How to dance the conga

Conga - Official TF2 Wiki

Fix your grip and grab some hips, maggots! Your hands are two tickets to a Latin dance adventure!

Conga publicity blurb

The Conga is a special taunt for all classes.

When the player selects it from the taunts menu, the character begins to slowly move forward at 50 Hammer units per second (roughly 16.7% of normal speed) while dancing the "conga"; this is accompanied by a light, repeated drum beat. If playing as a Scout, he will also clap his hands above his head periodically. The player can rotate their character by pressing the strafe keys. This taunt continues to repeat itself until the player ends it or is killed.

Any other player (including Bots), regardless of team or if they own the taunt, can join any taunting player by standing close to them and pressing the taunt button. Other players will see an icon above the dancer's head which indicates if the taunt is active. The Conga can be spread throughout the players on a server even after the original owner stops dancing, and is not limited to two people.

Every player in the conga line does special moves, synchronized to the beat of the conga (for example, when the Scout claps, the Heavy does a kick). For the voice lines and animations of each class, please refer to the respective class taunts pages.


  • 1 Demonstration
  • 2 Related achievements
    • 2.1 General achievements
  • 3 Update history
  • 4 Bugs
  • 5 Trivia
  • 6 Gallery


Related achievements

General achievements

Conga Line
Do the Conga with 10 or more players at the same time.
Party Crasher
Kill 3 players who are doing the Conga within 5 seconds.

Update history

June 18, 2014 Patch (Love & War Update)

  • The Conga was added to the game.

June 23, 2014 Patch

  • [Undocumented] Set all taunts to be giftable, nameable, and support craft numbers.

July 17, 2014 Patch

  • Updated the Conga taunt to play sounds on the client instead of the server.

August 21, 2014 Patch #1

  • Fixed character audio being cut short when characters clap during the Conga taunt.

February 11, 2015 Patch #2

  • [Undocumented] Special taunts no longer drop for Premium account players.

November 3, 2015 Patch

  • Updated taunts to prevent movement during the pre-round period when players are frozen.


  • Sometimes the animations will not play correctly, and will instead show the walking animation of the class currently in the taunt.
  • Having multiple people on a server, generally over 10, doing this taunt can cause the server to gain a buffer overflow.
  • On occasion, a player will appear to be stuck in the Conga animation. This hinders gameplay in that the hitboxes do not correspond with the model.
    • If this bug happens with a Spy, all of his disguises (enemy or friendly) will be stuck on the Conga animation and it will be visible by anyone.
  • Entering on a teleporter with Conga and canceling it when the player is about to be teleported will cause the weapon FOV to change. This can be fixed by entering another teleporter or dying in any way.


  • The "conga" was originally a dance that was performed in the streets of Cuba. People in Havana were actually forbidden to do the conga due to the amount of adrenaline and excitement that fueled fighting in the streets near elections. Eventually, Cuban President Fulgencio Batista permitted the people to dance congas during elections, but with a police permit. Spy refers to this in a line where he says "Dancing! It is the forbidden dance!".


  • Soldier

  • Demoman

  • Engineer

  • Sniper

Classes - Official TF2 Wiki

The official group picture from Valve, featuring the (from left to right): Pyro, Engineer, Spy, Heavy, Sniper, Scout, Soldier, Demoman, and the Medic

Are you dangerous like Heavy, or coward like Scout?

The Heavy

There are nine official classes that can be played in Team Fortress 2; they are as follows:

Official classes

  •  Scout
  •  Soldier
  •  Pyro
  •  Demoman
  •  Heavy
  •  Engineer
  •  Medic
  •  Sniper
  •  Spy


  • 1 Class roles
    • 1. 1 Offensive
    • 1.2 Defensive
    • 1.3 Support
    • 1.4 Random
    • 1.5 Subclass
  • 2 Health points
    • 2.1 Class health points comparison
  • 3 Speed
    • 3.1 Class speed comparison
  • 4 Size
  • 5 Update history
  • 6 Unused content
    • 6.1 Gallery
  • 7 References

Class roles

All nine classes are grouped into three specific combat types, offensive, defensive, and support but all can be played outside their assigned role depending on the player's choice of strategy.


