Scout Secondaries
Scout Secondary Options
Last updated
Scout Secondary Options
Last updated
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.
+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?
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
[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
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.
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
[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
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.
Clip Size - 48 shots
Weapon Spread: 100:1
+27.5% Damage Bonus
+33% Faster Firing Speed
+50% More Accurate
-50% Slower Reload Time
[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
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.
+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.
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.