User:Toomai/MvM strategy overhaul
I think Community Mann vs. Machine strategy could do with a split into "strats for players" and "strats against bots". This'll be the former.
Colours for reference (from paint, like mission tables):
Essential | The average MvM player will expect to see this in their teammates' loadout, and for good reason. |
Recommended | A generally-preferred option that nevertheless has some weaknesses. |
Average | Has pros and cons, or might simply have an underdeveloped meta. |
Discouraged | A pro could probably make this work, but there are better options. |
Worthless | For whatever reason, this has no practical use in the mode. |
Contents
All-class strategy
- Teamwork is more vital than ever. Make sure to communicate at all times.
- No matter how many robots you kill, they won't drop any sources of ammo. Take note of ammo and Dispenser locations for when your supply runs low. You will still find drops should a teammate die, so make sure it doesn't go to waste. You can also resupply from destroyed building parts, most commonly if a Sentry Buster has just came through, but first make sure that the Engineer is not trying to collect them so he can rebuild.
- Robots are incapable of jumping unless specifically designed to do so. If robots are chasing you, evade them by jumping on or over something.
- The 100-credit bonus for collecting all the money in a wave is easily a game-changer. Do whatever you can to get all the cash, and keep communicating with the team to ensure nothing gets left behind.
- Consider your loadout very carefully before the first wave begins. Once the first wave is completed, you have to wait quite a while until the one and only refund is available. Switching weapons or classes without using the refund, and therefore having less money available for upgrades, is an advanced tactic and should not be attempted by beginners.
- Before each wave begins, take note of the holographic arrows that show the preferred path of the bomb. While some robots will be programmed to flank, the bomb carriers will attempt to follow this path as best as possible, and so should be where the bulk of the team's defenses should be set.
- Robots may stray from the intended path to chase down a player and stay off the path afterwards. Keep an eye out for stragglers.
- If the bomb is pushed too far off the intended path and the carrier is killed, future carriers may decide to break from it and take the new shortest route. Classes with knockback should be careful about causing this.
- Once the bomb reaches the alarm zone at the end of the map, robots will no longer care about sticking to the intended path, and will come from all sides.
- Watch out for melee robots. Even though robots can't get random crits, melee attacks cannot be resisted, which will cut your health down faster then you might expect. Do not try to out-melee robots unless your class is specifically built to do so.
- Players have time before the robots enter the playing area to mobilize according to what they are and where they're moving. Time your explosives correctly to hit them just as they begin to fight - too early, and they will take no damage.
- Keep your team's composition balanced. Your team should have enough of a mix of bullets and explosives, of crowd control and raw damage, that no one wave can completely stymie everyone.
Scout
General
- Scouts have a large credit-collection radius and gain health from collecting cash, making them the most popular choice for the team's dedicated banker. As long as his teammates are killing robots, a Scout can forego pure damage and simply get money, helping himself stay alive while helping ensure the team can afford the most upgrades. Scouts focused on money should be aware of where all the robots are at all times, moving around the field at high speed to avoid missing any money that lone stragglers might leave behind.
- Make sure to stand near or on a tank that is about to be destroyed. The riches that it contains will give you a ridiculous health boost.
- Scouts aren't exactly slouches in the damage department. While they don't fare well against large hoardes, they excel at dealing high damage to giants and tanks while simultaneously keeping the robots' attention off his teammates. A good Scout knows how to contribute to robot-killing without ignoring money.
- With the ability to skip the respawn timer, Scouts can often afford to take risks. Even without a Teleporter, he can go for dangerously-placed money piles or pick off protected Medics with less risk than other classes.
- If you have a Sniper on your team, pay attention to any red money he creates via headshots. While it still grants you overheal, it's technically already collected, meaning you don't have to run over and collect it if something more important demands attention.
- Some Scout players prefer to switch to a different class and utilize their refund before the final wave of a mission, under the logic that money is less important and another class such as Heavy may fare better against the final wave's robots.
