Difference between revisions of "User:Toomai/MvM strategy overhaul"

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({{class link|Heavy}})
({{class link|Scout}}: not quite sure if this part of the format is working as planned)
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!colspan=2|Secondary
 
!colspan=2|Secondary
 
{{User:Toomai/MvmStratRow
 
{{User:Toomai/MvmStratRow
|1|customweps={{icon item|Pistol}}{{icon item|Winger}}{{icon item|Pretty Boy's Pocket Pistol}}<br/>Sidearms|desc=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.
+
|1|customweps={{icon item|Pistol}}{{icon item|Winger}}{{icon item|Pretty Boy's Pocket Pistol}}<br/>Pistols|desc=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.
 
}}
 
}}
 
{{User:Toomai/MvmStratRow
 
{{User:Toomai/MvmStratRow
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{{User:Toomai/MvmStratRow
 
{{User:Toomai/MvmStratRow
 
|1|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.
 
|1|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.
 +
}}
 +
|}
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===Upgrades===
 +
{|style="border-collapse:collapse"
 +
|-
 +
!colspan=2|Personal
 +
{{User:Toomai/MvmStratRow
 +
|4|customweps=[[Image:Tf demoman kill x heavies fullhp onedet.png|32px]][[Image:Upgrade resistance bullet.png|32px]][[Image:Upgrade resistance fire.png|32px]][[Image:Tf soldier crockets are such bs.png|32px]]<br/>Resistances|desc=It is important for a Scout to shrug off damage before he can get his health supercharged by money at the start of waves, and it is even more useful to maintain such overheal levels.
 +
}}
 +
{{User:Toomai/MvmStratRow
 +
|4|customweps=[[Image:Tf scout long distance runner.png|32px]][[Image:Tf scout double jumps.png|32px]]<br/>Mobility|desc=Movement speed and jump height are useful to not only dodge enemy fire, but get around the map to collect all the credits. It is potentially overkill to maximize these upgrades, as moving too fast or jumping too high can make it difficult to actually attack enemies.
 +
}}
 +
{{User:Toomai/MvmStratRow
 +
|1|customweps=[[Image:Next of kindling.png|32px]]<br/>Regeneration|desc=This upgrade has no use for a Scout that remains at full health or above by collecting credits, which he should be doing.
 +
}}
 +
|-
 +
!colspan=2|Primary
 +
{{User:Toomai/MvmStratRow
 +
|4|customweps=<!--dmg-->[[Image:Tf demoman kill x with directpipe.png|32px]]<!--pierce-->[[Image:Tf sniper parting shot.png|32px]]<!--firing-->[[Image:Tf scout dodge damage.png|32px]]<br/>Damage|desc=Upping damage dealt helps immensely with killing Medics in one shot and destroying Tanks. Firing piercing bullets into crowds is less effective but still strong.
 +
}}
 +
{{User:Toomai/MvmStratRow
 +
|4|customweps=<!--clip-->[[Image:Tf scout destroy sentry with pistol.png|32px]]<!--ammo-->[[Image:Kollectivization.png|32px]]<br/>Ammo|desc=One of the Scout's main weaknesses is an inability to keep fights sustained due to lacking clip and ammo. Upgrading these attributes makes him that much more of a damage-dealer.
 +
}}
 +
{{User:Toomai/MvmStratRow
 +
|3|customweps=<!--reload-->[[Image:Crock Block.png|32px]][[Image:Tf medic kill healed spy.png|32px]]<br/>Endurance|desc=Scouts effectively already have health-on-kill via credits, so it is not necessary to upgrade. On the other hand, reload speed is a massive boon to the Scout's ability to hang around fights.
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}}
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|-
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!colspan=2|Secondary
 +
{{User:Toomai/MvmStratRow
 +
|1|customweps=<!--pierce-->[[Image:Tf sniper parting shot.png|32px]]<!--firing-->[[Image:Tf scout dodge damage.png|32px]]<!--clip-->[[Image:Tf scout destroy sentry with pistol.png|32px]]<!--ammo-->[[Image:Kollectivization.png|32px]][[Image:Tf medic kill healed spy.png|32px]]<br/>Pistols|desc=Even for Scouts that are using a pistol, quite a lot of money must be spent here for any notable effect.
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}}
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{{User:Toomai/MvmStratRow
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|2|customweps=<!--recharge-->[[Image:Tf win well minimumtime.png|32px]]<br/>Bonk!|desc=Might as well use it.
 +
}}
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{{User:Toomai/MvmStratRow
 +
|5|customweps=<!--recharge-->[[Image:Tf win well minimumtime.png|32px]]<!--jar-->[[Image:Tf sniper friendship is golden.png|32px]]<br/>Mad Milk|desc=The snaring effect of upgraded Mad Milk is cheap and powerful. Recharge speed can be help but is less necessary.
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}}
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|-
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!colspan=2|Melee
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{{User:Toomai/MvmStratRow
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|1|customweps=[[Image:Upgrade attackspeed.png|32px]][[Image:Tf medic kill healed spy.png|32px]]<br/>Offensive|desc=Scouts generally should not be using melee weapons on robots as a killing tactic.
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}}
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{{User:Toomai/MvmStratRow
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|3|customweps=<!--recharge-->[[Image:Tf win well minimumtime.png|32px]]<!--ammo-->[[Image:Kollectivization.png|32px]]<!--sandman-->[[Image:Tf scout stun scout with their ball.png|32px]]<br/>Projectile|desc=If a Scout has indeed chosen to use the Sandman, these upgrades are highly useful.
 
