Difference between revisions of "User:TheJohns"

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| align="center" | {{Table icon|Force-a-Nature}}
 
| align="center" | {{Table icon|Force-a-Nature}}
 
| The Force-a-Nature is suited for a more support type build. While the pushback is somewhat difficult to control, pushback in general is useful, particularly in stalling giants in the FaN's case. While it can be built for damage like the Scattergun, its small clip size makes it less efficient than the Scattergun.
 
| The Force-a-Nature is suited for a more support type build. While the pushback is somewhat difficult to control, pushback in general is useful, particularly in stalling giants in the FaN's case. While it can be built for damage like the Scattergun, its small clip size makes it less efficient than the Scattergun.
<br/>Rating: '''Good'''
+
<br/>Rating: '''Very Good'''
 
|-
 
|-
 
| align="center" | {{Table icon|Shortstop}}
 
| align="center" | {{Table icon|Shortstop}}
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|-
 
|-
 
| align="center" | {{Table icon|Soda Popper}}
 
| align="center" | {{Table icon|Soda Popper}}
| Similar in the FaN's capabilities, except it swaps out pushback for mini-crits. The constant mini-crit boosts lets the Scout deal more damage at certain periods and also lets the Scout be a threat at mid-range, thanks to the lack of damage falloff. While still not as good in terms of raw damage as the Scattergun, the Soda Popper is more effective against waves of regular robots.
+
| Back when the Soda Popper gave mini-crits, it was useful for harassing and just adding more damage. Now, getting multiple jumps is not a useful bonus for MvM, except possibly for collecting money in high places. Its reduced clip and the fact that it does less damage the FaN and doesn't have its pushback means that the FaN outclasses it in both utility and damage.
<br/>Rating: '''Good'''
+
<br/>Rating: '''Weak'''
 
|-
 
|-
 
| align="center" | {{Table icon|Baby Face's Blaster}}
 
| align="center" | {{Table icon|Baby Face's Blaster}}
| While the speed boost can be useful at times, the disadvantages often overshadows its advantage. The damage reduction means it's much weaker offensively, and the reduced speed without damage dealt often makes the Scout less effective at collecting money than without it, especially in cases where the Scout died before he can collect a lone pile of money far from the Teleporter.
+
| The Baby Face's Blaster is easy to charge up in MvM and once charged, the Scout becomes even more effective at collecting money and circle strafing giants. Although you lose boost from taking damage, you can just as easily refill it. Even uncharged, the reduced speed at zero boosts is not a big deal, although it may make a difference in getting all the cash or not. The reduced clip size makes the Blaster slightly weaker offensively compared to the Scattergun, but is not a huge loss.
<br/>Rating: '''Weak'''
+
<br/>Rating: '''Very Good'''
 +
|-
 +
| align="center" | {{Table icon|Back Scatter}}
 +
| While being able to mini-crit enemies from behind can add to the Scout's damage output, the opportunity to utilize this is not consistent and sometimes rare, especially if you do not have any other front-liners on your team, not to mention it overlaps with other mini-crit sources like Jarate and the Buff Banner. Overall, the Scattergun is better suited for offensive builds.
 +
<br/>Rating: '''Situational'''
 
|-
 
|-
 
| align="center" | {{Table icon|Pistol}}
 
| align="center" | {{Table icon|Pistol}}
| The Scout rarely needs a Pistol in MvM. Not only are there far better secondary choices, its ability to harass at long range is not necessary due to healing from collecting money and overshadowed by a Scattergun with Projectile Penetration.
+
| The Scout rarely needs a Pistol in MvM. Not only are there far better secondary choices, its ability to harass at long range is not necessary due to healing from collecting money and is overshadowed by a Scattergun with Projectile Penetration.
 
<br/>Rating: '''Weak'''
 
<br/>Rating: '''Weak'''
 
|-
 
|-
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|-
 
|-
 
| align="center" | {{Table icon|Crit-a-Cola}}
 
| align="center" | {{Table icon|Crit-a-Cola}}
| Gives the Scout more damage and is one of the only sources of mini-crits against Tanks. However, taking mini-crits is very dangerous for Scouts, and is much more limited in its versatility compared to his other secondaries. Can be used as a last-ditch effort against a Tank that's giving the team a very hard time.
+
| Gives the Scout more damage and is one of the only sources of mini-crits against Tanks. However, the increased vulnerability while active is very dangerous for Scouts, and is much more limited in its versatility compared to his other secondaries. Can be used as a last-ditch effort against a Tank that's giving the team a very hard time. It speed can also aid in last-second money collecting, although it's risky in crowded areas without protection.
 
