Team Fortress 2/Scout

The Scout is the fastest and most agile class in Team Fortress 2, but also the most fragile. His extreme speed and double jump ability lets him get around very quickly, dodging all kinds of attacks and confusing enemies. However, the Scout isn't just a mere distraction. His primaries do extremely high damage at point blank, which makes him a deadly flanking and surprise class. He also has double point capping speed and cart pushing speed as well as being a great flag capper due to his high speed, making him a great objective-oriented class as well.
 * Health: 125
 * Speed: 133%
 * Type: [[Image:TF2_achievement_nemesis.jpg||20px]] Offense
 * Special Ability: Double Jump, captures points two times faster than other classes

Weapons
The Scout's weapons are based around hit and run tactics and taking enemies by surprise. His primaries are most powerful at close range while his secondaries are more multi-purpose, from damage chipping to increasing survivability and power. His melee weapons are rarely worth using due to how powerful his primaries are at their effective range.

Scattergun
The scattergun is a sawed off Shotgun, and is basically a more powerful version. It deals impressive damage in close range, and can kill a normal health class in a few shots. Fire your shots while you strafe, don't actively try to aim at the enemy. Try to fire as close as possible, catch an enemy by surprise and escape. Jumping while firing onto a foe can usually kill them before they can react.
 * Clip Size: 6 - Reserve Ammo: 32
 * Point Blank Damage: 85-105
 * Mid Range Damage: 10-40
 * Long Range Damage: 3-10
 * Critical Hit: 180

Force-A-Nature
The Force-A-Nature is the unlockable scattergun. It only carries 2 shells in a clip, but it attacks 50% faster, does roughly 8% more damage and knocks enemies up and backwards. In addition, using it in midair will propel you upwards and away from the direction you are facing.
 * Clip Size: 2 - Reserve Ammo: 32
 * Point Blank Damage: 92-113
 * Mid Range Damage: 11-43
 * Long Range Damage: 3-11
 * Critical Hit: 194

The knockback is a double edged sword: It is useful against 125HP classes because if you can hit with your first shot point blank, the knockback will make your next shot (a kill if you aim it right) much easier to aim. It is also useful against pyros: They will have an even harder time catching you than before. On the other hand, classes with more than 150HP gain a large amount of distance on you and can retaliate safely while you reload. In particular, soldiers will be launched to an ideal range where they won't take damage from their own rockets.

As with the scattergun, try and land point blank shots when possible. When using this gun against light classes, take the time to aim your first shot well and the second shot will be much easier due to the knockback. When fighting heavier classes, fire both shots as quickly as possible, then run away, reload and try again.

Something to remember when using this gun is that reloading always uses 2 shells, even if you've only fired 1.

The scattergun is much more effective than the FaN in direct, extended combat and longer ambushes, but the FaN is very effective in quick, single kill ambushes, it provides some more mobility that is very useful on some maps and it is much easier to use than the scattergun. Make your choice carefully.

Shortstop
The Shortstop has a reduced clip size but has a fast firing speed and quick reload. It has less pellets in a shot, but they do more damage. It uses the same ammo as the Pistol, so equipping both can burn your ammo out very quickly. The Shortstop lets you fight enemies effectively at mid range while still being able to pack a punch at point blank. You can stay engaged in combat with enemies at longer ranges without needing to escape or dieing. It's good to simply unload the clip at an enemy without trying to aim the other three, since it fires fast enough that all shots are likely to hit if the first shot hits. Crit boosts with the Shortstop can be devastating, since it has amazing damage allowing you to take down Heavies at mid range and the tight spread at close range makes it even deadlier.
 * Clip Size: 4 - Reserve Ammo: 36
 * Point Blank Damage: 69-72
 * Mid Range Damage: 24-48
 * Long Range Damage: 6-12
 * Critical Hit: 180

