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50% + max ammo
20% + range
40% - ammo from ammo packs
no afterburn
airblast only gets rid of projectiles
after 10 consecutive seconds of use you can not use for a 5 second cool down time
1 second delay before firing
all crits become mini crits
10% - weapon switch speed
no damage on enemys in water
+ Afterburn deals 2% of target’s current max health as damage per half second
+ Airblast is constant stream as primary fire is but at twice rate of ammo cost
- -50% damage penalty
Here’s a graph to show the first mechanic, keeping in mind that all damage in TF2 is rounded up
Current Max Health of Ignited Enemy (h) ---- Afterburn Damage per Half Second for 10 seconds
50 < h ≤ 100 ------------------------------------------- 2
100 < h ≤ 150 ------------------------------------------ 3
150 < h ≤ 200 ------------------------------------------ 4
200 < h ≤ 250 ------------------------------------------ 5
250 < h ≤ 300 ------------------------------------------ 6
Good for w+M1 pyros, better for team hit and runs.
+10 ammo per second underwater
+Makes enemies wet
+Damaging particles briefly linger
-No damage to pyros
-No afterburn
fantastic
Cannot Airblast
-30% Less Ammo
Cannot be refilled at dispensers.
Standing in water will refill ammo.
-25% Less damage (Not counting afterburn)
-30% Less afterburn damage
+50% Afterburn time
+25% More health when extinguishing teamates.
Water Extinguishes Teamates.
Water can effect cloaked spies and other enemies, giving them the wet effect as if they had just emerged from a pool of water.
Can work with neon annihilator, making it basically an axtinguisher.
Works underwater
Make target wet for 6 seconds
-25% damage
-50% ammo for airblast
No afterburn
-20% ammo
- No afterburn
+ Slows down enemies and increases
damage dealt based on the time they were attacked
for a time, again depending on it and decaying effect.
- 100% ammo from ammo packs,can be reloaded with the resuply cabinet
or by entering water,dispensers slowly fill it up
-10% ammo capacity