Loadout
Primary | |
---|---|
Scattergun |
You can never go wrong with the stock Scattergun. |
Force-A-Nature |
Cheaper to upgrade to reach higher damage potential, and knockback is helpful to control robots, but your teammates may not appreciate it if you make robots bounce around every time you shoot them. |
Shortstop |
Effective at longer ranges and has good maximum damage rate, but is more expensive to upgrade. |
Soda Popper |
Cheaper to upgrade to reach higher damage potential and also unlocks additional mobility through Hype. |
Baby Face's Blaster |
Against hordes of robots, it becomes quite easy to build the weapon's Boost meter and keep it full even after taking damage. However, it has the lowest damage potential of all the Scout's primaries, and upgrading movement speed already brings the Scout to near the game's running speed cap. |
Back Scatter |
Being able to mini-crit giants from behind can be useful, but there are several better ways to achieve mini-crits, and the weapon is otherwise outclassed by the other options. |
Secondary | |
Pistols |
In essentially all situations, it is more effective to simply reload the Scout's primary weapon than to switch to his less-damaging secondary one, especially once reload speed has been upgraded. Using a pistol for its higher long-range damage is also simply subpar, as it's not worth upgrading. |
Bonk! Atomic Punch |
The invincibility that Bonk! provides makes it possible to collect dangerously-placed credits safely, but it is generally inferior to Über Canteens, as it renders the Scout unable to attack for a sizeable amount of time. |
Crit-a-Cola |
The extra damage provided by Crit-a-Cola is not a bad option for a purely-offensive Scout. Compared to the Fan O'War, it can deal mini-crits to several enemies at once, but cannot do so for teammates. |
Mad Milk |
Mad Milk is an exceptional team support tool, allowing teammates to heal by attacking sodden enemies, and a single inexpensive upgrade makes bots easier to hit and cripples Giant Scouts' ability to tear through the team's defenses. |
Flying Guillotine |
Designed to destroy singled-out, stunned targets, the Flying Guillotine has poor utility against a horde of robots. |
Melee | |
Stock |
The Bat and Holy Mackerel do not have any positive attributes to take advantage of, making them unsuitable for MvM compared to the alternatives. |
Sandman |
The ability to mark giants for death at long range is useful, but the upgrade required to do so is expensive, in addition to requiring ammo. The Sandman also reduces the Scout's max health significantly, which while not much of an issue after collecting a lot of credits, will be a concern at the start of each wave. |
Boston Basher |
While there is minor utility in helping your Medic build ÜberCharge or revealing Spies, time spent smacking robots to make them bleed would be better spent simply killing them with your primary weapon. |
Candy Cane |
A good Scout should be overhealed at all times from collecting credits, and the health kits that drop from killed robots will be in the line of fire more often than not, making them risky for teammates to go for. The Candy Cane is a good source of afterburn control if there are a lot of enemy Pyros, but the substantial increase in explosive damage is costly. |
Sun-on-a-Stick |
The Scout has higher damage-per-second with non-upgraded primary weapons than using this weapon on burning enemies. Its only potential use is against Heavies with the Fists of Steel, and even then this requires a Pyro on the team. |
Fan O'War |
One hit from this weapon marks giant robots for mini-crits for 7.5 seconds, effectively cutting their maximum health by 25% if it is constantly re-applied. With no upgrades required, it is one of the most effective ways to accelerate the takedown of stubborn robots. |
Atomizer |
A single extra jump is negligible in the grand scheme of things, especially if the Scout has the Soda Popper or jump height upgrades. |
Wrap Assassin |
Bleeding is a generally ineffective means of damage, and the weapon is basically incapable of killing enemies straight-up, making it a poor choice overall. |
Upgrades
Soldier
General
- Finding the right range to fight from can be tricky. Too close, and the robots will have an easier time hitting you; too far, and you won't be dealing all that much damage. Fighting from above is always a good idea.
- Be very careful about shooting at or even near Pyros, as they might reflect your upgraded rockets back towards your team.