Soda Popper
The Soda Popper is very similar to the Force-A-Nature, with less clip size but faster firing speed and reloads the entire clip. It has the damage of a Scattergun, doesn't do knockback and cannot randomly crit. However, running around for a certain length will build your Hype meter, which when full grants you Mini-Crits to all your weapons for 8 seconds. It pretty much has the same strategies as the Scattergun or Force-A-Nature. Hit-and-run and shoot when up close. Always keep moving to not only dodge attacks but also build your Hype meter. Remember that the Hype boosts apply to your other weapons, so don't hestitate to switch to your Pistol or Bat if the situation calls for it.
 * Clip Size: 2 - Reserve Ammo: 32
 * Point Blank Damage: 90-105
 * Mid Range Damage: 24-76
 * Long Range Damage: 3-26
 * Critical Hits: 180
 * Hype Duration: 8 seconds

Baby Face's Blaster
The Baby Face's Blaster has a tighter spread which makes it 40% more accurate, but each pellet does 30% less damage, leading to lower damage overall. Your speed is also reduced by 35%, making you slower than a Demoman, but the Boost mechanic makes up for it. Boost is built-up by dealing damage with any weapon, which is maxed out at 100 damage. The higher your Boost, the faster you move. Jumping will empty the Boost meter.
 * Clip Size: 6 - Reserve Ammo: 32
 * Point Blank Damage: 63-73
 * Mid Range Damage: 7-28
 * Long Range Damage: 2-7
 * Critical Hits: 126
 * Minimum Speed: 65% of normal speed
 * Maximum Speed: Twice of normal speed

The initial speed you get when you spawn with the Baby Face's Blaster is awful, but you'll be running at exhilarating speeds by the time you build up your Boost. Fortunately, about two or three close-range shots with the blaster will max out your Boost. With full Boost, you'll move so fast that it becomes difficult to track you with the mouse, and even harder to hit. It does take a bit of discipline to prevent yourself from jumping while using the blaster to avoid losing the Boost, as it is such a big part of a Scout's gameplay. However, your increased speed means that you can reach most places by running almost as fast as you can by double-jumping.

Back Scatter
With the Back Scatter, if you are within at least 31 feet (500 Hammer units) of an enemy and shoot them from behind, it will count as a mini-crit. However, it's disadvantages include rounds per clip being 34% less than that of the Scout's other guns. It also has 20% more bullet spread, and cannot deal random critical hits.
 * Clip Size: 4 - Reserve Ammo: 32
 * Point Blank Damage: 90-105
 * Mid Range Damage: 10-40
 * Long Range Damage: 3-10

Pistol/Lugermorph
The Pistol is a good weapon for dealing with targets to far away for your Scattergun to perform effectively. It is quite accurate and has a short firing and reload time. It's good for taking out unattended buildings in mid range. The Pistol is useful for weakening enemies as you run up to effective Scattergun range and for finishing them off when they try to escape. Crit boosts are useful on this weapon, since it's quick and accurate shots will quickly rack up the damage and kill any classes quickly.
 * Clip Size: 12 - Reserve Ammo: 36
 * Point Blank Damage: 20-22
 * Mid Range Damage: 10-15
 * Long Range Damage: 8-9
 * Critical Hit: 45

Note that the Shortstop uses the same ammo as the Pistol, so it is unwise to equip both as you will run out of ammo very quickly.

Bonk! Atomic Punch
Bonk! Atomic Punch is the Scout's unlockable secondary which, when used, grants the Scout 8 seconds of invulnerability similar to an Ubercharge. However, you can't fire your weapon, capture or defend control points, push or stop payload carts or capture enemy intelligence. You can still use your taunt kills as an attack.
 * Ammunition: Infinite
 * Effect Type: Invulnerability, but unable to use weapon, capture or defend.
 * Effect Duration: 8 seconds
 * Recharge Time: 24 seconds

Use Bonk as an emergency tool to survive heavy fire and retreat. You can also help draw Sentry Gun fire upon you while your teammates take them out. Distract enemies safely by running circles around them. You can also use Bonk for actual scouting. Drink Bonk and run around the enemy base, relaying information about their team composition, defenses and sentry gun positions. You can also use Bonk to make yourself immune to certain status effects and self-inflicted damage, such as afterburn damage and the third jump damage of the Atomizer.