Offensive classes (Scout, Soldier, and Pyro) are the main attack force of the team. Whether it's assaulting Control Points or grabbing the Intelligence, these classes focus on mobility. Scouts have the ability to capture points twice as fast as any other class and can get there with their top-tier speed and double jumps. Soldiers pack a punch with their devastating Rocket Launchers, and can attack from unexpected directions by rocket jumping. Pyros can wreak fiery havoc in enemy ranks with a well-timed ambush or extinguish their own burning friends, and offer the highest speed/health ratio of all classes (barring buffs or nonstandard equipment).


Defensive classes (Demoman, Heavy, and Engineer) serve to inhibit enemy access and to hold enemies back from vital points on the map. Overall, the defensive group has the most firepower of all the groups. Demomen can safeguard areas with stickybombs that they can detonate when enemies come by. Heavies are great for mowing down incoming troops and pushing back forces. Heavies can also keep enemies in an area while whittling their health for teammates to finish off. Engineers can build Sentry Guns for effective area defense, as well as build Teleporters and Dispensers for logistical support of the team.


Support classes (Medic, Sniper, and Spy) cannot hold the fight on their own, but their specialized abilities can tip the balance in their team's favor. They offer the offensive and defensive classes an extra edge in battle and can help turn the tide of the game. Whether crippling the enemy advance from behind or keeping teammates healed, the support classes are always handy to have around. Medics offer a mobile means of healing for teammates, capable of overhealing them to 150% of their maximum health, and can provide a range of buffs such as invincibility, 100% critical hit rate, 300% healing rate as well as immunity to movement impairing effects, or 75% resistance to bullets, explosions, or fire. Snipers can eliminate key targets from a distance and use Jarate to extinguish teammates on fire and increase the damage dealt to the enemy. Spies can infiltrate enemy lines undetected, disable and deconstruct buildings, and assassinate critical menaces.


The Random role randomly selects one of the nine classes for you; it can be used when you're not sure who to play, and it's a great way to get familiar with the characters.


Subclass is a term used to describe a set of a weapons a class has that drastically changes the way a class is played. There is currently only one subclass, the Demoknight. Not to be confused with playstyle, a term used to describe a loadout that benefits from playing in a certain way but keeps the core mechanics of a class (such as Trolldier or Gunslinger Engineer).

Health points

Class health points comparison

The "All class" portrait, featuring one of each class type.

 Scout 125 185 158
With the Sandman equipped 110 165 139
 Soldier 200 300 251
With the Battalion's Backup equipped 220 330 276
 Pyro 175 260 220
 Demoman 175 260 220
With weapon slot boots equipped 200 300 251
With a head-taking melee weapon equipped with 0 heads 150 225 189
With a head-taking melee weapon equipped with 1 head 165 245 208
With a head-taking melee weapon equipped with 2 heads 180 270 226
With a head-taking melee weapon equipped with 3 heads 195 290 245
With a head-taking melee weapon with 4 or more heads 210 315 264
With weapon slot boots and a head-taking melee weapon equipped with 0 heads 175 260 220
With weapon slot boots and a head-taking melee weapon equipped with 1 head 190 285 239
With weapon slot boots and a head-taking melee weapon equipped with 2 heads 205 305 258
With weapon slot boots and a head-taking melee weapon equipped with 3 heads 220 330 276
With weapon slot boots and a head-taking melee weapon equipped with 4 or more heads 235 350 295
 Heavy 300 450 376
Under the effects of the Dalokohs Bar or Fishcake 350 450 426
 Engineer 125 185 158
With the Gunslinger equipped 150 225 189
 Medic 150 225 189
With the Vita-Saw equipped 140 210 176
 Sniper 125 185 158
 Spy 125 185 158
With the Big Earner equipped 100 150 126
With Conniver's Kunai equipped 70 105 89
Maximum overheal from Conniver's Kunai Backstabs N/A 210 N/A

A Medic with the Medi Gun, Kritzkrieg, or Vaccinator may overheal a teammate to 150% of their normal health maximum. The Quick-Fix can overheal up to only 125% of a teammate's health, but can still maintain fully overhealed health created by the Medi Gun, Vaccinator, or Kritzkrieg. If hurt, a player can refill their health through a number of ways.