Loadout
Primary | |
---|---|
Rocket Launcher |
You can never go wrong with the stock Rocket Launcher. |
Direct Hit |
Giant robots and tanks are easy targets for the Direct Hit's higher damage, but they cannot be juggled, and splash damage is very important to take out several robots at once. |
Black Box |
The loss of one rocket is not hard to compensate for with upgrades, and any source of healing is welcome. |
Rocket Jumper |
For obvious reasons, this item should not be used. |
Liberty Launcher |
The Libery Launcher's lower damage output is a major problem that is not truly compensated for by its upsides; a stock rocket launcher's 360 damage per four rockets is still higher than the 337.5 of this weapon's five rockets. |
Cow Mangler 5000 |
With infinite ammo, the Cow Mangler is cheaper to upgrade than other rocket launchers. However, the lack of critical hits is a significant downside that the entire team may have to compensate for. |
Original |
Most MvM maps prioritize height advantage over peeking around corners, so this weapon is not much different than the stock. |
Beggar's Bazooka |
With a horde of robots to fire at, this weapon's primary downside is negated - there's so much stuff to hit that only distant Snipers will result in missing. With upgraded reload speed, the Soldier can fire single rockets at high speed, or quickly load up a barrage to fire all at once just after activating a Kritz canteen. However, the weapon's smaller explosion radius can be a problem against thinner groups of robots. |
Air Strike |
Poor in early-game with its reduced splash and damage, but in late-game, raining 16-rocket barrages from above can be devastating. |
Secondary | |
Shotguns |
Carrying a sidearm, which really only has a use when out of rockets, is simply inferior to carrying a team-boosting banner. |
Boots |
These items have no value when defending against an invading robot horde. |
Buff Banner |
Deploying mini-crits to anyone nearby is an invaluable tool in a mode based on dealing high amounts of damage. Use the banner as often as possible as opposed to saving it for specific moments, to increase the number of times it gets deployed. |
Battalion's Backup |
Depending on team composition and the presence of crit-boosted robots, this banner can be a better choice than the Buff Banner. |
Concheror |
Being able to keep the whole team healed is a decent ability, and the mobility boost helps positioning and money collection. |
Righteous Bison |
The Bison is cheap to upgrade and naturally penetrates through unlimited numbers of robots, but it is difficult to recommend over a team-boosting banner. |
B.A.S.E. Jumper |
Only really useful in conjunction with the Air Strike, and even then it deprives the player of a team support tool. |
Melee | |
Shovel |
The Soldier has far better melee weapons to choose from. |
Equalizer |
A weakened Soldier will be doing high damage with each melee swing, but this is naturally risky. |
Pain Train |
With no points to capture, this weapon has no upside. |
Half-Zatoichi |
As long as the Soldier can land the last hit on an enemy, this will refill his health in an instant, making it a decent choice when surrounded. |
Disciplinary Action |
Aside from its speed-boosting ability, the weapon's ridiculous melee range helps in attacking Steel Gauntlets at a safe distance. |
Market Gardener |
In a mode with many foes at once, taking out one at a time with a rocket jump in between is very inefficient. |
Escape Plan |
A good retreating tool, though crit resistance might need to be applied for best usage. |
Upgrades
Pyro
General
- Pyro is a challenging class to start with, as there's usually not enough money to start a mission to fully invest in what he needs to stay alive. Use cover and ambushes to take robots by surprise as opposed to simply running at them.
- With tanks resisting miniguns, Pyros become one of the strongest tank-killers available. Focus on them when possible.
- Use the compression blast wisely. It can be a huge help to set back the bomb carrier or stall fast-moving robots, but don't interfere with teammates that wish to keep robots in a predictable mass.
Loadout
Primary | |
---|---|
Flame Thrower |
You can never go wrong with the stock flamethrower. |
Backburner |
Crits from behind are devastating to giant robots, which take a while to turn around, but the costlier airblast will have to be compensated for by either more ammo upgrades or a teammate. |
Degreaser |
The typical MvM Pyro should be in the fray at all times without need to switch weapons quickly, and while not as bad as the Backburner, its airblast is still more expensive than usual. Afterburn in MvM is almost useless anyway, so reducing it isn't a real downside. |
Phlogistinator |
With so many robots to burn, a Phlog Pyro should have crits and healing on demand at almost all times. However, the inability to airblast cannot be overstated. |
Secondary | |
Shotguns |
Only if a Pyro runs out of ammo would he ever need to switch to a shotgun, a situation that he shouldn't be getting into anyways. |
Flare Gun |
Shooting flares at Snipers is a decent way of distracting them, or outright killing them if they remain still for a second shot. It is also good for dealing damage to Giants while walking up to them. |
Detonator |
Similar to the Flare Gun, though with less damage and more mobility. |
Manmelter |
Gaining crits via extinguishing teammates is very situational, and other flare secondaries tend to result in more damage for less effort. |
Scorch Shot |
Acts like a long-range airblast to knock back distant robots, but with not much else. |
Melee | |
Fire Axe |
The Pyro has far better melee weapons to choose from. |
Axtinguisher |
Against burning targets, this weapon can deal 131 damage per second. At close range, a flamethrower without upgrades deals 157.5 damage per second. Even against enemies that resist fire damage, this weapon takes so long to deploy that the Pyro should instead choose something that doesn't need simultaneous afterburn to deal high damage. |
Homewrecker |
Worthless against robots, but gets rid of enemy Sappers, which can be a lifesaver if the Engineer is killed before he can unsap his buildings. |
Powerjack |
Extra speed to get into close range is helpful, but the damage vulnerability while held negates the minor health boost it provides upon actually landing the final hit on an enemy. |
Back Scratcher |
In early waves, getting additional health from health packs can be a major source of survival, and even once health-based upgrades and resistances are bought, it still does additional damage. However, the team's Medic and Dispenser become near-worthless to you. |
Sharpened Volcano Fragment |
With afterburn being unreliable overall, the weapon's lower damage doesn't really jive with the Pyro's playstyle. |
Third Degree |
While this weapon can eradicate all the Medics off a giant with a single crit swing, it needs three non-crit swings to do so, the second one probably causing them to pop their charge. |
Neon Annihilator |
There are better ways to kill enemies than to depend on a teammate to soak them. |
Upgrades
Demoman
General
- Set massive sticky traps where the robots first become vulnerable to deal insane damage. Tanks are particularily susceptible to this.
