The Sniper is a support class, one of the strongest in the game, mostly for his insane, almost comical oppressive power. His weapons can one-tap every class in the game under almost any circumstances, and his ability to support his teammates from afar is crucial in a well-coordinated team. He has 125 health, which constitutes him as a light class, he has average movement speed, same as Pyro and Engineer, and stock weapons for any circumstance; long, medium, and close distance. PRIMARY Stock The basic primary for Sniper. It's powerful, effective, and it works. Bazaar Bargain It starts with a slower charge speed than Stock, but the more heads you get, the faster it will charge, up to +200% Hitman's Heatmaker The more vanquishes and assists you get, the more "Focus" you'll get. Once full, you can press the reload key to gain a temporary +25% charge speed and no unscoping. Machina The Machina gives you slightly higher damage at the cost of not being able to fire unless scoped. It's best paired with a strong secondary in case you miss. Sydney Sleeper Instead of doing insane damage with head hits, the Sydney Sleeper instead coats enemies in Jarate, which causes them to take mini-crits for however long. Classic The Classic is, in a word, really weird. You can charge shots independently from scope, and you deal less damage on body shots. You can't get the guaranteed critical hit on heads if it's not fully charged, and everyone says the Classic is bad. I don't use it, so I'm no judge. The Huntsman This is a really complicated weapon. It charges faster, does less damage, and has better mobility than stock, but instead of being hit-scan, it has projectiles. Basically, if the arrow hits your hitbox, it's counted as a hit. If it hits your head hitbox, it's counted as such. But, if the arrow only hits the bounding box (which checks if you're hitting a wall, or tree, or something), then it teleports forward a bit and then to the nearest hitbox, and if that happens to be the head, it counts as a head hit because this game is cool and awesome. A secret stat the Huntsman has is; when you equip it, your respect from all players gets a steep -75%. SECONDARIES SMG Just the stock secondary. High fire rate, high ammo, good damage. Razorback The Razorback is the ultimate disrespect to Spy's. It negates one backstab attempt and temporarily prevents a Spy from using his melee. Darwin's Danger Shield Like the Razorback and Spy's, this weapon is the anti-Pyro. It reduces afterburn, fire damage, and overall Pyro happiness. Jarate The Jarate is a jar of pee. Those coated in it take mini-crits for 8 seconds, and it can extinguish burning teammates. Each teammate extinguished this way reduces the cooldown. Cleaner's Carbine Does less damage, has less ammo, but has a charged damage effect that will cause all your weapons to deal mini-crits for 8 seconds. MELEE Kukri Stock. Good damage. 'Nuff said. Tribalman's Shiv Does less damage by a good amount, but causes bleed for 8 seconds. It's good for Spychecking, I guess. Bushwacka The ultimate Sniper combo melee when paired with Jarate, the Bushwacka does critical hits whenever it should mini-crit. In exchange, it has no random crits which is a really good trade. Shahansha The Shahansha does less damage when you have more than 50% of your max health, and vice versa.