G4 Death Battle Fan Blogs/Predictions: Tracer vs Scout 2 (Overwatch 2 vs Team Fortress 2)

 Tracer vs Scout 2 (Overwatch 2 vs Team Fortress 2) [That’s a lot of two’s lol]

 

(TN by Jobber Godot)
Speed has never killed anyone. Suddenly becoming stationary, that's what gets you.” - Jeremy Clarkson


Tracer, The Time Leaping Speedster Of Overwatch

Scout, The Fastest Mercenary Of Team Fortress


Rivalries, many of them exist throughout the history of gaming, and fan bases on either side will be at each other's necks trying to prove their franchise is better than the other. While the companies of both franchises compete against and try to outdo each other. Great examples include Ratchet & Clank vs Jak & Daxter, COD vs Battlefield, Mario vs Sonic, etc. Eventually the peak of these rivalries will die down and either vanish or become an occasional rivalry that’ll leave outsiders questioning why people still care, the feud forever going on like Heroes vs Villains, and maybe even being as pointless as fighting over Gravel. The answer is passion. Which leads into the final segment.


After 8 years you gotta ask yourself a question, did time (Tracer & Overwatch) REALLY beat Scout & Team Fortress 2? This is our time to RUN IT BACK! And end this debate once and for all!


HOLD UP, WAIT A MINUTE!

Straight to the point, here’s our Sources:


Also if you wanna learn more about Tracer vs Scout, why it rocks hard and deserves a second look/rematch. Please give these a read! Oh and make sure to check out these dope trailers!

Background


Tracer

(TN by PRSUIT)
Keep moving out there. Don't wanna give them any easy shots, do we?



In the very distant future, Lena Oxton had her come up in London. Being a rebel party animal that enjoys rock concerts, a free spirit through and through that loved speed, and always strived to get faster (Eventually becoming a literal blue blur in the future, but we'll get to that soon). “So she's basically frickin' Sonic Undergrounds mini me? Got it.” 


Lena would get her first motorcycle when she turned seventeen, but she'd still wanted to get faster, to go faster. Which led to her enlisting in the Royal Air Force. Her parents were a big support throughout her journey and desires, providing words of wisdom, and even her own mother would accompany her when Lena went to enlist. And she was accepted as a test pilot! Acquiring certifications to ride many different types of aircrafts, along with getting actual marksmanship training. With a devil may care approach to piloting, and a generally positive optimistic attitude. Lena would gain her callsign "Tracer". Little did this hotshot pilot know that she'll soon become one of the greatest heroes in history. 


Overwatch would give her the opportunity to test their next generation teleportation fighter, the "slipstream". But of course in typical hero origin story fashion, things go horribly wrong. The teleport thingy malfunctioned and Tracer was essentially a temporal ghost, fading in and out of existence for months, no one knew where or when she was. Reviewed and studied by OW's doctors, her condition was deemed "Chronal Disassociation". “My condition is pretty similar to how Valve interacts with the TF2 community hehe!”


Oof, that hurts. Anyways, her buddy ol' pal Winston puts together a device for Tracer to wear called the "Chronal Harness/Accelerator" that'll keep her anchored in the present. Making Tracer a temporal ghost no more, able to interact with the physical again. While the harness doesn't cure her condition, it allows her to control it instead to a certain degree. She has control over her own time, allowing her to speed her time up or slow it down. Which honestly sounds like a certain religious JoJo villain. But luckily Tracer ended up being a force for good. Immediately quitting her pilot job, and becoming an Overwatch agent and adventurer.


Tracer would experience and do many things over time of her being an Overwatch agent and adventurer. Like becoming an official member of the Overwatch strike team via stopping the robot uprising in Kings Row. Operation "Storm Rising" where she and her team would extract an omnic associated with Talon, clearing through Talon's forces protecting the omnic would introduce Tracer to one of the big bads behind the scenes, Doomfist. A big bad Tracer would soon fight in the future as well. But her hero days would come almost to an abrupt end as an act was passed, the "Petras Act". Which is basically the Sokovia Accords from the MCU. The Petras Act made it illegal for the Overwatch heroes to be, well, heroes. (Who thought this was a good idea to do this to people who've saved the world multiple times is beyond me)


All this effectively made Tracer unemployed...and a vigilante as she'd do heroing despite the risks to herself and her girlfriend Emily (Whom is fine with Tracer's actions against the Petras Act) legally.


Tracer, while doing a lot of good, would meet her match with Widowmaker. Failing to stop an assassination, which would haunt Tracer for a bit and leave her a bit bummed. But with her support groups and tenacity to do the right thing, Tracer would pick herself back up and prove her mettle. Preventing a similar scenario to her assassination prevents failure from happening again, taking a bullet to her Chronal Accelerator in the process despite her fears. Becoming better than she was before, and redeeming herself in the eyes of others.


Soon after that event, she'd get a call from Winston, getting the gang back together to still help protect the world from ongoing crime and acts of terror. The heroes being stronger together than apart. And great timing because a new war was beginning called "Zero Hour". Null Sector, a group of evil robots basically, invaded Paris. With them was a gigantic weapon of mass destruction called a "Titan". Tracer and her small team were on the scene to fight off Null Sector but were overwhelmed by the robots sheer firepower and numbers. Luckily new Overwatch members came in clutch to help save the day, defeat Null Sector, and their biggest weapon yet. From that point Overwatch was back, and went on a war against Null Sectors attempts at global domination. 

Tracer does all this while maintaining her youthful optimism, and positive attitude. A voice for the newer generation that the world could always use more heroes.


Scout


(TN by PRSUIT)
"Um... I don't even know where to start with you. I mean, do you even know who you're talkin' to?


  • Name: Jeremy

  • Age: 26

  • Height: 5'11.5" / 1.816 meters

  • First Appearance: Team Fortress 2

  • Likes: Miss Pauling, Fighting, his ball

  • Dislikes: The Spy, Doctors


Born and raised from the south side of Boston, Massachusetts, Jeremy, along with his 7 older brothers, would look for scraps amongst their town. Unfortunately for Jeremy, these fights would end way before he could even throw out his own punches. Eager to participate in these fights, he would begin to train his running. He would run and run until he was able to beat out his brothers into the fray!


Jeremey would get so good at running, he would eventually be hired into “Reliable Excavation Demolition” as The Scout, in a never ending war fighting over a plot of land. As a Scout, he has a few roles. One is to utilize his speed in order to gather intel for his team. Second, is to focus objectives, given his speed, Scout can capture points faster, and steal the intelligence faster than other classes. He is a highly mobile mercenary, though this is offset by the fact that, well, he isn’t that physically tough. In game he is the weakest Merc in terms of health, and in lore he is often regarded as the weakest.


While the Gravel War would remain a stalemate for the longest time, everything would change when Gray Mann and his legion of robots attacked, leading to the events of Mann Vs Machine. While this war would also turn into a stalemate, Gray Mann would eventually gain control of Mann Co, leaving Jeremy out of a job. Thankfully, the Mercs would all gather once again to retake Mann Co. They would team up with Saxton Hale to fight Gray Mann’s robots along with the Team Fortress Classic Mercs, who had teamed up with Gray Mann. In the end, The Mercs would win out, defeating the robots and the classic Mercs, which is where things currently sit.



Abilities/Skills

Tracer

Damage Role

Due to being a damage role, Tracer dealing damage to an enemy will temporarily reduce any healing they receive for 2 seconds.

Formal Training

Being a part of the RAF, Tracer received marksmanship training (Her marksmanship being so good to the point where she's known as a crack shot). And in her training as an Overwatch member she even sparred against the diligently trained ninja, Genji. Genji after the sparring session stated that Tracer was the only person he had trouble keeping up with.

Vehicle Mastery

Tracer is a pretty skilled motorcyclist, and ace pilot for multiple different aircrafts.