- Be very careful to not set off your stickies too early. If the robots are still invulnerable when they go off, they could fly in any direction across the entire map.
- If your team has a Medic with the Kritzkrieg, ask him to kritz you before the wave begins so you can lay down a critical sticky trap. It's basically free to do, with Medics having super-fast charge rate between waves. However, this is mostly only effective if the target powerful robots appear early in the wave. Weak common robots would be easy to kill anyway, and a Demoman saving the critical stickies for a giant will often lead to either the team getting pushed back so far that he cannot focus on the robot spawn where he laid them, or his death and loss of his stickies.
- Even during waves, sticky traps are powerful tools for killing Medics before they can use whatever their charge is. If not using stickies as a direct damage tool, try to keep traps active at all times.
- Once the proper upgrades have been bought, Demoknights are quite effective against masses of robots while being comparably ineffective against giants and tanks. Ensure that your team doesn't need extra power against large targets before committing yourself.
Loadout
Primary | |
---|---|
Grenade Launcher |
You can never go wrong with the stock Grenade Launcher. |
Loch-n-Load |
Optimized for busting buildings, this weapon has no true advantage against robots, with its various disadvantages rendering it suboptimal for crowd control. |
Ali Baba's Wee Booties |
Demoknights, or Demomen exclusively focused on their stickies, can find reason to give up grenades for a substantial health boost. |
Loose Cannon |
The knockback of cannonballs is good for controlling robots' movements, but the weapon deals less damage overall, especially to tanks. |
B.A.S.E. Jumper |
Unlike the Solider, the Demoman has little reason to hang vulnerable in the sky for long periods of time. |
Iron Bomber |
Lower explosive radius without a real upside leaves this weapon in a poor spot. |
Secondary | |
Stickybomb Launcher |
You can never go wrong with the stock Stickybomb Launcher. |
Chargin' Targe |
The preferred Demoknight shield, as it has the best resistances, and having Crits On Kill for melee weapons is more effective than charging. |
Scottish Resistance |
The slower arm time is mostly irrelevant given the robots' predictable movement, and having 6 more stickies active at a time that can be detonated individually grants much more power to sticky traps. |
Sticky Jumper |
For obvious reasons, this weapon should not be used. |
Splendid Screen |
Shield bashes, this weapon's speciality, are extremely inefficient at damaging robots. |
Tide Turner |
Demoknights do not need to charge that often in MvM, and the weapon's weaknesses of "damage shortens charges" and "mini-crit swings only" can be crippling. |
Quickiebomb Launcher |
The lack of sticky traps is not quite made up for by stronger straight-up damage capabilities. |
Melee | |
Bottle |
The Bottle has no upsides to exploit or downsides to tolerate. |
Eyelander |
While a Demoman with the Eyelander is weaker to start, after a few melee kills, he has much improved speed and health. It works well for any Demoknight, while for a Demoman with stickies, it is riskier. |
Pain Train |
With no points to capture, this weapon has no upside. |
Scotsman's Skullcutter |
Having longer range with more damage is countered by slower movement speed. For Demos that are not intending to fight at close range much, this is a good choice for when Steel Gauntlets appear. |
Ullapool Caber |
With no resupply cabinets in MvM maps, this weapon's one-shot nature makes it very difficult to recommend. |
Claidheamh Mòr |
While an innate health-on-kill bonus is nice, its damage vulnerability is counterproductive, especially for full Demoknights with nothing else to switch to. |
Half-Zatoichi |
On a Demoknight with no other weapons to switch to, this can easily make him extremely bulky. |
Persian Persuader |
While charges aren't as useful as in other game modes, having one available for escape can be useful. Non-Demoknights should never use this, as ammo is scarce enough in most MvM maps. |
Upgrades
Heavy
General
- Even with the most health of any class, an unupgraded Heavy is no match for the robot hoarde. With his large size and slow speed, he needs to buy the correct upgrades or receive team support to both stay alive and deal damage.