}}
 
}}
 
|-
 
|-
 
!colspan=2|Canteen
 
!colspan=2|Canteen
 
{{User:Toomai/MvmStratRow
 
{{User:Toomai/MvmStratRow
|4|customweps=[[Image:UberCharge Canteen.png|48x36px]]<br/>Über|desc=A few seconds of invincibility can give a Scout just enough time to take down a robot and heal from the money it drops, wade through heavy fire to collect credits in a dangerous spot, or simply distract enemies to buy time for teammates.
+
|4|customweps=[[Image:Uber canteen upgrade icon.png|32px]]<br/>Über|desc=A few seconds of invincibility can give a Scout just enough time to take down a robot and heal from the money it drops, wade through heavy fire to collect credits in a dangerous spot, or simply distract enemies to buy time for teammates.
 
}}
 
}}
 
{{User:Toomai/MvmStratRow
 
{{User:Toomai/MvmStratRow
|4|customweps=[[Image:Critical Hit Boost Canteen.png|48x36px]]<br/>Kritz|desc=Scouts are already exceptional at killing Tanks, and having crits multiplies his effectiveness even further. It also makes it safer for him to go after Medics, making it easier to kill them in one shot and avoid having them use their charge.
+
|4|customweps=[[Image:Kritz canteen upgrade icon.png|32px]]<br/>Kritz|desc=Scouts are already exceptional at killing Tanks, and having crits multiplies his effectiveness even further. It also makes it safer for him to go after Medics, making it easier to kill them in one shot and avoid having them use their charge.
 
}}
 
}}
 
{{User:Toomai/MvmStratRow
 
{{User:Toomai/MvmStratRow
|2|customweps=[[Image:Ammo Clip Refill Canteen.png|48x36px]]<br/>Ammo|desc=Most Scouts should have enough time while they're reloading or between sub-waves to dash to an ammo pick-up or the team's Dispenser.
+
|2|customweps=[[Image:Ammo canteen upgrade icon.png|32px]]<br/>Ammo|desc=Most Scouts should have enough time while they're reloading or between sub-waves to dash to an ammo pick-up or the team's Dispenser.
 
}}
 
}}
 
{{User:Toomai/MvmStratRow
 
{{User:Toomai/MvmStratRow
|2|customweps=[[Image:Return to Base Canteen.png|48x36px]]<br/>Return|desc=If a Giant Scout slips through the defense, having a Scout teleport back may be the team's best chance of catching them quickly. However, this is rather situational.
+
|3|customweps=[[Image:Return canteen upgrade icon.png|32px]]<br/>Return|desc=If a Giant Scout slips through the defense, having a Scout teleport back may be the team's best chance of catching them quickly. However, this is rather situational, and a Scout should be able to catch any other loose robot on his own.
 
