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john storkton

Refined Metal
Refined Metal
Refined Metal
Refined Metal
#87
End of the Line Community Crate
#87
End of the Line Community Crate
#87
End of the Line Community Crate
#87
End of the Line Community Crate
#87
End of the Line Community Crate
#87
End of the Line Community Crate
#87
End of the Line Community Crate
#87
End of the Line Community Crate
1
Enchantment: Eternaween
Reinforced Robot Emotion Detector
#86
Limited Late Summer Crate
#86
Limited Late Summer Crate
#86
Limited Late Summer Crate
#86
Limited Late Summer Crate
#86
Limited Late Summer Crate
#86
Limited Late Summer Crate
#86
Limited Late Summer Crate
Tour of Duty Ticket
1
Fabricator
1
Fabricator
1
Fabricator
1
Fabricator
#90
Mann Co. Supply Munition
#92
Mann Co. Supply Munition
Unfilled Fancy Spellbook
#88
Naughty Winter Crate 2014
#88
Naughty Winter Crate 2014
#88
Naughty Winter Crate 2014
#88
Naughty Winter Crate 2014
#89
Nice Winter Crate 2014
#89
Nice Winter Crate 2014
#89
Nice Winter Crate 2014
#89
Nice Winter Crate 2014
Party Hat
jewel7511618
The Brotherhood of Arms
jewel15185211
The Brotherhood of Arms
Ghostly Gibus
Bronze Dueling Badge
Mercenary
Strange Spirit of Giving
Mildly Disturbing Halloween Mask
Soldier Mask
The Seal Mask
Professor Speks
Mann Co. Cap
Operation Steel Trap Badge
1/8
Scout Soldier Pyro Demoman Heavy Engineer Medic Sniper Spy
Scout
(48 ITEMS IN INVENTORY)
Soldier
(49 ITEMS IN INVENTORY)
Pyro
(45 ITEMS IN INVENTORY)
Demoman
(49 ITEMS IN INVENTORY)
Heavy
(42 ITEMS IN INVENTORY)
Engineer
(174 ITEMS IN INVENTORY)
Medic
(39 ITEMS IN INVENTORY)
Sniper
(37 ITEMS IN INVENTORY)
Spy
(33 ITEMS IN INVENTORY)

Refined Metal

Level 3 Craft Item


Refined Metal

Level 3 Craft Item


Refined Metal

Level 3 Craft Item


Refined Metal

Level 3 Craft Item


End of the Line Community Crate

Level 13 Supply Crate
Crate Series #87


End of the Line Community Crate

Level 13 Supply Crate
Crate Series #87


End of the Line Community Crate

Level 13 Supply Crate
Crate Series #87


End of the Line Community Crate

Level 13 Supply Crate
Crate Series #87


End of the Line Community Crate

Level 13 Supply Crate
Crate Series #87


End of the Line Community Crate

Level 13 Supply Crate
Crate Series #87


End of the Line Community Crate

Level 13 Supply Crate
Crate Series #87


End of the Line Community Crate

Level 13 Supply Crate
Crate Series #87


Enchantment: Eternaween

Level 5 Server Enchantment


Reinforced Robot Emotion Detector

Level 1 Robot Part


Limited Late Summer Crate

Level 13 Supply Crate
Crate Series #86


Limited Late Summer Crate

Level 13 Supply Crate
Crate Series #86


Limited Late Summer Crate

Level 13 Supply Crate
Crate Series #86


Limited Late Summer Crate

Level 13 Supply Crate
Crate Series #86


Limited Late Summer Crate

Level 13 Supply Crate
Crate Series #86


Limited Late Summer Crate

Level 13 Supply Crate
Crate Series #86


Limited Late Summer Crate

Level 13 Supply Crate
Crate Series #86


Tour of Duty Ticket

Level 1 Ticket

( Not Tradable or Marketable )


Fabricator

Level 3 Recipe
recipe component defined item 1 ()
recipe component defined item 2 ()
recipe component defined item 3 ()
recipe component defined item 4 ()
recipe component defined item 5 ()
recipe component defined item 6 ()
recipe component defined item 7 ()


Fabricator

Level 3 Recipe
recipe component defined item 1 ()
recipe component defined item 2 ()
recipe component defined item 3 ()
recipe component defined item 4 ()
recipe component defined item 5 ()
recipe component defined item 6 ()
recipe component defined item 7 ()
recipe component defined item 8 ()


Fabricator

Level 5 Recipe
recipe component defined item 1 ()
recipe component defined item 2 ()
recipe component defined item 3 ()
recipe component defined item 4 ()
recipe component defined item 5 ()
recipe component defined item 6 ()
recipe component defined item 7 ()


Fabricator

Level 5 Recipe
recipe component defined item 1 ()
recipe component defined item 2 ()
recipe component defined item 3 ()
recipe component defined item 4 ()
recipe component defined item 5 ()
recipe component defined item 6 ()
recipe component defined item 7 ()