Crit-a-Cola
Upon drinking the Crit-a-Cola, your weapon will glow and any damage you deal or receive will become mini-crits. This is a high-risk-high-reward weapon, as you gain much more firepower and evasion in exchange of dying much quicker. Enemies can notice your weapon glow and take you out in a few shots. It is best consumed when flanking and not during direct combat. Landing a surprise hit with your primary weapon can quickly kill any low health classes. Your melee weapon's fast swing time also allows you to take enemies out swiftly and quietly.
 * Ammunition: Infinite
 * Effect Type: All damage dealt and received are mini-crits
 * Effect Duration: 8 seconds
 * Recharge Time: 24 seconds

Mad Milk/Mutated Milk
The Mad Milk is similar to the Jarate, throwing it at enemies will coat them with white liquid. Attacking an enemy who is milked heals you by 60% of the damage done. It extinguishes burning teammates and shorts out enemy spy's cloaks. The Mad Milk lets you stay in direct combat and survive longer. Land shots quickly to replenish any lost health. Note that your teammates also get healed if they hit a milked enemy, so coating a bunch of opponents while your teammates push forward can easily overpower the enemy team.
 * Ammunition: Infinite
 * Effect Type: Some damage dealt on enemies is returned as health and exposes cloaked spies. Extinguishes fire on teammates
 * Effect Duration: 10 seconds
 * Recharge Time: 24 seconds

Winger
The Winger is an alternate Pistol for the Scout. A shot deals more damage, but the clip size is reduced by more than half. Much of the strategy for the Pistol can be applied here, but take note of the reduced clip size. You will be reloading very often with only 5 shots per clip. As with the Pistol, it shares the same ammo with the Shortstop, so don't equip them both.
 * Clip Size: 5 - Reserve Ammo: 36
 * Point Blank Damage: 26
 * Mid Range Damage: 15-19
 * Long Range Damage: 10-12
 * Critical Hit: 52

Pretty Boy's Pocket Pistol
The Pretty Boy's Pocket Pistol prevents you from taking fall damage and also gives you 15 more health, but it fires 25% slower and you take 50% more damage from fire. This pistol negates the health penalty of the Sandman, while the immunity to fall damage prevents you from losing Boost while using the Baby Face's Blaster, as one of your main reasons to double-jump is to avoid fall damage. It is less effective at chipping away at enemy health, and Pyros become more threatening than ever.
 * Clip Size: 12 - Reserve Ammo: 36
 * Point Blank Damage: 22
 * Mid Range Damage: 13-17
 * Long Range Damage: 8-10
 * Critical Hit: 45

Flying Guillotine
The Flying Guillotine is a thrown projectile that flies at an arc. Hitting a player will deal damage and cause them to bleed, while hitting them at long range will make it mini-crit. The guillotine cannot get random critical hits, but hitting a stunned player with it results in a guaranteed critical. This weapon is a trickier long range weapon than the pistol, being difficult to hit, but it does great damage and inflicts a disruptive status effect in return. It recharges relatively quickly, so you have a rather large margin of error to land it. It can be paired with the Sandman for a deadly combination. A stun from the Sandman ball will slow your foe down, making it easier for you to land the guillotine, which will do critical damage because they are stunned.
 * Ammunition: Infinite
 * Contact Damage: 50
 * Critical Hit: 150
 * Bleed Damage: 40 damage over 6 seconds.
 * Recharge Time: 6 seconds

Bat/Saxxy/Conscientious Objector/Freedom Staff/Bat Outta Hell/Memory Maker
The Bat is an alternative weapon for use when you're in close range. It is weaker than conventional melee weapons but swings much faster. Circle-strafing when attacking using the Bat makes yourself a harder target to hit. Running into a crowd of enemies and swinging your Bat at them can cause more damage than your Scattergun. It is quieter than your Scattergun and doesn't use ammo, so it makes a good weapon for flanking.
 * Attack Interval: 0.5 second
 * Normal Damage: 35
 * Critical Hit: 105

