Custom Weapons Information/Stats
Notes
Miniguns and Flamethrowers cannot have their sfx replaced directly due to Valve nonsense
Stats cannot be displayed in-game currently, as a compromise was made to use newer code to avoid issues such as poor/missing particle effects and ugly view models
Not every class needs multiple custom weapons per slot. Not all classes are lacking options, and some by design dont have many anyway
Vanilla balancing changes (Like ones shown with !changes) do not apply to custom weapons. They have their own stats
CTRL + F to search for a specific name or phrase on a webpage, you caveman
All custom weapons count killstreaks for quality of life coolness
The Stats
Scout
The Turf Tyrant (Smg Shotgun??)
-20% Damage
-15% Accuracy
-25% Max primary ammo
+33% Firing speed
+20% Reload speed
+33% Clip size
=Rattle 'em boys
Solid SOCOM (Engineer and Scout Pistol)
-25% Firing speed
-30% Clip size
+33% Accuracy
+Pierces damage resistances
+Crits targets from behind at close range
The Big Mac (Scout and Engineer pistol/smg?)
-33% Damage Penalty
-50% Accuracy
+66% Fire rate
+70% Clip size
=Burns away ammo. Try to aim
=+15% Secondary ammo as Scout
=-50% Secondary ammo as Engineer
The Magnum Opus (Scout and Engineer pistol)
-40% Clip size
-25% Slower reload
-335% Fire rate
-Crit damage has falloff
+66% Accuracy
+100% Damage bonus
+Increased Knockback
+Crits on headshot (48-90 depending on range)
=-60% Secondary ammo as Scout
=-82% Secondary ammo as Engineer
Soldier
The W.A.S.P (Rocket Launcher)
-75% Clip size
-25% Max primary ammo
-15% Blast radius
+20% Faster reload
+20% Damage bonus
+15% Fire rate
+Direct hits ignore damage falloff, and have full blast radius
=Rockets have physics
The Freemans' Follower (Rocket Launcher)
-50% Max primary ammo
+50% Buff range
+6 Seconds buff duration
=Works with any soldier buff. Less ammo will chain you to your team, but with your buffs you will be immovable
The Garand Slam (Soldier Shotgun)
-25% Max secondary ammo
-Crit damage has falloff
+25% Accuracy
+33% Clip size
=Fires 3 pellets, each one can headshot individually
=Hit all 3 pellets for 135 damage
Pyro
The Burner's Bark (Pyro Shotgun)
-34% Clip size
-15% Damage penalty
+15% Faster deploy speed
+Mini-crits burning players
=Afterburn only ticks several times
=Ignites enemies at close range. (400 Hammer units)
The Kitchen Ace (Pyro Shotgun)
-85% Clip size
-50% Firing speed
-15% Accuracy
+20% Bullets per shot
+30% Damage bonus
+Heavy Knockback
+Shoot down to blast yourself upward
=In spite of negative numbers, the weapon rips and tears ass
The Afterburner (Flamethrower)
-80% Afterburn duration
-33% Slower airblast recharge time
-Airblast doesn't reflect projectiles, put out fires, or push enemies
+100% Afterburn damage
+Airblast pushes the pyro in the direction he is moving (effectively a dash move)
+50% Faster airblast to fire time (Able to use primary fire faster after an airblast)
=Similairly to how you charge off a ramp with a demo shield, dashing off a ramp or stairway can get wicked air and distance
Demoman
The Subtle Scotsman (Demoman Melee)
-150% Deploy and Holster speed
-100% Fire rate penalty
+Extreme knockback from damage
+Melee hits kill you instantly
+Instantly kill yourself and anyone you hit
=Funny creeper minecraft caber
The Grimm Drinker (Demoman Melee)
-20% Swing speed
-No random crits
+25% Damage from melee
+Melee hits multiple targets
+10% Damage
+Collects heads
=Sword status. Slower holster and draw, longer range
The Highland Highjumpers (Demoman Primary Wearable)
-Replaces grenade Launcher
+15% Movement speed
+50% Less damage from blast jumping
+25% Jump height
The Two-Legged Artillery (Grenade Launcher)
-75% Clip size
-35% Max primary ammo
+50% Self blast damage
+Greatly increased projectile range
+25% Damage bonus