Mann Co. Supply Munition

Level 20 Supply Crate
Crate Series #90


Mann Co. Supply Munition

Level 20 Supply Crate
Crate Series #92


Unfilled Fancy Spellbook

Level 1

( Not Tradable or Marketable )


Naughty Winter Crate 2014

Level 13 Supply Crate
Crate Series #88


Naughty Winter Crate 2014

Level 13 Supply Crate
Crate Series #88


Naughty Winter Crate 2014

Level 13 Supply Crate
Crate Series #88


Naughty Winter Crate 2014

Level 13 Supply Crate
Crate Series #88


Nice Winter Crate 2014

Level 13 Supply Crate
Crate Series #89


Nice Winter Crate 2014

Level 13 Supply Crate
Crate Series #89


Nice Winter Crate 2014

Level 13 Supply Crate
Crate Series #89


Nice Winter Crate 2014

Level 13 Supply Crate
Crate Series #89


Party Hat

Level 10 Hat

( Not Tradable or Marketable )


The Brotherhood of Arms

Level 12 Hat


The Brotherhood of Arms

Level 85 Hat


Ghostly Gibus

Level 10 Hat

( Not Tradable or Marketable )


Bronze Dueling Badge

Level 1 Badge

( Not Tradable or Marketable )


Mercenary

Level 5 Badge
Hire Date: December 24, 2013 (19:01:22 GMT)

( Not Tradable or Marketable )


Strange Spirit of Giving

%s7Strange%s6 Badge - %s5: 4

( Not Tradable or Marketable )


Mildly Disturbing Halloween Mask

Level 10 Holiday Hat


( Not Tradable or Marketable )


Soldier Mask

Level 10 Hat



The Seal Mask

Level 31 Mask


( Not Tradable or Marketable )


Professor Speks

Level 5 Glasses

( Not Tradable or Marketable )


Mann Co. Cap

Level 10 Hat

( Not Tradable or Marketable, Not Usable in Crafting )


Operation Steel Trap Badge

Level 1 Badge

( Not Tradable or Marketable )


Operation Oil Spill Badge

Level 1 Badge

( Not Tradable or Marketable )


Pyrovision Goggles

Level 73 Pyrovision Goggles
vision opt in flags (1)
On Equip: Visit Pyroland

( Not Tradable or Marketable )


"TACOW AND TRAINMAN BEST FRIENDS FOR EVER"

Level 20 Badge


Duck Journal

Level 1 Journal
Duck Power : 0 / 5
Duck XP Level : 3
Duckstreaks Active

( Not Usable in Crafting )


Noise Maker - TF Birthday

Level 5 Party Favor

Unlimited use

( Not Tradable or Marketable )


Noise Maker - Winter Holiday

Level 5 Party Favor

Unlimited use


Spellbook Magazine

Level 21
This weapon deploys 50% faster


Power Up Canteen #226382

Level 54 Usable Item
Currently holds 0 charges
Holds a maximum of 3 charges
Each charge lasts 5 seconds

( Not Tradable or Marketable )


Power Up Canteen

Level 63 Usable Item
Currently holds 0 charges
Holds a maximum of 3 charges
Each charge lasts 5 seconds

( Not Tradable or Marketable )


Taunt: The High Five!

Level 5 Special Taunt


The Vintage Force-A-Nature

Level 10 Scattergun
Knockback on the target and shooter
+50% faster firing speed
+20% bullets per shot
-10% damage penalty
-66% clip size

( Not Tradable or Marketable )


Strange Force-A-Nature

%s7Strange%s6 Scattergun - %s5: 2
Knockback on the target and shooter
+50% faster firing speed
+20% bullets per shot
-10% damage penalty
-66% clip size


Festive Force-A-Nature

Level 81 Scattergun
Knockback on the target and shooter
+50% faster firing speed
+20% bullets per shot
-10% damage penalty
-66% clip size


Baby Face's Blaster #108019

Level 10 Scattergun
boost on damage (1)
10% slower move speed on wearer
Boost reduced on air jumps
Boost reduced when hit
-34% clip size

( Not Tradable or Marketable )


Strange Baby Face's Blaster

%s7Strange%s6 Scattergun - %s5: 4
boost on damage (1)
10% slower move speed on wearer
Boost reduced on air jumps
-34% clip size


Strange Scattergun

%s7Strange%s6 Scattergun - %s5: 0


"Kawaii Tetsuho"

%s7Strange%s6 Scattergun - %s5: 9


The Flying Guillotine

Level 5 Cleaver
Throw at your enemies to make them bleed! Long distance hits reduce recharge time
100% critical hit vs stunned players
No random critical hits


Flying Guillotine

%s7%s6 Cleaver - %s5: 50
Sheen: 3
Killstreaks Active
Throw at your enemies to make them bleed! Long distance hits reduce recharge time
100% critical hit vs stunned players
No random critical hits

( Not Tradable or Marketable )


