Top 10 Best Team Fortress 2 Weapons

Self explanatory. What weapon gets you the most kills, and helps you dominate the server.
The Top Ten
Your Eternal Reward

Experienced spies rely more on stealth than disguises. When you think about that, this knife is perfect. It doesn't broadcast the kill to the other team. There's no dead body plus it's a silent killer. If there's anything even close to this, it's the stock or Big Earner for experienced spies.

I often use the YER, and its flexibility with the L'Etranger and, in my preference, the stock watch is unparalleled. Even the opposing team always admires the beauty of its chain stabs, and while they are busy having their minds blown, you can make them the next link on that chain!

Scattergun

This is definitely tying as Scout's best Combat Primary. Basically, anything that operates similarly to this, such as The Back Scatter and Baby Face's Blaster, are about equal. Additionally, the Soda Popper, which operates differently, has a faster reload speed to make up for the Force-A-Nature's biggest weakness and also has Hype.

Meanwhile, the Force-A-Nature has more utility than some of these options but is overall worse at combat.

Finally, the Shortstop is a weapon with huge potential, but it is so hard to aim that most people won't be able to use it effectively.

The Black Box

Gives you 15 out of 200 per hit, and it's as strong as the ordinary rocket launcher. If you ask me, -25% ammo isn't much of a drawback for this awesome thing.

It's tied with the stock. Although you get 15 hp per shot that hits the enemy, you need that fourth rocket for air shooting. If you rocket jump, it's pretty hard to kill someone with only two shots. It's amazing with the Concherer and Escape Plan. It's basically the ultimate survival loadout.

Very powerful. Healing every time you get a hit is great. This allows you to win fights against other soldiers because you can heal to outlast them.

Stickybomb Launcher

Just lost the second-to-last point, the enemy team is about to charge the last one, and only you are guarding the point. What do you do? Trap the path you retreated down, wait for those fools to chase you, and BAM! Dead team.

One of the more damaging weapons in the game. A bit hard to use, but it has very strong destructive power and the ability to activate your bombs. Useful for direct encounters at mid-range, ambushes, and more.

Extremely powerful. You can set up sticky traps on points to save your team and on walls to protect yourself. High damage and a lot of ammo - crits do 200-300 damage! Why wouldn't you use this beast of a weapon?

Machina

Not the best weapon, but not bad either. For high-level play, The Hitman's Heatmaker and The Bazaar Bargain will be much better, and Stock will be fine also. The Machina fires tracer rounds like The Hitman's Heatmaker, which isn't too huge of a problem when the enemy is aware (most high-level players don't need to see tracer rounds to know that you're there). However, when they are free-to-plays, it makes it as if every single one of them is aware also.

The penetration on full-charge has some very situational uses, but it will not be used often. The lack of no-scopes is a huge downside, but a pseudo no-scope can be performed by quickscoping and shooting. Finally, the damage increase on full-charge is not game-changing in most circumstances, but it can be slightly useful.

Beggar's Bazooka

Some may say that having one less rocket makes it bad. Others point to its spread as a downside. But there are some advantages to this weapon. With the BB equipped, you can be the pro rocket jumper everybody calls a hacker, because only Scouts should be able to double jump. You can overload your BB to get an extra jump.

And before someone says the damage output can't match the Direct Hit, the Beggar's Bazooka's increased firing speed can allow it to dish out more damage in a single Uber. In Mann Versus Machine, being able to deal roughly 10,000 damage with a single Uber Canteen makes this weapon seem overpowered. It wasn't supposed to be overpowered, and it isn't - unless the user is skilled enough. Fair, but still an amazing weapon.

Sandman

This is a great weapon as you are able to stun an enemy, which I've found useful no matter what map or objective.

With a Sandman, you could make anyone make a BONK! And a critical hit.

You can stun your enemy (it also slows them down) and you can have an easier kill.

Air Strike

The Best.

Gun Mettle just made this weapon incredibly powerful. Just use it with the BASE Jumper and you can rain destruction upon your enemies.

Warning: Only use when necessary. Use within 12 months after purchase as it will expire or be nerfed. Do not use on Cp_dustbowl. Treatment works the best on payload maps like Upward. The BASE Jumper is also needed for the treatment (sold separately).

