Mercenary

Take some random guy with no special talent at all. Give him a weapon, a ski mask and something to blackmail with and we get a generic mercenary! Gearing them up is usually less expensive than a specialized trooper.

To play as the Mercenary, type */class* in the game chat and then select the option **Mercenary**.

## Weapons

The Mercenary starts with a Pistol, a Crowbar, a Grappling Hook and a set of grenades. However, as he collects ammo packs around the map, other weapons will drop for him to use. Different types of ammo packs have different drop ratios as shown next:

* Small Ammo Packs:
	+ Common: 51%
	+ Uncommon: 39%
	+ Rare: 9%
	+ Ultra Rare: 1%

* Medium Ammo Packs:
	+ Common: 31%
	+ Uncommon: 49%
	+ Rare: 19%
	+ Ultra Rare: 1%

* Large Ammo Packs:
	+ Common: 41%
	+ Uncommon: 29%
	+ Rare: 29%
	+ Ultra Rare: 1%

The Mercenary can pick up weapons from other classes and weapon nodes by pressing the "Inspect Target or Item" key (F by default) and he can drop his weapons by pressing the "Taunt" key (G by default). The Mercenary will automatically collect a weapon on the ground when walking over it, as long as the corresponding weapon slot isn't already occupied. Having the "Fists" as his melee weapon counts as having an empty melee slot for this. He doesn't auto-collect the Hoarder's Stash.

He can also bunny hop automatically when the Jump button is held. Equipping the custom weapon Wrist Rockets disables bunny hop.

When used by the Mercenary, Spy's knives and the Market Gardener deal 35% reduced damage upon scoring a backstab or a hit while blast jumping respectively.

### Primaries

Super Shotgun | Drop Rate: Common
9 base damage (x30 pellets) (4.752 max fall-off, 13.5 max ramp-up)
2 / 32 ammo
0.18 sec attack interval
Rate of Fire: 333.33 RPM
1.01 sec reload time
Crits on hard hit (Hidden)
Per Shot: -2 ammo
Nailgun | Drop Rate: Common
20 base damage
40 / 160 ammo
0.105 sec attack interval
Rate of Fire: 571.43 RPM
1.305 sec reload time
Assault Rifle | Drop Rate: Uncommon
15 base damage (22.5 max ramp-up)
30 / 90 ammo
0.105 sec attack interval
Rate of Fire: 571.43 RPM
1.133 sec reload time
Crits on headshot
50% more accurate
Gatling Gun | Drop Rate: Uncommon
7 base damage (x4 pellets) (3.72 max fall-off, 10.53 max ramp-up)
100 ammo
0.105 sec attack interval
Rate of Fire: 571.43 RPM
0.87 sec windup time
China Lake | Drop Rate: Uncommon
90 base damage
4 / 16 ammo
0.6 sec attack interval
Rate of Fire: 100 RPM
1.24 / 0.6 sec reload time (first / consecutive)
Lightning Gun | Drop Rate: Uncommon
10 base damage
120 alt-fire base damage
150 ammo
0.06 sec attack interval
Rate of Fire: 1000 RPM
Primary Fire shoots a constant ray of lightning with a range of 720 HUs
Chainsaw | Drop Rate: Uncommon
Functions like a minigun, can be pre-spin up with alt-fire and has a range of 200 HUs
20 base damage
200 ammo
0.105 sec attack interval
Rate of Fire: 571.43 RPM
1.31 sec windup time
On Hit: Bleed for 2 seconds
Bleed effect stacks
No move speed penalty while deployed
-20% damage resistance when below 50% health and spun up
Rocket Launcher | Drop Rate: Uncommon
108 base damage (57 max fall-off, 135 max ramp-up)
4 / 20 ammo
0.8 sec attack interval
Rate of Fire: 75 RPM
0.92 / 0.8 sec reload time (first / consecutive)
Railgun | Drop Rate: Rare
80 base damage
25 ammo
1.5 sec attack interval
Rate of Fire: 40 RPM
Crits on headshot
Projectiles penetrate enemy players
No power charge
The G.I.B. | Drop Rate: Rare
105 base damage
8 ammo
2.16 sec attack interval
Rate of Fire: 27.78 RPM
Permanently mini-crit boosted
Fires a charged shot that knockback players, sets them on fire and disables buildings for 4 sec
No ammo from ammo packs and dispensers
Quad Launcher | Drop Rate: Rare
75 base damage per rocket (39.6 max fall-off, 131.25 max ramp-up)
4 / 16 ammo
1.2 sec attack interval
Rate of Fire: 50 RPM
0.7 sec reload time
Fires controllable rockets that follow your crosshair
This weapon fires its entire clip at once
No ammo from ammo packs and dispensers
Saw Ballista | Drop Rate: Rare
75 base damage
10 ammo
2.16 sec attack interval
Rate of Fire: 27.78 RPM
Fires bouncing saw blades that can bounce up to 10 times. These saw blades are capable of hitting the same target again each time they bounce.
Crits on headshot
Projectiles penetrate enemy players
On Hit: Bleed for 5 seconds
-50% damage to self

