- Best Flanker loadout: Scattergun + Pistol + Bat covers close-range burst, mid-range chip damage, and fast melee finishes.
- Core role: Flanker is a mobile offense class built for speed, close-range burst damage, and pressuring isolated targets.
- Engagement rule: Fight inside Scattergun range and retreat the moment you are spotted by multiple enemies.
- Best targets: Doctors, Marksmen, and Mechanic buildings are your highest-value picks.
- Biggest weakness: Low effective range and fragility punish open-field fighting.
Flanker Overview: Why Loadout Choice Matters
The Flanker is Typical Colors 2's mobile offense class. With high mobility and strong close-range burst damage, the Flanker wins fights by choosing when and where engagements happen rather than by outgunning opponents head-on. That makes your loadout less about raw firepower and more about covering the gaps your playstyle creates.
The recommended starting setup is straightforward:
| Slot | Weapon | Role in the Loadout |
|---|---|---|
| Primary | Scattergun | Main damage source, devastating at point-blank range |
| Secondary | Pistol | Mid-range chip damage, finishing weakened targets |
| Melee | Bat | Fast swings for emergency close fights |
This stock configuration is reliable because every weapon answers a specific problem. The Scattergun deletes enemies who let you get close, the Pistol extends your threat range beyond shotgun distance, and the Bat gives you a fast option when both guns are empty.
The Flanker's damage falls off sharply outside Scattergun range. If you are trading shots at mid-range with a Trooper or Brute, you are playing the wrong fight. Close the distance, reposition, or disengage entirely.
Weapon-by-Weapon Breakdown
Primary: Scattergun
The Scattergun rewards aggressive, accurate positioning. One or two clean shots at point-blank range can remove most support and damage classes before they react. Accuracy matters more than fire rate—missing twice in a row usually means you lose the exchange.
Secondary: Pistol
The Pistol is your bridge weapon. Use it to finish opponents who survive your Scattergun burst, harass enemies at medium distance, and apply pressure while you close gaps or retreat to health packs.
Melee: Bat
The Bat swings fast and costs nothing to use. It is a finishing tool and a fallback when your magazines run dry mid-fight, which happens often in extended flanking runs behind enemy lines.
| Weapon | Effective Range | Best Use Case | Risk |
|---|---|---|---|
| Scattergun | Point-blank to short | Primary burst damage | Useless at mid range |
| Pistol | Short to medium | Chip damage, finishes | Low per-shot damage |
| Bat | Melee | Emergency finishes | High exposure |
Aggressive Setup
- Scattergun + Pistol + Bat
- Maximum burst potential
- Best for confident aim and fast movement
Objective Setup
- Scattergun + Pistol + Bat
- Focus on contesting points and carts
- Trade kills near the objective
Support-Hunting Setup
- Scattergun + Pistol + Bat
- Prioritize Doctors and Marksmen
- Disengage after each pick
Unlockable weapons can shift damage, mobility, or survivability, but no loadout fixes bad positioning. A Flanker caught in the open by a Brute's Minigun or a Marksman's Sniper Rifle rarely survives regardless of weapon choice.
Step-by-Step: How to Flank Effectively
Read the Map Before Engaging
Identify alternate routes, side paths, and health pack locations before you commit. Flankers thrive on routes the enemy team is not watching, not on the main chokepoint.
Target the Backline
Slip behind the enemy formation and prioritize Doctors, Marksmen, and Mechanics. Removing the enemy's healing and long-range pressure swings team fights more than trading with frontline classes.
Pick Your Moment
Engage when your target is distracted, reloading, or isolated. A Flanker who attacks a full-health, alert Brute head-on is gambling with poor odds.
Burst and Retreat
Land Scattergun shots, finish with the Pistol if needed, then disengage before reinforcements arrive. Repeat this cycle instead of overextending for extra kills.
Review Every Death
Most Flanker deaths come from isolation, exposure in open sightlines, or engaging the wrong class. Adjust positioning rather than swapping weapons repeatedly.
A one-for-one trade where you eliminate the enemy Doctor is almost always worth your life. A trade against another Flanker deep in enemy territory usually is not.
Matchups: Who to Fight and Who to Avoid
| Matchup | Difficulty | Recommended Approach |
|---|---|---|
| Doctor | Easy | Burst quickly before healing ramps up |
| Marksman | Easy | Close distance using cover, punish scope tunnel vision |
| Mechanic | Medium | Avoid Sentry sightlines, kill away from buildings |
| Trooper | Medium | Bait rockets, close in during reload windows |
| Arsonist | Hard | Avoid confined spaces, fight at Scattergun max range |
| Brute | Hard | Never fight sustained, only ambush near-death targets |
Arsonists dominate the same close-range space the Flanker wants to occupy. When an enemy Arsonist is holding your intended route, pick a different path or wait for teammates to draw their attention.
Flanker Improvement Checklist
Use this checklist to track the habits that separate effective Flankers from feeders:
Core Flanker Habits:
- Use alternate routes instead of the main chokepoint
- Target Doctors and Marksmen before frontline classes
- Retreat after each engagement instead of overextending
- Track health pack locations for sustained flanking runs
- Review each death for positioning mistakes
FAQ
Q: What is the best Flanker loadout in Typical Colors 2?
The stock setup of Scattergun, Pistol, and Bat is the most reliable Flanker loadout. The Scattergun provides close-range burst damage, the Pistol covers medium-range chip damage and finishing, and the Bat handles emergency melee situations. Unlockable weapons can adjust this balance, but the stock configuration suits most maps and modes.
Q: Which targets should a Flanker prioritize?
Flankers should target the enemy backline: Doctors, Marksmen, and Mechanics. Eliminating healing and long-range pressure creates openings your frontline can exploit, which is usually more valuable than trading kills with combat classes.
Q: Which classes counter the Flanker?
Brutes win sustained close-range fights with their high health pool and Minigun damage, and Arsonists control the confined spaces Flankers like to use. Marksmen can also punish Flankers caught crossing open sightlines.
Q: Is Flanker a good class for new players?
Flanker is accessible mechanically but demanding positionally. New players can find success with the Scattergun's simple weapon pattern, but survival depends on learning map routes, engagement timing, and when to retreat. Trooper is generally an easier starting class.