+30% Blast radius on direct hit
=Not as complicated as it looks. Just point and shoot for instant dopamine
=Punished harder for letting enemies get close
The Flak Attack (Grenade Launcher)
-20% More self damage
+Mini-crits targets launched airborne by explosions or rocket packs
+75% Shorter grenade fuse
=Poor range, but highly effective in many close-range situations
The Riot Retort (Shield)
+25% Bullet resistance
+25% Crit resistance
+50% Less push force from damage
+Enemies hit by the shield bash will have their aim thrown off
The Steadfast Blast (Grenade Launcher)
-25% Clip size
-25% Max primary ammo
+25% Shorter fuse (same as stock)
+Direct hits increase damage +20%
+Damage bonus stack up to 2 times for +40% damage
=Damage bonus is removed if a grenade explodes without damaging an enemy
The Hardy Highlander (Sticky Launcher)
-20% Clip size
-25% Projectile range
-2 Max pipe bombs out
+Stickies drop cluster bombs upon your death
+Sticky bombs drop 2 cluster grenades on detonation
=AREA DENIAL IS ABSOLUTE
Heavy
The Belgian Buzzsaw (Minigun)
-50% Accuracy
-50% Damage penalty
-20% Slower spinup speed
+Weapon penetrates up to 2 targets, including teammates
+66% Firing speed
=This weapon absolutely shits bullets, it will burn your ammo away as well as anyone close to you
=Most effective in tight areas and/or when engaging multiple targets
=Less damage at range than stock, but absolutely melts at close range
The Heavy Pack (Heavy Wearable)
-Replaces equipped minigun
+20% Move speed on wearer
+50% Max secondary ammo
+500% More food items on wearer
+1 Capture rate on wearer
=The ultimate fat scout experience
=Speed bonuses stack with other items. Use with GRU for extreme speed
The Automated Assault (Heavy Shotgun)
-25% Accuracy
-100% Max primary ammo on wearer
-25% Max secondary ammo
+15% Damage bonus
+25% firing speed
+200% Clip size
=Shotgun Minigun
The Revolutionary's Rebuke (Minigun)
-50% Max primary ammo
-No primary ammo from dispensers while held
+All allies in a 250Hu radius have increased reload and firing speed while you are spun up with ammo
+75% Knockback resistance on wearer
=The buff does not apply to the Heavy himself
=Sacrifice your epic frag compilation for a team win
The Tokarev Takeover (Minigun)
-48% Max primary ammo
-Push from damage taken increased +50%
+60% Faster move speed while spun up
=MOVE!
Engineer
The Property Protector (Engineer Shotgun)
-10% Fire rate
-35% Damage penalty
-67% Clip size
-64% Max primary ammo
+120% Bullets per shot
+Hefty Knockback
=Shoot down to push yourself up. Yes, you can jump with this weapon. Ultimate funny sentry meta
=Double shot double barrel. Pump action?
The Lakeside Pride (Engineer Grenade Launcher)
-25% Damage penalty
+Damage affects sappers
+100% Damage vs Sappers
=Not as effective in combat as a demo launcher, but a solid utility and damage dealer when needed
The Tradesman's Tote (Engineer Primary Wearable)
-Replaces primary
+25% Max metal
+50% Max secondary ammo
+20% Metal from pickups and dispensers
=No negatives listed. What people often forget is, losing a weapon is a negative in itself
The Overbite (Wrench)
-40% Max sentry ammo
-25 Max metal
+13.5% Building Health
+20% Sentry firing speed
The Traumahawk (Wrench)
-10% Construction hit speed boost
-5 Upgrade metal per hit
+5 Seconds of bleed on hit
+Two-way teleporter
+Speed boost for 4 seconds after players use your teleporter
Market Gardeneer (Wrench)
+Crits while blast jumping
-No random Crits
Medic
Maniac's Maschinepistole (SMG)
-15% Fire rate
-20% clip size
-36% Max primary ammo
+No Spread
+Fires Bullets
=Medic has a GUN
The Leidwerfer (Needlegun)
-50% Clip size
+On hit: Target is pissed (on) for 4 seconds
=Medic finally has piss
The Puncture Test (Medic Shotgun)
-84% Max primary ammo
+It's a shotgun
=Medick Shotgun?!?!
