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Weakly armed and armored, the fast-moving Scout is best suited to flag capturing and little else. Scouts can strip an enemy Spy of his disguise and disarm a Demoman's detpacks. The Scout is armed with crowbar, single-barreled shotgun, nail gun, caltrops and concussion grenades, but no regular grenades. Using a well timed concussion grenade, a technique known as conc jumping, scouts (and medics) can launch themselves into the air allowing access to routes not normally available.