Bonk! Atomic Punch

Level 5 Lunch Box

( Not Tradable or Marketable )


Pretty Boy's Pocket Pistol

Level 10 Pistol
+15 max health on wearer
Wearer never takes falling damage
-25% slower firing speed
50% fire damage vulnerability on wearer


Strange Pistol

%s7Strange%s6 Pistol - %s5: 5


Strange Winger

%s7Strange%s6 Pistol - %s5: 2
+15% damage bonus
+25% greater jump height when active
-60% clip size


The Conscientious Objector #121692

Level 25 Sign


The Freedom Staff #168603

Level 25 Staff
#Attrib_MakersMark


The Freedom Staff #168102

Level 25 Staff
#Attrib_MakersMark


The Frying Pan

Level 5 Frying Pan


The Frying Pan

Level 5 Frying Pan


The Flapjack

Level 7 Apparel
Voices from Below


The Cross-Comm Express #31288

Level 40 Headgear
#Attrib_MakersMark


Batter's Helmet

Level 69 Helmet

( Not Tradable or Marketable, Not Usable in Crafting )


Batter's Helmet

Level 71 Helmet

( Not Tradable or Marketable, Not Usable in Crafting )


The Bootenkhamuns #2887

Level 44 Boots
#Attrib_MakersMark


The El Jefe #7085

Level 10 Hat


Taunt: Deep Fried Desire

Level 34 Special Taunt


Genuine AWPer Hand

Level 1 Sniper Rifle


The Huntsman

Level 10 Bow

( Not Usable in Crafting )


The Huntsman

Level 10 Bow

( Not Usable in Crafting )


The Vintage Tribalman's Shiv

Level 5 Kukri
On Hit: Bleed for 6 seconds
Sheen: 7
Killstreaks Active
-50% damage penalty


Strange Kukri

%s7Strange%s6 Kukri - %s5: 0


The Chronomancer #10691

Level 100 Apparel
#Attrib_MakersMark


The Deadliest Duckling #27064

Level 35 Duck
#Attrib_MakersMark


The Toowoomba Tunic #6096

Level 90 Apparel
#Attrib_MakersMark


Trophy Belt

Level 1 Hat

( Not Usable in Crafting )


Strange Liberty Launcher

%s7Strange%s6 Rocket Launcher - %s5: 2
+25% clip size
+40% projectile speed
-25% blast damage from rocket jumps
-25% damage penalty


Strange Rocket Launcher

%s7Strange%s6 Rocket Launcher - %s5: 6
Killstreaks Active


The Rocket Jumper

Level 1 Rocket Launcher
No self inflicted blast damage taken
+200% max primary ammo on wearer
Wearer cannot carry the intelligence briefcase or PASS Time JACK
-100% damage penalty
No random critical hits


The Concheror

Level 5 Sashimono
+2 health regenerated per second on wearer


The Vintage Gunboats

Level 10 Boots
-60% blast damage from rocket jumps


The B.A.S.E. Jumper

Level 89 Parachute
#Attrib_MakersMark

( Not Tradable or Marketable )


The Festive Buff Banner

Level 5 Battle Banner


The Panic Attack

Level 28 Shotgun
Hold fire to load up to 4 shells
Fire rate increases as health decreases
34% faster reload time
Weapon spread increases as health decreases
auto fires full clip penalty (1)
auto fires when full (1)
#Attrib_MakersMark


The Panic Attack

Level 28 Shotgun
+50% bullets per shot
Fires a wide, fixed shot pattern
Hold fire to load up to 4 shells
Fire rate increases as health decreases
34% faster reload time
Successive shots become less accurate
Weapon spread increases as health decreases
auto fires full clip penalty (1)
auto fires when full (1)


Shotgun

Level 1 Shotgun
Killstreaks Active


Shotgun

Level 1 Shotgun
Sheen: 5
Killstreaks Active


The Market Gardener

Level 10 Shovel
Deals crits while the wielder is rocket jumping
-20% slower firing speed
No random critical hits

( Not Tradable or Marketable )


Equalizer

%s7%s6 Pickaxe - %s5: 13
Damage increases as the user becomes injured
When weapon is active:
-90% less healing from Medic sources
Blocks healing while in use


The Vintage Escape Plan

Level 10 Pickaxe
Move speed increases as the user becomes injured
You are Marked-For-Death while active, and for short period after switching weapons
Blocks healing while in use


Exquisite Rack

Level 80 Cosmetic Item


Fancy Dress Uniform #49328

Level 63 Uniform
#Attrib_MakersMark


Honcho's Headgear

Level 44 Hat


The Caribbean Conqueror #36

Level 66 Hat
#Attrib_MakersMark


The Valley Forge #9922

Level 67 Hat

( Not Tradable or Marketable )


The Ornament Armament

Level 20 Decorative Bombs
Die Job

( Not Usable in Crafting )


