Team Fortress 2 Classified introduces a surprisingly large number of weapons that never existed in vanilla TF2. Some of them feel like early TF2 prototypes, others lean hard into experimental mechanics, and a few straight-up change how an entire class approaches fights. This guide covers every exclusive weapon currently in TF2C, class by class, explaining what they do, how they behave in real matches, and what makes them different from anything seen before.
Team Fortress 2 Classified Weapons Guide – Every TF2C Guns
This is not a balance breakdown or tier list. The goal here is documentation and clarity, so you know exactly what these weapons are and why they matter.
Scout
Nail Gun (Primary)
The Nail Gun functions like a lightweight automatic weapon, closer to Medic’s Syringe Gun than any Scout primary. It fires rapidly and rewards tracking rather than burst damage. It lacks the raw punch of scatterguns but allows Scout to stay effective at mid-range, especially when constant chip damage matters more than single hits.
Brick (Secondary)
Yes, it is literally a brick. You throw it at enemies, and if it connects, it deals damage and applies noticeable knockback. The strength of this weapon is disruption rather than raw damage. Hitting a jumping enemy or knocking someone off position can completely swing a fight.
Soldier – Exclusive Weapons
R.P.G. (Primary)
The R.P.G. hits significantly harder than the stock Rocket Launcher, dealing roughly thirty percent more damage. The tradeoff is brutal. Projectile speed is heavily reduced, clip size is reduced to a single rocket, and the projectile travels in an arc instead of a straight line. This makes aiming feel more like Demoman than Soldier and punishes missed shots hard.
Admiralty Anchor (Melee)
This weapon fundamentally changes how Soldier interacts with gravity. While equipped, you fall faster than normal, cannot receive random crits, and take critical damage from projectiles while airborne. The upside is its unique effect: when you take fall damage while holding it, you trigger an earthquake that damages enemies around your landing point. It turns drops and jumps into offensive tools, but the risk is very real.
Pyro – Exclusive Weapons
The Twin Barrel (Secondary)
This shotgun fires both shells at once in a wide spread, knocking back both the enemy and Pyro. It behaves very similarly to Scout’s Force-A-Nature but is tuned for Pyro’s closer engagement range. The weapon reloads while unequipped, which encourages swapping rather than spamming.
The Harvester (Melee)
The Harvester introduces a charge meter. When filled, hitting an enemy steals their health. While active, afterburn ticks grant additional health. The weapon disables random crits and extinguishes enemies when Pyro dies. It rewards aggressive, sustained combat rather than quick picks.
Demoman – Exclusive Weapons
The Cyclops (Primary)
This launcher gives Demoman precise control over grenade detonation. Holding fire prevents detonation, while releasing allows impact explosions. Explosions can destroy enemy grenades and trigger your own. Reduced explosion radius and a severely reduced clip size make positioning and timing critical.
The Mine Layer (Secondary)
This weapon places proximity mines that detonate when enemies approach. Alt-fire allows you to fizzle existing mines. It fires faster than standard sticky launchers but supports fewer active bombs, pushing it toward defensive trap setups rather than spam.
Dynamite Pack (Secondary)
Thrown dynamite that explodes once, then scatters smaller dynamite sticks that also explode. Engineers can disarm the initial throw, and Pyros can airblast the secondary explosives. It is chaotic, dangerous, and extremely strong in tight spaces when left unchecked.
Heavy – Exclusive Weapons
Anti-Aircraft Cannon (Primary)
This weapon fires explosive projectiles with limited range and a very small ammo pool. It turns Heavy into an area-denial threat rather than a sustained damage dealer. Ammo management is critical.
Sandvich (Secondary – Modified)
While not new to TF2, the Sandvich behaves differently in TF2C. Heavy can eat it at any time to heal up to 120 HP without consuming the recharge meter. Throwing it to teammates consumes the meter and turns it into a medium health pack. Once used, it must fully recharge before any further use.
Chekhov’s Punch (Melee)
Each successful hit stores a guaranteed critical hit. Random crits are disabled entirely, but melee attacks will crit as long as charges are stored. It rewards consistent brawling instead of gambling on random damage spikes.
Engineer – Exclusive Weapons
Coilgun (Secondary)
The Coilgun can be charged for increased effect. Fully charged shots ricochet off walls, opening up creative angles. Overcharging causes the weapon to explode in your hands, damaging you. It is powerful but punishes greed.
Jump Pad (PDA)
Replaces teleporters entirely. Engineers can build two jump pads that launch players upward when jumped on. Using them prevents fall damage. This dramatically changes team mobility and defensive layouts.
Medic – Exclusive Weapons
Rejuvenator (Medi Gun)
Instead of a healing beam, this weapon fires healing grenades that explode on impact, healing multiple teammates at once. The Ubercharge creates a bubble that grants standard invulnerability to players inside it. It encourages positioning and group healing rather than pocketing.
Shock Therapy (Melee)
This weapon uses a meter that determines both healing and damage. When full, hitting a teammate instantly heals them to full health. Damage scales with meter charge. Healing rate is reduced overall, making timing essential.
Uberspritze (Melee)
Functionally similar to the Ubersaw, granting Ubercharge on enemy hit. Instead of a swing speed penalty, it reduces Medic’s maximum health by ten, making survivability more fragile.
Kritzkrieg (Medi Gun)
Statistically identical to TF2’s Kritzkrieg, granting full crits during Uber and charging faster. The difference is purely cosmetic, but it is included here for completeness.
Sniper – Exclusive Weapons
Hunting Revolver (Primary)
Can be fired accurately without scoping, similar to the Classic. Grants bonus maximum health but comes with a heavy damage penalty. It allows more mobile, aggressive Sniper play at the cost of lethality.
Fishwhacker (Melee)
Deals low damage but applies bleed and knocks back nearby enemies. It is more about space control and disruption than kills.
Spy – Exclusive Weapons
Tranquilizer Gun (Primary)
Inflicts colorblind effects, slows movement, and reduces weapon speed for five seconds. Reloads automatically while unequipped. This weapon excels at softening targets before an engagement rather than finishing them.
L’Escampette (Watch)
Increases movement speed while cloaked and drastically boosts cloak regeneration. However, cloak duration is significantly reduced, and taking damage while cloaked shortens it further. Unlike the Dead Ringer, it can be activated freely.
Civilian – VIP Mode Exclusives
Umbrella
A basic melee weapon with an alt-fire that grants mini-crits to nearby teammates, making it more supportive than offensive.
Derby Cane
Another basic melee option. Alt-fire grants a haste boost to teammates and increases recharge rate, reinforcing the Civilian’s support role.