Blink

Tracer zips horizontally through space in the direction she’s moving, and reappears several yards away. She can store her blinks up and more will generate every few seconds. Tracer is not limited to only three blinks as that is a gameplay mechanic, and she's shown in lore to blink a ludicrous amount of times without her blinks needing a recharge. That being said, blinks do have their limits and enough blinks will eventually make the chronal accelerator short out, leaving Tracer without blinks and waiting for it to recharge in lore.

Recall

(This looks so freaking cool omg)
This ability essentially allows Tracer to rewind her personal timeline of events 15 seconds back to where she was before. This returns Tracer's health back to where it was 15 seconds ago, effectively allowing Tracer to undo damage, poison, etc she's taken from an enemy during that time frame. And during recall Tracer is "phased out", which removes negative status effects (Like slowed, stunned, anti heal, etc) and makes her immune to all damage for 1.25 seconds. “Un-fair.”


PVE Abilities

Yes, we know PVE was cancelled but we're throwing Tracer a bone here cause this is what Tracer would've had, and this did indeed happen and exist. Plus, it serves to make things more interesting, and doesn't really change this fight. Oh and we're being better than Blizzard rn lol.


Adaptive Reload - Pulse Pistols reload when using any ability.


Hindsight - Recall causes damage to all recently damaged enemies.


Flash - Blinking through enemies damages them.


Chain Reaction - Pulse Bombs cause secondary explosions on enemies damaged by it.


Vortex - Enemies are pulled toward the point of Recall and snared.


Speed Kills - Killing blows speed up her cooldowns.



Scout

Double Jump

Somewhere along the way during his training, Scout would learn how to Double Jump, cementing his mobile status. He can increase his jump’s height with the Winger, or even outright give himself more jumps with the Atomizer or the Soda Popper.


Weapon Mastery

Scout has a large array of weapons at his disposal, fully capable of utilizing them all, from Scatterguns to Swords. See Equipment Section for full list

Critical Hits

Random Crits are fair and balanced. They are also canon as we can see from the Jungle Inferno trailer, as well as hearing their sound effect in Meet the Soldier. In addition, Scout has various ways to grant himself Crits and Mini-Crits, such as with the Power-Up Canteen or his unlocks like the Crit-A-Cola


Crits grant a flat X3 multiplier to his damage output and Mini-Crits grant a X1.35 multiplier. They can also ignore resistances, such as Medic’s vaccinator.


Revives

crazy panel btw

As it’s been revealed in “The Naked and The Dead.” Scout is God’s gift to women. When he found out Scout had died before he had slept with every woman, he revived Scout. It’s worth noting that when Scout was revived, he returned to his original body, wounds and all. This implies that if Scout’s body is damaged beyond repair, he may not be able to be revived.Oooor another way to look at Scout’s revival is that he no longer has one after his first death in the TF2 Comic run, and when or if Scout dies again before his supposed date of death (Scout’s date of death heavily implying he’s accomplished his objective by that point…somehow? TF2’s something lol), God will then destroy the Earth because Scout died before completing his objective again. To each their own however you view Scout’s revival/immortality. Whether you believe one side or the other. Doesn’t really change much about the outcome of this fight.


Regeneration

Scout can regenerate having a bread monster bust a hole in his chest and having his neck snapped. In addition, he can regenerate health every second with the use of MVM upgrades. This is further highlighted in the comics, given he literally died and was standing again and ready to fight moments later. Given how many panels have passed, this level of regeneration likely only took a few minutes.


Home Run

When wielding the Sandman or Atomizer, Scout can perform the Home Run Taunt Kill. Strong enough to kill even the toughest of Mercs in one single swing.

Equipment

Tracer


Pulse Bomb

Gained by Tracer dealing damage to her opponent and/or letting it passively build up. Tracer's ultimate ability is where she lobs a powerful sticky explosive at her opponent. The pulse bomb has a 4 meter explosion radius, and can be countered by shooting it out of the sky.

Pulse Pistols

Tracer's primary weapon is dual automatic pistols ideal for short range combat, and pestering her opponents. And that's about it for her equipment lol, for what it's worth she consistently disarms and uses her opponents weapons against them.

Scout

Primary Weapons


Scout’s main choice of weapons are his various shotguns. Each one has different stats, some even granting different abilities.


  • Stock/Scattergun - Scout’s default primary, also arguably his best weapon. Can carry up to 6 rounds with an ammo capacity of 32. The closer you are to your opponent, the more damage this weapon does.

  • Force-a-Nature - Only contains 2 shots and does slightly less damage, however it has a 50% firing rate, with more pellets, and applies a knockback effect, knocking back enemies a great distance. Scout can also propel himself upwards 

  • Shortstop - Has a 42% faster firing rate, each pellet does twice as much as stock, has a clip based reload and gives Scout the ability to shove people. However it only has 4 rounds, shoots less pellets, and makes Scout take 20% more push power by all knock-back sources. 

  • Soda Popper - Whenever Scout deals damage with the Soda Popper, he gains “hype.” When he has enough hype, he can use it to gain 5 additional jumps for 8 seconds. It also has a 25% faster reload speed and 50% firing rate, at the cost of only having 2 shots at a time.

  • Baby Face’s Blaster - When equipped, Scout is slightly slower in base, however whenever he deals damage to opponents, he gets faster. At max charge, he has a speed of 173% (Stock Speed is 133%). It only has 4 rounds at a time, and his speed gets reduced every time he gets hit and every time he jumps.

  • Back Scatter - Only carries 4 rounds at a time and has higher bullet spread, but deals mini-crits when fired at the enemies back.

Pistols

  • Stock/Pistol - Scout’s default secondary weapon. Clip based ammo with 12 ammo shots at a time with a reserve of 36 bullets.

  • C.A.P.P.E.R - Exactly the same as Stock, but incinerates its opponents and shoots Electromagnetic Rays.

  • Winger - Only carries 5 shots at a time, but deals 15% more damage and gives Scout a 25% increase to his jump

  • Pretty Boy’s Pocket Pistol - Only carries 9 shots at a time, but gains 3 health per shot hit and has a 15% faster firing rate

Drinks

Scout has 2 drink options, both offering different abilities:

  • Bonk! Atomic Punch - When drunk, Scout becomes invulnerable to all attacks, not by making him invincible, but by making him so fast he can dodge “bullets like they ain’t even there!” This lasts about 8 seconds, and when it ends, it takes 22 seconds to charge again and slows Scout down for 5 seconds.

  • Crit-a-Cola - When drunk, Scout gains Mini-Crits, allowing him to deal 1.35x as much damage than normal, on the flipside, he is marked for death, meaning any damage dealt to him also gets applied with a 1.35x multiplier. Mini-Crits last for 8 seconds and need 22 seconds to recharge.

Projectiles

(Credit to FishStickOnAStick for the image)

  • Mad Milk - Scout throws milk at his enemies. Scout heals for 60% of the damage dealt to those covered in Milk. It can be used to reveal cloaked Spies and extinguish flames. Has a 20 second recharge.

  • Mutated Milk - Exactly the same as Mad Milk, but has a bread monster inside. Which is strong enough to bust through enemies chests.

  • Flying Guillotine - A Meat Cleaver. Enemies hit with it bleed for 8 seconds. It has a 6 second recharge rate, but can be shortened by 1.5 seconds if he lands a hit from long distances.

Melee

  • Bat - Scout’s stock Melee weapon, while it may be just a baseball bat, it can be swung hard enough to knock out a Soldier

  • Batsaber - Same as Stock, but can vaporize its enemies.

  • Sandman - Minus 15 HP, but gives scout a baseball that can slowdown enemies for 1-7 seconds depending on distance, which has a 10 second charge for a new ball, or Scout can pick up his ball to instantly fill up the charge

  • Candy Cane - Scout takes 25% more damage from explosions but killed enemies drop a small health pack

  • Boston Basher - A bat with spikes nailed into it. When an enemy is hit, they bleed for 5 seconds, but when Scout misses, he instead takes bleed damage for 5 seconds.

  • Three-Rune Blade - Same as the Boston Basher, but now it’s a freaking cool Sword!