The War Pig #23338

Level 96 Headgear


The Team Captain

Level 70 Hat


The Loose Cannon

Level 10 Grenade Launcher
override projectile type (1099431936)
+20% projectile speed
Cannonballs push players back on impact
Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key
Cannonballs do not explode on impact

( Not Usable in Crafting )


Festive Grenade Launcher

Level 1 Grenade Launcher


The Tide Turner

Level 93 Shield
Full turning control while charging
Melee kills refill 75% of your charge meter
+25% fire damage resistance on wearer
+25% explosive damage resistance on wearer
Taking damage while shield charging reduces remaining charging time


Strange Chargin' Targe

%s7Strange%s6 Shield - %s5: 1
+50% fire damage resistance on wearer
+40% explosive damage resistance on wearer
Immune to the effects of afterburn


The Scottish Resistance

Level 5 Stickybomb Launcher
+25% faster firing speed
Detonates stickybombs near the crosshair and directly under your feet
Able to destroy enemy stickybombs
+50% max secondary ammo on wearer
+6 max stickybombs out
0.8 sec slower bomb arm time

( Not Tradable or Marketable )


Strange Festive Chargin' Targe

%s7Strange%s6 Shield - %s5: 0
Sheen: 6
Killstreaks Active
+50% fire damage resistance on wearer
+40% explosive damage resistance on wearer
Immune to the effects of afterburn


Strange Stickybomb Launcher

%s7Strange%s6 Stickybomb Launcher - %s5: 1
"His palms are spaghetti, knees spaghetti. Palms spaghetti, there's
spaghetti"

Sheen: 1
Killstreaks Active


The Sticky Jumper

Level 1 Stickybomb Launcher
No self inflicted blast damage taken
+200% max secondary ammo on wearer
override projectile type (1096810496)
-6 max stickybombs out
-100% damage penalty
No random critical hits
Wearer cannot carry the intelligence briefcase or PASS Time JACK


Strange Persian Persuader

%s7Strange%s6 Sword - %s5: 0
+100% increase in charge recharge rate
Ammo collected from ammo boxes becomes health
No random critical hits


Strange Persian Persuader

%s7Strange%s6 Sword - %s5: 0
Ammo boxes collected also refill your charge meter
Melee hits refill 20% of your charge meter
+100% increase in charge recharge rate
Ammo collected from ammo boxes becomes health
-80% max primary ammo on wearer
-80% max secondary ammo on wearer
No random critical hits


The Eyelander

Level 5 Sword
is_a_sword (72)
No random critical hits
-25 max health on wearer

( Not Tradable or Marketable )


"ALLAHU AKBAR"

Level 10 Stick Bomb
Sheen: 1
Killstreaks Active
This weapon deploys -100% slower
No random critical hits


The Conjurer's Cowl

Level 94 Hood


Genuine Conjurer's Cowl

Level 1 Hood


The Scottish Snarl

Level 73 Costume Piece

This is a special Halloween 2011 item


The Dark Age Defender

Level 18 Cosmetic Armor
#Attrib_MakersMark


The King of Scotland Cape #19626

Level 57 Cape


The Blutsauger

Level 5 Syringe Gun
On Hit: Gain up to +3 health
-2 health regenerated per second on wearer
-2 health drained per second on wearer

( Not Tradable or Marketable )


Syringe Gun

Level 1 Syringe Gun
Sheen: 5
Killstreaks Active


Strange Vaccinator

%s7Strange%s6 Vaccinator - %s5: 1
(%s3: 2)

+50% ÜberCharge rate
medigun charge is resists (3)
Sheen: 5
Killstreaks Active
-33% ÜberCharge rate on Overhealed patients
-66% Overheal build rate


Strange Silver Botkiller Medi Gun Mk.I

%s7Strange%s6 Medi Gun - %s5: 0
(%s3: 0)



Strange Silver Botkiller Medi Gun Mk.I

%s7Strange%s6 Medi Gun - %s5: 0
(%s3: 0)



The Vita-Saw

Level 5 Bonesaw
Collect the organs of people you hit
preserve ubercharge (20)
-10 max health on wearer

( Not Tradable or Marketable )


Blighted Beak

Level 34 Mask


Dr. Whoa #10578

Level 15 Shirt


Pocket Heavy

%s7%s6 Pocket Buddy - %s5: 12


The Vampire Makeover

Level 19 Hat


( Not Tradable or Marketable, Not Usable in Crafting )


Strange Huo-Long Heater

%s7Strange%s6 Minigun - %s5: 4
Creates a ring of flames while spun up
25% damage bonus vs burning players
Consumes an additional 6 ammo per second while spun up


The Sandvich

Level 1 Lunch Box

( Not Tradable or Marketable )


Strange Fists of Steel

%s7Strange%s6 Boxing Gloves - %s5: 0
-40% damage from ranged sources while active
+100% damage from melee sources while active
20% longer weapon switch


The Holiday Punch #86827

Level 10 Fists
Critical hit forces victim to laugh
Always critical hit from behind
On Hit: Force enemies to laugh who are also wearing this item
Critical hits do no damage
#Attrib_MakersMark