The Sandman
The Sandman is the Scout's melee unlockable. Right-clicking launches a baseball at the enemy, which stuns them for a certain amount of time depending on distance. Hitting an enemy at the maximum range of the ball will render them completely immobile. After hitting a ball, you have to wait 15 seconds for a new ball, or simply pick up the one from the enemy. The Ball is a projectile and can be air-blasted. A major disadvantage of this weapon is that it reduces your health by 15, leaving you with 115 health.
 * Attack Interval: 0.5 second
 * Normal Damage: 35
 * Critical Hit: 105
 * Ball Damage: 15
 * Critical Ball Hit: 45
 * Stun Time: 1-7 seconds
 * Ball Recharge Time: 15 seconds
 * Home Run Damage: 500
 * Home Run Duration: 5 seconds

The health loss is something you must take account into when using the Sandman. You die a lot faster from enemy weapons, so be very careful when fighting artillery classes like a Soldier or Demoman. You can use the stun ball against classes you would normally want to avoid fighting up close, such as against Pyros and Heavies, as the stun lets you safely close the distance. Use your stun ball as an escape tool, such as running from a Nastacha Heavy. The ball is also a good support weapon, and stunning a Kritzcharged enemy can waste most of their Ubercharge time. The bat itself makes less noise when hitting objects compared to your metallic Bat, so it can also be used as a flanking tool.

The Sandman's taunt kill, which is shared by the Atomizer, is the Home Run. The Scout points forward and swings his bat, and launching any enemy in front of him flying, instantly killing them. The Home Run taunt is only useful when dealing with distracted enemies, since your stun ball doesn't give you enough time to finish the taunt. It is silent on startup though, so enemies won't hear it until it's too late.

Holy Mackerel/Unarmed Combat
The Holy Mackerel is completely similar to the Bat. However, each successful hit will be displayed on the kill feed, and killing an enemy with it gives you a FISH KILL message. The Holy Mackerel is mostly a humiliation weapon, but it can be used for serious combat. The kill feed messages can be a double-edge sword. For one, it alerts enemies that there is a Scout on your team, they can deduce your location from their teammates', and they can use it to ambush you. However, the messages also helps your teammates determine you and an enemy's location, such as help fight a dangerous enemy. Triggering a spy's Dead Ringer will not display a FISH KILL message, so it is a good DR spycheck weapon as well.
 * Attack Interval: 0.5 second
 * Normal Damage: 35
 * Critical Hit: 105

Candy Cane
The Candy Cane makes you 25% more vulnerable to explosives, but each kill gives you a small health pack, no matter which weapon you were using. It is good if you usually fight when away from Medics, and you can let your teammates take the health kits to heal them. Dead Ringer spies will not drop health kits if they feigned death, so use this to check for them. Be careful of Soldiers and Demomen, since your explosive vulnerability means they can kill you with a close range direct hit from their weapons in one shot.
 * Attack Interval: 0.5 second
 * Normal Damage: 35
 * Critical Hit: 105

Boston Basher/Three Rune Blade
The Boston Basher makes enemies bleed for 5 seconds on a successful hit, but hurts yourself and causes you to bleed is you miss. Hitting a solid object will not cause self-damage or bleeding. The Boston Basher is a risky weapon, as hitting the enemy can weaken them severely, but will do the same to you if you miss. Don't swing it wildly when using it, instead, only use it when you're certain that it will hit an enemy. You can use the self-damage's knockback as a third jump, but the bleeding effects are something to watch out for.
 * Attack Interval: 0.5 second
 * Normal Damage: 35
 * Critical Hit: 105
 * Bleed Damage: 40 damage over 5 seconds

Sun-on-a-Stick
The Sun-on-a-Stick deals less damage, but does guaranteed critical hits on a burning enemy. This weapon is only useful when you have Pyros or Heavies with the long heater equiped on your team. Charge at burning enemies and finish them off with a batter from the stick.
 * Attack Interval: 0.5 second
 * Normal Damage: 26
 * Critical Hit: 79

Fan O'War
The Fan O'War deals laughable damage, but hitting an enemy marks them for death, which means any attack on them will be mini-crits. It lasts for 15 seconds and you can only mark one enemy for death at a time. Marked for death enemies will have a skull and crossbones symbol above their head. Obviously, it is not meant for direct combat, rather as a support weapon to help you and your teammates kill a foe faster. Ambushing or surprising an enemy is the best way to mark them for death, as rushing towards them holding the fan will only make yourself die faster.
 * Attack Interval: 0.5 second
 * Normal Damage: 4
 * Critical Hit: 13
 * Marked For Death Time: 15 seconds