  • Sun-on-a-Stick - Does 25% less damage than Stock, but does guaranteed critical hits against Burning Opponents and provides a 25% resistance to Fire Damage

  • Fan O’War - Hitting an enemy with this weapon marks them for Death, which makes all hits on them turn into Mini-Crits for 15 seconds. Crits when it would normally Mini-Crit, but deals 75% less damage than stock

  • Atomizer - When deployed, gives Scout a Triple Jump! Also provides Mini-Crits when Scout is airborne, but at the cost of 15% less damage than Stock and being 50% slower to deploy

  • Wrap Assassin - Gives Scout a Bauble which he can launch at enemies, which will cause Bleed for 5 seconds. It takes 7.5 seconds to recharge a new Bauble. The actual Melee Weapon does 75% less damage than Stock.

Power Up Canteen

Scout can hold a Power Up Canteen, which can hold 5 different powers (however one is exclusive to Engineer), with only one at a time, but up to 3 charges. These powers include:

  • Become Ubercharged - Lets Scout become ubercharged for 5 seconds, making him Invincible during that duration.

  • Become Crit Boosted - Scout boosts himself with crits for 5 seconds, dealing times 3 extra damage. 

  • Refill Clips and Ammo - This fully charges Scout’s ammo reserve.

  • Teleport to Spawn - Instantly teleports Scout back to spawn along with applying a small speed boost. This allows Scout to retreat to safety, heal, or buy additional upgrades.


Halloween Potions

During Scream Fortress 2024, Valve added Potions. The mercs can utilize these potions with the use of the Power Up Canteen. Some of these are the same as their MVM Equivalent (Kritz, Uber, Refill Ammo), but there are new effects:

  • Giant Potion - Turns the Scout into a Giant, increasing his health by 20 times.

  • Healing Potion - Instantly heals Scout, allowing for overheal. Also Ubers him for approximately a second along with those around him.

  • Ghost Potion - Turns Scout into a Ghost! Allows Scout to roam freely without being harmed temporarily

  • Pumpkin Buster Potion - Turns Scout into a Pumpkin Buster, which acts similarly to a Sentry Buster, Scout can run up to enemies with this form and detonate, killing those around him, along with himself in the process.

  • Roll The Dice Potion - Grants Scout random effects. Check Imgur for every found effect.

MVM Upgrades

In MVM, there’s a station that allows the mercs to buy upgrades that physically boost them and their weapons. While these upgrades do cost money, Gray Mann was nice enough to stuff his robots full of money. The list of upgrades include:

(The ones that are blank are Self Explanatory)

(Note: Several of these upgrades have several levels, increasing their percentage, all of which have been listed)


  • +25% Blast Resistance - Take less damage from explosions, including rocket and sticky jumps. Up to 75%

  • +25% Bullet Resistance - Take less damage from hitscan weapons and taunt attacks. Up to 75%

  • +10% Movement Speed - Adds 10% to movement speed. Up to 30%

  • +2 Health Regen - Regenerates health every second. Up to 10 HP Per Second

  • +20% Jump Height - Jump higher. Up to 60%

  • +25% Fire Resistance - Take less damage from fire and afterburn. Up to 75%

  • +30% Crit Resistance - Take less damage from critical hits. Up to 90%

  • +50% Clip Size | Up to 200%

  • +10% Firing Speed | Up to 40%

  • +2s Crits On Kill  - Gain 2 seconds of crits per kill (Up to 4 Seconds)

  • +25% Damage - Gives 25% bonus damage on his stock weapons Up to 100%

  • Projectile Penetration - Weapon’s penetrate enemies

  • +50% Ammo Capacity | Up to 150%

  • +20% Reload Speed | Up to 60%

  • +25 Health On Kill | Up to 100 Health

  • +15% Recharge Rate - Increased the recharge rate of Scout’s consumables (Mad Milk, Bonk! Etc) Up to 60%

  • -35% Speed On Target - Upgrade for the Mad Milk, slows enemies down by 35% when covered in Mad Milk

  • +10% Attack Speed - Increased Melee Speed Up to 40%

  • +100% Max Misc Ammo - Gives Scout a 2nd Baseball/Bauble (Sandman/Wrap Assassin Upgrade) (Up to 6 Baseballs/Baubles)

  • Ball Marks Target - Enemies hit by Scout’s Baseball get marked for Death, meaning they take Mini-Crits from all Sources.


Soul Gargoyle

When equipped, enemies killed by the Scout drop their souls, allowing him to harvest said soul inside the Gargoyle, which could be useful against opponents who can persist after death.

Grappling Hook


Pretty self explanatory item, it allows the user to grapple into any surface it clings onto, pulling them towards that area. It has a max range of 2000 hammer units, which according to the wiki, translates to roughly 38.1 meters or 125 feet. It can also latch onto enemies, damaging them slightly per second.

Spellbook (Debatable)

During Halloween, Scout can equip a spellbook, allowing him to obtain several different spells, each with different abilities. These spells include: 

  • Shadow Leap - Scout throws a smoke ball, which teleports the user to wherever it lands.

  • Fireball - Scout throws a fireball that sets enemies on fire within a large radius, it contains 2 charges

  • Blast Jump - Propels Scout up into the air, contains two charges

  • Overheal - Instantly heals Scout and any allies within a radius, and overheals them to double their max HP. It also Uber Charges them for 1 second.

  • Swarm of Bats - Scout shoots a glowing ball that assaults enemies hit with bats, causing bleed damage. Contains two charges

  • Pumpkin MIRV - Scout throws a bomb that produces a ring of pumpkin bombs, which all explode when shot at.

  • Stealth - Cloaks the Scout for 8 seconds, while invisible he can attack but this ends the spell early.


There are also spells that are considered rare, which are obtained through specific methods

  • Summon MONOCULUS - Scout summons a mini Monoculus, which shoots rockets at an enemy it finds.

  • Skeletons Horde - Scout summons a horde of skeletons which will target the nearest enemy. These skeletons can be destroyed or will automatically die after 30 seconds

  • Ball O’ Lightning - Scout shoots a ball of lighting that deals damage to any enemy who comes into contact with it

  • Meteor Shower - Scout summons meteors to rain down on his opponents

  • Minify - Shrinks the Scout, making him hard to hit along with granting him infinite jumps, speed boost, attack speed, reload speed, and increased knockback.


Finally, there are also spells that are locked to a very specific mode in Carnival of Carnage and Gravestone, specifically the bumper car games

  • Bomb Head - Applies a Bomb to Scout’s head, which deals damage to the user and nearby enemies. It explodes after its timer runs out or if the user drives into an enemy.

  • Boxing Rocket - Scout fires a giant boxing glove out of his bumper car that knocks away opponents and dealing damage

  • B.A.S.E. Jump - Launches the users Bumper Car into the sky and deploys a parachute that slowly lowers the user onto the ground, though they can drop the parachute at any time.

  • Overheal - Similar to the base spell, but heals for 50% and remains invincible for longer.

Powerups (Debatable)


These powerups are locked to a specific gamemode, Mannpower. They are only dropped in this mode, so as a result, it’s debatable if Scout should be allowed these Power-Ups:

  • Strength - Double damage for all weapons

  • Resistance - Reduces incoming damage by 50%, Nullifies crits and mini-crits, Immune to Plague, Immune to Reflect, Blocks backstabs

  • Vampire - All damage dealt is returned as health, 25% damage resistance, Max health increased by 80

  • Reflect - 80% of damage received is reflected back to the attacker Max health increased to 400

  • Haste - 2x firing speed, 4x reload speed, Double clip size and max ammo count

  • Regeneration - Ammo is fully refilled every 5 seconds, Health is regenerated at a rate equal to the class base health regeneration

  • Precision - Bullet spread reduced by 90%

  • Agility - Movement speed increased by 50% Grapple speed increase Jump height increased by 80% Immune to fall damage Instant weapon switch Reduced grapple movement speed bonus when carrying the intelligence.

  • Knockout - Restricts Scout to Melee and grappling hook only, gains 175 additional health, Immune to damage knockback. Melee damage increased by 190%

  • King - Increased Max health, firing and reload speed, gains health regen.