- Tanks resist 75% of minigun damage. If another threat is present, focus on it instead.
- Due to his low speed, Heavy is arguably the worst class to try and collect credits with, as he will likely be left out of position by the time the next group of robots arrives. Tell your faster teammates where uncollected money lies instead.
Loadout
Primary | |
---|---|
Minigun |
You can never go wrong with Sasha. |
Natascha |
More ammo to spare, damage resistance while revved, and the ability to slow enemies while damaging them are extremely useful in certain waves, especially against Giant Scouts. However, the lower damage is quite noticable on already-slow robots. |
Brass Beast |
While this weapon's extremely high mobility cost can be a major issue if Snipers are present, its natural damage resistance and higher damage output make it a very appealing choice. |
Tomislav |
The Tomislav's slower firing rate adds up quickly, and robots do not hear deployed miniguns anyway. The weapon's tighter spread is a wash, working well against single targets but holding it back against large swarms. |
Huo-Long Heater |
Minigun ammo can already be a problem for Heavies, and since afterburn is weak overall, cannot be upgraded, and Spies are both rare and announced, there is not much upside to this weapon. |
Secondary | |
Shotguns |
Most of a Heavy's time and money should be spent on his minigun; switching to a shotgun is not really any faster than spinning up, and there are better ways to deal with ammo issues. |
Sandvich |
Providing a free medium healthkit to teammates and a full heal to himself with unoccupied, the Sandvich is highly useful even if the team has a Medic. |
Dalokohs Bar |
For best effectiveness of this item, the Heavy has to munch on it multiple times a minute, taking a lot of time away from participating in the battle. It is also weaker than his other lunchbox items at healing teammates, acting as only a small health kit. But the real problem with this item is that simply having a Medic (or other means of overheal) renders it completely ineffective. |
Buffalo Steak Sandvich |
The Heavy's main draw in MvM is his minigun; he should not be putting it away to punch robots while taking increased damage. |
Melee | |
Fists |
Pow! |
Killing Gloves of Boxing |
It is usually quite risky for a Heavy to try and land a finishing punch on an enemy, but being able to do so effectively grants him a free Kritz Canteen. Best used with a minigun of stock or reduced spin-up time. |
Gloves of Running Urgently |
As Heavies generally should not be getting into melee combat, the GRU's running speed boost is a good way to help him move about the field. Upgrading crit resistance helps offset the only remaining downside. |
Warrior's Spirit |
Increasing damage taken while encouraging melee combat is not a promising combination, as unless his enemies are oblivious, the Heavy is almost certain to take more damage than the item can heal. |
Fists of Steel |
Steel Gauntlets use this item because their goal is to stay alive, not to kill enemies. As the Heavy himself is in somewhat of the reverse situation, he finds less use for it. |
Eviction Notice |
By far the Heavy's weakest melee option, but provides a decent speed boost while taking less (and non-mini-crit) damage than the similar G.R.U. |
Holiday Punch |
Robots contain (repaired) Humor Supression Pumps. Attempting to get them to laugh is futile. |
Upgrades
Engineer
General
- Buildings placed during setup time cost no metal and are automatically fully upgraded. If you happen to join the server late before a wave begins, make sure you at least construct all your buildings before setup time expires.
- Buildings being hauled don't reduce your speed and are operational instantly on redeployment. Don't be afraid to move things around if the bomb gets through your first line of defense.
- Most robots are blocked by your buildings. Place Sentry Guns at chokepoints, narrow passages, or corners so that fast-moving robots cannot squeak through.
- Sentry Busters are inevitable. Always have a plan for when they appear, whether it be taking your Sentry away from their explosion, or luring them to a specific location.
- With fewer sources of ammo than other modes, Dispensers are critical for keeping teammates' ammo restocked. Try to place them in locations that everyone can reach quickly (including you), without being exposed enough for robots to target it.