Atomizer
The Atomizer swings slower and deals less damage to players, but lets you triple jump at the cost of 10 health. It sacrifices close-combat ability with mobility. Use your triple jump to reach places to high for a double jump. Use your triple jumps wisely, as 10 health can be vital in a combat situation.
 * Attack Interval: 0.65 second
 * Normal Damage: 28 (30 on buildings)
 * Critical Hit: 84
 * Self-Damage: 10
 * Home Run Damage: 500
 * Home Run Duration: 5 seconds

Wrap Assassin
The Wrap Assassin deals much less damage compared to your stock Bat, but hitting alt-fire launches a bauble similar to the Sandman's baseball. The bauble shatters when it hits, causing bleeding on hit. It severely weakens your melee ability, but that's negligible since you rarely have to use it. The bleed is great for weakening enemies as you close the distance to finish them off.
 * Attack Interval: 0.5 second
 * Normal Damage: 11
 * Critical Hit: 32
 * Bauble Damage: 15
 * Critical Bauble Hit: 45
 * Bleed Damage:: 40 damage over 5 seconds
 * Bauble Recharge Time: 15 seconds

The Special Delivery
This weapon set is good for survival, especially when facing multiple enemies or your team lacks Medics. The Mad Milk pairs well with the Shortstop, as it's quick firing rate and high damage can heal you a lot. Your additional health can also make you survive attacks that would otherwise kill you, giving you a chance to escape. Overall, your increased help combined with your speed and Mad Milk will make you live much longer.
 * Consists of Shortstop, Mad Milk, Holy Mackerel and the Milkman hat.
 * Set Bonus: +25 max health on wearer

The #1 Fan
The #1 Fan set emphasizes your strengths, encouraging constant mobility and hit-and-run playstyles. The Soda Popper lets you benefit from constant movement by giving you a safe and consistent source of mini-crits. The Winger's higher damage output goes great with the Soda Popper's mini-crits while the Atomizer allows you to get to higher locations and escape fights better.
 * Consists of Soda Popper, Winger, Atomizer and the Bonk Boy item.

The Curse-a-Nature
Purely cosmetic, no effect on gameplay.
 * Consists of the Wrap Battler hat, the B-ankh! item and the Futankhamun item.

Santa's Little Accomplice
The only weapon in this set is the Wrap Assassin. Purely cosmetic set.
 * Consists of the Wrap Assassin, the Big Elfin Deal hat and the Bootie Time item.

Using the Scout
The Scout's speed is his main advantage; with capture point games he can reach the control point fastest. On most 2-way CP maps Scout rushes work extremely well attacking-wise if you can get there before the enemy. Even if you die before taking the middle point, you will slow them down a fair bit. Scouts are also very useful in CTF games if the enemy team isn't too experienced. The worst case scenario is you run straight into a sentry and give the engie an easy kill.

The scout only has 125HP. Engineers have buildings, spies have cloak and snipers usually have distance. Scouts have none of these luxuries, as such, you must get very good at dodging if you want to live for very long.

Learning to aim at speed as well as controlling the Scout's airborne movement is important. Mastering aim will allow you to land point blank blasts with the scattergun and hit with the maximum number of pellets, while proper control of movement will allow you to get in and out of trouble quickly, as well as minimizing damage while you're in the danger zone.

The Scout's speed, combined with his double jump ability, allows him to quickly flee trouble and often take paths where the enemy can't follow. Double jumping also allows you to get over enemy heads, which can be useful if you're cornered. In addition, you can occasionally land on the heads of enemy players. Since most enemies will immediately look behind and not up when you jump over their heads, this usually gets you an easy kill with the scattergun or bat.