  • Plague - Touching an enemy gives them and their nearby teammates the plague; Plague victims bleed to death in 10 seconds unless they pick up a health kit or touch a resupply cabinet

  • Supernova - Discharge your supernova attack to stun visible enemies within a large radius for up to 4 seconds

  • Revenge - Grants crits for 30 seconds



Resistances

Tracer



That's about it lol


Scout


  • Soul Manipulation - Scout and the rest of the mercs do not have a soul (except for Medic)

  • Radiation - Bonk! Atomic Punch is full of Radiation, which Scout constantly drinks without any real consequence. He can also tank hits from the Pomson, which shoots pure Radiation.

  • Acausality: (Type 1) - Scout can kill his past selves without consequences. This is further supported by Demo’s cursed eye attempting to travel back in time to become the merc’s parents, yet failing. [Debatable]

  • Fire - The Sun-on-a-Stick provides Scout with a 25% damage resistance to Fire

  • Fear Manipulation - The Saxton Hale Masks prevents Scout from getting feared from the  Horseless Headless Horsemann's "Boo" taunt.

  • Explosive, Bullet, Fire, and Crit Resistance - MVM Upgrades provide these resistances, up to 75%



Feats


Tracer
Overall

  • Became an ace pilot for the RAF, a hero for Overwatch, and adventurer.

  • Continues to help defeat the Null Sector and shady organizations.

  • Can still hang in there against heavy hitters like Doomfist despite being outclassed.

  • Her butt started a controversy.



Power



Speed


Durability


Scout

Overall

  • Was hired as The Scout for the Gravel War

  • Trained in: “Makin’ it look easy, pal.”

  • Helped defeat the Team Fortress Classic Mercs

  • Helped kill The Bread Monster

  • Can tackle even the strongest of Mercs, such as Soldier and Heavy

  • Chicken


Power


Speed


Durability



Scaling


Tracer


Overwatch

As a member of Overwatch, there’s no question that Tracer should be comparable to most of companions considering she’s fought alongside most of them and can keep up.


Talon


Tracer should be comparable to some of Talon considering she’s fought Widowmaker and Reaper.



Omnics


Tracer has fought countless Omnics and is easily capable of destroying them. Tracer scaling here is fine.



Other Heroes

It wouldn’t be too far off to consider Tracer comparable to these other heroes as they’re not presented narratively as more powerful than Overwatch.





Scout


The Mercs

Scout might be the physically weakest class, but all the mercs should be in a similar ballpark, given Scout can keep up with and kill a BLU Heavy, and knock out a BLU Soldier. Plus, both RED and BLU should be comparable to each other, otherwise the Gravel War wouldn’t have been a stalemate for as long as it was.



Merasmus

“Cower, fools! Merasmus is here!


Every Halloween Year, Merasmus comes with one simple request… Your Soul! As Stated by Heavy, The Mercs have killed both Merasmus and Bosses directly empowered by him every year. This is supported by Medic saying they fight Monoculus every Halloween. Every Merc can take a hit from Merasmus, as a result scaling is fair.



Saxton Hale

The All Might of Australia! Saxton Hale may be the top of the verse as he is constantly referred to as the strongest, and he is. But! The mercs may not be that far behind. Thanks to a certain mode called Versus Saxton Hale, every merc is capable of harming Saxton Hale, and technically everyone is capable of doing it solo. To further solidify this point, in the comics, the Mercs and Hale were fighting together in the Robot War, being comparable to each other for the most part. Heavy was able to contest Saxton Hale's Ex, Mags in a tug of war, with Scout being the rope in this scenario. This is very impressive, not only for Heavy's strength & Scout's durability. But that Mags is at least shown to be near if not on par with Saxton in terms of physical capability, and when they split up, other people Mags went on the same or similar adventures her and Saxton Hale did died. Scout was also used as a weapon by Saxton Hale to harm the Yeti without being hurt himself. While it’s clear that Saxton Hale is still the peak of the verse, the mercs are likely in a similar ballpark.



Weaknesses

Tracer

Tracer is most accustomed to fighting with a team rather than by herself, not saying she’s helpless by herself, far from it. It’s just that she performs better with other people around her, and when she’s by herself she’s susceptible to getting outplayed. Her defeat to Widowmaker is an excellent example of this. Add onto the fact that Tracer isn’t as durable as most of the OW cast, and if her Chronal Accelerator is damaged or destroyed it’s basically game over for her in a fight.


Scout

Scout is considered the weakest mercenary, being tied for having the lowest HP in the game, and simply not having the muscle that the rest of the mercs possess. While his greatest strength is without a doubt his speed, it can also be a bane. Due to his brash, impulsive nature, Scout will often run into the heat of battle, regardless of risk, an example being when he was ready to run in to fight the Bread Monster without a plan until Spy had stopped him. Scout also isn't the smartest merc in the shed. While he's experienced in combat and skilled with his weapons, due to his exaggerated outgoing personality, he's a bit lacking academically.

QNA/Before The Verdict


Are Item Descriptions Legit?

(Animation by Piemations)

Oh boy. One of Scout’s item descriptions, The Cross-Comm Express, states that Scout would have to slow down in order for light-speed satellite signals to reach him, implying FTL movement speed. This isn’t that much faster than Scout’s tandem movements with lightspeed projectiles, which get relativistic speeds, so this could be viable. The issue is now whether or not this item description is canon. If it is, great! Scout is FTL!... But this has some terrible implications involving the item description of the Track Terrorizer. People have understandably shown discomfort in using item descriptions because of this, but we believe we found reason to disclude the canonicity of the Track Terroizer, while still allowing the Cross-Comm Express to be canon.


The Track Terrorizer is a community-created cosmetic, it was not created by Valve, and therefore the description isn’t necessarily canon, while the Cross-Comm Express was officially made by Valve. With this, we can finally discredit the Track Terroizer’s description, and accept other official descriptions without worry. If you still want to not use Item Descriptions, that is totally fine, and the use of the Cross-Comm Express isn’t relevant to the final verdict.

Another thing to add. TF2 item descriptions when it comes to most things in lore are pretty goofy, which fits the series tone. Which is where people come in and argue that none of these descriptions should be taken seriously at face value, and that includes the weapon descriptions like the Cow Mangler 5000 and the C.A.P.P.E.R. In our humble opinion, we disagree with this notion entirely. Just because TF2 is a goofy silly series with jokey item descriptions doesn’t mean we should discredit most of them at least. Lots of very insane, goofy things happen all the time in TF2 are taken completely seriously (In terms of this is the fact of their lives despite it being very goofy) because that’s the reality they live in, it’s pretty much normal to them, it’s the comedic tone of the verse. A couple of prevalent examples are that rocket jumping for 300 years was used to go up floors in buildings before Abe Lincoln invented stairs. Scout in the frozen mountains of Russia stumbles onto Amelia Earhart's crashed plane, puts on a hot dog costume cause she had one for some reason, and it turns out her entire skeleton is in that costume which confuses a bear, a bear that Scout proceeds to kill with a piece of Amelia Earhart’s skeleton. Then there’s the fact that Australium is basically TF2’s version of Marvels Vibranium, Australium in 1890 advanced their civilization so much that they looked like they were from the future. I could really go on and on, but the point is that TF2 has always been a goofy series that takes at least most of its goofy and comedic tone at face value. So why shouldn’t we? It’s honestly pretty uncharitable to TF2’s nature as a series to not at least consider the potentiality that despite having goofy descriptions, that some of them are meant to be taken literally. There’s also the fact that Dr. Grordbort, outside of TF2’s goofy shenanigans, genuinely validates the descriptions of some weapons and how they work. The important weapons that come to mind are the Pomson 6000, Righteous Bison, Cow Mangler 5000, and Manmelter. The weapons used for SoL to FTL & Mountain to Large Mountain level TF2. Even if you wanna still deny TF2’s item descriptions cause they’re goofy, the Dr. Grordbort weapons up above blatantly can’t be denied in terms of their legitimacy.