- Teleporters are critical for getting recently-respawned teammates back into the fight. Keep the exit away from your Sentry, so it's not at risk from Sentry Busters.
- Teleporters can also be useful as makeshift elevators, letting teammates skip time-consuming and/or dangerous portions of the map to gain height advantage. Place the entrance where allies are likely to take cover, and place the exit at a good vantage point that is not easily accessible otherwise.
Loadout
Primary | |
---|---|
Shotgun |
You can never go wrong with the stock Shotgun. |
Frontier Justice |
With the amount of kills and assists the typical Engineer should be racking up, the Frontier Justice is a source of almost limitless crits once the first Sentry is destroyed. Engineers with this weapon should prioritize staying alive and make sure to destroy their Sentry between waves (or even allow Sentry Busters to do so during waves) to unlock the crits. |
Widowmaker |
Since it uses Metal for ammo and needs no reloading, the Widowmaker is very cheap to upgrade, and in the hands of a decent shot will keep you constantly filled with Metal. With piercing bullets and max metal/metal regen upgrades, the weapon can become a source of unlimited harrassment and distraction. |
Pomson 6000 |
While not very useful against most robots, the Pomson excels at weakening Medics and Spies, giving the team a wider window of opportunity to destroy them. |
Rescue Ranger |
The ability to heal and haul buildings at long range less Engineers place high-level Sentries as distractions and cart them off to safe havens when their health gets low, or quickly teleport them back and forth across an area. However, as Engineers do not run slower while hauling in MvM, it is not as useful for moving up a base as in other modes, and being marked for death can be a serious problem if your nest is swarmed. |
Panic Attack |
It is risky for an Engineer to rely on this weapon, as he cannot switch weapons while loading or firing it, which can leave his buildings open if he can't switch back to his wrench in time. |
Secondary | |
Pistol |
While there's nothing inherently wrong with the Pistol, it is simply outclassed by the Engineer's other options unless he is going full Gunslinger. |
Wrangler |
The Wrangler allows Engineers to intelligently prioritize targets, raise their Sentry's DPS for taking down giants and tanks, absorb tons of damage when combined with building health upgrades, and fire back at distant Snipers or Spies. However, it does have downsides; activating it chews through Metal even faster, can allow Scouts to slip though the front lines, and hampers repairs. Even if not used much, simply having it equipped for a few specific situations can mean the difference between success and failure. |
Short Circuit |
The ability to wipe out entire volleys of projectiles is very powerful, but at a steep Metal cost that cannot be easily replenished without switching away from the weapon. In addition, Heavies and Medics have more effective tools for projectile control, even though they have to buy them. |
Melee | |
Wrench |
You can never go wrong with the stock Wrench. |
Gunslinger |
Mini-Sentries are cheap and fast, the health boost allows the Engineer to dive into the fight himself more, and punching crits can be effective against giants. However, giving up level 3 sentries is not a choice to be made lightly, and the team will need to prepare itself accordingly before the first wave begins. |
Southern Hospitality |
Engineers should not be attacking robots directly with their wrench outside a last resort, meaning this weapon has no upside. |
Jag |
The Jag is a good choice for Engineers that wish to forego upgrade canteens, but the extra difficulty repairing buildings may result in rebuilds more often. |
Eureka Effect |
While this somewhat gives an Engineer an infinite supply of Return canteens, its metal-collection penalty can cripple an Engineer's ability to keep his buildings operational, requiring upgrades to metal reserves to keep pace. In addition, the process of using its teleport is quite long, making it hard to use when under fire or time is of the essence. As long as the player keeps upgrade canteens stocked, the weapon's construction boost penalty is irrelevant. |
Upgrades
Medic
General
- Revive teammates whenever possible. Even with a Teleporter active, it's the fastest way to get them back into the fight.
- However, there may be situations where healing an existing teammate to keep them alive may be more beneficial than letting them die and subsequently dragging the revived teammate into a poor position.
- Activating your ÜberCharge lets you revive much quicker, at the expense of the Über's intended use.