}}
 
}}
 
|}
 
|}
===Upgrades===
 
  
 
=={{class link|Soldier}}==
 
=={{class link|Soldier}}==

Revision as of 16:56, 7 May 2015

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.

Leaderboard class scout.png Scout

General

Loadout

Primary
Scattergun
Scattergun
You can never go wrong with the stock Scattergun.
Force-A-Nature
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
Shortstop
Effective at longer ranges and has good maximum damage rate, but is more expensive to upgrade.
Soda Popper
Soda Popper
Cheaper to upgrade to reach higher damage potential and also unlocks additional mobility through Hype.
Baby Face's Blaster
Baby Face's Blaster
Against hordes of robots, it becomes quite easy to build the weapon's Boost meter. 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
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
PistolWingerPretty Boy's Pocket Pistol
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
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
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
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
Flying Guillotine
Designed to destroy singled-out, stunned targets, the Flying Guillotine has poor utility against a horde of robots.
Melee
BatHoly Mackerel
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
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
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
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
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
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
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
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

Personal
Tf demoman kill x heavies fullhp onedet.pngUpgrade resistance bullet.pngUpgrade resistance fire.pngTf soldier crockets are such bs.png
Resistances
It is important for a Scout to shrug off damage before he can get his health supercharged by money at the start of waves, and it is even more useful to maintain such overheal levels.
Tf scout long distance runner.pngTf scout double jumps.png
Mobility
Movement speed and jump height are useful to not only dodge enemy fire, but get around the map to collect all the credits. It is potentially overkill to maximize these upgrades, as moving too fast or jumping too high can make it difficult to actually attack enemies.
Next of kindling.png
Regeneration
This upgrade has no use for a Scout that remains at full health or above by collecting credits, which he should be doing.
Primary
Tf demoman kill x with directpipe.pngTf sniper parting shot.pngTf scout dodge damage.png
Damage
Upping damage dealt helps immensely with killing Medics in one shot and destroying Tanks. Firing piercing bullets into crowds is less effective but still strong.
Tf scout destroy sentry with pistol.pngKollectivization.png
Ammo
One of the Scout's main weaknesses is an inability to keep fights sustained due to lacking clip and ammo. Upgrading these attributes makes him that much more of a damage-dealer.
Crock Block.pngTf medic kill healed spy.png
Endurance
Scouts effectively already have health-on-kill via credits, so it is not necessary to upgrade. On the other hand, reload speed is a massive boon to the Scout's ability to hang around fights.
Secondary
Tf sniper parting shot.pngTf scout dodge damage.pngTf scout destroy sentry with pistol.pngKollectivization.pngTf medic kill healed spy.png
Pistols
Even for Scouts that are using a pistol, quite a lot of money must be spent here for any notable effect.
Tf win well minimumtime.png
Bonk!
Might as well use it.
Tf win well minimumtime.pngTf sniper friendship is golden.png
Mad Milk
The snaring effect of upgraded Mad Milk is cheap and powerful. Recharge speed can be help but is less necessary.
Melee
Upgrade attackspeed.pngTf medic kill healed spy.png
Offensive
Scouts generally should not be using melee weapons on robots as a killing tactic.
Tf win well minimumtime.pngKollectivization.pngTf scout stun scout with their ball.png
Projectile
If a Scout has indeed chosen to use the Sandman, these upgrades are highly useful.
Canteen
Uber canteen upgrade icon.png
Über
A few seconds of invincibility can give a Scout just enough time to take down a robot and heal from the money it drops, wade through heavy fire to collect credits in a dangerous spot, or simply distract enemies to buy time for teammates.
Kritz canteen upgrade icon.png
Kritz
Scouts are already exceptional at killing Tanks, and having crits multiplies his effectiveness even further. It also makes it safer for him to go after Medics, making it easier to kill them in one shot and avoid having them use their charge.
Ammo canteen upgrade icon.png
Ammo
Most Scouts should have enough time while they're reloading or between sub-waves to dash to an ammo pick-up or the team's Dispenser.
Return canteen upgrade icon.png
Return
If a Giant Scout slips through the defense, having a Scout teleport back may be the team's best chance of catching them quickly. However, this is rather situational, and a Scout should be able to catch any other loose robot on his own.