Subatomic/Mountain Level TF2 (Oh boy…)

Burrito:
Hello, for the first part, I’m going to be talking about the Sub-Atomic stuff and its validity. I’m gonna be copy and pasting my argument from the Soldier Vs Sarge DDB, as it perfectly highlights why I believe its valid


First let's talk about the Manmelter, which is blatantly stated to be a "Sub-Atomic Disintegrator Pistol", further supported by its publicity blurb saying it's "Ideal for atomizing" It's fair to think that its kill animation doesn't fully convey atomization, which is mainly due to the residue left behind, however it's also possible that this residue is simply "Phlogiston", given that its official page states "Phlogiston canisters that contain the telltale blue residue" This also lines up with the Phlogistonator, as it is "Surging Electrolysed Ultra-Waves Of Pure Phlogiston" and its kill animation is the same as the Manmelters. So essentially, the whole body does disappear when killed, and it only leaves behind residue which could just be Phlogiston. I think claiming atomization with 2 supporting statements here is fair. 


Next up, before I tackle the Cow Mangler and the Pomson, I want to state that the Cow Mangler 100% disintegrates, even further supported by its kill animation. The Pomson also shares this animation. I'm noting this now for points I'll make later. 


I'll do the Pomson now, so it's a "Sub Atomic Wave Gun". Now this isn't the most clear on how it functions, but it's clearly working at the sub-atomic level, and given it disintegrates people upon death, it's likely Sub-Atomic disintegration, which makes sense as it comes from the same pack as the Manmelter, which is stated bluntly to be sub-atomic disintegration. 


Now for the big one, the Cow Mangler. As mentioned before, it shares the same kill animation as the Pomson, which we already know is a "Sub Atomic Wave Gun" given its statements and visuals. Next is it being able to "Quantum Disentangle" First, what is Quantum Disentanglement? Well to find out we need to know what Quantum Entanglement is, which to put it simply is "When two particles, such as a pair of photons or electrons, become entangled, they remain connected even when separated by vast distances." This as a concept is already at a subatomic level. Given that the Cow Mangler "Quantum Disentangles", which would simply be the opposite of, it would be the separation of their particles. Given that subatomic destruction is the energy necessary to destroy all atoms in a substance, by separating the particles in their nucleus, and Quantum Disentangle should essentially be just that. It would count as Sub-Atomic Destruction, especially as we already know it disintegrates enemies and would line up with the other weapons who have direct sub-atomic statements. 


With this all in mind, I think it's fair to say these weapons destroy things at the Sub-Atomic Level.

As for Mountain ends and higher, I’ll cover those in upcoming sections


Jobber Godot brought in his friend kkrimbus, who is very good with calcs, and has been doing calcs for a very long time to help settle this specific debate, and provide an outside perspective on Subatomic/Mountain Level TF2. The arguments for and against it, here’s his response, and keep in mind that he is not member of this blog, simply an unbiased outsider (If you disagree with his take, that’s fine, maybe we got something wrong or you may have questions, his discord tag is kkrimbus if you wanna talk to him):

Looking over some of these I have an alternative view. First off, the scans showing/stating sub-atomic destruction is undeniable to me, and explains that ‘this gun does this damage’ no more. The question/query on quantum disentanglement being subatomic really is asking what is ‘disentanglement’. The term is a mix of ‘dis’ and ‘entanglement’ meaning to undo the quantum entanglement. Since quantum entanglement is on a subatomic scale, the energy required to undo it is also on a sub-atomic scale. Now looking into the question on should inverse square law be used and should the feat be divided up into the number of shots that takes to perform the subatomic destruction, I would say the following: if it can destroy something on a quantum level at the edge then that mean it has subatomic destruction at the edge up to that persons scale, as that is the feat, therefore when it takes multiple shots to kill someone, this is instead a feat for the character durability scaling to multiple shots. If someone has the durability to survive 1000 shots, only in the last shot will their durability be worn down to finally get subatomically annihilated. This also should make sense for the target size as well. If the one target takes more energy than another, and the gun can subatomically destroy both, it means it has the energy to destroy both. Like if one takes 1 gigaton and the other 2 gigatons, we say it takes 2 gigatons, otherwise if we say only 1 gigaton we are denying the other example which literally happened.


The Cow Mangler and Inverse Square Law

You may have noticed that the Cow Mangler’s high ends get really high, getting Gigatons. But how? With that, we have to talk about Inverse Square Law.


“In physics, an inverse-square law is any physical law stating that a specified physical quantity or intensity is inversely proportional to the square of the distance from the source of that physical quantity.” In other words, when the distance of something, like an explosion in this instance, increases, its intensity decreases.


How does this apply to the Cow Mangler? The Cow Mangler can disintegrate things even at the edge of its explosive radius. This means that the Cow Mangler is eligible for the use of Inverse Square Law.


To tackle a common argument I’ve seen against the use of Inverse Square Law, being that it’s not a traditional explosion, meaning that it wouldn’t apply. However it 100% is. Internally it is considered an explosion, and its damage gets reduced by “Explosive Resistance” making it an explosion, which gets affected by Inverse Square Law


Finally, Splash Damage alone proves that the center of an explosion is more potent than its edge as an explosion deals its full damage at its center and half as much damage at the edge of the explosion's radius.

TF2 and Multipliers

Multipliers, everyone loves them! In VS, multipliers can be a bit touchy given how much they can just boost a verse without proper justification, so I’ll be going over all of TF2’s possible Multipliers and explaining if they’re viable!


Multiplier #1: Critical Hits

This one is pretty simple, Crits are canon, and Scout has several weapons and items that grant him Crits, whether it be Weapon specific conditions, or just the Crit Power-Up Canteen. For the most part, Crits are temporary, lasting a few seconds, or only coming out randomly, but when they do happen, they increase Scout’s power output by a flat amount:

Crits being a X3 Multiplier, and Mini-Crits being a X1.35 Multiplier


This seems like it would only apply to his weapons, however Scout can survive a mini-crit hit from the Pomson 6000, which with its base damage (60) can oneshot the Heavy Mittens bot, potentially allowing him to physically scale to the mini-crit’s increased damage output. Similarly, the Pomson’s crit does 180 damage, while Scout himself can’t survive this shot, both Soldier and Heavy can, and Scout has knocked out a Soldier in 1 single swing, and killed a Heavy. Truthfully, using the Crit multiplier for Scout’s physical stats and durability can be a bit iffy, however the next multiplier will be safer in regards to that.


Multiplier #2: MVM Upgrades

This one is also simple. Certain MVM Upgrades provide a flat 25% damage increase to primary weapons. You can purchase this upgrade up to 4 times, allowing up to 100% Damage Increase, or in other words, a flat X2 Multiplier, and as established in the comics, the mercs have used all of Gray Mann’s money to purchase all these upgrades.


Similarly to Crits, it might seem that this would only apply to his Primary Weapon, however, upon looking at these upgrades, we can see that the Cow Mangler also has this upgrade, being one of the Sub-Atomic weapons. This matters because, thanks to the Cow Mangler’s varying damage, we can get it to do exactly 60 damage, which is how much health the Heavy Mittens Bot has. By applying the 100% Damage Increase, it would do 120 damage, leaving Scout with just enough HP to live, and this isn’t a hypothetical multiplier, given a Pyro Bot can reflect this boosted Cow Mangler Shot back at a Scout. With this in mind, we can likely provide Scout with this multiplier to his physical stats.


Town, City, Mountain, and Island TF2!?

Soon… Planet

For a verse that used to be considered Small Building level for the longest time, this seems like quite the jump, and with varied tiers. Is this consistent? Are these outliers? Let’s talk about each tier and find out!