This gun is for more experienced players. On kill, you get more ammo up to the max of eight. You can rocket jump into the air, then with the parachute rain down hell.

Spy-cicle

This weapon is better than the Stock Knife, however, most people will hate you for using it. Essentially, it is a fire retardant suit embedded into your knife. The only downsides are losing the knife in fire and leaving ice statues everywhere. Neither of these two downsides are significantly huge.

The upside is a lot of fire and afterburn immunity upon being struck by fire while the weapon is deployed, which will melt it and allow you to escape. This means that the Spy has two counters, including the Dead Ringer, to his main hard-counter, one of which comes at little cost other than to your reputation.

Rocket Launcher

Honestly, with everyone saying how the other rocket launchers are either tied or not as good, I'm surprised the stock hasn't been on the list yet. With the Concheror equipped, you can be nearly unstoppable, able to hit a Heavy without the 3-clip issue that other rocket launchers have.

It's the best because it doesn't have any downsides - unless compared with the Direct Hit. It's a tie.

The Contenders
Sandvich

It's probably one of the best secondaries of any class. You heal 300 health when eaten, and can heal a teammate for half their own total health pool. It has quite the charge rate, however, unlike the Dalokahs Bar, which gives less health for no charge rate. The best Heavy Secondary other than the shotgun out there.

One of the most useful and famously hilarious items in the game. It's a definite pick for this list, as it functions as a medium health pack for any teammate, and a full health pack for you. It makes you a gun-toting, bullet-spamming medic.

Loose Cannon

Bomb Fuse Charge Meter: You can make the cannonball explode faster by holding down M1 before you shoot the cannonball. If you charge for too long, you become a suicide bomber. This is good, this is good!

Very High Push Force (better than the Iron Bomber overall).

20% more projectile speed. This is better than the Loch-n-Load overall.

Knockback is applied on direct hits, which deal only 50 damage to enemies with no splash, but which also deal ZERO self-damage. After this, the cannonball explodes, dealing 60 damage to enemies normally, but dealing 35% more damage than that if the explosion is within 0.5 seconds of the direct hit. This causes light classes to die instantly. This effect is called a Double Donk by the way.

Has 1 second fuse time. This is good and bad.

Can easily be used to deal self-damage and to grenade jump.

Overall: Highly useful for building Ubercharges faster and for grenade jumping.

Good for close encounters as its cannonballs explode quickly, knock people away from you, and deal 0 self-damage. This makes it perfect for self-defense.

If you are more aggressive, this weapon's 20% extra projectile speed and increased damage can be used to shred enemies.

Best Demoman primary, but it lacks the +25 health of the boots, the parachute of the B.A.S.E. Jumper, and the range of the stock Grenade Launcher because its cannonballs explode quickly. It is better than the other two grenade launchers (Iron Bomber and Loch-n-Load) by 100%. It is a straight upgrade to them unless you aren't very good at using the Loose Cannon.

Be one with the cannon.

Crusader's Crossbow

This thing is awesome. Trust me.

Imagine this on Special Delivery: A scout on the list needs the heals, but you can't get on the lift. What do you do?

Use the holy crossbow! You can shoot syringes from far away that heal teammates. Plus, this gun is the sniper rifle of syringe guns.

Anyway, get this. It's awesome.

Healing at a long range that also works in medieval mode. It carries the medic class in DeGroot Keep.

I've gotten a 7 killstreak... As medic. This syringe gun is perfect for control points. While your teammates are fighting in the control point, firing a bolt will either hurt an enemy or heal a teammate.

Tomislav

A great weapon that allows you to counter surprise or sudden attacks with ease. As long as you can aim well, the slower firing speed is practically nothing, meaning you can charge into battle with much more leniency in how you go about it.

This weapon spins up faster and has greater range, giving a skilled Heavy longer effectiveness.

This weapon is the best at suppressing enemies. It has a slower fire rate, but it can last longer.

Flame Thrower

No downsides, strong damage, afterburn effect, and with compression blasts, this is an awesome stock weapon.