Gloves of Running Urgently

%s7%s6 Boxing Gloves - %s5: 21
+30% faster move speed on wearer
When weapon is active:
This weapon holsters 50% slower
-25% damage penalty
You are Marked-For-Death while active, and for short period after switching weapons


Strange Fur-Lined Fighter

%s7Strange%s6 Hat - %s5: 0


Sleeveless in Siberia

Level 97 Vest


The Grand Duchess Tutu

Level 40 Costume Piece


( Not Usable in Crafting )


Vintage Officer's Ushanka

Level 86 Hat


Large Luchador

Level 6 Mask


Haunted Minsk Beef

Level 70 Costume Piece


( Not Tradable or Marketable, Not Usable in Crafting )


The Backburner

Level 10 Flame Thrower
100% critical hits from behind
+150% airblast cost

( Not Usable in Crafting )


Strange Flame Thrower

%s7Strange%s6 Flame Thrower - %s5: 0


Strange Flame Thrower

%s7Strange%s6 Flame Thrower - %s5: 4
"Through the ashes, new life will rise.  In 5... 4... 3... 2... 1...
(respawn)"

Killstreaks Active

( Not Tradable or Marketable )


Strange Scorch Shot

%s7Strange%s6 Flare Gun - %s5: 1
100% mini-crits vs burning players
mod flaregun fires pellets with knockback (3)
-35% self damage force
-50% damage penalty


Strange Back Scratcher

%s7Strange%s6 Garden Rake - %s5: 0
+50% health from packs on wearer
+25% damage bonus
-75% health from healers on wearer


The Axtinguisher

Level 10 Fire Axe
axtinguisher properties (1)
-50% damage vs non-burning players
No random critical hits

( Not Tradable or Marketable )


Strange Axtinguisher

%s7Strange%s6 Fire Axe - %s5: 0
axtinguisher properties (1)
-50% damage vs non-burning players
No random critical hits


The Coffin Kit

Level 29 Backpack

( Not Usable in Crafting )


The Bone Dome #15703

Level 77 Helmet
#Attrib_MakersMark


Vintage Stockbroker's Scarf

Level 1 Hat


Vintage Brigade Helm

Level 9 Helmet
Putrescent Pigmentation
Voices from Below


Napper's Respite

Level 7 Hat


The Creature's Grin

Level 44 Mask



Diamondback

%s7%s6 Revolver - %s5: 344
sapper kills collect crits (1065353216)
-15% damage penalty
No random critical hits


Strange Enforcer

%s7Strange%s6 Revolver - %s5: 0
Attacks pierce damage resistance effects and bonuses
+20% damage bonus while disguised
No random critical hits
-20% slower firing speed


The Vintage Ambassador

Level 5 Revolver
Crits on headshot
Sheen: 3
Killstreaks Active
-15% damage penalty
-20% slower firing speed


The Spy-Cicle #883052

Level 1 Knife
On Hit by Fire: Fireproof for 1 second and Afterburn immunity for 2 seconds
Silent Killer: No attack noise from backstabs
Backstab turns victim to ice
Melts in fire, regenerates in 15 seconds and by picking up ammo
#Attrib_MakersMark


The Red-Tape Recorder

Level 87 Sapper
Reverses enemy building construction
-100% sapper damage penalty


The Vintage Dead Ringer

Level 5 Invis Watch
+40% cloak duration
+80% cloak regen rate
set cloak is feign death (1)
-50% cloak meter when Feign Death is activated
Attrib_NoCloakFromAmmo
+60% cloak drain rate


Escapist

Level 2 Apparel


L'homme Burglerre

Level 71 Hat


The Counterfeit Billycock

Level 10 Hat


The Pomson 6000

Level 10 Indivisible Particle Smasher
Does not require ammo
Projectile cannot be deflected
On Hit: Victim loses up to 10% Medigun charge
On Hit: Victim loses up to 20% cloak
Deals only 20% damage to buildings


Frontier Justice

Level 5 Shotgun
mod sentry killed revenge (1)
Revenge crits are lost on death
No random critical hits
-50% clip size

( Not Tradable or Marketable )


Strange Rescue Ranger

%s7Strange%s6 Shotgun - %s5: 0
Alt-Fire: Use 130 metal to pick up your targeted building from long range
Fires a special bolt that can repair friendly buildings
override projectile type (1099956224)
Self mark for death when hauling buildings
-50% max primary ammo on wearer
-34% clip size


Rescue Ranger

%s7%s6 Shotgun - %s5: 11
Alt-Fire: Use 130 metal to pick up your targeted building from long range
Fires a special bolt that can repair friendly buildings
override projectile type (1099956224)
Self mark for death when hauling buildings
4-to-1 health-to-metal ratio when repairing buildings
-50% max primary ammo on wearer
-34% clip size