Escape Plan speed values vs. health

Speed is measured in-game using the command cl_showpos 1, measuring in velocity units (v.) The standard movement speed is 100% (that of the Engineer, Pyro, and Sniper). Note that forward speed is obtained by pressing the forward, left, or right keys, the backward speed is obtained by pressing the backward key, while crouching speed is found by pressing the crouch button. Backward speed is generally calculated by 90% of the class's forward speed, while crouching is at 33%. Forward and backward speeds are the same when crouching or charging/zooming as a Sniper. During humiliation, all classes on the winning team will move 10% faster and all on the losing team will move 10% slower.

All normal forward speeds are capped at 520v or 173%; backwards-capped at 468v or 156%; crouched at 173.33v, or 58%; swimming at 416v, or 139%.

For Spies, disguising as a slower class (Soldier, Pyro, Engineer, Sniper, Demoman, or Heavy) will accurately reduce the Spy's speed to the appropriate speed of the class he is disguised as, e.g. the Spy disguised as the Heavy will move to the speed of Heavy, and remain at that speed unless he breaks disguise or cloaks. Disguising as a faster class (Scout), however, will not make the Spy move faster and he will continue to move at 107% speed (Spy`s default speed). Disguising as a player wielding a weapon that increases move speed (eg Powerjack or Overdose) will show the disguised Spy as carrying the weapon, but will not actually increase speed.

A Demoman wielding the Eyelander, Horseless Headless Horsemann's Headtaker, or Nessie's Nine Iron will gain approximately 7% of his base speed with every kill or "head" taken with it. While charging with the Chargin' Targe, Splendid Screen, or Tide Turner equipped, he moves at 250% of the standard movement speed. The Soldier's speed while wielding the Escape Plan increases by 10% with every loss of 40 health below 200.

A Soldier who has activated the effects of the Concheror nearby their teammate, or has hit a teammate within the last 4 seconds with the Disciplinary Action, will allow the teammate and the Soldier himself to move up to 140% of the speed they normally would.

A Medic who has any secondary weapon equipped will be able to match the speed of any faster-moving teammate while they are connected by the healing beam.

Class speed comparison

Baby Face's Blaster at 0% boost
Baby Face's Blaster at 50% boost
Baby Face's Blaster at 100% boost
Charging the Cow Mangler 5000
Wielding the Escape Plan over 160 Health
Wielding the Escape Plan between 160 and 121 Health
Wielding the Escape Plan between 120 and 81 Health
Wielding the Escape Plan between 80 and 41 Health
Wielding the Escape Plan below 41 Health
Wielding the Powerjack
With weapon slot boots and a shield equipped
With a head-taking melee weapon equipped with 0 heads
With a head-taking melee weapon equipped with 1 head
With a head-taking melee weapon equipped with 2 heads
With a head-taking melee weapon equipped with 3 heads
With a head-taking melee weapon equipped with 4 or more heads
With weapon slot boots, a shield, and a head-taking melee weapon equipped with 0 heads
With weapon slot boots, a shield, and a head-taking melee weapon equipped with 1 head
With weapon slot boots, a shield, and a head-taking melee weapon equipped with 2 heads
With weapon slot boots, a shield, and a head-taking melee weapon equipped with 3 heads
With weapon slot boots, a shield, and a head-taking melee weapon equipped with 4 or more heads
Wielding the Scotsman's Skullcutter
Wielding the Scotsman's Skullcutter with weapon slot boots and a shield equipped
Charging with a shield N/A N/A
Charging with a shield and wielding the Scotsman's Skullcutter N/A N/A
Charging with a shield and wielding the Scotsman's Skullcutter with weapon slot boots equipped N/A N/A
Any of the Heavy's Primary weapons spun up, except the Brass Beast
Brass Beast spun up
Under the effects of the Buffalo Steak Sandvich
Wielding the Gloves of Running Urgently
Wielding the Eviction Notice
Hauling a building
Wielding the Overdose at 100% ÜberCharge
Healing a Scout
With any Rifle, except the Classic, zoomed in
Charging the Classic at either zoom level
With the Huntsman drawn N/A
Disguised as a Scout
Disguised as a Soldier
Disguised as a Pyro
Disguised as a Demoman
Disguised as a Heavy
Disguised as a Engineer
Disguised as a Medic
Disguised as a Sniper