Direct Hit

The Direct Hit is amazing, at least for people who can use it. At point-blank range, you can take out half the classes in the game. Obviously, not having splash damage is a bit of a downside, but as long as you can aim well, the upside more than compensates for it.

Super fast. Takes out most of the guesswork on where your enemies are going to go. Even with the small explosion radius, it's easier to hit people. Great damage and good for rocket jumping.

I used to use this when my main was Soldier. It's probably the best rocket launcher, but only if you can aim properly.

It one-shots weak classes (e.g., Scout, Spy, Sniper), two-shots medium classes (Medic, Pyro, Demoman), and three or four shots the tanks (Heavy, Soldier).

Flare Gun

Overshadows the shotgun by allowing a pyro who can aim to burn and crit targets at a high range. It's better than the shotgun or Thermal Thruster at most ranges.

A great way of getting critical hits on burning players at long range!

It's a master of balance but is also an amazingly good weapon for all Pyro playstyles.

Neon Annihilator

It's so fun to use when you're in a water-based map. Grab a friend and pair it with a sniper or mad milk, and run around getting crits. It crits whenever a player is wet through water, jarate, or mad milk.

Eyelander

A strong drawback at first, but few things stand in the way of a Demoknight with the Eyelander loaded with four heads or more. Great for all modes, and it is really rewarding if you play defense with no shield and manage to get three to four heads.

All you need to do is get two kills with it, and the health you lost is back. You are faster, and if you get five kills, you have tons of health and are very fast. Plus, it looks cool, and that's always a plus.

The Quick-Fix

Oh yes, the uber sucks, but that is the only thing that sets you back. The uber has its uses though, don't get me wrong. Lesser overheal is no big deal, unless you're a pocket medic that everyone hates except the pocket. This is meant for healing people who get damage too quickly and always die because his team is not competent. It's a shame that this is so low on this list. Don't get me wrong though, because this thing can still be useless.

I thought it was great before the upgrade. Now that it has received a huge buff, it's menacing. Using it on different maps, I get to the top of the ranking list in no time with this thing. Extremely underrated!

Kritzkrieg

Because of the 25% faster uber charge rate. You can use the crits to try and eliminate the enemy medic before he can activate his uber.

Faster ubercharges and crits for uber, this is the offensively geared medigun for the offensively geared medics. There are no downsides compared to stock, except for the few situations in which complete invulnerability is more needed than triple damage.

Popping Kritz before the enemy medic pops uber is the whole game changer.

The Wrangler

The thing that draws me to it is not the manual sentry controls. It's actually the shield.

Force-A-Nature

Incredibly powerful, actually allows you to kill things as a Scout. People argue that you can do that with the Scattergun, but frankly, that doesn't do enough damage to make up for the low health of a scout. It's extremely satisfying to shoot someone with this, and very effective in games like Mannpower where you can just hook someone in and blast them away.

On the downside, people will hate you for using this, but there's a reason for that. The reload is quick enough, and the high knockback gives you time to reload after use. Sure, you get a bit cheated with the ammo thing where if you only shoot once, it still takes 2 ammo to reload, but that doesn't matter too much, because you're probably going to find an ammo pack or die before you can go through 32 rounds.

Soda Popper

The Soda Popper is a very effective weapon when it comes to attacking strong targets. After about 12-15 seconds of consistent running, the hype meter will be fully filled and you will be able to unleash a barrage of mini crits! Plus, it has faster reloading. (Not that it changes the game very much).

Faster reloading and rate of fire! You can use hype to fly really high in the air! I also love how you can do using it with the Atomizer flying up in the air and then crash down and whack someone with the bat!

When the Scattergun isn't fast enough for you, use the Soda Popper! The speed for reloading for the Force-A-Nature and the Soda Popper are about the same, but the crits are very effective if used carefully.

Scottish Resistance

How is this not in the top ten? This fantastic weapon lets you have a huge amount of stickies out at once, you can see your stickies through walls, you have the option to detonate them one at a time, and with all that, only one tiny little downside.

If you intelligently set up traps to cover an area or your hide, you can get quite the kill streak with this.

This weapon made me a much better Team Fortress 2 player. Used it in training on Viaduct King of the Hill and got 27 points, leading my team by just covering the control point with stickies.

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