TF2 Strategy Guide – The Soldier
TF2 Strategy Guide: (The Soldier)
General class info, weapon statistics, character unlocks (items and hats), basic strategies and advanced strategies for the Soldier in Team Fortress 2.
Category: | Offensive |
Base Health: | 200 |
Medic Boost Health: | 300 |
Speed: | 80% |
Char. Specific Items: | 12 |
# of Achievements: | 38 |
Special Abilities: | Rocket Jump |
Video: | Meet the Soldier |
Special Taunts: | Grenade |
Weapons - Primary:
Rocket Launcher
Ammo: | 20 |
Clipsize: | 4 |
Direct Damage: |
~57-140 |
Damage - Splash: |
~48-112 |
Self Damage: |
~27-46 (Rocket Jump) ~27-89 (Splash) |
Mini Crit Damage: | ~122 |
Crit Damage: | ~270 |
Firing Speed: | ~0.8 seconds |
Reload Speed: | ~0.8 - 3.6 seconds |
Special Abilities: | Rocket Jump: Shoot below yourself as you jump for increased height. |
Item Status: | Stock |
Direct Hit
Ammo: | 20 |
Clipsize: | 4 |
Direct Damage: |
~57-140 |
Damage - Splash: |
~48-112 |
Self Damage: |
~27-46 (Rocket Jump) ~27-89 (Splash) |
Mini Crit Damage: | ~151 |
Crit Damage: | ~338 |
Firing Speed: | ~0.8 seconds |
Reload Speed: | ~0.8 - 3.6 seconds |
Special Abilities: | 1. Rocket Jump: Shoot below yourself as you jump for increased height. 2. Rockets travel 80% faster than the standard Rocket Launcher. 3. Mini crits targets that are airborne from rocket blasts. 4. -70% radius for splash damage. |
Item Status: | 11 Achievement Unlockable |
Weapons - Secondary:
Shotgun
Ammo: | 32 |
Clipsize: | 6 |
Damage - Close: |
~80-90 |
Damage - Medium: |
~10-30 |
Damage - Far: |
~3-10 |
Mini Crit Damage: | ~4-122 |
Crit Damage: | ~9-270 |
Firing Speed: | ~0.6 seconds |
Reload Speed: | ~1-4 seconds |
Special Abilities: | None |
Item Status: | Stock |
Buff Banner
Firing Speed: | ~3 seconds |
Duration Time: | 10 seconds |
Special Abilities: | 1. Soldier's rage meter will fill with damage dealt during one life. Once at 600 damage the meter will be full and the Bugle can be used. 2. Wielder and all teammates in a medium radius deal mini crits for duration after bugle call. |
Item Status: | 17 Achievement Unlockable |
Gunboats
Special Abilities: | -75% damage to self when rocket jumping. |
Item Status: | Random Drop |
Weapons - Melee:
Shovel
Damage: | ~59-72 |
Mini Crit Damage: | ~88 |
Crit Damage: | ~195 |
Firing Speed: | ~0.8 seconds |
Special Abilities: | None |
Item Status: | Stock |
The Equalizer
Damage: | ~33-113 |
Mini Crit Damage: | ~45-153 |
Crit Damage: | ~99-339 |
Firing Speed: | ~0.8 seconds |
Special Abilities: | Damage and movement speed increases depending on how low the health of the wielder is. |
Taunt: | 6 ft. range instant kill. 4 second warm-up. Does 256 damage to yourself. |
Item Status: | 5 Achievement Unlockable |
Pain Train
Damage: | ~59-72 |
Mini Crit Damage: | ~88 |
Crit Damage: | ~195 |
Firing Speed: | ~0.8 seconds |
Special Abilities: | 1. Gives wielder 2x capture speed. 2. Receive an additional 10% damage from bullet based weapons. |
Item Status: | Random Drop |
Character Specific Items:
Soldier's Stash | Tyrant's Helm | Stainless Pot |
Killer's Kabuto | Sergeant's Drill Hat | Gentle Manne's Service Medal |
Basic Class Strategies:
Medic Assistance:
- At the start of a round, you can shoot rockets directly below yourself to drop your health. This gives Medics the ability to use their medi-guns on you and and achieve an Ubercharge at an accelerated rate.
- (*Warning*) When being healed or Ubered by a Medic, don't pull out your equalizer! Medics cannot heal you while it is equipped, and if Ubered you will lose the buff.
Basic Rocket Use:
Opponents:
- Unless you are pro and know how to lead targets at varying distances for direct hits, aim at their feet or at walls around them to hit them with splash damage. Most likely, even if your aim is decent, the player will be able to dodge your rockets at great distances if they're coming head on and will deal no damage. However it is much more difficult for them to dodge splash damage.
- (*Warning*) Pyro's have the ability to reflect your rockets back at you. This ability is harder for them at closer ranges, yet is basically guaranteed at longer distances (depending on the player of course). Instead, use your shotgun on them or use it until you're close enough for some fancy close range rocket work.
Sentry Guns:
- When dealing with Sentries, there are two basic methods to deal with them. If you're at a decent enough distance you can pummel it with direct rockets as about 2 will take it down.
- If you're finding yourself in it's cone of fire stay behind a corner and shoot rockets at the floor near it using splash damage to take it down (about 3 rockets). This method also works when an engineer is camped out behind his gun with a dispenser. Start your splash damage rockets towards the ground where the dispenser is first, to cut off the Engineer's supply of health and metal, then tackle the gun (or Engineer if he's managing to be a pain).
Helpful Abilities:
- When low on health and stuck in a hopeless situation, you can use your Equalizer to pull a quick escape if your health is low enough. You can also use the Equalizer to make a quick run with the Intel in a CTF map as carrying it does not affect your speed.
- If you're feeling daring, you can use your Equalizer taunt (the suicide grenade) to take out multiple enemies at once if you find that you're in a no-win close quarters situation and about to go down yourself.
Advanced Class Strategies:
*none yet available*