Town Level: With Merasmus’s Cloud feat, using CAPE Method nets Large Town Results. Using the Sub-Atomic values of humans gets Large Town as well. Engineer’s building’s can also survive a literal nuke, adding more consistency. Saxton Hale surviving a Volcanic Eruption can also land Town Level results. It has enough feats to be consistent


City Level: The Low-End of Merasmus’s cloud feat via KE gets 19 Megatons, The Cow Mangler statement gets Small City, and Sub-Atomic values for MVM Robots can range from 29 Megatons to 72, and if we take the Yeti statement literally, it would also include the Tsar Bomba, a 50 Megaton Nuke. This also has enough feats to be consistent, having 3-4 feats/statements, doubling if we count each Sub-Atomic Weapon separately.


Mountain Level: The High-End of Merasmus’s cloud feat nets a nice 800 Megatons, using Inverse Square Law gets over 1000 Megatons (Mountain) to Low Gigatons (Large Mountain), and applying the MVM Upgrade Multiplier to the 72 Megaton end from the Heavy Mittens bot, gets 144 Megatons. About as many feats on this level as the rest, so I would say it’s consistent enough.


Island Level: This one relies on 2 feats, Sniper tanking his rocket crashing into the New Zealand dome, leaving a giant hole, and Sniper’s mom doing the exact same thing. Both netted really high Gigatons. Now, you may have noticed that we labeled this as debatable, this is simply because, when you are in a vehicle during a crash, the vehicle does absorb some of the impact force. They would still feel some of the force, however it would be an unknown amount. Granted, even feeling a single percent of both feats would still land within Large Mountain results, however we don’t have enough information to justify the full end, and would then lean more into Outlier territory as these would be the only feats within the Large/Island range, at least without relying on multipliers, which still wouldn’t reach as high, so Island is likely a no-go, but ranging around Mountain seems a-okay!


Is Team Fortress 2 (The Game) Canon?

Several of TF2’s feats involve the use of gameplay. This is relatively fine to use in most instances as long as it doesn’t deviate from the lore or canon much, but that still begs the question. Is the Video Game: Team Fortress 2 Canon?


Answer: Yes, blatantly so. As it turns out, the game is a Documentary, yes it’s dramatized, but that likely is just the answer to things like Respawns and multiple of the same class. Not only that, but Jungle Inferno also directly references the game at the end of its trailer. It’s safe to say, using the Video Game is fair use for feats and scaling.


Where Are The Bigger Robots?

Those of you who have read other TF2 Blogs may have noticed that we only used 2 robots for our Sub-Atomic Values, the Scout Bot and the Heavy Bot, but what about the other robots, namely the Giant Robots. Surely those Robots must net really high numbers!.. Except there’s one small problem… Giant Robots don’t get atomized. It’s true! We’ve tested it and they don’t disintegrate, they instead blow up like normal. Sadly this means we can’t use the Giant Robots for Sub-Atomic Disintegration.


Does Tracer scale to Sigma?

Short Answer:

Long Answer:

There’s honestly zero reason for Tracer to scale to Sigma, and she most likely never will.
Which is a shame because Sigma’s got some pretty insane calcs that range from 68 Megatons to a staggering 2.34 Gigatons! The latter matches TF2’s Low Gigaton calcs, which would be a massive game changer if Tracer could scale to this. But sadly we have to explain why she doesn’t.

You see, based on Sigma’s lore descriptions there’s not many characters in the world of Overwatch who can even scale to him because he’s just that powerful. The only people that can most likely scale is Doomfist, I mean he is the head honcho of Talon and is narratively presented as the strongest of the organization so there’s at least heavy implications to scale Doomfist equal to or stronger than Sigma, but keep in mind that nothing is concretely confirmed. Why Doomfist matters here is because Tracer fought him and got completely washed. What’s worse is that Doomfist blatantly stone walled her attacks and wasn’t even phased. It’s also important to note that Genji and Winston were there and they also got washed, and couldn’t really do anything to Doomfist except for Primal Rage Winston which is a form of Winston that Tracer doesn't scale to. Not even Reaper or Widowmaker scale because Primal Rage Winston stonewalled them, and they had to retreat. Going back to Doomfist, Doomfist was pretty casual in his fight against Tracer, Genji, and Winston. He was only ever really challenged to fight harder when Primal Rage Winston entered the picture. There’s also the feat of Widowmaker tanking a hit from Doomfists gauntlet which honestly doesn’t mean much considering the small blast of energy released from it and it was not wielded by Doomfist himself, instead it was just some child. It’s at least safe to say the gauntlet is far less powerful when it’s not wielded by Doomfist himself. Because if we don’t then there’d be obvious in lore contradictions of where these characters sit power wise. Doomfist level Widowmaker and Reaper when they can’t even harm Primal Rage Winston? And there’s zero information in lore that even suggests they're even near Doomfists level? Sorry but we’re just not believing this. There’s also the fact that Gauntlet basically fell apart after the punch suggesting it was defective in addition to the fact that the Gauntlet never falls apart when Doomfist uses it, which adds credence that this Gauntlet by itself wasn’t at it’s best in terms of capability.

Finally, some might use gameplay feats like I dunno, Tracer is capable of killing Doomfist. But we find that unacceptable because that does not line up with how things actually are in lore, and if anything using OW gameplay scaling like this would mean everyone would scale to each other, which again does not line up how things actually are in lore and creates massive contradictions. We do not accept this type of gameplay scaling, sorry. 


MFTL+ Overwatch

Alright let's get this over with quick and simple, you’ve probably seen this for the billionth time reading Overwatch in vs blogs.

Omnics can process things within a micro fraction of a microsecond, Tracer blitzes them faster than can perceive/process. Pretty straightforward feat for her naturally as the fastest character in the Overwatch verse. And there’s even other FTL feats by characters such as Genji that Tracer upscales from that makes MFTL not look too ridiculous because they were already FTL to begin with. FTL-MFTL+ OW is fine in our book. But for those who disagree with MFTL+ OW, most likely deeming it as an outlier still, we will go over a scenario on what if it weren’t granted in Verdicts to accommodate for y’all, so all’s gucci.


“iBlewUpTheSunDiskMoon”


“Well, there's a catch: a major plot point in Team Fortress 2 involves the Caretaker admitting that any weapon on Earth cannot hurt the Yeti”

“So, when Apple's "iBlewUpTheMoon" obliterated the moon, it highlighted just how tough the Yeti really is.”...

Yeah okay, no. Let’s talk about this real quick. The argument goes as follows: Saxton Hale was able to effortlessly oneshot a Yeti, and this is impressive because one of the Yeti’s caretakers stated that when angered, nothing on Earth could stop the Yeti. This would include the IBlewUpTheMoon, which… blew up the moon. And because the Mercs can keep up and hurt Saxton Hale, they could scale to this feat.


Except, there’s a lot of issues here. In order to make this work, a lot of assumptions have to be made. While the caretaker’s statement seems fine on its own, there’s the issue of them even being aware of this type of technology. They obviously also haven’t and wouldn’t be able to test this type of technology against the Yeti, so we have no way of actually knowing if this would put the Yeti down or not. In addition, this is from a non-canon comic, so at absolute best, it’s a massive outlier, but at worst it’s clearly a gag from a non-canon comic that has too many assumptions for it to even work in the first place. Oh and it’s further contradicted by the fact that the Moon still clearly exists in TF2, given one of the maps takes place on the moon.


Moon level Doomfist?

In a One Punch Man x Overwatch collaboration, Doomfist is wearing the caped baldy’s outfit and in an intro highlight he mimics Saitama’s punch, which fractures a moon. This feat gets calc’d pretty high, specifically into the petaton ranges. And in all honesty this feat shouldn’t be taken all that seriously as nothing suggests this collaboration to be canon in the first place, most likely being non canon as at the end of the day this is just a fun nod to Saitama, this is only a collaboration after all. Finally taking the feat at face value would be the biggest outlier in OW. This whole Moon level Doomfist just isn’t worth taking seriously. Oh and even if this were real life and this feat were to be granted to Doomfist, Tracer wouldn’t scale to him at all lol.