### Secondaries

Pistol | Drop Rate: Common
15 base damage (8 max fall-off, 22 max ramp-up)
15 / 200 ammo
0.15 sec attack interval
Rate of Fire: 400 RPM
1.035 sec reload time
Akimbo Pistols | Obtained when you are holding a Pistol and grab another Pistol
15 base damage (8 max fall-off, 22 max ramp-up)
30 / 200 ammo
0.15 sec attack interval
Rate of Fire: 400 RPM
1.035 sec reload time
Magnum Revolver | Drop Rate: Common
45 base damage (23.76 max fall-off, 67.5 max ramp-up)
6 / 24 ammo
0.51 sec attack interval
Rate of Fire: 117.65 RPM
1.035 sec reload time
Permanently mini-crit boosted
Shotgun | Drop Rate: Common
6 base damage (x10 pellets) (3.168 max fall-off, 9 max ramp-up)
6 / 32 ammo
0.51 sec attack interval
Rate of Fire: 117.65 RPM
0.5025 / 0.255 sec reload time (first / consecutive)
Dynamite Bundle | Drop Rate: Common
180 base damage
1 / 3 ammo
1.2 sec attack interval
Rate of Fire: 50 RPM
1.09 sec reload time
Holding down primary fire charges the Dynamite Bundle to be thrown over a greater distance
Dynamite pack divides into individual dynamite sticks upon impact
Permanently mini-crit boosted
Up to +50% damage based on charge
Combat SMG | Drop Rate: Uncommon
10 base damage (15 max ramp-up)
35 / 140 ammo
0.09 sec attack interval
Rate of Fire: 666.67 RPM
1.1 sec reload time
Permanently mini-crit boosted
Tommy Gun | Drop Rate: Uncommon
12 base damage (6.336 max fall-off, 18 max ramp-up)
50 / 100 ammo
0.09 sec attack interval
Rate of Fire: 666.67 RPM
1.005 sec reload time
Medkit | Drop Rate: Uncommon
20 base damage
100 ammo
1.0 sec attack interval
Rate of Fire: 60 APM
Permanently mini-crit boosted
Primary fire on enemy applies a stackable bleeding effect for 20 seconds
Primary fire on ally heals them for 10 health
Alt-fire heals the user for 10 health
Healing can overheal up to 200% of max health
Regens 2 ammo every 1 second
Machine Gun | Drop Rate: Rare
20 base damage (10.56 max fall-off, 30 max ramp-up)
40 / 120 ammo
0.15-0.075 sec attack interval (maximum-minimum health)
Rate of Fire: 400-800 RPM
1.65 sec reload time
Permanently mini-crit boosted
Fire rate increases as health decreases (Up to double fire rate)

### Melees

Fists | 30 base damage
0.405 sec attack interval
Rate of Fire: 148.15 APM
Permanently crit boosted
Crowbar | Drop Rate: Common
40 base damage
0.405 sec attack interval
Rate of Fire: 148.15 APM
Lead Pipe | Drop Rate: Uncommon
98 base damage
120 alt-fire base damage
1.2 sec attack interval
Rate of Fire: 50 APM
Hold Alt-Fire to charge up for x seconds and throw the Lead Pipe at the enemy, destroying the weapon but slowing them down for 3 seconds.
Combat Knife | Drop Rate: Rare
40 base damage
0.8 sec attack interval
Rate of Fire: 75 APM

### Utility Item

Hoarder's Stash | Drop Rate: Ultra Rare
Press Special Attack (Default by Mouse3) to open the backpack, to close the backpack press 0
You can store up to 8 items, those being hp packs, ammo packs and/or weapons by holding the "Inspect Target or Item" key (by default F) while looking at them. You drop them by pressing 1-8 while the backpack is open
Press 9 to drop the backpack while it's open

### Grappling Hook

O.G. Kit | The Grappling Hook propels the user towards the target direction instead of reeling them in
CD when not hitting anything: 0.5s
CD when hitting an object: 6s
Hitting an enemy propels the user into them with force and lowers the CD to 3s (405 base damage)
You are Marked-For-Death while active, and for short period after switching weapons
-33% self damage force

### Grenades

Grenades | Press the Action Slot key to throw a grenade
Holding the button down will cook the grenade, allowing it to detonate sooner after throwing
Charges: 2
Recharge time: 15s