Community Skeletons strategy/nl

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Community Skeletons strategy
Skeleton Group.png
Skeletons are encountered on several Halloween maps as map hazards or as enemy spell attacks.

This article is about Community Skeletons strategy. It covers dealing with spawning Skeletons and the Skeleton King as well as Skeletons from the Summon Skeletons spell.

  • Green spawning Skeletons are neutral and attack the nearest players of either side; but in some maps, certain Skeleton spawns have been set up to impact one team more than the other.
  • Red or Blue summoned Skeletons are the result of a spell attack of one team on the other, and they only attack one side.

Considerations:

  • A map's design determines a number of tactical factors to be considered:
    • When, where, and how many Skeletons spawn.
    • Whether the Skeleton King spawns.
    • Whether the spawings impact one side more than t​​he other (by the location and timing of the spawns).
    • Whether the map has Skeleton-summoning spells.
Size Health Damage
King 1000 100
Normal 50 30
Small 50 20
  • Individually, Normal Skeletons themselves are a modest threat; they are much more fragile than Spies and their attack is a fraction of most player's attacks. The real threat is in their numbers and the rapid expansion of numbers as Small Skeletons spawn.
  • On most maps with a spawning Skeleton King, the King is the only source of Rare Magic Spells on the main map level. Since a Rare Magic Spell can be a deciding factor in a push, denying the Rare Spell pickup to the enemy should be an objective when facing a Skeleton King encounter.

General (All Classes)

  • All Skeletons are limited to melee attack while players have no such restriction; so, the general strategy is to attack the Skeletons at a distance, especially the Skeleton King.
  • No single player of any class can handle a wave Normal Skeletons alone, but a Soldier paired with a Heavy or a Pyro, or better yet, a set of all three, can create an effective long-short defense.
  • The decision to target the King or his 5 attendants depends on the situation. The King can take as much damage has all of the Normal and Small skeletons that spawn combined. The 5 normal skeletons can do 150% of the damage that the King does each second, but that amount can rapidly increase to 300% if you attack them.
  • Summoned Skeletons are usually thrown into the middle of a team position, so stand-off strategies do not always apply;
    • A Skeleton summons spell should be followed by an enemy push, so it is not advised to have the whole team target the summoned Skeletons.
    • Sentry Guns, Heavies, and Pyros are the best for eliminating summoned Skeletons as quickly as possible in this situation. The rest of the team should deal with the push.
  • The Scout, Medic, and Spy (without a slower disguise) are by default able to outrun any Skeletons, while the Pyro, Engineer, and Sniper move at the same speed as them. Be careful of Skeletons ambushing you, and if necessary, retreat while firing back.
  • Be aware of the Skeleton King's exceptional reach and remember that walls, gates, and elevated balconies and windows are no real protection from his long reach.
  • The Skeletons chuckle as a sound cue; and Small Skeletons chuckle at a higher pitch. This is particularly useful with Small Skeletons since they can easily spawn or sneak up below or behind a player's view.
  • Similarly, Skeletons spawn with some shaking cue. On Helltower the Witching Hour spawn shakes the whole map. On the other hand, the shaking cue for the Small Skeletons is brief, weak, and very limited in range; never-the-less this weak cue can warn of a Small Skeleton popping up below or behind a player's view.
  • Be alert for any pumpkin bombs along the course of an approaching mob of Skeletons as even a single well-timed bullet can detonate one pumpkin bomb to take down multiple Skeletons.

Class-specific strategy

Leaderboard class scout.png Scout

  • As the fastest class, you can easily outrun any Skeleton. Your hitscan weapons are not ideal for dealing with them, but can still dish out decent amounts of damage. You may get rid of small amounts of Skeletons, but leave the larger groups to others.

Leaderboard class soldier.png Soldier

  • With your Rocket Launcher's long effective range and strong splash damage, you are one of the most ideal classes for wiping out Skeleton mobs. Usually one or two rockets are all that is needed to take out one or more Skeletons at once.
  • Your longer range can quickly drop Normal Skeletons at a distance; this greatly slows their advance on your team's position as they are stopped and must take the time to complete the Small Skeleton spawn animation (Reload!).
  • Target rockets nearest the center of the Skeleton crowd to damage the most Skeletons at once. Hitting the nearest Skeleton directly can block splash damage to the others.
  • However, be careful of using your Rocket Launcher to deal with Skeletons at close range. The splash damage may not only hurt them, but also yourself. But if you are going to die anyway, one shot at your feet will get them all.
  • Your real limitation when the skeletons have closed and you are about to be knee-deep in the little bastards is your small magazine and slow reload rate. This is where it's very handy to have partnered with a Heavy or a Pyro, especially since your expert ranged fire has gotten the excited little munchkins to line up.
  • Bone up! Jump with the B.A.S.E. Jumper. The jump itself will kill all Skeletons close to you, and the hang time lets you rain rockets safely out of reach.
  • I have a bone to pick with you. If you are about to be overwhelmed by the ankle-biters, and you are out of rockets, the Grenade taunt can get then all at once; but if they are already upon you, they will kill you before you can complete the taunt, so swing away, you magnificent bastard.

