
  • Mad Milk
  • Pretty Boy's Pocket Pistol
  • Winger
  • Pistol
  • Crit-a-Cola
  • Flying Guillotine
  1. Human/Zombie Guides (Stats Here!)
  2. Meet The Humans (+Weapons!)
  3. Scout

Scout Secondaries

Scout Secondary Options

PreviousScout PrimariesNextScout Melees

Last updated 3 months ago

Bonk! Atomic Punch

Attributes

Drink to become invulnerable for 8 seconds.

Cannot attack during this time.

Damage absorbed will slow you when the effect ends.

Grants speed boost (~126%) to all nearby teammates for 8 seconds

Cooldown is 30 seconds

Arguably Scout's most useful secondary, Bonk! Atomic Punch allows you to boost yourself and your team for [8 seconds.] Speed buffs are one of the most useful buffs you can give. Bonk! is extremely helpful on fallbacks, helping slower classes safely retreat and avoid getting caught in TPs. While you can somewhat bodyblock zombies with your invulnerability, zombies can easily knock you away with their melee. You can use the invulnerability to potentially survive timed teleports or even clutch solo wins if timed right. Be especially mindful that you don't use your Bonk! during parkour sections, as that's a good way to piss off your team and result in getting slayed or banned for griefing.

Mad Milk

Attributes

+25 max health on wearer

Extinguishing teammates reduces cooldown by -20%

Players heal 60% of the damage done to an enemy covered with milk. Can be used to extinguish fires.

Base Cooldown is 20 seconds

Easily able to save yourself or other people, Mad Milk is a situational utility that allows Humans to heal upon shooting milked zombies. Typically, a team should have Medics, Soldiers, and/or Engineers to provide healing, but things don't always end up going as planned. They might all be dead or not even be picked in the first place! Zombies will capitalize on this by chaining Pyro Mutations to whittle the team's HP down. Mad Milk can easily prevent this from happening and prevent humans from dying from all the Mutation damage. Did I forget to mention that it gives you +25 hp, allowing you to tank a normal zombie hit and save your life?

Pretty Boy's Pocket Pistol

Attributes

Clip Size - 36 Shots

Weapon Spread: 60.24:1

+15% Damage Bonus

+45% Faster Firing Speed

+17% More Accurate

-50% Slower Reload Time

On Hit: Gain up to +3.0 health

The Pretty Boy's Pocket Pistol acts as the fastest firing secondary among all Scout pistols; added with the situational upside of healing on hit. NPCs and Bosses do not trigger its On Hit effects, and healing is usually plentiful and unneeded when doorhugging. With an infinite ammo item, it can reach the potential of miniguns with 11.111 nonstop BPS (Bullets Per Second) but will still remain strong without it at 7.57 sustained BPS. You could use it in situations where you wish to be a more independent Scout with the BFB or in boss fights where you can shoot the zombies and healing isn't nerfed.

Attributes

Clip Size - 24 Shots

Weapon Spread: 80:1

+57.5% Damage Bonus

+33% Faster Firing Speed

+37.5% More Accurate

+25% Deploy/Holster Speed

-25% Slower Reload Time

Disabled Extra Jump Height

The Winger is the more damaging variant among all the Pistols at the cost of clip size in base TF2. It also had a unique jump height bonus, but it’s been removed in Zombie Escape to avoid exploiting most maps.

In consolation, it’s been given a +25% faster weapon switch and a smaller bullet spread at 80:1. This is in the hopes of making it a faster and more effective response option as a weapon for single-target stalling or for fighting certain bosses. You can get up close with the pistol to stall and quickly swap to scatterguns if surrounded or vice versa when dealing with bosses that tend to run away. Currently this pistol fits also the niche of hitting the hardest (~150 DPS) among the other two at cost of its low clip - but you can holster it quicker if caught out during its many downtimes.

Attributes

Clip Size - 48 shots

Weapon Spread: 100:1

+30% Damage Bonus

+33% Faster Firing Speed

+50% More Accurate

-50% Slower Reload Time

The Pistol serves as Scout and Engineer’s trusty follow-up weapon the majority of the time. In base TF2, if enemies are far away or low on health, they can quickly swap to this weapon in the hopes of more accurately putting a few shots in. It’s not meant to be stronger than a Shotgun, hence the damage nerf of ~140 DPS.

What this weapon does now excel at is accuracy, which is emphasized by its decreased bullet spread to 100:1. This makes the Pistol one of the better picks for single-target stalling and for shooting at fast-moving or far-away bosses, assuming one can track well.

Attributes

+100% Holster Speed

+100% Deploy Speed

+70% Recharge Rate

While effect is active: each attack mini-crits and sets Mark-For-Death for 8 seconds.

Cooldown is 15.4 seconds

One would think that the Crit-a-Cola would give AoE crits to your team, similar to how Bonk! Atomic Punch gives an AoE speed boost. The solo minicrits will only slightly even bolster Scout's knockback potential - also can deploy it very quickly.

Attributes

Mark for death on hit for 15 seconds, one target at a time

+100% Damage Bonus (111 on hit, 11 per bleed)

Long distance hits reduce recharge time

Base Cooldown is 5 Seconds

The Flying Gulilotine is a projectile that can deal 90 damage to a zombie with 20k HP while slightly annoying them with a small push every 4.5 seconds. You can mildly annoy one singular zombie with a bleed, but if you really want to bully one particular zombie, you should just go Sniper instead.

Winger

Pistol

Crit-a-Cola

Flying Guillotine

⚔️
⚾

[Timings]

Attack Interval: 0.09

TEC: 3.24 seconds

Full Reload Time: 1.515 seconds

Damage [Func_Physbox]

Base Damage: 17.25 per shot

Real DPS: 130.598 DPS

Clip DPS (Nonstop): 191.666 DPS

Damage [Func_Breakable]

Base Damage: 8 per shot

Real DPS: 60.567 DPS

Clip DPS (Nonstop): 88.888 DPS

[Timings]

Attack Interval: 0.105

TEC: 2.52 seconds

Full Reload Time: 1.26 seconds

Damage [Func_Physbox]

Base Damage: 23.625 per shot

Real DPS: 150 DPS

Clip DPS (Nonstop): 225 DPS

Damage [Func_Breakable]

Base Damage: 11 per shot

Real DPS: 69.84 DPS

Clip DPS (Nonstop): 104.761 DPS

[Timings]

Attack Interval: 0.105

TEC: 5.04 seconds

Full Reload Time: 1.515 seconds

Damage [Func_Physbox]

Base Damage: 19.125 per shot

Real DPS: 140.0.45 DPS

Clip DPS (Nonstop): 182.142 DPS

Damage [Func_Breakable]

Base Damage: 9 per shot

Real DPS: 65.903 DPS

Clip DPS (Nonstop): 85.714 DPS