Bonus Fanart



(The four art pieces up above by Ashuto)


(Hand Drawn TN by BlackPenBP)


(Art by CarbonatedJem)


(“RUN IT BACK!” Track Art by PRSUIT)

(TN by JobberGodot)



(TN by PRSUIT)


(TN by Burrito)



(The Two TN’s up above by JobberGodot)

(TN by PRSUIT)


(TN by ThusSpokeTheAuthor)


(TN by MetalLeading9872)

(TN by NinjaMonkey3904)


(TN by Cabbage)


(TN by SentryNeo)

(TN by OpeningAdsNewAccount/TheDerpyPotato)

(Meme by JobberGodot)


Fight Script
Before we move on to the verdict of this blog, PRSUIT spent some extra time to create and cook up an extremely in depth fight script between Tracer & Scout.


Please give it a gander!


It’s really good and definitely highlights the massive potential of this matchup as not just a debate but the amazing animation and interaction potential both Tracer and Scout would be able to have against one another.

(Especially if it were to be done again by modern day Death Battle as a Rematch).
Please enjoy!

Verdict




Let’s take a look at Strength, and all the different angles that we can take. First let’s start with both character’s low-end feats. By scaling Tracer to Genji slicing the Omnic Titan’s hand, who can tank sentry fire from Torbjorn’s turrets, the same turrets that contain the energy of a volcanic eruption. The low-end of this feat comes out to 3.35 Megatons of TNT. Scout on the other hand at minimum scales to Merasmus and his magic spreading a cloud formation across the horizon in about 2 seconds. The Kinetic Energy lands about 18.9 Megatons of TNT, about a 5.6 times difference, a sizable difference in Scout’s favor. However, Scout has one trick up his sleeve, being MVM Upgrades. Among these lists of upgrades, we can find a 75% Bullet Resistance and a 75% Explosive Resistance upgrade for Scout’s physical. While this doesn’t boost how much damage Scout is doing to Tracer, it does lower how much damage Tracer is doing to Scout, as her whole kit consists of well… bullets and explosives. After applying the resistance to Scout, Tracer would only be doing 3.35 * 0.25 = 0.8375 Megatons of TNT to Scout, making the difference now 22.5 times the difference. That is a huge gap for Tracer to overcome, one that her weapons simply won't be able to, as at that point, any and all attacks would simply be stonewalled. Tracer’s best option here is to get physical herself and throw hands with Scout, since he doesn’t have a melee resistance, but she puts herself at risk by getting within melee range, allowing Scout to either get several shots in with his Scattergun or other weapons, or landing his devastating Home Run Taunt. And this is without even taking into account the Sub-Atomic Statements! The Low-End of these feats from using the Minor League Scout Bot gets 29 Megatons of TNT! That furthers the gap even more, getting closer to one tap range with a difference of about 8.65 times.


Now let’s discuss higher ends. The best we found for Tracer would again be the Volcano feat, but with the higher end landing 33.5 Megatons of TNT. This lands a bit higher than the Low-End of both Merasmus’s feat and the Minor League Scout Bot value. Key word being the Low-Ends. The high-end of Merasmus’s Cloud Feat gets a whopping 803 Megatons of TNT! A difference of 23.97x! And we accepted the use of KE for Merasmus’s feat since it visually moved across the horizon in a short timeframe, and it’s also usable because this was a casual showing of Merasmus’s magic. The source of this feat was his magic, and Merasmus has used his magic in attempts to kill (and fail) the mercs. But let’s ignore this feat real quick to acknowledge Scout’s other high end feats. By using the Heavy Mittens Bot, which has 60 HP, allowing it to be oneshot by both the Cow Mangler and the Pomson, the Sub-Atomic value gets 72 Megatons, which is only a 2.14 times difference. Not the worst gap in the world, but again, applying the MVM Resistances lowers Tracer’s AP to 8.375 Megatons, furthering the gap to 8.59 times, putting the ball comfortably back into Scout’s court, but Scout still isn’t done. Crits, MVM Weapon Upgrades, Inverse Square Law, all of these allow Scout to further the gap even further. Crits act as a X3 Multiplier, however this would only apply to Scout’s weapons, but the same can’t be said to Weapon Upgrades. The Cow Mangler can get double damage via upgrades, and we can get it to do exactly 60 HP. As a reminder, the Heavy Mittens Bot has exactly 60 HP, by doubling the damage of the Cow Mangler, it is now hitting with a force of 144 Megatons! Now, a double damage Cow Mangler with this value would do exactly 120 damage… Scout has 125 HP. This means Scout is now sitting at 144 Megatons physically, and this is proven with having a Soldier shoot the fully upgraded Cow Mangler at a Pyro Bot, having it reflected back at Scout. This makes the difference now 17.19 times, but now let’s talk about Inverse Square Law. As mentioned in during the Before The Verdict section, we found the use of Inverse Square Law to be valid, the highest value being 2.78 Gigatons! Ok, now technically the Splash Damage of the Cow Mangler will never oneshot the Heavy Mittens bot, but nothing a mini-crit and a very specific damage number of 45 to multiply it back to 60 can’t fix! If accepted, the gap in Strength is now just astronomical.


Regardless of which ends we use, Scout wins out in Strength.



Speed should be simple enough. Tracer being the resident Speester of the verse, she naturally scales to all of the speed feats, such as Genji being able to deflect literal beams of sunlight, landing 3.1 c to 6.3 c. Scout can move in tandem with the Pomson, which shoots radiation, which moves at the speed of light, landing 0.33 c at base, and 0.43 c with a fully charged Baby’s Face Blaster, a difference of 9.39 times with low-ends, and 14.65 times with high-ends. Scout can make up this difference with the use of Bonk! Atomic Punch. This allows Scout to be able to dodge light-speed projectiles like they ain’t even there! This lands about 8 c to 20.55 c, allowing Scout to keep up and surpass Tracer’s low-end speed. Yeah, low-end. Let’s now discuss that feat.


Alright, let’s talk about the infamous Omnic Perception Blitz Feat. As already discussed in the Before The Verdict section, we accepted this feat, letting Tracer be 62,818 times faster than light! This gap in speed is simply not something Scout can keep up with. Even if you don’t accept this value, either by deeming it an outlier, or because this is tied to her blinks, which would eventually run out via her Chronal Accelerator shorting out, Scout’s best speed feat is also tied to a time limit, via Bonk! Atomic Punch’s recharge. Yes it will recharge eventually, but this means for a majority of the fight, Tracer’s low-ends will still be faster than Scout. Even MVM Speed upgrades nor Scout’s Mad Milk being able to slow opponents via upgrades isn’t enough for him to close the gap. At best, it’s a manageable speed difference, but at worst Scout will always be slower. Speed goes to Tracer.


Looking at each other’s arsenals, it becomes abundantly clear that Scout takes this category. Tracer is equipped with her Pulse Pistols, Pulse Bombs, and her Chronal Accelerator, which allows her to Blink and Recall. Scout on the other hand has… over 25 weapons with unique properties, and a lot more if we allow the use of re-skins! This isn’t even taking into account the Power-Up canteen and its various boosts and abilities. To put it bluntly, Scout’s arsenal simply overwhelms Tracer’s, even allowing her the cut and unused PVE powers doesn’t make up this difference. In addition, Scout’s own resistances makes a lot of Tracer’s arsenal not very effective to begin with, while Scout’s provides him with so many benefits, such as healing him, making Tracer marked as death allowing for mini-crits, or simply allowing for better mobility. To further solidify this point, Tracer’s Chronal Accelerator will eventually short out, cutting even more of her arsenal when it does. 


Scout comfortably takes Arsenal.



Being a member of Overwatch, Tracer has received formal training both in her marksmanship and in sparring. Her training has proved to be impressive given how good of a shot she would be. In sparring, Genji, one of the most skillful heroes, even stated that he has trouble keeping up with Tracer.


Scout on the other hand didn’t receive as much formal training. He’s still a skilled fighter without a doubt, given he has tangled with a BLU Heavy before and successfully killed him, and his weapon mastery is nothing to scoff at, especially given how many weapons he has, however Scout was hired as a mercenary for his speed, and given his bashful personality to run in guns a blazing, he isn’t as skilled as a fighter as he would want you to believe.