Leaderboard class soldier.png Soldier

General

Loadout

Primary
Rocket Launcher
Rocket Launcher
You can never go wrong with the stock Rocket Launcher.
Direct Hit
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
Black Box
The loss of one rocket is not hard to compensate for with upgrades, and hitting several robots at once will keep your health decently full.
Rocket Jumper
Rocket Jumper
For obvious reasons, this item should not be used.
Liberty Launcher
Liberty Launcher
The Libery Launcher's lower damage output is a major problem that is not truly compensated for by its upsides.
Cow Mangler 5000
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
Original
Most MvM maps prioritize height advantage over peeking around corners, so this weapon is not much different than the stock.
Beggar's Bazooka
Beggar's Bazooka
With a horde of robots to fire at, this weapon's only 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.
Air Strike
Air Strike
Firing 8-rocket barrages from above without any upgrades is enough to offset the weapon's lower damage and splash, but is risky against Giant Heavies and the like.
Secondary
ShotgunReserve ShooterPanic Attack
Shotguns
Carrying a sidearm, which really only has a use when out of rockets, is simply inferior to carrying a team-boosting banner.
GunboatsMantreads
Boots
These items have no value when defending against an invading robot horde.
Buff Banner
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
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
Concheror
Being able to keep the whole team healed is a decent ability, and the mobility boost helps positioning and money collection.
Righteous Bison
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
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
Shovel
The Soldier has far better melee weapons to choose from.
Equalizer
Equalizer
A weakened Soldier will be doing high damage with each melee swing, but this is naturally risky.
Pain Train
Pain Train
With no points to capture, this weapon has no upside.
Half-Zatoichi
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
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
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
Escape Plan
A good retreating tool, though crit resistance might need to be applied for best usage.
Canteen
UberCharge Canteen.png
Über
There's nothing wrong with temporary invincibiliy, but most of the time a Soldier can simply rocket jump away from bad situations.
Critical Hit Boost Canteen.png
Kritz
Crit rockets are a Soldier's best weapon in MvM. Use them liberally.
Ammo Clip Refill Canteen.png
Ammo
There is situational use in an instant clip refill.
Return to Base Canteen.png
Return
Soldiers should be capable of catching up to bots without teleporting.

Upgrades

Leaderboard class pyro.png Pyro

General

Loadout

Primary
Flame Thrower
Flame Thrower
You can never go wrong with the stock flamethrower.
Backburner
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
Degreaser
The typical MvM Pyro should be in the fray at all times without need to switch weapons quickly, and the Degreaser is also the Pyro's worst damage-dealer in both raw damage and afterburn.
Phlogistinator
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
ShotgunReserve ShooterPanic Attack
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
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
Detonator
Similar to the Flare Gun, though with less damage and more mobility.
Manmelter
Manmelter
Gaining crits via extinguishing teammates is very situational, and other flare secondaries tend to result in more damage for less effort.
Scorch Shot
Scorch Shot
Acts like a long-range airblast to knock back distant robots, but with not much else.
Melee
Fire Axe
Fire Axe
The Pyro has far better melee weapons to choose from.
Axtinguisher
Axtinguisher
A reliable way to delete Über Medics, but poor for most other situations.
Homewrecker
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
Powerjack
Extra speed and health are helpful, but landing the final strike on an enemy can be difficult.
Back Scratcher
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
Sharpened Volcano Fragment
With afterburn being unreliable overall, the weapon's lower damage doesn't really jive with the Pyro's playstyle.
Third Degree
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
Neon Annihilator
There are better ways to kill enemies than to depend on a teammate to soak them.
Canteen
UberCharge Canteen.png
Über
As Pyros thrive in close range, invincibility is a major boon for when things go south.
Critical Hit Boost Canteen.png
Kritz
Not a bad option for destroying Tanks and giants.
Ammo Clip Refill Canteen.png
Ammo
Pyros that don't wish to leave the fight to find ammo may opt for this.
Return to Base Canteen.png
Return
The ability to catch up to a robot and airblast them back makes Pyro one of the better users of this canteen.

