Community Mannhole strategy
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Mannhole | |
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Basic Information | |
Map type: | King of the Hill |
File name: | koth_mannhole
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Released: | July 24, 2025 Patch (Summer 2025 Update) |
Developer(s): | Harlen "UEAKCrash" Linke Aeon "Void" Bollig Benjamin "blaholtzen" Blåholtz Alex "FGD5" Stewart Al "Square" Rodgers Norman "Mikusch" Masanek Juniper donhonk Freyja |
Map Info | |
Environment: | Urban |
Setting: | Daylight, sunny |
Map Items | |
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Map Photos | |
Map overview | |
This article is about Community Mannhole strategy.
Note: It is recommended to read the main Mannhole article first to become familiar with the names of key map locations used in this article.
General Strategy (All Classes)
See also: Community King of the Hill strategy
- Both of the teams' spawn rooms have 3 exits, that is; the primary, side and sewer exit. Each can serve useful if one of them is being spawncamped by the enemy team, for ambushes, especially if the team is camping the primary exit, where you can use either the side or sewer exit for flanking opportunities.
- Should there be more than 2 enemies, consider coordinating a push using these exits with your team, especially if you are a slower class like Heavy.
- The Team Yards have a medium ammo pack and small health kit against a garage door on the opposite side of the spawn doors. You can use this to recover some additional health or ammo if retreating to the yard.
- Control Mid early. The central point is exposed, but rewards coordinated team control. Utilize the Side Areas and the Central Buildings for cover, areas to ambush and to retreat, should the enemy team counter-attack or if isolated from your team.
- If your team has strong control over the Sewers, you can use them as ambush routes across entrances from the Sewers to Mid or going into the enemy's Team Yard.
Class-specific strategy
Scout
- You can reach the higher part of the Side Areas from the lower part of the area from a double jump. This can be used to quickly evade close-range classes like Pyros, of which cannot easily fire at you unless they have the Shotgun.
- The Loading Docks provide multiple routes for quick ambushes. Use them to circle around opponents watching Mid.
Soldier
- The balcony of the Central Buildings can provide high-ground advantage for shooting rockets onto Mid, with its cover and quick accessibility.
Pyro
- Patrolling the lower Side Areas can prevent Scouts or Spies from going into the Sewers or onto the higher Side Areas.
Demoman
- You can set up a stickybomb trap near the exit from Mid to the Sewers to prevent enemy pushes from the area.
Heavy
- Patrol the higher areas of the Side Areas and the Central Buildings' Balcony to take down Scouts trying to quickly get to Mid.
- Avoid advancing too far into the Sewers without your team's help. Its closed quarters can be used to take advantage of your slow speed by enemy Scouts, Soldiers and well-positioned enemy Heavies, alongside over extension.
- The Central Buildings can be used as a way to retreat for a Sandvich, but make sure your team has good control over the area to avoid ambushes by Scouts or sudden enemy pushes to avoid detection.
Engineer
- A Sentry Gun can help stop enemy Scouts and Spies from bypassing friendly defenses, preferably in the higher areas, where they overlook enemies.
Medic
- Be cautious in the Sewers, as its tight corridors can be problematic in combat with your partner, especially for stickybomb traps set up enemy Demomans around the Sewers' exits.
Sniper
- The Central Buildings and the higher part of the Side Areas are great sightlines, with their elevated location and long sightline across Mid.
Spy
- Ambush key targets moving through the Sewers to put down secretive enemy pushes onto your team's spawn or Mid.