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===Melee=== {{Class Weapon Table Header}} {{Class Weapon Table Row |weaponname = Shovel |ugc4s = always |6s = always |ugchl = always |etf2lhl = always |rgl6s = always |rglhl = always |description = Like most stock weapons, the '''Shovel''' deals 65 damage every 0.8 seconds, allowing Soldier to do moderate damage when out of ammo. In competitive games, however, melee weapons are almost never used to deal damage, as players will almost always be able to shoot down a melee attacker before he can reach his target. Thus, utility weapons are almost always preferred over straight damage. As the Shovel has no special qualities, it is never used in serious games. }} {{Class Weapon Table Row |weaponname = Disciplinary Action |link = Disciplinary_Action |ugc4s = true |6s = false |ugchl = true |etf2lhl = true |rgl6s = false |rglhl = true |description = The '''Disciplinary Action''' is a melee weapon used as a [[rollout]] tool for Highlander play. It deals 25% less damage, but has a greatly increased melee range, making it arguably better than the stock Shovel in a fight. When Soldier hits a teammate with this weapon, both he and his teammate gain a significant speed boost for a few seconds. It is extremely powerful in getting teammates to the front lines, and thus is banned in most 6v6 leagues. In Highlander leagues, however, it is outclassed by Engineer's Teleporter, so it remains whitelisted. }} {{Class Weapon Table Row |weaponname = Equalizer |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true |description = The '''Equalizer''' becomes more powerful as Soldier's health decreases. However, it sees little use, as melee weapons are ineffective in a fight - Soldier will almost always be killed before he can enter melee range. While it can be used to build ÜberCharge with a Medic, the Escape Plan can do the same, and is useful in more situations than the Equalizer. }} {{Class Weapon Table Row |weaponname = Escape Plan |link = Escape_Plan |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true |description = When deployed, the '''Escape Plan''' increases Soldier's speed as he takes damage. The lower his health is, the faster Soldier will run; at 40 health and below, he becomes almost as fast as a Scout. As a downside, the weapon reduces Medic's healing (both Medi-Guns and Crossbow) by 90% while active, and all incoming attacks will mini-crit. This weapon is especially useful to flee from fights when Soldier has open ground to run through, and is the most common melee choice for all [[6v6]] Soldiers. Additionally, the increased movement speed paired with Soldier's ability to damage himself allows him to perform certain rollouts much faster. }} {{Class Weapon Table Row |weaponname = Half-Zatoichi |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true |description = '''The Half-Zatoichi''' heals Soldier by 100 health on kill, possibly overhealing him, but if he deploys and holsters it without landing a kill, he will lose 50 health. If holstering the weapon would kill him, Soldier will be unable to do so. As such, the Half-Zatoichi is rarely used in 6v6, but is sometimes equipped by roaming Highlander Soldiers to increase survivability. }} {{Class Weapon Table Row |weaponname = Market Gardener |link = Market_Gardener |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true |description = The '''Market Gardener''' is used as a pick weapon, most often by Roaming Soldiers. If Soldier hits an enemy while airborne from a blast jump, he will deal a critical hit. This makes it a high-risk, high-reward weapon. If Soldier lands a hit on the enemy Medic, he is guaranteed a kill, as opposed to simply forcing the Medic to use his ÜberCharge. If Soldier misses, he will die and accomplish nothing. The Market Gardener is far less popular than the Escape Plan; unless Soldier can remain undetected until the last second, he will almost certainly be shot down by the enemy combo before reaching his target. }} {{Class Weapon Table Row |weaponname = Pain Train |link = Pain_Train |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true |description = The '''Pain Train''' increases the user's capture rate by 1 (from 1x to 2x), at the cost of a 10% bullet damage vulnerability. In the standard 6v6 format, Demoman often equips the Pain Train in order to capture points faster, though Soldier can also do so to benefit his team. }} {{Class Weapon Table End}}
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