Upgrades

Leaderboard class demoman.png Demoman

General

Loadout

Primary
Grenade Launcher
Grenade Launcher
You can never go wrong with the stock Grenade Launcher.
Loch-n-Load
Loch-n-Load
Very much a sidegrade compared to the stock, with its higher damage being counterbalanced by its smaller explosions and direct-hit requirements.
Ali Baba's Wee Booties
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
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
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
Iron Bomber
Lower explosive radius, lower damage on miss, and no real upside leaves this weapon in a poor spot.
Secondary
Stickybomb Launcher
Stickybomb Launcher
You can never go wrong with the stock Stickybomb Launcher.
Chargin' Targe
Chargin' Targe
The preferred Demoknight shield, as it has the best resistances (including complete afterburn immunity), and having Crits On Kill for melee weapons is more effective than charging.
Scottish Resistance
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
Sticky Jumper
For obvious reasons, this weapon should not be used.
Splendid Screen
Splendid Screen
Shield bashes, this weapon's speciality, are extremely inefficient at damaging robots.
Tide Turner
Tide Turner
Demoknights do not need to charge that often in MvM, and the weapon's "damage shortens charges" weakness can be crippling.
Quickiebomb Launcher
Quickiebomb Launcher
The lack of sticky traps is not quite made up for by stronger straight-up damage capabilities.
Melee
Bottle
Bottle
The Bottle has no upsides to exploit or downsides to tolerate.
Eyelander
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
Pain Train
With no points to capture, this weapon has no upside.
Scotsman's Skullcutter
Scotsman's Skullcutter
Having longer range with more damage is countered by slower movement speed. For Demos that are not intenting to fight at close range much, this is a good choice for when Steel Gauntlets appear.
Ullapool Caber
Ullapool Caber
With no resupply cabinets in MvM maps, this weapon's one-shot nature makes it very difficult to recommend.
Claidheamh Mòr
Claidheamh Mòr
Most MvM maps don't have enough space for longer charges to reach full potential.
Half-Zatoichi
Half-Zatoichi
On a Demoknight with no other weapons to switch to, this can easily make him extremely bulky.
Persian Persuader
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.
Canteen
UberCharge Canteen.png
Über
There's nothing wrong with temporary invincibility, especially when trying to fight at close range.
Critical Hit Boost Canteen.png
Kritz
Crit explosives are immensely useful in MvM, and if the team doesn't have a Medic, this is the best way at using them.
Ammo Clip Refill Canteen.png
Ammo
There is situational use in an instant clip refill.
Return to Base Canteen.png
Return
Being able to teleport ahead of a slippery bot and lay down a sticky carpet for it is probably one of the better usages of this canteen.