The Scout's low health means that he can't take much punishment before he dies, and because his scattergun is so dangerous enemies usually make the Scout a primary target. Even his speed can't outrun enemy fire. In particular, one Pyro ambush with a flamethrower spells almost certain doom for a Scout unless they are very close to a health pack or water. Unless you are shooting them at the time, always keep something solid between you and dangerous enemies. Anything from a wall to a rock to a teammate can provide good cover.

Defeating Scouts
Scouts have incredibly low health, so it doesn't take much damage to put them down. Generally, using high damage weapons that don't require good aim is the best strategy.


 * Another Scout: Scout versus Scout fights tend to last a long time and are dependent mostly on who controls sources of healing, as well as aiming abilities, which makes a dramatic difference on a 1v1 scout fight. Because Scouts cannot run away from other Scouts, this type of fight is usually kill or be killed.
 * Soldier: Soldiers are fairly evenly matched versus Scouts. As long as the Soldier isn't ambushed, fear of his rockets will usually keep the scout out of effective scattergun distance, turning it into a pistol vs. shotgun fight.
 * Pyro: Pyros are one of the best counters for Scouts. Afterburn deals 50 damage in total, so as long as the Pyro deals over 80 damage with his initial ambush (shotgun helps a lot here), the Scout will be forced to find healing/water or die. A single hit with the flaregun will also reduce the Scout to half health and a second will guarantee death unless the scout can get extinguished.
 * Demoman: Demomen usually have trouble actually hitting Scouts, due to the lack of hitscan equipment. Since the Scout can easily avoid projectile-based weapons, the Demoman can easily be taken down by the Scout. However, should a Demoman successfully land direct hits on a scout, he will usually die in 2 stickies or 2 grenades.
 * Heavy: Heavies are fairly good against Scouts. Smart Scouts will hit you once or twice then run away before you can spin up, so either start spinning before they arrive or walk with your shotgun out.
 * Engineer: Engineer sentry guns are a hard counter to Scouts. As long as you or another Engineer is present to repair your sentry when it takes damage, the Scout can usually do nothing against the sentry except try Bonking past it. Keep an eye out and chase Bonking scouts down. Alternatively, if the engineer isn't present, the Scout can get into a position in which they can shoot the sentry, but cannot be shot back. From that position, the Scout can kill a lvl 3 sentry in 2-3 pistol cartridges. A Scout can also "edge" against an Engineer's sentry. Edging means the scout peeks around the corner, just enough that the Scout can shoot the sentry, but the Sentry has no sight of the Scout. If the sentry is unattended, the Scout can make short work of the Sentry, especially if it is level 1.
 * Medic: Medics are the Scout's top priority target, due to the Medic's main importance to the team, and the Scout's ability to jump in, do damage and retreat quickly. Because the Medic doesn't have too much HP, the Scout can make short work of him, if the Medic is unaware of his surrondings. Basic defensive strategy for Medics is to back-pedal away from the Scout as the Medic shoots him with the Syringe gun. Alternatively, experienced Medic players usually attempts to melee Scouts down. However, this is a very risky strategy, but sometimes it pays off, especially if the Scout is close range / point blank and has nowhere to run off to. If a Medic is actively healing a teammate when a Scout attacks him, the Medic may simply alert his teammate of the Scout's presence, as most Scouts will often retreat when the Medic's healing target turns on him.
 * Sniper: Snipers are usually outclassed by Scouts unless the Sniper has very good aim. A single headshot or a fully charged bodyshot will kill a Scout. Alternatively, the Sniper can resort to his secondary (if he is wielding one) or take his chances on a melee kill attempt.
 * Spy: Spies are poor against Scouts. A Spy doesn't have any suitable arsenal to deal with Scouts, and to worsen the Spy's condition, the Scout DOES have some handy arsenal that can nullify the Spy's abilities, such as the Mad Milk and bleed-effect weapons. Regardless, should a Spy have the upper hand upon a Scout, he can take one down mercilessly without giving the Scout a chance to react. An example of this would be movement prediction. Staying out of the Scout's sight, while predicting his movements, can drastically increase a Spy's chance to take down a Scout with a swift backstab. Should a Spy be spotted by the Scout, he can either cloak away and break line of sight from the Scout, or attempt to fight off the Scout using the revolver. The former is good if you lack aiming abilities, while the latter is preferable if you have a reliable aiming capability in order to finish off a Scout before he kills you, if you have ran out of cloak charge, or if it has been nullified (by Mad Milk or Bleeding).