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit #233359

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active
#Attrib_MakersMark


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Short Circuit

Level 5 Robot Arm
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
No random critical hits
No metal from dispensers when active


The Jag

Level 15 Wrench
Construction hit speed boost increased by 30%
20% slower repair rate
-33% damage penalty vs buildings
-25% damage penalty


Jag

%s7%s6 Wrench - %s5: 10
(%s3: 2)

Construction hit speed boost increased by 30%
-25% damage penalty


The Gunslinger

Level 15 Robot Arm
Third successful punch in a row always crits
+25 max health on wearer
Sentry build speed increased by 150%
Replaces the Sentry with a Mini-Sentry
No random critical hits

( Not Tradable or Marketable )


Strange Wrench

%s7Strange%s6 Wrench - %s5: 4
(%s3: 10)

Pumpkin Bombs


Strange Silver Botkiller Wrench Mk.II

%s7Strange%s6 Wrench - %s5: 0
(%s3: 6)

Killstreaks Active


Rust Botkiller Wrench Mk.I

%s7%s6 Wrench - %s5: 16
(%s3: 17)



Texas Ten Gallon

Level 75 Hat


Safe'n'Sound

Level 23 Hat

( Not Usable in Crafting )


The Virtual Reality Headset #8490

Level 10 Headset


The Gold Digger

Level 67 Facial Hair


The Pardner's Pompadour #16990

Level 13 Hair
#Attrib_MakersMark


The Tiny Texan

Level 80 Hat

Voices from Below

( Not Tradable or Marketable, Not Usable in Crafting )