A height chart for all the classes.

All classes have varying height, with the Engineer being the shortest and the Heavy being the tallest of the classes for the purposes of tracing Hitscan weapons. Classes also have various builds and general body sizes; each class has their own individual set of shaped hitboxes used for bullet-based attacks.

However, for the purposes of collisions with objects, players, melee attacks, and projectiles, all classes are considered to be the same width and height. This also means that no class has an advantage or disadvantage when it comes to navigating corners or tight spaces.

Update history

May 21, 2008 Patch

  • Improved prediction of Spy's speed changes when disguising.

January 6, 2011 Patch (Beta)

  • Player health increased 100%.

January 13, 2011 Patch (Beta)

  • Player health increased 25%. (over normal – not the previous 100% increase)

February 11, 2011 Patch (Beta)

  • Restored player health to normal values.

June 27, 2012 Patch (Pyromania Update)

  • [Undocumented] Increased the running speed cap from 450HU/s to 520HU/s.

July 7, 2016 Patch (Meet Your Match Update)

  • Spy max speed increased to 320 (from 300).

Unused content

In 2017, Drew Wolf, a former Valve design artist, updated his personal website and uploaded some concept art of the female version of the classes created by him.[1] According to the note made by Drew Wolf, there used to be "an internal pitch project" made by Valve "to bring female characters to the cast of Team Fortress 2", and "the goal of the project was to dive deep into possibilities and facilitate creative discussion". However, Drew's artwork does not include the Pyro class, as their gender is still unknown.

A console variable named tf_player_use_female_models was found in the game's source code that is related to the female classes. The console variable would haved modified the loading of player models to append _female to end of the player model filename, for example scout_female. mdl.[2] This is supported by the console variable's description; "For testing. Appends '_female' to the model filename loaded"[3] The only known existing official model of any female class is that of the Soldier. The model was created in 2009 and nothing else came of it. There was also planned to be a civilian class in the game, however it was cut.


  • Concept art of female Scout.

  • Concept art of female Soldier.

  • Concept art of female Demoman.

  • Concept art of female Engineer.

  • Concept art of female Demoman, Scout and Engineer.

  • Concept art of female Heavy, Scout, Soldier and Medic.

  • Concept art of female Demoman, Heavy, Spy, Engineer and Medic.


  1. ↑ Drew Wolf's personal website
  2. ↑ game\shared\tf\tf_playerclass_shared.cpp#L164
  3. ↑ game\shared\tf\tf_playerclass_shared. cpp#L136

Konga - Official TF2 Wiki

Relax and shake your hips, noobs! Your hands are two tickets to a Latin American dance!

- Love and War Update: Day 1


Konga is a taunt for all classes.

When the player presses the action button, the character will slowly move forward and dance the conga; Additionally, all this is accompanied by the sounds of drums in the background. If playing as a scout, he will periodically clap his hands above his head. The player can control the character during the taunt by pressing the control buttons (A and D). This taunt will continue to repeat until the character is killed, or until the action button or jump button is pressed. nine0009

Any other player, regardless of team, may join the dance of another player who is in the 'conga' taunt action by standing next to them and pressing the action button. Other players will see an icon above the dancer's head indicating that the taunt is active and ready to join. Unlike other taunts, Konga can spread to all players on the server, not limited to two people.