Given Tracer has actual training compared to Scout’s simple weapons mastery, along with her being a more strategic fighter than Scout, Tracer takes the edge in Skill.



Experience is a bit harder to pinpoint, both have been part of their respective groups for years. Admittedly, Tracer was out of commission for about 2 years due to her major accident causing her condition called Chronal Disassociation, but Tracer’s skillful nature and her hanging around other heroes of Overwatch definitely make up for it.


Similarly, Scout has been around fighting the good fight for years both in the Gravel War and the Robot War until the Takeover of Mann Co. Leaving Scout and the rest of the mercs out of a job for about 6 months, until the team would eventually be assembled again in order to take down Gray Mann’s robots once and for all.


Given their respective timeline, both Tracer and Scout have likely been fighting for roughly an equal amount of time. Scout has seen crazier things in his time due to the nature of his verse possessing Wizards, Magic, Mutant Bread, Aliens, and Crazed Yetis, but Tracer arguably has fought way more skilled opponents. Due to this, it’s hard to claim one has more experience than the other, and the safe option is to say that they tie here.



Hmm… a tie. It makes sense, given each other’s overall dominance in their respective category, it was bound to happen. It might seem with this, either or could win, but after looking deeper, we found what we believe to be a really important factor in determining a winner. Let's take a deep dive in their Abilities



As mentioned before, the abilities granted by Tracer’s Chronal Accelerator are impressive. Notably the ability to recall lets her essentially undo everything Scout throws at her! This includes all damage done to her, all debuffs, such as her being marked for death or slowed by Mad Milk. In a vacuum, this is such a powerful ability that could theoretically let her win the abilities category on its own! Throw in her blinks and she’s zooming all over the place! Well, to put it bluntly, she’s technically on a time limit. Her Recall and her Blinks are without a doubt powerful abilities, however her Chronal Accelerator will eventually short out, temporarily leaving her without abilities, being completely open to Scout. In fact, it’s very likely that her Chronal Accelerator will short out during the fight, given the difference in power. Looking at her fight against Doomfist paints the picture perfectly. He was able to completely stonewall Tracer’s attacks, eventually landing the blow he needed by calculating his next attack, predicting where she would go. This is how the fight would likely go, her attacks will be tanked by Scout, and either her Chronal Accelerator shorts out, or Scout gets the 1 hit that he needs to win.


Next up, Scout’s own abilities. Scout’s regeneration and his MVM Upgrades along with the Power-Up canteen offer similar versatility to Tracer’s Recall, and then some, without any drawback. Scout’s ability to regenerate from having a hole in his chest to being completely fine in the matter of seconds, or being able to regenerate after literally being dead to standing and fighting in the matter of minutes. Throw in Scout’s upgrades healing him 10 HP per second, or in other words, 12.5% of his health in a single second. This combined with each other means that, even if Tracer were doing chip damage to Scout, any and all damage would be undone in literal seconds. Given the difference in Strength, we don’t think Tracer has enough fire power to overcome this level of regeneration. Keep in mind, Scout’s Power-Up Canteens also provide more healing and even outright invulnerability with Uber. If we want to be funny, Scout’s healing potion also heals other people around him, except for the fact that Tracer doesn’t have the heart required for her to survive the voltage of Uber, meaning Scout could pop this potion and completely kill her on accident. Now technically, Tracer’s passive reduces the amount of healing one gains for 2 seconds, however this isn’t enough to overcome how potent it really is, even if she is constantly refreshing the cooldown, it just means Scout’s healing would take slightly longer, but not enough for it to matter.


Given the versatility of Scout’s abilities providing him equally as strong, if not stronger, options as Tracer’s own without any drawback, while also having the tools and stats needed to overcome Tracer’s means that Scout takes Abilities.


Conclusion



Tracer

Y’know, the world could always use more heroes.

Advantages

  • Faster, to Massively Faster regardless of ends…

  • More skilled

  • Better training

  • Passive reduces Scout’s healing

  • Better AoE

  • Melee attack isn’t reduced by MVM Resistances…

  • Smarter

  • Recall can remove debuffs

  • Perfect Night is a banger

  • Scout can’t woo her


Equals


Disadvantages

  • …But not strong enough to capitalize off of her speed, regardless of ends

  • Her whole kit is reduced by Scout’s MVM Resistances

  • …But this puts herself at risk by getting within Scout’s attack range

  • Her Chronal Accelerator will eventually short out, leaving her open

  • One hit to her Chronal Accelerator will instantly end the fight

  • No answer to Power-Up Canteens

  • Blizzard




Scout

Frickin’...Awesome.

Advantages

  • Massively Stronger, regardless of which ends

  • Crits and MVM Upgrades further the Strength gap

  • Could match low-end speeds with the use of Bonk! Atomic Punch...

  • Fan O’ War and Mad Milk slow will debuff her

  • MVM Resistances resist her whole kit

  • Much larger arsenal

  • Power-Up Canteens provide a plethora of unique and helpful abilities and healing

  • Natural regeneration

  • As a member of Team Fortress, Scout's wackiness & stupidity can bizarrely help him pull one over on skilled opponents (Like the Team Fortress Classic Mercs)

  • Potential Revive

  • Better memes

  • Boink-Bonk-Bonk-Born is a banger

  • Rematch Date


Equals


Disadvantages

  • Slower at both ends

  • …Bonk will eventually run out

  • Not as skillful

  • Not as intelligent

  • Tracer’s passive reduces Scout’s healing

  • Meet Your Match Update


In conclusion, Scout’s advantages are just so major in comparison to Tracer’s, namely the strength gap is just so massive, only furthered with potential multipliers and MVM Resistances. Despite Tracer’s massive advantage of her own, being her Speed, it simply has too many drawbacks to be enough to win, with her Chronal Accelerator being a huge potential risk in the fight. Given Scout’s way better durability, it’s simply likely that Scout just stonewalls all of her attacks and either lands a hit on her Chronal Accelerator, or it simply shorts out, leaving her vulnerable. Throw in all of Scout’s other tools at his disposal, and it simply becomes too much for Lena to overcome.


Looks like Lena’s efforts to Trace Scout were in vain, when she ran outta time it was simply Over, Watch. Yea yea I know, these puns were A Real Freakin’ Embarrassment.

The Winner Is The Scout!




The Final Tally

Team Tracer (0) - (Died just like her games Story Mode/PVE)

Team Scout (5) - JobberGodot, Burrito, PRSUIT, Fiction., Iceking


Comments

  1. Buddies you can't argue scout physically scales to a weapon cause of gameplay when he gets hurt by way lesser but then not do the same tracer especially since Gene still tanked a attack from doomfist even he was damaged you can still scale from that lol

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    1. With that type of logic we shouldn't have used the big Omnic Titans feat for Tracer because she got grievously hurt by way lesser, like regular bullets for example lol. Also Genji did not tank that attack from Doomfist, bro got one shotted and taken completely out of the fight

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    2. Also we have already have Tracer physically scaling to a weapon cause of gameplay, that being "Hammond is capable of moving fast enough to catch fire when slamming into the ground" which gets to 5.31 tons of TNT. And for context, Hammond inside his mech attacks like a Wrecking Ball here. There's no double standards here

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    3. Doesn't matter he still tanked attack without getting disintegrated or dying. He is weaker but still down scales to doomfist and you can still create a scaling chain through that. And death battle ain't ever putting scout at 2 gigatons of tnt lmao. Scaling tracer to one gameplay feat is irrelevant if you are not downscale to sigma through gameplay , Hammond is irrelevant. There is like no evidence they scale physically to subatomic disintegrator and the gun that shoots sub atoms does not mean it disintegrated things to the subatomic level

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    4. You again! Why are you in all the blogs I read? And why are you always a douche? Scram!

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    5. How about you fuck off? I am offering criticism. Death battle isn't gonna put scout at large mountain level be serious. You can guys are upset at marvel or dc wank so stop defending this

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    6. Dc has NOTHING to do with this so please stop.

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