TF2 Class Tier List

Home » TF2 Class Tier List

Take a look at our new TF2 Class Tier List! Speed comparison, health points comparison, and all the details are now available in our Team Fortress 2 Class Tier List!

Team Fortress 2 is a multiplayer first-person shooter game developed and published by Valve Corporation in 2007. It serves as the sequel to the 1996 Team Fortress mod for Quake and its 1999 remake, Team Fortress Classic. Initially, it was included in The Orange Box, a bundle released in October 2007 for Windows and the Xbox 360. Subsequently, it was ported to the PlayStation 3 in December 2007. In April 2008, it was released as a standalone game for Windows, and later it received updates to support Mac OS X in June 2010 and Linux in February 2013. The game is available online through Valve’s digital retailer, Steam, while Electronic Arts handles retail and console editions. Now that we’ve covered the general information about the game, let’s move on to the TF2 Class Tier List.

TF2 Class Tier List

After the TF2 Class Tier List, you will learn which classes are stronger in the game. We will explain the 9 different classes one by one. Whether you want to support your team or carry the game, everything will be covered in this article. Let’s get started!





Tier List Overview Criteria

  • T0: This is the highest tier in a tier list, reserved for the most powerful or effective options in the game. Characters or strategies in this tier are considered to be essential picks for competitive play and are often banned in tournaments.
  • T1: This tier is just below T0-tier and includes characters or strategies that are still very strong and effective, but not quite as dominant as those in the T0-tier.
  • T2: This tier includes characters or strategies that are considered to be average or balanced in terms of their strength and effectiveness. They may have some strengths and weaknesses, but they are not as dominant as those in the higher tiers.
  • T3: This is the lowest tier in a tier list, reserved for the weakest or least effective options in the game. Characters or strategies in this tier are often considered to be inferior to other options and may be rarely used in competitive play.

It’s important to note that the exact definitions and criteria for each tier can vary depending on the game and the community creating the tier list. Additionally, a character or strategy’s placement in a tier list is not always an accurate reflection of its overall strength or effectiveness, as factors such as player skill and game balance can also play a significant role.

TF2 Class Health Point Comparison

ClassHealthOverhealQuick-Fix Overheal
With Sandman110165139
With Battalion’s Backup220330276
With weapon slot boots200300251
With head-taking melee weapon (0 heads)150225189
With head-taking melee weapon (1 head)165245208
With head-taking melee weapon (2 heads)180270226
With head-taking melee weapon (3 heads)195290245
With head-taking melee weapon (4+ heads)210315264
With weapon slot boots and head-taking melee weapon (0 heads)175260220
With weapon slot boots and head-taking melee weapon (1 head)190285239
With weapon slot boots and head-taking melee weapon (2 heads)205305258
With weapon slot boots and head-taking melee weapon (3 heads)220330276
With weapon slot boots and head-taking melee weapon (4+ heads)235350295
Under Dalokohs Bar or Fishcake effects350500426
With Fists of Steel300390346
With Fists of Steel and under Dalokohs Bar or Fishcake effects350440396
With Gunslinger150225189
With Vita-Saw140210176
With Big Earner100150126
With Conniver’s Kunai7010589

