Home Run (the Scout’s Atomizer or Sandman): The Scout points towards the sky, and then swings his bat. This is the longest taunt kill and has a small kill range (jumping in front of the Scout will prevent you from getting hit), however the taunt is completely silent unless you hit someone with it, in which case a crowd will cheer. A good strategy with this taunt is to drink a Bonk! Atomic Punch right before taunting, as the invincibility it grants you is great if someone spots you while taunting. Kamikaze (the Soldier’s Equalizer or Escape Plan): The Soldier chucks his pickaxe over his shoulder, cracks his knuckles, pulls a grenade from his uniform, and sticks his hand with the grenade in it upwards while the grenade explodes. This taunt deals damage to all enemies around the Soldier, destroys any nearby buildings, and is decently quick, however it kills the Soldier upon executing it. Armageddon (the Pyro’s Rainblower): The Pyro blows a bunch of bubbles in front of him while a rainbow with a Balloonicorn appears above him, then leans forward and starts laughing while a ring of fire appears around him and the rainbow turns into flames. If viewed by a person who is not in Pyroland, the bubbles and rainbow will be replaced with fire. This taunt deals damage to all enemies around the Pyro and deals afterburn damage, however it is slow, deals 400 damage (meaning it cannot kill an overhealed Heavy), and every consecutive person that gets hit by the taunt only takes half the damage of the previous person (the first person affected takes 400 damage, the second person takes 200, etc. ). Execution (the Pyro’s Scorch Shot): The Pyro turns sideways while sticking his hand out, and shoots the Scorch Shot in the direction that the crosshair was pointing in before the taunt. This taunt is decently quick, and deals afterburn damage, however it uses ammo, deals 400 damage (meaning it cannot kill an overhealed Heavy), and deals the normal 15 damage if the flare hits at medium or long ranges. Hadouken (the Pyro’s Detonator, Flare Gun, Manmelter, Reserve Shooter, or Shotgun): The Pyro brings his hands together and creates a ball of fire, charges up a bit, and releases a burst of fire in front of him. This is the second fastest taunt kill (right behind the Showdown taunt), it can kill several enemies, and can destroy buildings, making it a great taunt kill. Decapitation (the Demoman’s Claidheamh Mòr, Eyelander, Half-Zatoichi, Horseless Headless Horsemann’s Headtaker, Nessie’s Nine Iron, or the Persian Persuader): The Demoman spins his weapon behind his back, then swings it horizontally in front of him, and then wipes the blade with his finger. This taunt is relatively slow, however a kill increases your head count when wielding the Eyelander, Horseless Headless Horsemann’s Headtaker, or Nessie’s Nine Iron, as well as completely healing the user and allowing them to switch weapons when used with the Half-Zatoichi. Showdown (the Heavy’s Apoco-Fists, Fists, Holiday Punch, or Saxxy): The Heavy stands still for a few moments, imitates pulling a pistol with his hand, shoots the pistol in the direction that the crosshair was pointing at before the taunt, and then blows the barrel of his imaginary pistol. This is the quickest taunt kill, and has a range of about 9 classes standing side by side, but an overhealed Heavy can survive it due to it doing only 400 damage at long ranges. Dischord (the Engineer’s Frontier Justice): The Engineer pulls out a guitar, plays a few notes, and then smashes it in front of it. This taunt has decent speed, and can hit people that are standing on top of the Engineer. Organ Grinder (the Engineer’s Gunslinger): The Engineer pulls a cord attached to the Gunslinger to rev it up and cause it to spin quickly, and then pushes it forward. This taunt is relatively quick, stuns the enemy on the first few hits, and can be aimed before taunting. Spinal Tap (the Medic’s Ubersaw): The Medic waves his Ubersaw around, then thrusts it forward and then retracts it. This taunt has a relatively good speed, stuns the opponent, and grants 25% UberCharge on the first hit and 75% on the second hit (unless the victim is under the effects of an UberCharge from the Medi Gun or is a disguised Spy, in which case none will be given on the first hit and 50% will be given on the second hit), however, the stun can be interrupted. Skewer (the Sniper’s Fortified Compound or Huntsman): The Sniper takes an arrow, twirls it, stabs forward, and then retracts it. This taunt is quick, relatively quiet, stuns the opponent during the stab, but the stun can be interrupted. If the second hit is interrupted or does not hit, the stun will last long enough to retry taunt killing them. Fencing (the Spy’s Big Earner, Black Rose, Conniver’s Kunai, Knife, Saxxy, Wanga Prick, or Your Eternal Reward): The Spy switches the knife to his other hand, swings back and forth a couple of times with his knife, and then stabs in front of him. This taunt is slow, but it can hit multiple people and destroy buildings. The Spy also has an easy time sneaking behind enemy lines, so don’t discount this taunt.
Scout: Use the Scout’s double jump and his natural quickness to get to your target quickly. The Scout also has many weapons that help with mobility, such as the Atomizer (allows you to triple jump), the Baby Face’s Blaster (speed boost from dealing damage), the Bonk! Atomic Punch (grants invincibility), the Crit-a-Cola (increases speed when ingested), the Force-A-Nature (triple jumps from the knockback of firing it), the Soda Popper (three extra jumps when boost meter is full), and the Winger (higher jumps when active). Soldier: Make use of rocket jumping. To rocket jump, shoot a rocket at your feet as you press jump and crouch. The rocket’s explosion will propel you forwards. Pyro: The Pyro can hold the Powerjack to gain a small speed boost, or the Pyro can flare jump with the Detonator. To flare jump, the Pyro must shoot a flare at his feet while pressing jump and crouch Demoman: The Demoman can use any of his shields (Chargin’ Targe, Splendid Screen, or Tide Turner) to get a burst of speed, or can sticky jump with any stickybomb launchers. To sticky jump, place a stickybomb on the ground and detonate it with right click while pressing jump and crouch. Heavy: The Heavy can use the Buffalo Steak Sandvich to gain a speed boost, however be aware that this makes it so he can only use his melee weapon until the effect wears off. While the Heavy’s Gloves of Running Urgently also boost speed, they don’t have a taunt kill, meaning they can’t be used if you want to taunt kill. Engineer: The Engineer can place teleporters to help him get closer to his target, or the Engineer can use his Wrangler and a mini-sentry to get to high places by standing on his mini-sentry, aiming the Wrangler up, and then shooting himself to propel himself upwards. Medic: The Medic can use the Overdose to get a small speed boost, as long as he has at least 10% of his UberCharge built, or he can use the Quick-Fix to gain any mobility boosts the person he is healing has, such as the Scout’s speed. Sniper: The Sniper does not have a weapon that grants him increased mobility, however the Sniper is relatively quick naturally, so use this speed to your advantage. Spy: The Spy can use his cloak and disguised to make it to his target without confrontation. With these, you can take the main route and not have to resort to detours (if the main route is faster), as you will not be confronted if you are disguised or cloaked.