Face Full of Festive

Level 86 Facial Hair


Taunt: Rancho Relaxo

Level 18 Special Taunt


Scattergun

Level 1 Scattergun


Pistol

Level 1 Pistol


Bat

Level 1 Bat


Rocket Launcher

Level 1 Rocket Launcher


Shotgun

Level 1 Shotgun


Shovel

Level 1 Shovel


Flame Thrower

Level 1 Flame Thrower


Shotgun

Level 1 Shotgun


Fire Axe

Level 1 Fire Axe


Stickybomb Launcher

Level 1 Stickybomb Launcher


Grenade Launcher

Level 1 Grenade Launcher


Bottle

Level 1 Bottle


Minigun

Level 1 Minigun


Shotgun

Level 1 Shotgun


Fists

Level 1 Fists


Shotgun

Level 1 Shotgun


Pistol

Level 1 Pistol


Wrench

Level 1 Wrench


Syringe Gun

Level 1 Syringe Gun


Medi Gun

Level 1 Medi Gun


Bonesaw

Level 1 Bonesaw


Sniper Rifle

Level 1 Sniper Rifle


SMG

Level 1 SMG


Kukri

Level 1 Kukri


Revolver

Level 1 Revolver


Knife

Level 1 Knife


Invis Watch

Level 1 Invis Watch


Scattergun

Level 1 Scattergun


Pistol

Level 1 Pistol


Bat

Level 1 Bat


Rocket Launcher

Level 1 Rocket Launcher


Shotgun

Level 1 Shotgun


Shovel

Level 1 Shovel


Flame Thrower

Level 1 Flame Thrower


Shotgun

Level 1 Shotgun


Fire Axe

Level 1 Fire Axe


Stickybomb Launcher

Level 1 Stickybomb Launcher


Grenade Launcher

Level 1 Grenade Launcher


Bottle

Level 1 Bottle


Minigun

Level 1 Minigun


Shotgun

Level 1 Shotgun


Fists

Level 1 Fists


Shotgun

Level 1 Shotgun


Pistol

Level 1 Pistol


Wrench

Level 1 Wrench


Syringe Gun

Level 1 Syringe Gun


Medi Gun

Level 1 Medi Gun


Bonesaw

Level 1 Bonesaw


Sniper Rifle

Level 1 Sniper Rifle


SMG

Level 1 SMG


Kukri

Level 1 Kukri


Revolver

Level 1 Revolver


Invis Watch

Level 1 Invis Watch


Knife

Level 1 Knife

Summary

Profile views: 179

Item Summary

Item TypeCount
Normal254
Hats0
Misc65
Metal4 items worth 36 scrap
Total323

Historical data

Show all

Historical data for this player:
Mon, 28 Jul 25 10:53:16 +0000
Thu, 18 Jul 24 13:53:07 +0000
Fri, 10 Nov 23 09:54:29 +0000
Fri, 03 Jun 22 01:09:14 +0000
Tue, 17 May 22 10:45:01 +0000
Sat, 07 Aug 21 19:42:35 +0000
Fri, 07 May 21 23:34:34 +0000
Tue, 18 Aug 20 13:01:06 +0000
Thu, 18 Jun 20 16:40:30 +0000
Tue, 18 Feb 20 09:25:59 +0000
Thu, 23 Jan 20 08:08:32 +0000
Mon, 30 Dec 19 22:56:42 +0000
Mon, 23 Dec 19 11:48:56 +0000
Thu, 28 Nov 19 00:50:47 +0000
Wed, 11 Sep 19 22:43:05 +0000
Sun, 25 Aug 19 13:01:46 +0000
Sat, 03 Aug 19 11:45:33 +0000
Fri, 07 Jun 19 06:28:30 +0000
Sat, 11 May 19 03:38:47 +0000
Sun, 05 May 19 00:32:15 +0000
Sun, 07 Apr 19 17:04:52 +0000
Sun, 03 Mar 19 17:05:22 +0000
Tue, 12 Feb 19 19:13:59 +0000
Tue, 25 Dec 18 22:14:38 +0000
Wed, 15 Aug 18 15:53:40 +0000
Wed, 18 Jul 18 11:23:38 +0000
Wed, 11 Jul 18 07:12:53 +0000
Sat, 16 Jun 18 10:37:22 +0000
Tue, 05 Jun 18 00:16:20 +0000
Fri, 20 Apr 18 14:49:54 +0000
Mon, 26 Mar 18 20:19:26 +0000
Sat, 10 Feb 18 21:26:11 +0000
Wed, 24 Jan 18 18:58:44 +0000
Sat, 20 Jan 18 14:37:24 +0000
Wed, 10 Jan 18 22:59:28 +0000
Sun, 24 Dec 17 22:37:16 +0000
Thu, 21 Dec 17 05:52:06 +0000
Wed, 18 Oct 17 20:34:28 +0000
Tue, 05 Sep 17 22:33:47 +0000
Thu, 24 Aug 17 01:57:49 +0000
Sun, 13 Aug 17 09:14:00 +0000
Fri, 11 Aug 17 11:12:14 +0000
Fri, 04 Aug 17 03:26:17 +0000
Mon, 31 Jul 17 00:13:38 +0000
Thu, 06 Jul 17 23:05:29 +0000
Tue, 13 Jun 17 10:28:10 +0000
Wed, 31 May 17 15:36:09 +0000
Sun, 28 May 17 02:31:10 +0000
Fri, 19 May 17 23:09:01 +0000
Wed, 03 May 17 21:22:18 +0000
Wed, 26 Apr 17 20:46:02 +0000
Fri, 24 Mar 17 07:07:12 +0000
Tue, 14 Mar 17 19:34:59 +0000
Wed, 08 Mar 17 22:34:06 +0000
Mon, 27 Feb 17 15:20:33 +0000
Tue, 07 Feb 17 11:22:27 +0000
Fri, 03 Feb 17 15:45:49 +0000
Wed, 01 Feb 17 00:58:53 +0000
Sat, 28 Jan 17 20:50:55 +0000
Thu, 19 Jan 17 05:25:24 +0000
Sun, 15 Jan 17 01:24:14 +0000
Sat, 31 Dec 16 22:07:22 +0000
Sat, 24 Dec 16 03:43:42 +0000