TF2 Class Speed Comparison

Baby Face’s Blaster at 0% boost120%108%40%96%
Baby Face’s Blaster at 50% boost147%132%49%117%
Baby Face’s Blaster at 100% boost173%156%58%139%
Charging the Cow Mangler 500027%27%9%21%
Wielding the Escape Plan over 160 Health80%72%27%64%
Wielding the Escape Plan between 160 and 121 Health88%79%29%70%
Wielding the Escape Plan between 120 and 81 Health96%86%32%77%
Wielding the Escape Plan between 80 and 41 Health112%101%37%90%
Wielding the Escape Plan below 41 Health128%115%43%102%
Wielding the Powerjack115%104%38%92%
With weapon slot boots and a shield equipped103%92%34%82%
With head-taking melee weapon (0 heads)93%84%31%75%
With head-taking melee weapon (1 head)101%91%34%81%
With head-taking melee weapon (2 heads)108%97%36%87%
With head-taking melee weapon (3 heads)116%104%39%93%
With head-taking melee weapon (4+ heads)123%111%41%99%
With weapon slot boots, a shield, and a head-taking melee weapon equipped (0 heads)103%92%34%82%
With weapon slot boots, a shield, and a head-taking melee weapon equipped (1 head)111%100%37%89%
With weapon slot boots, a shield, and a head-taking melee weapon equipped (2 heads)119%107%40%95%
With weapon slot boots, a shield, and a head-taking melee weapon equipped (3 heads)127%115%42%102%
With weapon slot boots, a shield, and a head-taking melee weapon equipped (4+ heads)136%122%45%108%
Wielding the Scotsman’s Skullcutter79%71%26%63%
Wielding the Scotsman’s Skullcutter with weapon slot boots and a shield equipped87%79%29%70%
Charging with a shield250%N/AN/A200%
Charging with a shield and wielding the Scotsman’s Skullcutter213%N/AN/A170%
Charging with a shield and wielding the Scotsman’s Skullcutter with weapon slot boots equipped234%N/AN/A187%
Any of the Heavy’s Primary weapons spun up, except the Brass Beast37%33%0%29%
Brass Beast spun up15%15%0%12%
Under the effects of the Buffalo Steak Sandvich104%93%35%83%
Wielding the Gloves of Running Urgently100%90%33%80%
Wielding the Eviction Notice88%79%29%71%
Hauling a building90%81%30%72%
Wielding the Overdose at 100% ÜberCharge128%115%43%102%
Healing a Scout133%120%44%107%
With any Rifle, except the Classic, zoomed in27%27%9%21%
Charging the Classic at either zoom level27%27%9%21%
With the Huntsman drawn53%53%18%N/A
Disguised as a Scout107%96%36%85%
Disguised as a Soldier80%72%27%64%
Disguised as a Pyro100%90%33%80%
Disguised as a Demoman93%84%31%75%
Disguised as a Heavy77%69%26%61%
Disguised as a Engineer100%90%33%80%
Disguised as a Medic107%96%36%85%
Disguised as a Sniper100%90%33%80%

TF2 Game Modes

In Attack/Defend

A timed game mode, the BLU team aims to capture RED control points, the number of which varies across maps. Points must be taken by BLU in a specific order. To capture a control point, a player must stand on it for a certain duration, and having more players on the team accelerates the process. Once BLU captures a point, it becomes off-limits for RED. The RED team’s objective is to hinder BLU from capturing all points before the time limit expires, and each capture extends the time limit.

Capture the Flag

Centers on BLU and RED teams attempting to steal and capture each other’s flag represented as an intelligence briefcase. Both teams must also defend their own intelligence. When the carrier drops the intelligence through death or manual action, it remains on the ground for a minute before returning to its original location if not picked up again. Only the opposing team can carry the intelligence. The first team to capture the enemy’s intelligence three times emerges victorious.

Control Points

Is another timed mode featuring several control points around the map, with either 3 or 5 total, referred to as “3CP” and “5CP” respectively. Initially, only the middle control point is available for capture, with the other points divided equally between both teams. Once the middle point is captured, the teams can begin capturing the enemy’s points in order. Capturing a control point extends the time limit. Victory comes when a team captures all control points within the time limit.

King of the Hill

Is a timed mode with a single control point at the center of the map, capturable by both RED and BLU teams. When captured, a team-specific timer starts counting down but pauses if the opposing team takes the point. The first team to deplete their timer wins.

In Payload

A timed mode, BLU must push an explosive cart along a track while RED tries to stop it from reaching their base. At least one BLU player must be near the cart to move it, and it dispenses health and ammo at intervals. The cart’s speed increases with more BLU players pushing it. Capturing checkpoints along the track changes spawn locations for both teams and extends the time limit. If the cart isn’t pushed by BLU for 20 seconds, it rolls back to the last checkpoint. RED can halt its progress by staying close. RED wins if they prevent the cart from reaching the final checkpoint before time runs out.


We are sure that all the question marks in your mind have disappeared with the TF2 class tier list. We explained all the differences between classes and their impact on the game. From now on, it’s up to you to choose which class and improve your aim. Everything is in your hands. Good luck!