Scout Achievement Guide
A Year To Remember Get 2004 lifetime kills. You will eventually get this achievement after some time playing as the scout. Just be patient and eliminate as much enemies as you can.

Artful Dodger ''Dodge 1000 damage in a single life using your Bonk! Atomic Punch.'' Sentry guns and heavies deal the most amount of damage in a short amount of time, so you can jump in front of one with Bonk activated and take all the damage. Survival is still important when aiming for this achievement. Ending up too deep in enemy territory after your Bonk runs out will make it very hard to stay alive until your Bonk recharges.

Batter Up Perform 1000 double jumps. This is another achievement that automatically obtained in time. Double jumps are a staple in your playstyle, so you'll eventually get it.

Batting the Doctor Kill a Medic that is ready to deploy an Ubercharge. A Medic with an Ubercharge ready will have sparks emitting from his Medi Gun. Get close but out of his sight and unload as many bullets into him before he can press the right mouse button. Eliminating a Medic with a full Ubercharge will not only give you this achievement, but also help your team immensely.

Beanball Stun a Scout with their own ball. If you see another Scout launch a Sandman ball at you, pick it up and bat it back at him.

Belittled Beleaguer Kill an opposing player that has your intelligence while holding theirs. This achievement requires good communication with your team and some luck. When you and the enemy both pick up the intelligence, communicate with your team on his current location, then confront him yourself. A riskier tactic is to wait in the enemy intel room and get him when the enemy comes to capture the intel.

Block the Plate Block 50 point captures. Killing enemies on the point counts as a point defense or block. Your speed lets you run up to a point being captured and get a few enemies before running back out.

Brushback Stun 50 enemies while they are capturing a point or pushing the cart. Enemies capturing a point or pushing the cart will usually be clumped together by the objective, so it's possible to get a lucky hit just by blindly firing into the group of enemies.

Caught Napping Kill 50 enemies from behind with the Force-A-Nature. Use alternate paths and stealthily get behind an enemy, then blast them with your FaN. Alternatively, if you've already weakened the enemy beforehand, get behind them and launch the finishing shots.

Closer Destroy 3 teleporter entrances. Teleporter entrances are usually far behind enemy lines, mostly by their spawn. The Engineer that built it is rarely around guarding it, but being this far from your team makes this a risky task. Use alternate routes to get to the teleporter, then use your Pistol to gun it down quickly.

Doctoring the Ball Kill 3 enemies while under the effects of a Medic's Ubercharge. You aren't the best class for an Ubercharge, but it will help nontheless. The Kritzkrieg is probably the best Uber for this, as your weapons become much more deadlier at close range, and critical hits don't suffer damage reduction at longer distances.

Dodgers 1, Giants 0 Kill an enemy Heavy and take his Sandvich. If you find a Heavy eating his Sandvich, chances are his health is low and he's using the Sandvich to heal himself. Take advantage of his vulnerability while eating the Sandvich and kill him faster than he can heal.

Fall Classic Cause an environmental death using the Force-A-Nature's knockback. Using your FaN to blast an enemy off a cliff, into a sawblade or an incoming train should net you this achievement. Go for it on maps with environmental hazards such as Sawmill or Upward.

First Blood Get the first kill in an Arena match. Right at the start of an Arena match, find a lone low health class and eliminate him. You will get this achievement and the First Blood buff for doing so.

First Blood, Part 2 Kill 5 enemies with the First Blood crit buff. The critical buff greatly improves your firepower. With it you can two-shot most enemies at mid-close range with the Scattergun, deal high and consistent damage quickly with the Pistol or let loose some madness with the Bat.

Foul Territory Cause an environmental death by stunning an enemy. This requires some luck to obtain. You must immobilize an enemy in the path of a moving environmental hazard like a sawblade or stun an opponent as they're jumping over a bottomless pit.

