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TF2 Scout

Bio

Born and raised in Boston, Massachusetts, the Scout is a fast-running scrapper with a baseball bat and a snarky 'in-your-face' attitude. He is the fastest mercenary on the battlefield unassisted. His Double Jump leaves slower opponents struggling to keep up and helps him navigate the terrain while dodging oncoming projectiles. Carrying a Scattergun, a Pistol, and a Bat, the Scout is ideal for aggressive fighting and flanking. The Scout is a great class for quick hit-and-run tactics for sapping away the enemies' health due to his ability to get in, do damage, and dash away before even being noticed.

Class: Scrapper

Scrapper
Scout's attacks against Infiltrators hit twice and gain Effect BG 1 BlueEffect Icon 011 True Strike.
Bruisers' attacks against Scout increase their stats up to two times.

Recruitment

The Scout can be recruited for 33 command Points.

Heavy: Hey palie, congrats for the great idea. I mean, look at me: I'm a force of nature! Whatever people can do, I can do it better!

Stats

  • Health: 2/5
  • Stamina: 4/5
  • Attack: 1/5
  • Defense: 2/5
  • Accuracy: 4/5
  • Evasion: 4/5

Passives

  • We are Team
    • Member of the Team Fortress 2 squad
    • Chance to protect a TF2 ally with lower health from single-target attacks
    • Chance to join in on a TF2 ally's single-target attack
    • Chance to retaliate when a TF2 ally is hit by single-target attacks
  • Faster than a Speeding Bullet
    • 50% chance to preemptively counter enemy attacks
    • Always takes the first turn
  • I'm not even Winded
    • Allied TF2 members are immune to Opportunist debuffs

Attacks

  • Level 1: Force-A-Nature
    • Type: Gun, Ranged
    • Target: One enemy
    • One enemy: Lock-On (Takes extra damage from Ranged attacks)
    • One enemy: Target Focus (Next attack against this target deals extra damage)
    • One enemy: Pain (Increases damage taken by 8%; Stacks up to 3 times)
    • Self: Double Jump (10% chance to dodge attacks; Stacks up to 5 times)
  • Level 2: Home Run!
    • Type: Ranged
    • Target: One enemy
    • Cooldown: 1 Round
    • Special: Stunning Ball (20% chance to Stun for each stack of Double Jump; Stun makes target lose next turn; Protection and Counter effects are disabled)
    • One enemy: Pain (Increases damage taken by 8%; Stacks up to 3 times)
    • One enemy: Staggered (Cannot dodge attacks; Attacks against this target ignore Avoidance effects)
  • Level 6: Let's have a drink, Pal
    • Cooldown: 2 Rounds (Shared)
    • Special: Multi-Function (Can be used to perform different actions)
  • Level 6a: Mad Milk
    • Type: Buff, Heal
    • Target: Self
    • Cooldown: 2 Rounds
    • Special: Quick Action (Grants an immediate free turn after this one)
    • Self: Elixir of Recovery (Restores health and stamina)
    • Self: Removes debuffs (Removes negative status effects)
    • Self: Rising Up (Chance to gain Strengthened, Fortified, Focused and Agile; 50% chance for each buff)
  • Level 6b: Crit-a-Cola
    • Type: Buff
    • Target: Self
    • Cooldown: 2 Rounds (1 Round initial cooldown)
    • Special: Quick Action (Grants an immediate free turn after this one)
    • Self: Breakthrough (Next attack is guaranteed to crit)
    • Self: Wind-Up (Next attack deals 25% more damage)
    • Self: Rising Up (Chance to gain Strengthened, Fortified, Focused and Agile; 50% chance for each buff)
  • Level 6c: Bonk!
    • Type: Buff
    • Target: Self
    • Cooldown: 2 Rounds (2 Rounds initial cooldown)
    • Special: Quick Action (Grants an immediate free turn after this one)
    • Self: Phased (Avoids all attacks except magic and psychic attacks; Increased damage on next attack; Removed after attacking; Cannot protect allies)
    • Self: Kicks like a mule (Loses next turn)
    • Self: Rising Up (Chance to gain Strengthened, Fortified, Focused and Agile; 50% chance for each buff)
  • Level 9: Wrap Assassin
    • Type: Ranged
    • Target: All enemies
    • Cooldown: 3 Rounds (1 Round initial cooldown)
    • Special: Catastrophic (Ignores Protection and Avoidance effects; Always hits)
    • Special: Finest Hour! (Deals extra damage if Scout is affected by Strengthened, Fortified, Focused, Agile, Shield effects or Regeneration effects)
    • Special: Triple Jump! (Consumes all stacks of Double Jump to increase damage dealt)
    • Special: Exploits Stun (Deals extra damage against Stunned targets)

Team-Up Bonuses

  • Average Joes: Heroes without superpowers or supersuits
  • Big Mouth: Heroes who like to mouth off
  • Flirt: Heroes who are known to be flirtatious
  • Fully Armed: Heroes with an arsenal of weapons
  • Ladies Man: Heroes who are known casanovas
  • That will be your Mother°: The Spy had a love relationship with the Scout's mother
  • The Team is Here°: Heroes who are members of the Team Fortress 2 team
  • Untouchable: Heroes who can become Phased
  • Bonuses with ° are originally created.

Alternate Outfit: Robo-Scout

Robo-Scout
  • Class: Scrapper (32 CP) or Infiltrator (45 CP)
  • Passive: Mechanical Body
    • Immune to Bleeding and Poison
    • Immune to Psychic and Bio attacks
    • Vulnerable to EMP Grenades
  • Passive: Mindless
    • Immune to Psychic and Fear effects

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