Released in October 2007, Team Fortress 2 is a timeless class-based shooter that players to this day still love. The game features nine different classes to choose from, each with their own unique skills, weapons, and effective playstyle. The lightning-quick and hard-hitting scout; the tanky immovable heavy weapons guy; the sneaky undercover spy; and so much more. Throughout the years, the game has undergone countless patches and updates to keep the game fresh and relevant.

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Along with these updates, the game has amassed a ton of new weapons with enough variety to create different playstyles and hybrid classes. Though some weapons like the Eyelander and Chargin' Targe, Gunslinger, and the Huntsman have been known to create different approaches for the classes that use them, some weapons just don't make sense.

10 Sun-On-A-Stick

The Sun-On-A-Stick is a melee weapon for the Scout. The weapon deals guaranteed critical hits to burning players but comes with the tradeoff of a 25% reduction in overall damage. Though the Scout is a great roamer, the weapon's effectiveness is reliant on the Scout bumping into burning enemies. None of the Scout's weapons deal fire damage, so this weapon doesn't add much to the class' lethality. Even if the Scout does happen to run into burning enemies, any of the Scout's primary weapons would be better at finishing them off.

9 Sharpened Volcano Fragment

The Sharpened Volcano Fragment is a melee weapon for The Pyro. Though the weapon has a 20% reduction in damage, enemies hit with this axe are set on fire. This may not seem bad, but isn’t the Pyro’s primary weapon already a fire-belching close-range flamethrower?

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Despite this redundancy, the weapon does become useful in TF2’s melee-only Medieval mode. But overall, this weapon could serve other classes like the Scout better.

8 Ullapool Caber

The Ullapool Caber is a German hand grenade used by the Demoman as a melee weapon. The weapon’s first swing does explosive damage, dealing harm to all enemies near the Demoman, including himself. After that, what's left is a less reliable weapon than the default Bottle. This is useful except for the fact that the Demoman already has explosive primary and secondary weapons. Taking point-blank splash damage would be no different from using the Caber. Because of this, most people who use the Caber don’t play too seriously.

7 Eviction Notice

The Eviction Notice is a pair of brass knuckles for the Heavy. The weapon has a dramatically decreased damage output, but an increased rate in swing speed. In addition, the Heavy moves slightly faster when these are equipped, and gets a speed boost when hitting people with it. The weapon gives Heavy a rapid-hitting brawler playstyle despite Heavy being the least mobile class in the game. This weapon on the Heavy is like fitting an armor-plated tank with a sword. If that wasn’t bad enough, the Heavy’s maximum health continually drains while these are equipped.

6 Overdose

The Overdose is a primary weapon for the Medic. With this weapon, Medics can get up to 20% faster move speed based on UberCharge percentage. On the other hand, the weapon’s damage output has a 15% penalty. This damage trade-off supposedly turns Medic into a more mobile class that caters more to a support role than to a combat role. In practice, that 20% speed increase isn’t much.

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To get the speed boost, the Medic needs to have full UberCharge. Full or high Uber already turns the Medic into a priority target thus canceling out the benefits of the small speed boost. Also, Medics don’t need to worry about mobility in the first place. They’re already a fast class that could adapt the speed of faster classes by healing them. It is better to reserve the primary for something more damaging.

5 Razorback

The Razorback is a Sniper’s counter to one specific class – the Spy. The Razorback blocks one backstab attempt and stuns the Spy who attempted it. The reason this doesn’t make sense is that once a newbie Spy sees that backstabs don’t work against Snipers who wear these, he will never attempt to backstab Razorback Snipers ever again. A Spy can deal with Razorback snipers with their Revolver anyways. This community-established strategy eliminates the intended purpose of the Razorback. Not to mention, the Razorback doesn’t allow Snipers to receive overheals, making them susceptible to other sources of damage.

4 Manmelter

The Manmelter is a Pyro secondary similar to Flare Guns and Detonators; but with a 50% faster projectile speed and the ability to extinguish teammates. Unlike the other flare weapons, the Manmelter doesn’t deal critical damage to burning enemies, but rather, criticals are earned per extinguished teammate. Despite Pyro already being able to extinguish teammates with his Flamethrower, the Pyro needs to use the Manmelter to extinguish burning friendlies in order to earn those criticals. The Manmelter doesn’t pair well with any of the primary Flamethrowers. Its really low rate of fire and inability to critically hit burning players don’t make it a viable secondary.

However, the Manmelter would be nice to pair with the Phlogistinator; the only Pyro primary that can’t airblast. But even then, it would be better to use any other secondary flare weapon due to the Manmelter’s huge drawbacks.

3 Phlogistinator

Unlike other weapons in this list that are incomprehensibly ineffective, the Phlogistinator is incomprehensibly overpowered. As a courtesy to the people playing in the server, one shouldn’t be using this weapon. This weapon builds up a meter that, when full, unleashes criticals for several seconds. That’s enough to wipe out an entire team by simply flanking them, or when Medic pocketed. In addition to this, the Pyro is invulnerable when triggering criticals. So, not only does this weapon take little skill to use, but it also doesn’t encourage players to try other weapons.

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The only downside to the Phlog is that it can’t deflect projectiles and extinguish teammates due to the absence of the airblast. But this drawback doesn’t even begin to balance out its humungous upsides.

2 Dead Ringer

Team-Fortress-Spy-Blue-Holding-A-Dead-Ringer

Killing a Spy using the Dead Ringer is like trying to rinse off shampoo that doesn’t ever wash off. The Dead Ringer is an interesting cloaking device used by Spies to feign their deaths. Despite being nerfed multiple times, a lot of players just don’t like the idea of not actually killing him. Enemies frustratingly try to get rid of him, but he keeps coming back like a Dark Souls player. The idea of having "multiple lives" in a multiplayer shooter doesn't make sense from a competitive standpoint, but is an effective strategy for sustainability nonetheless.

1 Buffalo Steak Sandvich

The Buffalo Steak Sandvich is a Heavy secondary food item. Unlike other food items that give health, the Buffalo Steak Sandvich gives mini crits and a speed boost for a given duration. The catch – only melee can be used for that duration. The reason this doesn't make sense is that the Heavy is usually more effective with a Minigun than they are at being a superhuman melee machine. The Buffalo Steak Sandvich could be useful in Medieval melee-only mode; but in traditional match types where guns exist, there is no use for the Buffalo Steak Sandvich.

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