Fletcher really is quite under-rated, I used to believe he was the most useless merc in the game but after playing with him all weekend I’ve found him to be amazing and some of the most frustrating merc’s to play against. He takes a certain play style and finesse which is most comparable to demo-man from TF2.
If you enjoy mind games, forcing your opponent to move & fight you on your terms and hit people around corners at free will. Try fletcher out!
Sticky Bomb Information
80 damage
100 damage - if stuck on player
Damage stats for sticky bomb (not including sticky attached to enemy player model)
- Aura = 1 Hit Kill
- Proxy = 10HP left
- Kira = 10 HP Left
- Vasilli = 20 HP left
- Pheonix = 20 HP Left
- Bushwhacker = 30 HP left
- Fletcher = 30 HP Left
- Sawbonez = 30 HP Left
- RedEye = 40 HP Left
- Skyhammer = 40 HP Left
- Arty = 40 HP Left
- Stoker = 40 HP Left
- Fragger = 70 HP Left
- Thunder = 80 HP Left
- Rhino = 120 HP left
Weapons
Blishlok (SMG)
Body Shot = 18 Damage
Headshot = 36 Damage
Highest damage SMG in the game. The closest SMG behind it is the Crotzni/SMG9 with 24 damage hs and 12 damage body.
Ahnulhld-12 (SMG)
Body Shot = 77 Damage
Headshot = 154 Damage
Clip = 7, comparison: Hollunds = 6 and Remburgh = 5
Empire-9 (Machine Pistol)
Body Shot = 8
Headshot = 16
The Empire-9 (his machine pistol) is the highest RPM gun in the game, edging over Proxy’s Hochfir by 50 points. 8 Damage for Body and 16 damage for headshot. Damage numbers are extremely low, however you don’t’ need much to finish off players in combination with sticky bomb. See below for the math….
Shotgun or SMG?
I personally find the Ahnulhld to be stronger, due to the burst damage of playing corners with sticky and the burst damage from shotgun rather than higher sustained DPS with blishlok. Allows you to duel fragger if he doesn’t cook nade.
Sticky Bomb + Weapon combinations
- 1 Merc (Aura) = 1 Shot kill with sticky bomb
- 2 Merc (Proxy & Kira) = 1 sticky bomb + 2 body bullets from his machine pistol
- 3 Merc (Vasilli, Pheonix) = 1 Sticky bomb + 3 body bullets from his machine pistol)
- 3 Merc (Bush, Fletcher, Saw) = 1 Sticky bomb + 4 body bullets from his machine pistol)
- 3 Merc (Redeye, Skyhammer, Arty, Stoker) = 1 Sticky Bomb + 5 body bullest from his machine pistol)
- Fragger = 1 Sticky Bomb + full body shot from shotgun (77 damage)
- Thunder = 1 Sticky Bomb + Shotgun Body shot = 3 HP left. Partial headshot with the rest hitting body = dead
- Rhino = 1 Sticky Body + shotgun head shot = dead
Tips
Some small tips I have with fletcher, I use all of these and usually combine them together. [list]
[] Check well-known peakable corners with stickies
[] Charge the sticky bomb throw, it comes out almost instantly when your arm is already pulled back ready to release
[] Kite people around corners. People typically try to charge fletcher down, you can throw sticky and explode all while moving around the corner just out of sight range. If they chase, you’ll get the damage indication and can normally pop back for a 1 shot shotgun kill or 3-4 bullet Machine pistol kill. If they don’t chase, then chase them back with sprint & sticky throw.
[] Abuse the fact you only need to show yourself for a split second for 80 AOE damage. This really is the strength of fletcher… a quick 80 damage AOE bomb
[] Sticky bombs can stick to players, very useful when kiting people around the corner. You can visibly see the sticky bomb on a player. That aura moves extremely fast, however has very predictable movement when trying to revive a player
[] Sticky Bomb + finish with machine pistol. Bigger slower mercs, finish with shotgun. Pretty much a 1-2 punch if the sticky bomb is a direct hit.
[*] Bait the medic train with dead bodies+ 2 sticky bombs. 2 sticky bombs will gib a body + kill the medic trying to revive.
[/list]
Notes
- Enemy players can shoot the sticky in mid-air. It happens occasionally and is hard to notice, seems like your sticky bomb just disappears when you go to set the detonation
- Traps are useful, but if you rely on traps for this merc you are severely limiting its potential. Traps are EXTREMELY situational and choosing a merc to ONLY lay traps makes you nearly useless to your team