Disintegration (mission)

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Disintegration
Basic Information
Name: Disintegration

File name:

mvm_decoy_advanced3
Developer(s): Valve
Map: Decoy
Mission type: Invasion
Waves: 6
Difficulty: Advanced
Starting credits: 400
Maximum possible credits: 6700
Minimum respawn wave time: 7
Maximum respawn wave time: 14
Fixed respawn time: No
Tour: Operation Mecha Engine
Sentry Buster spawn time: 5 seconds
Sentry Buster respawn time: 20 seconds

Disintegration is an advanced invasion mission available on the Decoy map.

Waves

Sub-wave Class Count Delay(s) Credits
Wave 1 (800 Credits)
1
Heavy champ
Easy Spawns from all three sides 5 20 100 0 1 600
Support
Engineer
Expert Does not teleport in
Spawns from all three sides
2 2 10 30 20 200
Wave 2 (700 Credits)
2A
Demoknight
Hard 7 21 35 0 2 100
2B-1
1/2
Scout stun
Expert 3 3 27 10 0 100
1/2
Scout
Easy
Scout giant fast
Easy 2 2 4 15 25 100
2B-2
Demoknight
Expert 8 16 16 20 15 200
Bowman
Bowman
Bowman
Hard
Medic
Medic
Medic
Medic

Quick-Fix Medic
Normal Pictogram plus.png +900% heal rate
Pictogram minus.png -90% ÜberCharge rate
2C
Tank
18,000 1 1 25 100
Support
Engineer
Expert Begins after 2A has finished spawning
Does not teleport in
Spawns from all three sides
2 2 6 15 3 75
Engineer
Expert Begins after 2A has finished spawning
Does not teleport in
Spawns from all three sides
1 1 2 18 3 25
Wave 3 (800 Credits)
3A-1
Pyro
Normal 1/2 Fires continuously 6 12 12 0 2 60
Soldier conch
Normal Pictogram plus.png Spawns with full rage

Pictogram plus.png +800% buff duration
Spawns at the left
Flank defenders's left
4 4 4 30 0 20
Soldier conch
Normal Pictogram plus.png Spawns with full rage

Pictogram plus.png +800% buff duration
Spawns at the right
Flank defenders's right
4 4 4 50 0 20
3A-2
Heavy steelfist
Hard 4 8 16 15 5 200
3B-1
Heavy gru
Easy 2 4 18 30 5 100
3B-2
Heavy steelfist
Hard 4 8 16 40 8 200
Support
Engineer
Expert Begins after 3A-2 has finished spawning
Does not teleport in
1/2 Spawns at the left
1/2 Spawns at the right
3 9 12 10 3 200
Medic uber

Über Medic
Normal Pictogram plus.png Spawns with full Über

Pictogram plus.png +400% ÜberCharge rate
Pictogram minus.png -90% heal rate
Pictogram minus.png -3 seconds Über duration
Bowman
Hard
Wave 4 (1300 Credits)
4
Scout giant fast
Easy 2 2 2 0 0 100
Tank
20,000 1 1 10 0 400
Scout giant fast
Easy 1 2 6 20 15 100
2/4
Scout
Easy 4 16 48 120 1 400
1/4
Bonk scout
Hard Melee only
1/4
Scout stun
Hard
Support
Engineer
Expert Does not teleport in
1/2 Spawns at the left
1/2 Spawns at the right
2 6 18 15 3 300
Medic uber

Über Medic
Normal Pictogram plus.png Spawns with full Über

Pictogram plus.png +400% ÜberCharge rate
Pictogram minus.png -90% heal rate
Pictogram minus.png -3 seconds Über duration
Sniper
Normal 2 120 25
Wave 5 (1800 Credits)
5A
Tank
15,000 1 1 0 0 200
Tank
15,000 1 1 12 0 200
8/10
Scout
Normal 1/8 Flank defenders's left
1/8 Flank defenders's right
6 18 100 15 0 1000
1/10
Bonk scout
Hard Melee only
Flank defenders's left
1/10
Scout stun
Hard Flank defenders's left
5B
Soldier conch
Normal Pictogram plus.png Spawns with full rage