Upgrades

Leaderboard class heavy.png Heavy

General

Loadout

Primary
Minigun
Minigun
You can never go wrong with Sasha.
Natascha
Natascha
More ammo to spare 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
Brass Beast
While this weapon's higher damage is very appealing, its extremely high mobility cost can be a major issue if Snipers are present.
Tomislav
Tomislav
The Tomislav's slower firing rate adds up quickly, and robots do not hear deployed miniguns anyway.
Huo-Long Heater
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
ShotgunFamily BusinessPanic Attack
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
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
Dalokohs Bar
In addition to being rendered useless by simply having a Medic, the 50 extra HP this item grants is outclassed by just buying a resistance upgrade, which acts an effective 75 HP boost.
Buffalo Steak Sandvich
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
Fists
Pow!
Killing Gloves of Boxing
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
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
Warrior's Spirit
Reducing max health while encouraging melee combat is not a promising combination.
Fists of Steel
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
Eviction Notice
Faster punching speed doesn't mean much when the DPS is lower overall.
Holiday Punch
Holiday Punch
Robots contain (repaired) Humor Supression Pumps. Attempting to get them to laugh is futile.
Canteen
UberCharge Canteen.png
Über
A burst of guaranteed survival is quite a useful tool for Heavies.
Critical Hit Boost Canteen.png
Kritz
Having crits on demand is a powerful tool.
Ammo Clip Refill Canteen.png
Ammo
Ammo can be a problem for Heavies, so having an instant refill is very useful.
Return to Base Canteen.png
Return
With the slowest running speed and the need to spin up his minigun, it's impractical at best for a Heavy to be the one chasing down stragglers.

Upgrades

Leaderboard class engineer.png Engineer

General

Loadout

Primary
Shotgun
Shotgun
You can never go wrong with the stock Shotgun.
Frontier Justice
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
Widowmaker
Since it uses Metal for ammo, the Widowmaker is very cheap to upgrade, requires no reloading, and in the hands of a decent shot will keep you constantly filled with Metal. With piercing bullets and max metal upgrades, the weapon can become a source of unlimited harrassment and distraction.
Pomson 6000
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
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
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
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
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. Its only downside is that activating it can allow Scouts to slip though the front lines.
Short Circuit
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
Wrench
You can never go wrong with the stock Wrench.
Gunslinger
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
Southern Hospitality
Engineers should not be attacking robots directly with their wrench outside a last resort, meaning this weapon has no upside.
Jag
Jag
Since the Jag's only downside is less melee damage, it's a good choice for Engineers that wish to forego Upgrade canteens.
Eureka Effect
Eureka Effect
The Eureka Effect's taunt acts as an Ammo canteen and Return canteen at once, in addition to fully healing him, a rare luxury in MvM maps. However, its lower repair and upgrade speeds can easily cripple a Sentry under fire, requiring swing speed upgrades to keep pace. In addition, the process of using its teleport is quite long, making it hard to use when under fire.
Canteen
UberCharge Canteen.png
Über
There are better ways of dealing with Sentry Busters than by Übering the Engineer and Sentry.
Critical Hit Boost Canteen.png
Kritz
Additional Sentry firing speed is probably better off left to the Wrangler than a canteen.
Ammo Clip Refill Canteen.png
Ammo
An instant Metal refill can be a lifesaver in some situations, especially in conjunction with the Widowmaker or Short Circuit.
Return to Base Canteen.png
Return
Being able to haul a level 3 Sentry to the base in an instant is a useful tool, but often the same thing can be accomplished by building a two-way teleporter.
Buildings Upgrade Canteen.png
Upgrade
The ability to put up a level 3 Sentry and Dispenser in an instant cannot be understand, especially when there is no time to rebuild manually during a wave.

Upgrades

Leaderboard class medic.png Medic

General

Loadout

Primary
Syringe Gun
Syringe Gun
The stock Syringe Gun has no upsides to work with or downsides to avoid.
Blutsauger
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
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
Overdose
A minor damage reduction conbimed with a minor speed increase equals out to an average option.
Secondary
Medi Gun
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
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
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
Vaccinator
When used properly, the Vaccinator can render both the Medic and his patient 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
Bonesaw
The stock Bonesaw has no attributes, useful or otherwise.
Ubersaw
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
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
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
Solemn Vow
All players can see the health of giant robots and Tanks at all times, so even though this weapon is a straight upgrade over the stock Bonesaw, it is equally useless.
Canteen
UberCharge Canteen.png
Über
A solid choice for Kritzkrieg users, allowing the Medic to dispense both crits and invincibility.
Critical Hit Boost Canteen.png
Kritz
When not using the Kritzkrieg, this lets the Medic pop crits on patients anyway for short bursts of high damage.
Ammo Clip Refill Canteen.png
Ammo
With proper team communication, a Medic can use an Ammo canteen to double the size of his patient's clip during a Kritzkrieg, Buff Banner, or patient's Kritz canteen. Without proper communication, the patient may buy Ammo canteens of their own or break off their attack preparing to reload.
Return to Base Canteen.png
Return
Medics cannot share this canteen, so if a robot sneaks through to the base, they will have to take them out alone with weapons that are likely not upgraded.