Loadout
Primary | |
---|---|
Syringe Gun |
The stock Syringe Gun has no upsides to work with or downsides to avoid. |
Blutsauger |
Unless the Medic is actually fighting with this weapon (and therefore not healing his team as much), he is hampering his self-regeneration with it. |
Crusader's Crossbow |
With the ability to heal teammates at long range and deal surprisingly high damage to distant Snipers, the Crossbow is quite useful in many situations. |
Overdose |
A minor damage reduction conbimed with a minor speed increase equals out to an average option. |
Secondary | |
Medi Gun |
Invulnerability is a strong tool against the robot horde, allowing a patient (or two) to survive literally anything while spitting out damage. However, out of all the Medic's options, it takes the longest to build up. |
Kritzkrieg |
As dealing high amounts of damage is the main goal of the mode, having command of guaranteed crits is a godsend to any class it's trained upon. It allows Demos to spread out critical carpets of stickies before the wave begins, Soldiers to fire walls of crit rockets at the oncoming horde, or Pyros to melt the sides off a Tank. It also allows the Medic to spend his money on the cheaper canteens to share. |
Quick-Fix |
With its higher healing rate, the Quick-Fix can charge its projectile shield and revive teammates faster, and the knockback immuniy its Megaheal provides can help against pusher robots. However, its charge is otherwise quite weak, and its lower overheal can be a problem if not upgraded to compensate. |
Vaccinator |
When used properly, the Vaccinator can render both the Medic and his team completely immune to crits and almost immune to whatever else is incoming. Its main drawback is the higher learning curve required to tap into its versatility. |
Melee | |
Bonesaw |
The stock Bonesaw has no attributes, useful or otherwise. |
Ubersaw |
It is risky for a Medic to poke a robot with his melee weapon to acquire über, but simply carrying the weapon in case an opportunity presents itself (such as stunned or sapped robots) is never a bad idea. |
Vita-Saw |
Comapred to regular multiplayer, the balance in MvM of "stay alive" versus "rebuild time after death" is skewed much more heavily towards survival, making the Vita-Saw's max health reduction a much larger disadvantage (especially once charge speed is upgraded). |
Amputator |
The Medicating Melody and higher regeneration rate are good reason to choose the Amputator, as its downside in damage is not really relevant. |
Solemn Vow |
All players can see the health of giant robots and Tanks at all times, making the weapon's only upside irrelevant. |
Upgrades
Sniper
General
- A Sniper's role is to eliminate high-profile targets, specifically Medics, Snipers, Engineers, and giants (roughly in that order of priority). Target the bomb carrier if necessary, but if you can take out the supporting robots, your team should be able to handle the bomb.
- Medics in particular should be your primary target, as nonlethal damage to them will cause ÜberCharge deployment. Buying the proper upgrades will make this task simpler.
- Bomb carriers and giants move at slow speeds, and in the case of the former, must stop periodically to taunt. Take your time lining up headshots on them for massive damage.
- Headshots also allow you to automatically collect whatever cash is dropped by the killed robots in the form of red money.
- Consider letting stray robots be if you aren't confident in your headshotting ability. Killing strays with a bodyshot will drop money in the middle of nowhere, which someone will have to take a long time collecting.
- Snipers are poor at damaging tanks. Shoot them only if you have nothing better to do.
Loadout
Primary | |
---|---|
Sniper Rifle |
You can never go wrong with the stock Sniper Rifle. |
Huntsman |
Without explosive headshots, a Huntsman Sniper loses an effective manner of crowd control, which cannot reasonably be made up for with the bleeding upgrade. |
Sydney Sleeper |
Applying Jarate at long range is a useful tool, but its lack of critical damage on headshots is a major downgrade. |
Bazaar Bargain |
While this weapon starts with very poor charge rate, after a trivial amount of headshot kills, it charges at triple the base speed. As long as the player can stay alive, this lets him deal out massive damage in short order. |
Machina |
The downsides of the Machina are minimal compared to its higher damage and built-in penetration when fully charged. |
Hitman's Heatmaker |
The Heatmaker's Focus ability allows the Sniper to rapid-fire partially charged heatshots, and with so many robots to kill, it is possible to remain scoped almost indefinitely. |
Classic |
The inability to deal headshot damage when not fully charged is difficult to work around, but being able to do so without being scoped can help keep an eye on other threats. |
Secondary | |
SMG |
The SMG's only use is for personal defense when attacked up close. |
Jarate |
An incredibly useful tool for any team, Jarate not only applies mini-crits to multiple enemies at once, but with a single cheap upgrade, it also slows them down and renders them unable to slip through the team's defenses. |
Razorback |
With no resupply lockers in MvM maps, and occasional bugs that allow Spy Robots to circumvent the item, the Razorback has very poor situational use. |
Darwin's Danger Shield |
Extra health and bullet resistance is helpful, but the higher explosive weakness and lack of a secondary weapon make this item less than ideal. |
Cozy Camper |
Free health regeneration is nice, but the flinching immunity is situational, as robots tend to not fire at Snipers until they are decently close anyway. |
Cleaner's Carbine |
Snipers that wish to fight on the front lines can find the Carbine a useful source of mini-crits, but this requires him to deal a fair bit of damage, and the weapon's slower firing speed is expensive to offset. |
Melee | |
Kukri |
A stock melee weapon with no upsides to exploit or downsides to avoid. |
Tribalman's Shiv |
A Sniper in melee combat is probably trying to save his own skin rather than trying to go on the offensive against bulky robots, and bleeding is more often than not a poor source of damage. |
Bushwacka |
With several ways to gain mini-crits, such as Jarate or a teammate's Buff Banner, the Bushwacka's ability to turn them into full crits is exceptionally useful against oblivious giants and tanks. However, merely possessing this weapon makes it much easier to die. |
Shahanshah |
Using a melee weapon as a Sniper is probably a last resort, so having higher damage when injured is not that bad. |
Upgrades
Spy
General
- Unless robots see you apply a disguise or you are on fire, robots will not suspect you as a Spy, even if you bump into them or they see you applying Sappers.