The Fuel Rod (Medi-Nuke)
-20% Ubercharge rate
-25 Max health on wearer
+Drains enemy health when attached to them, dealing 25 damage a second
+10% Ubercharge on kill
=Ubercharge is a fiery explosion that deals 450 damage in a 300 Hu radius
The Anesthetizer (Medi-gun)
-40% Max overheal
-4 Seconds uber duration
+30% Ubercharge rate
+No overheal decay
+Mirrors charges and blast jumps
=Uses quick-fix uber
=Effectively boost max health of teammates
The Pacifist's Parcel (Medic Wearable)
-Replaces Primary
+15% Move speed on wearer
+7 Static health regen
=Pretty good, you'll miss your primary when it's gone
The Booster Shot (Medi-Needle)
-33% Swing speed
-15% Damage penalty
+On hit teammate: Both of you get a speed boost
+On hit enemy: You gain a shorter speed boost
=bepic
=temporarily disabled. Stats have been moved to the Vita-Saw
Sniper
The Manncannon (Sniper Rifle)
-70% Fire rate
-50% Max primary ammo
-20% Charge rate
-10% Move speed on wearer
+Knockback on target, especially if airborne
=Powerful Anti-Tank rifle.
=Weapon is obnoxiously loud. Good luck hiding your position.
=175 uncharged headshot
=525 full charge headshot
=55 uncharged bodyshot
=165 full charge bodyshot
=180 full charge building hit
=60 uncharged building hit
The Caretaker (Sniper Rifle)
-Gradual charge rate is virtually non-existent
-Does not charge while aiming at buildings
+Charge quickly when aiming at a target and scoped
+25% Damage vs targets below 80% Health
=Rifle beeps when on a target
=Guess you'll have to have consistently good aim, not just occasionally good aim
=125 uncharged headshot
=375 full charge headshot
=40 uncharged bodyshot
=120 full charge bodyshot
The Heckler (Sniper Rifle)
-No damage charge or zoom
-Requires reload
+Headshot independently of zoom
+Mini-crit targets launched airborne by explosions or rocket packs
=90 Headshot
=45 Close range bodyshot
=Hip fire rifle
=Non-crit damage is subject to falloff
The Roo Revolution (SMG)
-20% Fire rate
-47% Max secondary ammo
-20% Clip size
-Crit damage has falloff
+Crits on headshot
+25% Accuracy
=Epic AKM
The Ruski Repeater (SMG)
-34% Max secondary ammo
-10% Damage penalty
+50% Firing speed
=Watch your ammo, disappeeear
=Dummy fast. Melt Scrouts and Spries with ease, if you can aim
Spy
The Moup Gafzer (Revolver)
-20% Damage penalty
+66% Accuracy
+On Hit: Slow movement -40% for 5 seconds
=Not so FAST (slow)
The Trespasser (Revolver)
-34% Clip size
-25% Firing speed
+Attacking does not remove disguise
+20% Damage resistance while disguised
=Does not apply to your knife
The Cutthroat Commando (Knife)
-20% Cloak regen rate
+Silent uncloak
The Sacrificial Shank (Knife)
-Your health will drain over time with this equipped
-50% Damage penalty
+10% of Health restored on kill
+On Hit: Heal +5 health (Applies to bleed aswell)
+On Hit: Bleed for 5 seconds
The Specialist's Sneakers (Spy secondary wearable)
-Replaces revolver
+300% Increased air control
+1 Capture value on wearer
+10% Move speed
=The ultimate in espionage assistance
All-Class/Multi-Class
Moai (All-class melee except spy lol)
-50% Swing speed
+Explosive knockback on hit
=Deals explosive damage, thus it works with certain combo weapons
Miner's Malice (All-class Melee except spy (heh))
-15% Damage
+20% Swing speed
Nightwatch (Multi-Class Shotgun)
-25% Max ammo
+20% Fire rate
=A side-grade, not every weapon needs a weird gimmick
Hunter's Hallmark (Multi-Class Shotgun)
-25% Fire rate
-85% Bullets per shot
+800% Damage bonus
+Mini-crits on center-mass hits (chest or back)
End of stats. Check back later for any changes or new additions