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Team Fortress 2

About Team Fortress 2

Up to eight sticky bombs can be placed; the oldest sticky bomb detonates when the player tries to deploy a ninth bomb. A small number display next to the ammo count tells the user how many sticky bombs are currently placed. When detonated or otherwise destroyed, sticky bombs leave a few broken pieces scattered about, each of which be picked up for a single unit of metal or ammo. In the case of any explosion (enemy stickies, grenades, rockets and sentry rockets) and also Airblasts, the sticky bombs will suffer from the force of the explosion and will be thrown away. The sticky bombs are otherwise unharmed by the force of the blast.
The Demoman can also use sticky bombs to propel himself, similar to the Soldier‎'s ability to rocket jump, which can also be used to juggle enemy players. Unlike the Soldier however, the self-damage incurred by such a tactic is much higher; sometimes as much as half of a fully-healthy Demoman's HP.
Sticky bombs immediately stick to whatever surface they are fired upon, but they will bounce off of enemy players, buildings, or gates. Critical hit sticky bombs can be identified by a glowing aura surrounding them. Eight (critical) Sticky bombs do more damage at one time than any other weapon in TF2. Sticky bombs do splash damage: there is blast radius falloff, the greater distance from the epicenter of the blast the less damage will be done (even for critical hits). Note that stickies can do more damage if the enemy is propelled into the air by the force of the blast, subsequently receiving fall damage upon landing. However, if the enemy dies because of the fall damage, the Demoman will not get credit for the death.
Clicking to fire releases a sticky bomb at approximately 805 hammer units per second (around 34 miles per hour). By holding down the fire button, rather than simply clicking it, the launcher can be charged up to launch a sticky bomb over greater distances. A meter below the ammo count will show how much force is behind the sticky bomb, and the launcher will begin to tremble when it reaches its zenith. If the charge bar fills completely, the sticky will fire automatically. A fully charged sticky travels at an approximate 130% speed increase (speed multiplied by 2.3).

Damage

  • Base: 120
  • Max Ramp Up: 115% (138 damage)
  • Max Fall Off: 50% (60 damage)
  • Mini-Crit: 162
  • 6ft from explosion: 47-90
  • Critical Hit: 180
  • 3ft from explosion: 60-124
  • Critical Hit: 261
  • Directly Underneath: 103-171
  • Critical Hit: 353
  • Self damage: 45-114 (depending on how far you are from the explosion)
  • Critical Hit: Deals same amount of self damage as a regular sticky (45-114)

Note:
Explosive damage varies depending on how it hits a player, the larger the classes hit box and the closer you are to the explosion the more damage you will take, the further away from the explosion the less damage you can take. Explosions do the most damage when they happen at the mid point of a player model, the explosion will cover more of the hit box and thus do the most damage. Base damage is the damage done at 512 units before damage variance or bullet spread. Ramp up maxes out at 0 units. Fall off maxes out at 1024 units. Damages are approximate and determined by community testing.
Another Note
: Sticky bombs suffer from damage falloff like that of most weapons for the first five second's of its life. Similarly to the rocket launcher, the multiplier at point blank is reduced from 150% to 115%. After those 5 seconds, the sticky bomb's distance multiplier becomes 1.0

Function Times

  • Attack Interval: 0.6
  • Reload Base: 1.09
  • Additional Reload: 0.67
  • Sticky Bomb Initialization: 0.92

Reload base is the time it takes to reload the first ammo. Additional reload is the time it takes to reload each ammo after the first. Sticky bomb initialization is the time from when the sticky bomb leaves your weapon to when you're allowed to detonate it. All times are in seconds. Times are approximate and determined by community testing.

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