Level 5 Badge Hire Date: May 23, 2019 (19:37:36 GMT)
( Not Tradable or Marketable )
The Full Head of Steam
Level 41 Hat
( Not Tradable or Marketable )
The MONOCULUS!
Level 31 Hat
( Not Tradable or Marketable )
Horseless Headless Horsemann's Head
Level 31 Hat
( Not Tradable or Marketable )
The Skull Island Topper
Level 31 Hat Killed Merasmus at level 1
( Not Tradable or Marketable )
Mann Co. Cap
Level 10 Hat
( Not Tradable or Marketable, Not Usable in Crafting )
Pyrovision Goggles
Level 29 Pyrovision Goggles vision opt in flags (1) On Equip: Visit Pyroland
( Not Tradable or Marketable )
Taunt: The Director's Vision
Level 5 Special Taunt
( Not Tradable or Marketable )
The Force-A-Nature
Level 10 Scattergun Knockback on the target and shooter +50% faster firing speed +20% bullets per shot -10% damage penalty -66% clip size
( Not Tradable or Marketable )
The Flying Guillotine
Level 65 Cleaver Throw at your enemies to make them bleed! Long distance hits reduce recharge time No random critical hits
Bonk! Atomic Punch
Level 5 Lunch Box
( Not Tradable or Marketable )
The Sandman
Level 15 Bat Alt-Fire: Launches a ball that slows opponents -15 max health on wearer
( Not Tradable or Marketable )
The Bacteria Blocker #50432
Level 26 Hat #Attrib_MakersMark
The Fortified Compound
Level 10 Bow
Jarate
Level 5 Jar Based Karate Extinguishing teammates reduces cooldown by -20% jarate description (1)
( Not Tradable or Marketable )
The Razorback
Level 10 Shield Blocks a single backstab attempt -100% maximum overheal on wearer
( Not Tradable or Marketable )
The Tribalman's Shiv
Level 5 Kukri On Hit: Bleed for 6 seconds -50% damage penalty #Attrib_MakersMark
( Not Tradable or Marketable )
The Cow Mangler 5000
Level 30 Focused Wave Projector Does not require ammo energy weapon charged shot (1) Deals only 20% damage to buildings Minicrits whenever it would normally crit No random critical hits
( Not Usable in Crafting )
The Beggar's Bazooka
Level 28 Rocket Launcher auto fires full clip (1) Overloading the chamber will cause a misfire +3 degrees random projectile deviation No ammo from dispensers when active -20% explosion radius
Level 17 Rocket Launcher Increased attack speed and smaller blast radius while blast jumping Clip size increased on kill -15% blast damage from rocket jumps -10% explosion radius -15% damage penalty
( Not Usable in Crafting )
The Rocket Jumper
Level 1 Rocket Launcher No self inflicted blast damage taken +200% max primary ammo on wearer Wearer cannot carry the intelligence briefcase or PASS Time JACK -100% damage penalty No random critical hits
( Not Usable in Crafting )
The Mantreads
Level 10 Boots -75% reduction in push force taken from damage -75% reduction in airblast vulnerability Deals 3x falling damage to the player you land on 200% increased air control when blast jumping
( Not Usable in Crafting )
The Reserve Shooter
Level 10 Shotgun This weapon deploys 20% faster Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs -34% clip size
( Not Usable in Crafting )
The Righteous Bison
Level 30 Indivisible Particle Smasher Does not require ammo Projectile penetrates enemy targets Projectile cannot be deflected Deals only 20% damage to buildings
( Not Usable in Crafting )
The Concheror
Level 5 Sashimono +4 health regenerated per second on wearer
( Not Usable in Crafting )
The Battalion's Backup
Level 10 Battle Banner +20 max health on wearer
( Not Usable in Crafting )
The Buff Banner
Level 5 Battle Banner
( Not Usable in Crafting )
The Gunboats
Level 10 Boots -60% blast damage from rocket jumps
( Not Usable in Crafting )
The B.A.S.E. Jumper
Level 63 Parachute
( Not Usable in Crafting )
The Panic Attack
Level 32 Shotgun +50% bullets per shot Fires a wide, fixed shot pattern This weapon deploys 50% faster Successive shots become less accurate -20% damage penalty
( Not Usable in Crafting )
The Disciplinary Action
Level 10 Riding Crop On Hit Teammate: Boosts both players' speed for several seconds -25% damage penalty
( Not Usable in Crafting )
The Half-Zatoichi
Level 5 Katana Gain 50% of base health on kill is_a_sword (72) No random critical hits Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills
( Not Usable in Crafting )
The Equalizer
Level 10 Pickaxe Damage increases as the user becomes injured When weapon is active: -90% less healing from Medic sources
( Not Usable in Crafting )
The Equalizer