Leaderboard class pyro.png Pyro

  • The Pyro's Flame Thrower is very effective against Skeleton hordes, as its effective range is longer than the melee range of Normal or Small Skeletons.
    • Kaufmann retrograde: One strategy is to get within Flamethrower range of a Skeleton mob, but stop outside of melee range. Then retreat backwards while firing your Flamethrower at them if they chase you. Your equal speed will let you keep the same safe distance with the horde, while still injuring multiple skeletons at once.
    • Be careful of backing into enemies or a wall, which may give the Skeletons time to catch up.
  • It is worth noting that airblasts are useless against Skeletons, since they cannot be affected by knockback. They also do not suffer from afterburn.

Leaderboard class demoman.png Demoman

  • Your Grenade Launcher is good at dealing with Skeletons but not ideal.
  • The Stickybomb Launcher has a detonation delay that must be accounted for. One strategy is to set down a sticky trap beforehand, and lure Skeletons into walking onto them; or know where the Spawn is and set a trap there.
    • While you can certainly reduce a wave of Normal Skeletons with a Sticky trap, or with exceptional aim with grenades, you could definitely use a Heavy or Pyro to handle the resulting mass of Small Skeletons.
    • With enough distance to work with, you could have enough time as the wee ones spawn to set up a second, closer Sticky trap.
    • Two eyes are better than one! Two Demomen can team up to counter for the main weakness of the Stickybomb trap against Skeletons.
      • They can lay two traps, one over the other; and, set one off to reduce the Normal Skeletons and then set the second one off at the right moment to kill all the spawned Small Skeletons. The second trap should be spread wider to account for the spread of the Small Skeletons.

Leaderboard class heavy.png Heavy

  • Although the Minigun is hitscan, the quick firing speed and spread can be somewhat effective for dealing with bunched up groups of Skeletons. Be warned, though, that if they overwhelm you, you will not have time to run away.
  • Total time of sustained effective fire is the major factor in facing a wave of Skeletons with your Minigun:
    • Assure yourself of a full magazine before the Skeletons are in range.
    • Select a long line of sight and a clear line of retreat to maximize the time Skeletons are under fire before they get into melee range.
    • Do not stop your spin up between targets (hold Alt-fire continuously), but do not waste ammunition by firing as you switch between targets.
    • Target Normal Skeletons first so the Babies spawn as far away from you as possible.
    • Keeping your spin-up, target in on glowing skulls so you can fire on the Babies the instant they spawn.
    • A herd of Babies tends to bunch up when chasing you, lining up so you can hit them all at once with your spread.
  • If Normal and Baby Skeletons do close with you, one-on-one, they are no match for your Fists. However, while you can out-punch two or even three Normal Skeletons, the mass of Babies that spawn will overwhelm you.
  • If you are alone, try to back into a corner so they cannot get free shots at your back.

Leaderboard class engineer.png Engineer

  • None of your equipable weapons are particularly good at dealing with Skeletons. Pick out stragglers, but do not directly engage any mobs.
  • Bone-breaker: Your Sentry Gun has a particular advantage against Skeletons: they automatically target but are not targeted by Skeletons, and when these monsters are the closest target, a Sentry Gun's automated aim is perfect and its fire is rapid, making it an ideal way to kill them.
    • However, while distracted by Skeletons, your Sentry Gun will be vulnerable to enemy players, so keep an eye out.
    • When Skeletons spawn, drop a Sentry Gun where it can shoot into your team's area, yet be covered from the other team's direct attack.
    • Be aware of the Skeletons' locations — don't stand between them and your own Sentry Gun!
  • Wrangling your Sentry Gun at the Skeleton King helps your team to engage him at maximum range.
  • Wrangle your Sentry Gun on other Skeletons only if they are all outside of the automated targeting range.
  • Equip with the Rescue Ranger to keep the Sentry Gun loaded when the Skeletons drive you off of it or to pull it back to reengage Skeletons that have overrun the location or to rescue it from the enemy coming in behind the Skeletons.

Leaderboard class medic.png Medic

  • Never engage Skeletons in direct combat. Healing teammates and avoiding enemy fire, including Skeletons, should be your priority.
  • If alone facing Skeletons, retreat back to your teammates, firing your Syringe Gun at them if you can safely bring it to bear.
  • Holding your Medi Gun beam on a Heavy will block the damage of one Normal or Small Skeleton.
  • If your team has been jumped by the Skeleton King and your Medi Gun is charged, ÜberCharging 2 or 3 high-damage teammates simultaneously can help them defeat the Skeleton King with high-damage short range attacks and they may actually survive the encounter (see Second Opinion).

Leaderboard class sniper.png Sniper

  • Your hitscan weapons are terrible for dealing with Skeletons. If necessary, pick off individual ones at a distance, but leave the others for your team. You should focus on enemy players instead.
  • Be efficient: Waste no time scoping on Normal or Small Skeletons (unless you need the aim assist at long range); minimum unscoped Sniper Rifle damage kills either size with only one shot.
  • If your Huntsman aim is fast and twitch shots are good, the slightest draw kills any Normal or Small Skeleton in one shot.

Leaderboard class spy.png Spy

  • Make no bones about it, your weapons are not suited for dealing with multiple Skeletons; either leave them for your teammates to eliminate or lure them near the enemies.
  • An enemy position that is being assaulted by a mass of Skeletons is particularly vulnerable to infiltration and rear attack by Spies.
  • Con​s​ide​r following the Skeleton King into an enemy position, using Disguise or Cloak and Dagger, and attempting to deny them the dropped Rare Magic Spell by picking it up before they do.