  • 1 Demo
  • 2 Related Achievements
    • 2.1 Basic
  • 3 Previous changes
  • 4 Errors
  • 5 Facts
  • 6 Gallery


Related Achievements


Konga King
Dance a Konga with ten players at the same time.
nine0005 Party Terror
Kill 3 Conga dancers within five seconds.

Previous changes

June 18, 2014 Patch (Love and War Update)

  • Taunt: Konga was added to the game.

Update June 23, 2014

  • [Undocumented] Taunts can now be gift wrapped, renamed, and have crafting numbers. nine0034

Updated July 17, 2014

  • Now the sound is played only on the player, and not on the server.

Updated August 21, 2014

  • Fixed music interruption after clapping.

Update November 3, 2015

  • You can no longer activate taunts that allow players to move before the start of the round.


  • Taunting animations sometimes play incorrectly, showing the walking animation of the taunting class. nine0034
  • Having more than 10 players on the server using this taunt can cause a buffer overflow.
  • Sometimes the player can get stuck in the animation of this taunt. This will make the game more difficult for the enemy team, as the hit areas on the model will shift.
    • If this bug occurs with a Spy, then all of his disguises (either enemy or friendly players) will be "stuck" in the animation and will be visible to all players.
  • By teleporting and canceling the taunt before moving, the player can change their view radius. This can be fixed by changing class or dying. nine0034
  • Pressing and holding the / key while this taunt is active causes the player to move more slowly.


  • Conga was originally a street dance in Cuba. Cubans were effectively banned from dancing the conga due to the amount of adrenaline and excitement that was believed to lead to numerous battles in the country.


  • Scout

  • Soldier

  • Pyro

  • Demoman

  • Machine gunner

  • Engineer

  • Sniper

Conga Online edition "Elements of Dance"

Dance vocabularyBack

Conga is a dance that originated in Cuba, through the efforts of the musician Javier Cugat, gained popularity in the United States, and later spread throughout the world. Despite the fact that the Island of Freedom is called the cradle of the conga, this dance combines the traditions of several world cultures, however, as well as the choreographic art of this region as a whole. nine0009

A similar name is given to a tall and narrow drum that came to Cuba with African slaves, and if the features of the ritual dances of the Black Continent do not appear clearly in the movements of the conga, then only thanks to centuries of assimilation, merging with the traditions of other countries. For example, it cannot be denied that the conga dance was also formed under the influence of Chinese choreographic trends. Slaves from China, once brought to Cuba, endowed it with their own national characteristics, which is most noticeable at the very beginning of the musical composition that accompanies the conga: here we can hear the Chinese horn. nine0009

Developed among slaves, the conga dance was originally performed in very modest conditions: for example, the rhythm could be beaten by any kitchen utensils or other simple items that were always at hand. When the conga moved beyond this social group, barrels and pans were replaced by drums. In general, this dance passed through all segments of the population, enjoying success at folk festivals and carnivals unfolding in the open air, triumphantly appearing at solemn events for high society. In addition to being democratic, the conga dance is also famous for the fact that it eliminates the boundary between the dancer and the musician: the latter, who plays his instrument, also takes part in the dance. nine0068 The usual attire for the conga is wide trousers, similar to harem pants and sewn from a shiny material, a turban-shaped headdress made of the same fabric, and a loose long shirt. All parts of the costume, made in the same color scheme, are in harmony with each other.

The conga dance has a somewhat political connotation: once a regular guest of parades, it is performed to a marching rhythm, and its musical sequence has repeatedly become the foundation for political songs. nine0009

In the choreographic sense, the conga is a line of performers beating a hard rhythm with their heels, and before the second beat in each bar there is a syncopation in 1/16, which is a characteristic feature of the dance.

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