The characters players get to control in-game are known as classes. At the start of any match, players are prompted to choose their class via the Class Selection Screen. Note that pressing the , key during a match will re-open the Class Selection Screen. All of the nine playable classes in Typical Colors 2 are based on their Team Fortress 2 counterparts. From the Flanker's unparalleled agility to the Brute's raw strength, every class has something to offer to their team. The classes are grouped into three separated combat types, which you can find below this disclaimer table.
For more information on each class, visit their respective pages.
Disclaimer |
Although each class is grouped under distinct role types for ease of reading and access, they are not bound by these labels. Most classes have other roles that are largely playstyle dependent, and as such there are other community-made roles for each class. |
Classes
Pick
Flanker, Marksman and Annihilator are best at picking off 1 class at a time but can't hold too much ground against more then 3 classes fighting them at once.
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Render of Flanker in the class selection screen. | |||||||||
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The Flanker specializes in patrolling objectives and going toe-to-toe against single targets with his double capture rate and his powerful Lever Shotgun, respectively.
However, he shares the lowest health pool in the game with three other classes, meaning sustained fights against large groups of enemies are not advised. |
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Render of Marksman in the class selection screen. | |||||||||
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The Marksman serves best in the backlines, where he is able to scope out the objective and pick opponents from afar.
His MAC-10 and Machete are excellent at close-ranged self-defense and should not be underestimated in combat. Much like other one-on-one pick classes such as Flanker and Agent, good positioning is vital to your performance. |
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Render of Annihilator in the class selection screen. | |||||||||
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The Annihilator is a threat to large groups of opponents, more so than the Trooper in some instances, as his mere presence can be enough to disrupt coordinated team pushes.
His Stickybomb Launcher has a high ammo capacity and the ability to lock down an entire objective or any contested chokepoint with high-powered, manually detonated explosives, also very effective if many are on checkpoints in Payload maps or on KOTH point. |
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Power
Trooper, Brute and Arsonist specialize in their power, allowing them to destroy masses of enemies with ease.
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Render of Trooper in the class selection screen. | |||||||||
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Role Synopsis | |||||||||
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The Trooper is a jack-of-all-trades class, performing optimally in most roles. This makes him arguably one of the best combat classes for new and veteran players alike.
Though he is the second slowest class by default, the extra mobility granted by rocket jumping means that a Trooper can be a constant threat to the enemy team, rocket jumping is quite difficult to do, as if you keep trying and keep failing, your rocket will damage you due to the splash damage. |
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Render of Brute in the class selection screen. | |||||||||
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The Brute is a great pick for holding the line, as he can often become the anchor for his team in heated battles. His Minigun shreds through opponents who are foolish enough to get within his range.
The Doctor is also popular for usually healing the Brute, which makes him almost invincible, especially on the Doctor's SuperCharge.
However, his very slow base speed means that positioning and health management are key to playing the class well. |
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Render of Arsonist in the class selection screen. | |||||||||
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Role Synopsis | |||||||||
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The Arsonist, much like the Trooper, is adept in plenty of situations. They have the highest health/speed ratio in the game, making their advances all the more threatening.
Combining damage from your flamethrower with your secondary and melee options are also vital to an Arsonist player's success, as the relatively low DPS of the flamethrower makes it difficult to secure kills on its own. |
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Support
Mechanic, Doctor and Agent struggle in fights on their own, but their specialized abilities can often tip the balance in their team's favor. They offer the pick and power classes an extra edge in battle and can help turn the tide of matches in dire situations.
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Render of Mechanic in the class selection screen. | |||||||||
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Role Synopsis | |||||||||
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The Mechanic is the quintessential defensive class. Though he is equipped with a Shotgun and a Pistol, which are secondary weapons for other classes, each of his buildings have a unique and important role to fill.
Dispensers provide health and munitions for teammates who are within its range, which can be the edge your team needs to hold the line, Dispensers can also be easily destroyed by splash damage. Teleporters are best used in conjunction with your team's power classes to bring them to the frontlines quickly, saving precious time that would have otherwise been spent walking or blast jumping, depending on where it is, Teleporters can also be destroyed by splash damage. |
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Render of Doctor in the class selection screen. | |||||||||
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Role Synopsis | |||||||||
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The Doctor is welcome on any team, no matter the game state; having the ability to quickly heal injured teammates in or out of combat, the Doctor is arguably the most influential class in the game.
It should be noted that his weapons are substantially weaker than other classes and are more suited for utility than dealing direct damage, the Doctor is also one of the easiest classes to kill if not healing / behind another player or if not running away / hiding. |
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Render of Agent in the class selection screen. | |||||||||
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The Agent is arguably the weakest class in the game on her own, as she does not have much sustainability, though what she brings to the table is welcomed on any coordinated team.
She also wields a Sapper, which is a soft counter to an enemy Mechanic's buildings and is best used in conjunction with team pushes. |
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Random
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Clicking on the random button will randomly select one of the nine classes available, perfect for challenges or other special occasions.
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Size
All classes have varying heights, with the Mechanic being the shortest and Brute being the tallest of all classes for the purposes of tracing hit scan weapons.
However, all classes are considered to be the same size and height when panning over to third-person. This is due to the purpose of player collisions, melee attacks, and projectiles. This also means that classes don't have any advantages/disadvantages when navigating around corners or through tight spaces.
Trivia
- Before the Kringle's Annual New Year Expansion update, The classes were originally divided into "Offensive", "Defensive" and "Support". Offensive included; Flanker, Trooper and Annihilator. Defensive included; Arsonist, Brute and Mechanic. Support included; Doctor, Marksman and Agent.
- Originally; Arsonist was classified as an Offensive class before being swapped with Annihilator during The Update with Patches And Content.
- Using the setting "Archived Class Wheel", you can revert the class sorts back to Offensive, Defensive, and Support.
- There was 2 more classes during the Pre-Rehaul phase, Civilian/VIP and Mercenary.
V • T • EClasses Navbox | |||||||||
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Pick | Power | Support | |||||||
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