Day of Wreckening (mission)

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Day of Wreckening
Basic Information
Name: Day of Wreckening

File name:

mvm_decoy_intermediate2
Developer(s): Valve
Map: Decoy
Mission type: Invasion
Waves: 6
Difficulty: Intermediate
Starting credits: 400
Maximum possible credits: 5500
Minimum respawn wave time: 7
Maximum respawn wave time: 14
Fixed respawn time: No
Tour: Operation Oil Spill
Sentry Buster spawn time: 5 seconds
Sentry Buster respawn time: 27 seconds

Day of Wreckening is an intermediate invasion mission available on the Decoy map.

Waves

Sub-wave Class Count Delay(s) Credits
Wave 1 (600 Credits)
1A-1
Demoknight
Hard 6 6 6 0 0 50
Demoknight
Hard 3 6 12 2 1 100
1A-2
Sniper bow
Hard Spawns from all three sides 6 12 24 25 1 150
1B
Demoknight
Expert 8 8 8 15 0 150
Sniper bow
Sniper bow
Sniper bow
Hard
Medic
Medic
Medic
Medic

Quick-Fix Medic
Normal Pictogram plus.png +900% heal rate
Pictogram minus.png -90% ÜberCharge rate
Demoman

Type 2
Expert 5 5 5 45 0 150
Sniper bow
Sniper bow
Sniper bow
Hard
Medic

Quick-Fix Medic
Normal Pictogram plus.png +900% heal rate
Pictogram minus.png -90% ÜberCharge rate
Wave 2 (600 Credits)
2
Tank
25,000 1 15 400
Support
Heavy gru
Easy 1 1 1 0 0 10
Heavy gru
Easy Spawns from all three sides 4 16 40 1 1 190
Wave 3 (600 Credits)
3
Soldier infinite
Expert 10 20 30 0 35 600
Soldier conch
Soldier conch
Soldier conch
Normal Pictogram plus.png Spawns with full rage

Pictogram plus.png +800% buff duration
Demoknight
Demoknight
Demoknight
Hard
Medic
Medic
Medic

Quick-Fix Medic
Normal Pictogram plus.png +900% heal rate
Pictogram minus.png -90% ÜberCharge rate
Support
Spy
Expert 3 10 10
Wave 4 (800 Credits)
4
Pyro
Expert Fires continuously 1 5 5 0 25 400
Scout giant fast
Easy 1 10 10 15 15 400
Wave 5 (1200 Credits)
5A-1
Scout
Easy 3 12 24 0 1 300
5A-2
Scout stun
Expert Spawns from all three sides
1/4 Flank defenders's right
1/4 Flank defenders's left
5 10 20 10 1 200
5B-1
Heavy
Easy 2 8 8 8 0 100
Heavy
Easy Spawns at the right
Flank defenders's right
2 4 4 10 10 100
Heavy
Easy Spawns at the left
Flank defenders's left
2 4 4 16 10 100
5B-2
1/2
Scout stun
Expert Spawns from all three sides 4 20 40 25 1 200
1/2
Scout
Easy Spawns from all three sides
5C 1/2
Scout stun
Expert 18 18 18 0 0 200
1/2
Scout
Easy 1/2 Flank defenders's right
1/2 Flank defenders's left
Wave 6 (800 Credits)
6A-1
Heavy steelfist
Hard 1 1 1 0 0 20
1/3
Heavy gru
Easy 4 12 24 1 1 80
2/3
Heavy
Easy
6A-2
Heavy steelfist
Hard 2 6 12 10 5 200
6B
Heavy gru
Easy Spawns from all three sides
1/3 Flank defenders's right
1/3 Flank defenders's left
3 9 28 10 1 100
Tank
25,000 1 45 200
Heavy steelfist
Hard 4 12 16 65 25 200
Soldier conch
Soldier conch
Soldier conch
Normal Pictogram plus.png Spawns with full rage

Pictogram plus.png +800% buff duration
Tank
25,000 1 120 0

Basic Strategies

The Tank in the second wave has abnormally high HP, which can be challenging considering its position so very early in the mission. Taking out the Tank is the only way to finish the wave, as the rest of the robots are only support. However, they also drop credits when killed, adding to the diversion of teammates to collect money. An effective strategy is to have 5 players focus on the Tank, while the 6th keeps track of the bomb. This can be done effectively by an Engineer with his Sentry Gun, or a Scout with his increased mobility. For the Tank, every class except a Heavy, Medic, or Spy is effective.

In wave 3, each Rapid Fire Soldier is accompanied by 3 Concheror Soldiers, 3 Quick-Fix Medics, and 3 Demoknights, which will often charge ahead. Though this mission does not directly pair Medic robots to Concheror Soldiers, their buff still applies to all robots in the immediate area and are important to kill quickly. Consider having a Demoman, Sniper, or Spy exclusively focus on the Medics.

Wave 4 is a sort of "boss rush", entailing 5 Giant Pyros and 10 Super Scouts. The wave begins with a single Giant Pyro, and continues on by alternating spawning the 5 Pyros and first 5 Super Scouts, with all Giants spawning one-by-one. Care must be taken to control the Super Scouts, as one can take the bomb from spawn to the bomb hatch in mere seconds. A Scout with the Mad Milk, Sniper with the Jarate, or a Soldier with Rocket Specialist can easily stall these Giants. Additionally, a Heavy or Engineer's Sentry Gun can easily bodyblock the Giant Scouts.

In the 6th and final wave, two fairly high HP tanks wheel in successively. Combined upgrades from previous waves' credits should make a small matter of it. Consider having classes with high Tank damage abilities, such as a Phlogistinator Pyro or a Beggar's Bazooka Soldier, dedicate themselves to the Tanks.

Trivia

  • Disabled code indicates that Sniper robots were originally meant to spawn on wave 4.

See also