The Nine Classes Compendium#
Team Fortress 2 fields 9 mercenaries across Offensive, Defensive, and Support roles. Each class’s HP and movement speed are fixed base values (speed expressed as a percentage of baseline); loadouts and weapon choices are covered in Weapons Data.
Classes carry no official tier ranking: Offense, Defense, and Support each own a stretch of the battlefield — read what your team lacks first, then match your own feel to the right speed and HP tier.
Scout#
The fast-footed kid from Boston — the fastest class in the game.
| Attribute | Value |
|---|---|
| HP | 125 |
| Speed | 133% (fastest) |
| Default weapons | Scattergun / Pistol / Bat |
| Role | Caps, harassment, flanking |
| Category | Offense |
Core techniques:
-
Use the team’s highest movement speed to grab control points and health packs first
-
Avoid frontal fights; strike fast from the flank, then retreat
-
In payload/control-point modes the Scout is the capping mainstay — 133% speed gets him to the point first
Matchups: Relies on distance and terrain; fears the Pyro’s close-range pressure and his own low HP.
Soldier#
The all-purpose rocket man from the American Midwest.
| Attribute | Value |
|---|---|
| HP | 200 |
| Speed | 80% |
| Default weapons | Rocket Launcher / Shotgun / Shovel |
| Role | All-around damage, rocket mobility |
| Category | Offense |
Core techniques:
-
Rockets have splash damage, ideal against grouped targets
-
The Rocket Jump provides the highest mobility ceiling in the game
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Ammo management matters; the shotgun cleans up at close range
Matchups: High HP plus burst lets him fight most classes, but the Pyro beats him up close and the Sniper punishes him at range.
Pyro#
An enigmatic pyromaniac — the nightmare of close-range fights.
| Attribute | Value |
|---|---|
| HP | 175 |
| Speed | 100% |
| Default weapons | Flame Thrower / Shotgun / Fire Axe |
| Role | Close suppression, anti-Spy |
| Category | Offense |
Core techniques:
-
Fire damage is continuous and nearly undodgeable; close-range output is enormous
-
A puff of flames is the most direct Spy check — suspicious targets reveal themselves
-
Corner ambushes and tight corridors are the Pyro’s home turf
Matchups: Dominates Scouts and Spies at point-blank, but short range leaves him countered by Soldiers and Demomen’s explosives, plus Snipers.
Demoman#
The one-eyed Scottish demolitions expert.
| Attribute | Value |
|---|---|
| HP | 175 |
| Speed | 93% |
| Default weapons | Grenade Launcher / Stickybomb Launcher / Bottle |
| Role | Area control, high burst |
| Category | Offense |
Core techniques:
-
Stickies lock corridors, set traps, and detonate remotely
-
Grenades hit hard but demand landing prediction
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The Sticky Jump is the Demoman’s version of the Rocket Jump
-
Bridges offense and defense — one of the team’s core damage slots
Matchups: Grenades and stickies shred Engineer buildings; melee range and low HP are the weaknesses.
Heavy#
The frontline fortress from Russia.
| Attribute | Value |
|---|---|
| HP | 300 |
| Speed | 77% (slowest) |
| Default weapons | Minigun / Shotgun / Fists |
| Role | Fire suppression, frontal pushes |
| Category | Defense |
Core techniques:
-
The minigun needs a spin-up before firing; rev it before engaging
-
High HP suits frontal pushes and holding objectives
-
He moves slowly and leans heavily on a Medic’s healing
Matchups: Targeted by Spy backstabs and Demoman sticky traps; open ground makes him easy Sniper prey.
Engineer#
The Texas defense specialist who builds Sentries, Dispensers, and Teleporters.
| Attribute | Value |
|---|---|
| HP | 125 |
| Speed | 100% |
| Default weapons | Shotgun / Pistol / Wrench |
| Role | Building, defense, logistics |
| Category | Defense |
Core techniques:
-
Sentry placement is everything — guarding key chokepoints maximizes value
-
The Dispenser heals and supplies teammates, the logistical heart of a defense line
-
Teleporters send teammates straight to the front, cutting respawn commutes
-
Whack buildings with the wrench to upgrade and repair
Matchups: Buildings fear Demomen and Spies with Sappers; his own HP is low and he loses straight gunfights.
Medic#
The field doctor from Stuttgart, Germany — the team’s engine.
| Attribute | Value |
|---|---|
| HP | 150 |
| Speed | 107% |
| Default weapons | Syringe Gun / Medi Gun / Bonesaw |
| Role | Healing, Uber support |
| Category | Support |
Core techniques:
-
Constant healing is the core duty; prioritize teammates who are dealing damage
-
A completed ÜberCharge grants 8 seconds of invulnerability — the starting gun of every key fight
-
Self-defense is limited; always stand behind teammates
Matchups: Countered by nearly everything; protecting the Medic is everyone’s job.
Sniper#
Born in New Zealand, raised by an Australian family — the long-range hunter.
| Attribute | Value |
|---|---|
| HP | 125 |
| Speed | 100% |
| Default weapons | Sniper Rifle / SMG / Kukri |
| Role | Long-range precision kills |
| Category | Support |
Core techniques:
-
A charged, scoped headshot heavily wounds or outright kills most classes
-
Keep a safe distance and pick sniping spots with cover
-
Always watch for Spies — sniping perches are their favorite haunt
Matchups: At range he counters nearly everyone; Scout, Spy, and other close-range units punish him in return.
Spy#
The infiltration specialist from France.
| Attribute | Value |
|---|---|
| HP | 125 |
| Speed | 100% |
| Default weapons | Revolver / Disguise Kit and Invisibility Watch / Knife |
| Role | Infiltration, backstabs, sabotage |
| Category | Support |
Core techniques:
-
Disguise as an enemy class to slip behind lines; combine with cloaking to approach targets
-
A backstab heavily wounds any class from behind — but it’s not an absolute kill: targets in special states (Über invulnerability, Dead Ringer) survive backstabs
-
Use Sappers to disable and destroy Sentries and Dispensers
-
Demands sharp judgment and patience — the highest skill ceiling in the game
Matchups: Ambushing Engineers and Snipers works best; the Pyro is their nemesis.
Class Matchup Cheat Sheet#
The nine classes have no official numeric counter system; the table below is long-standing community consensus (full matrix on the hub page):
| Class | Nemesis | Prey |
|---|---|---|
| Scout | Pyro | Sniper, Medic |
| Soldier | Pyro, Sniper | Engineer, Medic |
| Pyro | Explosives, long range | Scout, Spy |
| Demoman | Scout | Engineer buildings, Heavy |
| Heavy | Spy, Demoman | Soldier, Pyro |
| Engineer | Spy, Demoman | Medic, Scout (at building level) |
| Medic | Everything | — |
| Sniper | Scout, Spy | Heavy, Medic |
| Spy | Pyro | Engineer, Sniper |