Fri, 16 Dec 16 09:09:06 +0000
Wed, 14 Dec 16 17:26:32 +0000
Thu, 08 Dec 16 02:14:13 +0000
Sat, 03 Dec 16 01:09:32 +0000
Wed, 30 Nov 16 21:55:41 +0000
Tue, 15 Nov 16 10:53:43 +0000
Fri, 28 Oct 16 23:46:38 +0000
Mon, 10 Oct 16 19:16:36 +0000
Sun, 11 Sep 16 00:13:44 +0000
Thu, 08 Sep 16 22:53:39 +0000
Sun, 04 Sep 16 04:58:12 +0000
Sat, 03 Sep 16 00:33:24 +0000
Fri, 02 Sep 16 01:30:02 +0000
Wed, 31 Aug 16 22:23:34 +0000
Fri, 26 Aug 16 00:11:34 +0000
Wed, 24 Aug 16 00:14:18 +0000
Sat, 20 Aug 16 04:29:52 +0000
Wed, 03 Aug 16 00:06:27 +0000
Sat, 16 Jul 16 12:27:29 +0000
Sat, 02 Jul 16 20:55:48 +0000
Sun, 26 Jun 16 02:11:40 +0000
Wed, 22 Jun 16 17:26:59 +0000
Tue, 21 Jun 16 08:00:41 +0000
Sun, 20 Mar 16 07:32:30 +0000
Mon, 15 Feb 16 15:14:30 +0000
Sun, 24 Jan 16 13:45:40 +0000
Thu, 03 Dec 15 07:40:58 +0000
Mon, 30 Nov 15 00:27:38 +0000
Sat, 28 Nov 15 17:14:16 +0000
Wed, 18 Nov 15 00:26:31 +0000
Mon, 16 Nov 15 23:09:03 +0000
Fri, 06 Nov 15 01:14:06 +0000
Sat, 03 Oct 15 22:06:00 +0000
Fri, 02 Oct 15 06:42:09 +0000
Sat, 05 Sep 15 10:35:15 +0000
Fri, 28 Aug 15 13:43:20 +0000
Thu, 27 Aug 15 15:01:07 +0000
Fri, 14 Aug 15 11:31:22 +0000
Tue, 04 Aug 15 14:37:16 +0000
Wed, 29 Jul 15 05:40:04 +0000
Fri, 12 Jun 15 21:03:27 +0000
Tue, 09 Jun 15 22:59:02 +0000 (currently shown)
Fri, 05 Jun 15 21:49:55 +0000
Tue, 02 Jun 15 02:42:31 +0000
Sun, 31 May 15 20:28:25 +0000
Fri, 29 May 15 23:45:23 +0000
Thu, 28 May 15 20:46:49 +0000
Wed, 27 May 15 14:24:28 +0000
Mon, 25 May 15 22:38:13 +0000
Sun, 24 May 15 16:22:26 +0000
Sun, 17 May 15 00:29:53 +0000
Tue, 12 May 15 20:48:27 +0000
Mon, 11 May 15 00:24:03 +0000
Thu, 07 May 15 15:40:23 +0000
Tue, 05 May 15 01:15:34 +0000
Sun, 03 May 15 17:06:41 +0000
Sat, 02 May 15 20:19:13 +0000
Mon, 27 Apr 15 23:14:33 +0000
Thu, 16 Apr 15 21:32:54 +0000
Tue, 14 Apr 15 04:42:54 +0000
Sun, 12 Apr 15 04:09:52 +0000
Sat, 11 Apr 15 15:47:58 +0000
Tue, 31 Mar 15 14:22:57 +0000
Tue, 17 Mar 15 03:22:20 +0000
Wed, 11 Mar 15 11:06:36 +0000
Fri, 30 Jan 15 05:06:35 +0000
Fri, 02 Jan 15 00:31:27 +0000
Thu, 01 Jan 15 04:11:19 +0000
Wed, 24 Dec 14 19:28:39 +0000
Sun, 21 Dec 14 22:10:55 +0000
Sun, 14 Dec 14 10:54:28 +0000
Sat, 13 Dec 14 22:44:55 +0000
Mon, 08 Dec 14 00:08:46 +0000
Sat, 06 Dec 14 01:01:31 +0000
Thu, 27 Nov 14 16:23:53 +0000
Mon, 24 Nov 14 05:34:05 +0000
Thu, 20 Nov 14 10:43:34 +0000
Tue, 18 Nov 14 06:55:22 +0000
Tue, 11 Nov 14 14:10:19 +0000
Sun, 02 Nov 14 06:21:02 +0000
Wed, 29 Oct 14 02:36:49 +0000
Sun, 26 Oct 14 02:52:53 +0000
Fri, 24 Oct 14 20:19:07 +0000
Thu, 23 Oct 14 23:53:33 +0000
Tue, 21 Oct 14 11:01:10 +0000
Mon, 20 Oct 14 01:01:12 +0000
Sun, 19 Oct 14 01:23:24 +0000
Tue, 07 Oct 14 10:39:24 +0000
Mon, 06 Oct 14 06:08:22 +0000
Sat, 04 Oct 14 21:08:25 +0000
Fri, 03 Oct 14 04:03:06 +0000
Sun, 28 Sep 14 18:50:01 +0000
Sat, 27 Sep 14 21:38:01 +0000
Fri, 26 Sep 14 21:13:12 +0000
Thu, 25 Sep 14 16:29:08 +0000
Wed, 24 Sep 14 23:08:10 +0000
Mon, 22 Sep 14 01:25:40 +0000
Sun, 21 Sep 14 00:10:16 +0000
Sat, 20 Sep 14 00:25:41 +0000
Thu, 18 Sep 14 08:39:44 +0000
Wed, 17 Sep 14 04:52:35 +0000
Tue, 16 Sep 14 08:37:29 +0000
Sun, 14 Sep 14 19:41:26 +0000
Sat, 13 Sep 14 18:50:07 +0000
Tue, 09 Sep 14 05:07:50 +0000
Mon, 08 Sep 14 20:38:12 +0000
Sun, 07 Sep 14 20:32:53 +0000
Thu, 04 Sep 14 17:16:27 +0000
Tue, 02 Sep 14 08:16:33 +0000
Mon, 01 Sep 14 18:11:45 +0000
Sun, 31 Aug 14 21:22:40 +0000
Fri, 29 Aug 14 23:53:04 +0000
Wed, 27 Aug 14 04:56:51 +0000
Sun, 24 Aug 14 06:21:34 +0000
Fri, 22 Aug 14 21:01:31 +0000
Wed, 20 Aug 14 15:41:03 +0000
Tue, 19 Aug 14 01:35:35 +0000
Thu, 14 Aug 14 17:17:29 +0000
Sat, 09 Aug 14 17:54:23 +0000

The item data was loaded from history.
Saved on Tue, 09 Jun 15 22:59:02 +0000

Created by: Tony "Drunken F00l" Paloma from SourceOP.com
Page generation time: 2.0648sec