Level 10 Pickaxe Damage increases as the user becomes injured When weapon is active: -90% less healing from Medic sources
( Not Tradable or Marketable )
The Equalizer
Level 10 Pickaxe Damage increases as the user becomes injured When weapon is active: -90% less healing from Medic sources
The Pain Train
Level 5 Makeshift Club +1 capture rate on wearer 10% bullet damage vulnerability on wearer
( Not Usable in Crafting )
The Escape Plan
Level 10 Pickaxe Move speed increases as the user becomes injured When weapon is active: You are Marked-For-Death while active, and for short period after switching weapons -90% less healing from Medic sources
( Not Usable in Crafting )
The Chargin' Targe
Level 62 Shield +50% fire damage resistance on wearer +30% explosive damage resistance on wearer
( Not Tradable or Marketable )
The Scottish Resistance
Level 5 Stickybomb Launcher Detonates stickybombs near the crosshair and directly under your feet Able to destroy enemy stickybombs +50% max secondary ammo on wearer +6 max pipebombs out +25% faster firing speed 0.8 sec slower bomb arm time
( Not Tradable or Marketable )
The Persian Persuader
Level 10 Sword Ammo boxes collected also refill your charge meter Melee hits refill 20% of your charge meter is_a_sword (72) -80% max primary ammo on wearer -80% max secondary ammo on wearer No random critical hits
The Eyelander
Level 5 Sword is_a_sword (72) No random critical hits -25 max health on wearer
( Not Tradable or Marketable )
The Blutsauger
Level 5 Syringe Gun On Hit: Gain up to +3 health -2 health regenerated per second on wearer
Level 5 Minigun On Hit: 100% chance to slow target -20% damage resistance when below 50% health and spun up 30% slower spin up time -25% damage penalty
( Not Tradable or Marketable )
The Sandvich
Level 1 Lunch Box
( Not Tradable or Marketable )
The Killing Gloves of Boxing
Level 7 Boxing Gloves On Kill: 5 seconds of 100% critical chance -20% slower firing speed
( Not Tradable or Marketable )
The Backburner
Level 10 Flame Thrower flame_spread_degree (2.8) Extinguishing teammates restores 20 health 100% critical hits from behind +150% airblast cost
( Not Tradable or Marketable )
The Backburner
Level 10 Flame Thrower flame_spread_degree (2.8) Extinguishing teammates restores 20 health 100% critical hits from behind +150% airblast cost
The Flare Gun
Level 10 Flare Gun 100% critical hit vs burning players
( Not Tradable or Marketable )
The Axtinguisher
Level 10 Fire Axe attack_minicrits_and_consumes_burning (1) -33% damage penalty This weapon holsters 35% slower No random critical hits
( Not Tradable or Marketable )
The Axtinguisher
Level 10 Fire Axe attack_minicrits_and_consumes_burning (1) -33% damage penalty This weapon holsters 35% slower No random critical hits
The Ambassador
Level 5 Revolver Crits on headshot Critical damage is affected by range -15% damage penalty -20% slower firing speed No random critical hits
( Not Tradable or Marketable )
The Big Earner
Level 1 Knife +30% cloak on kill Gain a speed boost on kill -25 max health on wearer
The Cloak and Dagger
Level 5 Invis Watch +100% cloak regen rate set cloak is movement based (2) No cloak meter from ammo boxes when invisible -35% cloak meter from ammo boxes
( Not Tradable or Marketable )
The Gas Passer
Level 23 Gas-Like Substance Gas meter builds with damage done and/or time Spawning and resupply do not affect the Gas meter Gas meter starts empty
Frontier Justice
Level 5 Shotgun mod sentry killed revenge (1) Revenge crits are lost on death No random critical hits -50% clip size
( Not Tradable or Marketable )
The Wrangler
Level 5 Laser Pointer
( Not Tradable or Marketable )
The Gunslinger
Level 15 Robot Arm Third successful punch in a row always crits Sentry build speed increased by 150% +25 max health on wearer Replaces the Sentry with a Mini-Sentry No random critical hits
( Not Tradable or Marketable )
The Gunslinger
Level 15 Robot Arm Third successful punch in a row always crits +25 max health on wearer Sentry build speed increased by 150% Replaces the Sentry with a Mini-Sentry No random critical hits
The Third Degree
Level 10 Fire Axe All players connected via Medigun beams are hit
The Back Scatter
Level 16 Scattergun Mini-crits targets when fired at their back from close range 20% less accurate -34% clip size No random critical hits
The Brass Beast
Level 5 Minigun +20% damage bonus -20% damage resistance when below 50% health and spun up -60% slower move speed while deployed 50% slower spin up time