Upgrades

Leaderboard class sniper.png Sniper

General

Loadout

Primary
Sniper Rifle
Sniper Rifle
You can never go wrong with the stock Sniper Rifle.
Huntsman
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
Sydney Sleeper
Applying Jarate at long range is a useful tool, but its lack of headshots is a major downgrade. Note that the Sydney Sleeper can still apply explosive headshots.
Bazaar Bargain
Bazaar Bargain
The effectiveness of this weapon is directly linked to the skill of the user. In the hands of a headshotting pro, it charges extremely fast; in the hands of a novice, it is of little value.
Machina
Machina
The downsides of the Machina are minimal compared to its higher damage and built-in penetration when fully charged.
Hitman's Heatmaker
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
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
SMG
The SMG's only use is for personal defense when attacked up close.
Jarate
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
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
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
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
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 land the final hit in an enemy (which is challenging with five other teammates shooting at the same targets), and the weapon's slower firing speed is expensive to offset.
Melee
Kukri
Kukri
A stock melee weapon with no upsides to exploit or downsides to avoid.
Tribalman's Shiv
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
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.
Shahanshah
Shahanshah
Using a melee weapon as a Sniper is probably a last resort, so having hgiher damage when injured is not that bad.
Canteen
UberCharge Canteen.png
Über
Snipers have little use for invincibility unless they are overwhelmed, in which case they probably won't be able to survive regardless.
Critical Hit Boost Canteen.png
Kritz
The ability to rapid-fire headshot damage without scoping is good in a pinch.
Ammo Clip Refill Canteen.png
Ammo
Most Snipers shouldn't be running through ammo fast enough to require refilling while busy, and many sniping spots have ammo pickups available.
Return to Base Canteen.png
Return
If a robot gets through the defense, a Sniper might not be able to do much to stop it even if he heads it off.

Upgrades

Leaderboard class spy.png Spy

General

Loadout

Primary
Revolver
Revolver
Ambassador
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
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
Enforcer
If a Spy is shooting something, it is probably a Tank, making disguising useless and this weapon a good choice.
Diamondback
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
Sapper
There is nothing exceptional about the Sapper.
Red-Tape Recorder
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
Knife
You can never go wrong with the stock Knife.
Your Eternal Reward
Your Eternal Reward
The specifics of robots' spy-detection mechanics result in this weapon being functionally useless.
Conniver's Kunai
Conniver's Kunai
The initial health penalty is a major issue, but the Kunai eliminates the need for health-on-kill upgrades.
Big Earner
Big Earner
With not-as-drastic health reduction, the Big Earner makes it very easy to keep cloak fully charged.
Spy-cicle
Spy-cicle
Being without a knife, the Spy's primary weapon in MvM, for 15 whole seconds, is a major drawback that does not quite compensate for 2 seconds of fire immunity.
Watch
Invis Watch
Invis Watch
Ammo tends to be scarce on MvM maps, so refilling cloak can be an issue.
Cloak and Dagger
Cloak and Dagger
This watch is suited for slow or stationary espionage, which does not jive well with the mode's mechanics.
Dead Ringer
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.
Canteen
UberCharge Canteen.png
Über
Having a safety net in case of discovery can be useful.
Critical Hit Boost Canteen.png
Kritz
The Spy has poor damage output overall, and would probably be better off with a cheaper canteen.
Ammo Clip Refill Canteen.png
Ammo
Sappers are essential to slow down fast robots, and having a freebie at your disposal can be a game-changer.
Return to Base Canteen.png
Return
If a fast robot gets through with the bomb, a Spy can teleport to the base and sap-n-stab them.

Upgrades