- Be very careful around Pyros, which might accidentally light you on fire as part of attacking a teammate.
- As far as fooling robots is concerned, choice of disguise is irrelevant. However, do not disguise as a class slower than you are, as this will make it more difficult to catch up to targets.
- Spy is a decent money-gathering class. While he lacks the special abilities of a Scout, his disguise lets him collect credits without coming under fire.
- Use your Sapper wisely. While it can be used to disable a giant robot's entire pack of Medics, slow lightning-fast robots to a crawl, or disable Engineer buildings, you need to be aware of the weapon's cooldown timer and consider saving it for an upcoming greater threat.
- Sapped non-giant robots can be backstabbed from any angle. When you disable a group, take them out as fast as possible.
- It takes robots a few seconds to realize an ally has been stabbed. Land as many stabs as you feel is safe before cloaking, re-disguising, and repeating.
- Chains of backstabs can deal massive damage to giants in short order (once the knife is sufficiently upgraded). Try to predict when the giant will notice your presence and turn around so you can retreat.
- Tanks cannot be sapped or stabbed. Whenever possible, focus on the robots supporting the tank and let your teammates do the main job.
Loadout
Primary | |
---|---|
Revolver |
You can never go wrong with the stock Revolver. |
Ambassador |
With less damage and a focus on headshots, no upgrades that take advantage of headshots, and a mantadory cooldown period, the Ambassador is not exceptionally useful against a horde of robots. |
L'Etranger |
Spies are not expected to contribute ranged damage anyway, so L'Etranger's lower damage is not much of a downside. On the other hand, it allows cloak to be charged faster and used more, allowing the Spy to position himself better. |
Enforcer |
If a Spy is shooting something, it is probably a Tank, making disguising useless and this weapon a bad choice. |
Diamondback |
While it does slightly less damage, the ability to store many crits via backstabs allows the Spy to do appreciable damage to faraway enemies and Tanks. |
Secondary | |
Sapper |
There is nothing exceptional about the Sapper. |
Red-Tape Recorder |
There is no functional difference between the two sapper options when used on robots. Against enemy buildings, the Red-Tape Recorder can delevel buildings, but leaves them around for potential saving for longer. |
Melee | |
Knife |
You can never go wrong with the stock Knife. |
Your Eternal Reward |
The specifics of robots' spy-detection mechanics result in this weapon being functionally useless. |
Conniver's Kunai |
The initial health penalty is a major issue, but the Kunai eliminates the need for health-on-kill upgrades. |
Big Earner |
With not-as-drastic health reduction, the Big Earner makes it very easy to keep cloak fully charged and allows the Spy to chase down a faster target. |
Spy-cicle |
Being without a knife, the Spy's primary weapon in MvM, for any length of time is a major drawback that does not quite compensate for its fire immunity. |
Watch | |
Invis Watch |
Ammo tends to be scarce on MvM maps, so refilling cloak can be an issue. |
Cloak and Dagger |
This watch is suited for slow or stationary espionage, which does not jive well with the mode's mechanics. |
Dead Ringer |
Robots are always completely fooled by feigned deaths unless the Spy catches on fire, and they ignore decloacking noises. As long as the Spy can keep his cloak fully charged, he can use the Dead Ringer to escape from almost any situation and come back for more. |