Pictogram plus.png +800% buff duration
1/4 Flank defenders's left
1/4 Flank defenders's right
4 8 32 20 5 100
Tank
25,000 1 1 65 100
Support
Engineer
Expert Does not teleport in
1/2 Spawns at the left
1/2 Spawns at the right
2 2 12 28 0 200
Medic uber

Über Medic
Normal Pictogram plus.png Spawns with full Über

Pictogram plus.png +400% ÜberCharge rate
Pictogram minus.png -90% heal rate
Pictogram minus.png -3 seconds Über duration
Wave 6 (400 Credits)
6
Demo bomber

Major Bomber
40,000 HP
Normal 1 1 1 25 0 0
Support
Engineer
Expert Does not teleport in
Does not build teleporters
Spawns from all three sides
8 8 8 1 0 200
Scout
Hard
Engineer
Expert Does not teleport in
Does not build teleporters
Spawns from all three sides
6 12 36 10 5 200
Scout
Hard

Basic Strategies

While the smaller amount of robots and waves compared to other missions makes it appear simple at first, it can still be a challenging mission. One of the biggest threats throughout this mission are the many Engineers that will come in for support. The small size of the map makes a Robot Engineer's nest very powerful and able to deny large areas of the map. Starting with wave 3 and until the final wave, the Engineers will be healed by Über Medics, making it even more difficult to kill them right away. Though the unhealed Engineers can be fairly easily dealt by most classes with should they be caught soon enough, a class capable of instantly killing the Medic or the Engineer are the best classes to deal with them, such as a Sniper or a Demoman with a stickytrap.

On the first wave, a well-placed Sentry and the damage from other players makes the hundred Killing Gloves of Boxing Heavies not as intimidating as their numbers may suggest. But be warned, they will be on both the top and the bottom section of the map. Upgrading your mobility, such as Jump Height, can assist in getting around the map when collecting credits as Scout.

Bodyblocking strategies or slowing down the Super Scouts on the second wave is crucial to prevent them from slipping by, but also be wary of any Engineers as their Teleporters provide a very easy way for Super Scouts to get past the team and deploy the bomb. Make sure to also stay out of the range of the Giant Demoknights to take them down easily. The Tank has 18,000 HP and can be taken down quickly with focus fire, but having any Robot Engineers set up can make focusing the Tank a very difficult task.

Wave 3 is the first wave with Über Medics paired with the Engineers, so be extra aware of dealing with them. The Fists of Steel Heavies can become very difficult to kill if they grab the bomb and upgrade. The Concheror Soldiers also provide their robot comrades a boost, making them more difficult to deal with.

The fourth wave starts with 8 Super Scouts, and after the first two, a Tank with 20,000 HP spawns in. Be careful not to let the Super Scouts slip by while dealing with the Tank. Keeping the Engineers under control is extremely imperative here as letting even one set up a nest can both provide a faster route for the Super Scouts, allow the supporting Snipers to camp areas with good view of spawn, and make attacking the Tank much more difficult to take down. If you are having difficulties, consider having a Heavy use the Natascha to slow down the Giant Scouts and either a Sniper, Soldier, or Spy hunt down the Engineer/Medic pairs.

Besides the tanks, the Concheror Soldiers and the two Tanks are the biggest threats on the fifth wave. A well-placed Sentry Gun should be able to easily deal with all the small Scout Robots. As with every wave, the Engineers should be prevented from building anywhere.

The final wave's sole robot to kill is Major Bomber, a giant Demoman that shoots Crit-boosted grenades and has health regeneration. Scouts and Engineers spawn alongside him for support. Despite this boss' giant health pool/regeneration and deadly grenades, a couple of Heavies with Critical hits can very quickly deal with Major Bomber. If your team struggles with with taking him down, he can be knocked into the cliff to buy extra time.

See also