Gun Down Destroy an active sentry gun using your Pistol. The safest way to get this is to find an unattended sentry gun, preferably a level one or combat mini sentry, and strafe around it while firing at it. You will probably waste a clip and take some damage when going for it.

If You Built It Destroy 3 enemy buildings while they're still under construction. Follow an Engineer and ambush him as he deploys a building. Buildings under construction have little health, so some Pistol shots should take care of them.

I'm Bat Man Survive 500 damage in one life. Don't play too aggresively, go for health when you need to and it shouldn't be hard to get this.

Moon Shot Stun an enemy for the maximum possible duration by hitting them with a long-range ball. Get a feel for the range of your stun ball, it will stun them longer the further your ball travels. There are some locations where you can easily stun an enemy from the maximum distance, such as on both ends of the bridge on 2fort.

No Hitter Steal and then capture the enemy intelligence without firing a single shot. Work with your teammates and have them clear out any opposition while you return to your base.

Out of the Park Bat an enemy 25 meters. This requires you to use your Sandman or Atomizer's taunt kill to send an enemy an actual 25 meters away. You're best off going for it on distracted but stationary players, such as a scoped Sniper, and batting them away from any obstructions like walls.

Pop Fly Kill 20 players while double-jumping. Practise aiming while double-jumping so as to maximise your damage output while being able to move erratically with double jumps. After you become skilled at it, killing an enemy while double-jumping should become pretty standard fare to you.

Quick Hook Kill a player in Well before the round starts. You can't normally get above the containers by double-jumping, so you must have your Force-a-Nature or Boston Basher equipped when attempting this. Use your knockback jumps to get you on top of the containers and surprise the other team as you hop into their side. Alternatively, you can go for enemies coming into your team's side, such as enemy Scouts, Soldiers and Demomen.

Race for the Pennant Run 25 kilometers. Pretty simple. As a Scout you'll be constantly on the move, so it won't take long to get up to 25 kilometers.

Retire the Runner Kill a Scout while they are under the effect of Crit-a-Cola. A Scout under the effects of Crit-a-Cola will have their weapon glowing and sparkling, so go for Scouts that do have those weapon effects. Crit-a-Cola Scouts will deal mini-crit damage with their weapons but will also receive mini-crits from enemies.The key to getting the achievement is to surprise the Scout, and take him out before he can fire at you.

Round Tripper Capture the enemy intelligence 25 times. As a Scout, your speed makes you a good class for escaping with the intelligence. Thus, this achievement will be obtained after enough CTF rounds.

Set the Table Initiate 10 point captures that ultimately succeed. You only have to initiate the point capture, and not necessary cap it. You can usually do this by getting onto the point and holding off enemies until your teammates arrive, upon then they will finish the work you started.

Side Retired Capture the last point on a CP map. Not too difficult. Your capture rate lets you capture point much faster. On 5-CP maps like Badlands, the last point is usually he quickest to capture, so go for the cap as soon as enemy defenses are down and you can cap it before they even get to you.

Stealing Home Start capping a point within a second of it being available. As the current control point is about to be captured by your team, use alternate routes to make your way to the next point. As soon as the point is capped, run up to it to begin capping it.

Strike Zone Kill 50 enemies while they are stunned. Simple achievement. Stun your enemies wth the Sandman from afar then shoot them while they're vulnerable.

The Big Hurt Stun 2 Medics ready to deploy an Ubercharge. A Medic with an Ubercharge ready will have particles emitting from his Medi Gun. Find one with said particle effects and stun him.

The Cycle In a single life, kill an enemy while on the ground, in the air, and in the water. Killing enemies on the ground and in the air should be pretty standard for you. Start with killing in the water, then work on the ground and air.

Triple Play Capture 3 capture points in a row in one life. The key here is to survive until you can capture enough points. Use your speed to your advantage and avoid taking too many risks. Run for a Medic or a health pack when you need it. You don't have to be standing on the point the entire time, just stepping on it as it becomes captured counts.

Triple Steal Capture the enemy intelligence 3 times in a single CTF round. Capturing intelligence is standard fare for you in a CTF match. If your teammate has it you can ask them to drop it with "l" and carry the intel yourself back to base.