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Demoman
Loch n load -2 AT pipes are harder to dodge, 30$
AIl baba we booties Get 25% charge on kill +5 HP 75$
Bootlegger Same as ABWB 75$
Lose Cannon -2 dmg you can charge this weapon to do a donk that amplifies your damage for the loose cannon it requires three turns to charge fully 45$
Base jumper allows you to glide from the sky allowing sky based attacks 20$
Iron Bomber +5 ATK, -2 SPD, 30$

Sticky bomb launcher allows you to place a sticky trap that does huge damage one sticky per turn 8 is the max
Scottish Resistance Allows your to place 14 sticky Bombs Instead of 8 30$
For the next three, you can charge to get a critical hit with any melee. and charging takes two turns to recharge, and they're all 50$
Chargin Targe: Gives +5 D against fire and +3 D against explosions
Splendid Screen: Gives +2 D against fire and explosives. +5 AT when charging Charge re-charge-s in one less turn
Tide Turner: Gives +1 D against Fire and Explosions. Kill recharges meter as if you waited two actions, If you take damage while your charge meter is full, you will lose one action worth of time.
Sticky Jumper: DO NO DAMAGE BUT JUST FLY ANYWHERE ON THE MAP BECAUSE YES 30$
Quickiebomb Launcher: Takes 2 actions to set up a full sticky trap,,,, or you could just sticky spam, takes half of an action to Shoot 2 quickies at the enemy and detonate them but -1AT 30$

Stock/Scottish handshake
Eyelander:-5Hp but gain +3Hp and +2SPD for every kill stacked up to +12 hp and +8SPD 80$
The Scotsman's Scullcutter: +2AT -1S 25$
The Pain Train: +2 CR Boolets do double damage on you 30$
The caber: No random crits, EXPLODE ON IMPACT, if you crouch, it one shots light classes. 40$
The Claidheamh Mor: Charge for one extra turn, Kills recharge the charge by two actions, No random crits, -1HP 70$
Half-Zatoichi: gain 17hp on kill, no random crits, Once using it, if you use something else before getting a kill, then lose 10hp, if someone else is using this, then it one shots that other person. 40$
Persian Persuader: What would give you ammo, what would also give you charge, Hits recharge your charge by 1 action, You cant use a gun, literally any type of gun, No random crits. 25$

Heavy
Iron Curtain same as stock
Natasahsha -2 AT Slows enemies on hit 10$
Brass Beast +8 AT down to 1SPD and RA, 75$
Tommyslav More accurate -2 AT, 25$
Huo Long Heater When Attacking, Person around Of Heavy will get burnt 40$
family Business 8 shots instead of 6 -3 Dmg 40$
Panic Attack Spread is a rectangle but more dmg at closer range, lower at farther range

Apoco Fists Explodes on hit 30$
Killing Gloves Of Boxing gain crits for 10 seconds on kill 35$

Gloves of running urgently +3 S -2 AT 40$
Bread Bite Same As GORU 40$
Warriors Spirit +3 AT Absorb More Damage When Hit 40$
Iron Fists +5 AT -0.5 S 40$
Holiday Punch Same as stock but attack from behind causes uncontrollable laughter. 50$

Engineer
Frontier Justice: gain 2 crits for each kill you got with your sentry, and 1 for every assist. (lost on death) No random crits.
Widow maker: use metal for ammo, (5 metal per shot) Gives you 1 metal for each point of damage you deal. Reloads on hit
Pomson 6000: On hit, take away 10% of uber, and 20% of cloak if you hit a medic or spy. Divide damage by 5 for attacking some buildings.
Rescue ranger: Use 50 metal to Retreat a building from afar to a new spot, Shoot one of your team's buildings with the rescue ranger to heal that building 4 to 1 metal to hp ratio when repairing things. Mark yourself for death when you haul anything.
Panic Attack, Do +2 AT up close, and -2 AT from afar.

Luger Morph +4 AT
CAPPER + 4 AT - 2 DF
Wrangler: Triple your sentry's hp and double its firing speed, but it is way less accurate and gets way less healing.
Short Circuit: Launch a projectile ball for 32 metal, its deletes all enemy projectiles. No random crits, Normal shot costs 3 ammo, -4 AT

Gunslinger: +25 hp, Replaces sentry with a mini sentry. If you attack 3 times in a row, it is a crit, No random crits
Southern hospitality: on hit, make enemy bleed for 2 turns. -1 D to Fire. No random crits
The Jag: Build/level up things 1 turn faster, Heal 15 sentry hp less. -2 AT
Eureka Effect: Takes 1 more action to do something with buildings. Can teleport to the teleporter safe spot with the use of an entrance. (but you have to do a 1 action taunt first) Teleporters cost 20 metal to upgrade and 5 metal to build.

Engineer buildings
Construction PDA: allows the engineer to build his buildings.
Destruction PDA: allows him to have his buildings self destruct.

It costs 100 metal to upgrade everything unless specified otherwise.
All Buildings have 30 hp at lvl 1, 36 hp at lvl 2, and 42 hp at lvl 3
Sentry: deal 4 AT when lvl 1, 8 AT when lvl 2, 14 AT when lvl 3. Takes 26 metal to build
Mini sentry: deal 2 AT. Takes 20 metal to build
Dispenser: Heals teammates 15 Hp at lvl 1, heals 25 hp at lvl 2, heals 35 hp at lvl 3. takes 20 metal to build
Teleporter: Teleports team mates to a safe spot every 3 turns at lvl 1, every 2 turns at lvl 2, and every turn when level 3. Takes 10 metal to build
Wall: costs 30$ or 50 metal, lvl 1 can only be jumped by scouts, soldiers, demos, and pyros with the detonator, lvl 2 can only be jumped by atomitizer + winger scouts, 8 stickybomb explosions by demo (which he will need uber to even live that), and an excellent rocket jump from soldier (every 1/20 times he does it) lvl 3 wall can't be jumped over.
     
 
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