<br/>Rating: '''Situational'''
 
<br/>Rating: '''Situational'''
 +
|-
 +
| align="center" | {{Table icon|Winger}}
 +
| While slightly better than the Pistol due to its passive jump height boost, it is still heavily outclassed by other secondaries in usefulness.
 +
<br/>Rating: '''Weak'''
 
|-
 
|-
 
| align="center" | {{Table icon|Bat}}
 
| align="center" | {{Table icon|Bat}}
|
+
| A very standard melee weapon that doesn't provide anything particularly useful. Stick to your primary for damage.
<br/>Rating:  
+
<br/>Rating: '''Very Weak'''
 
|-
 
|-
 
| align="center" | {{Table icon|Fan O'War}}
 
| align="center" | {{Table icon|Fan O'War}}
| Mark for death is a very powerful debuff against giants and the like. What makes the Fan O'War truly shine is it requires no credit investment to use it effectively. Later in the game, it can be substituted for a Sandman, or you can just stick to the Fan O'War if you don't plan on investing money on the Sandman.
+
| Mark for death is a very powerful debuff against giants. What makes the Fan O'War truly shine is it requires no credit investment to use it effectively. Later in the game, it can be substituted for a Sandman, or you can just stick to the Fan O'War if you don't plan on investing money on the Sandman.
 
<br/>Rating: '''Very Good'''
 
<br/>Rating: '''Very Good'''
 
|-
 
|-
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|-
 
|-
 
| align="center" | {{Table icon|Wrap Assassin}}
 
| align="center" | {{Table icon|Wrap Assassin}}
|
+
| Offers zero advantages comparable to the Fan O'War and the Sandman. Even with multiple bauble, the best you can do with them is slightly damage a few robots, which other weapons are far better at.
<br/>Rating:  
+
<br/>Rating: '''Very Weak'''
 
|}
 
|}
 
<br/><br/>
 
<br/><br/>
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{{Pro}} Doubles as support<br/>
 
{{Pro}} Doubles as support<br/>
 
{{Con}} Very money-dependent<br/>
 
{{Con}} Very money-dependent<br/>
The Soldier is a bread-and-butter class, and provides the team a little bit of everything. Any of his primaries can demolish a wave of robots, and when upgraded and combined with a crit boost, the Soldier can deal an insane amount of burst damage to giants and Tanks. The Soldier can also buff his teammates, and the Buff Banner is one of the only sources of mini-crits against tanks.
+
The Soldier is a bread-and-butter class, and provides the team a little bit of everything. Any of his primaries can demolish a wave of robots, and when upgraded and combined with a crit boost, the Soldier can deal an insane amount of burst damage to giants and Tanks, and can even be a threat at long range with Rocket Specialist. The Soldier can also buff his teammates, and the Buff Banner is one of the only sources of mini-crits against tanks.
 
|-
 
|-
 
! class="header" width="200"| Weapon
 
! class="header" width="200"| Weapon
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|-
 
|-
 
| align="center" | {{Table icon|Rocket Launcher}}
 
| align="center" | {{Table icon|Rocket Launcher}}
| High damage, large splash radius and ease of aim means the Rocket Launcher is just as powerful as it is in the base game. Although the default Rocket Launcher is an acceptable option, the other primaries have bonuses that will outweigh its disadvantage pretty fast, particularly clip size.
+
| High damage, large splash radius and ease of aim means the Rocket Launcher is just as powerful as it is in the base game. Although the default Rocket Launcher is an acceptable option, the other primaries have bonuses that will outweigh its disadvantage pretty fast.
 
<br/>Rating: '''Good'''
 
<br/>Rating: '''Good'''
 
|-
 
|-
 
| align="center" | {{Table icon|Direct Hit}}
 
| align="center" | {{Table icon|Direct Hit}}
| The Direct Hit makes the Soldier better at destroying high-profile targets, but reduces his effectiveness against crowds of robots. Whether you're willing to give up valuable splash damage for increased effectiveness against giants and tanks is up to you.
+
| The Direct Hit makes the Soldier better at destroying high-profile targets, but reduces his effectiveness against crowds of robots. With the Rocket Specialist upgrade, the Soldier becomes very effective at slowing down a giant at longer ranges, although the increased blast radius matters little, even when maxed out. Note that although it has a damage bonus, it can only be upgraded 3 times, thus putting it even with the other primaries late game.
 
<br/>Rating: '''Situational'''
 
<br/>Rating: '''Situational'''
 
|-
 
|-
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|-
 
|-
 
| align="center" | {{Table icon|Cow Mangler 5000}}
 
| align="center" | {{Table icon|Cow Mangler 5000}}
| While slightly weaker than the default Rocket Launcher, the Cow Mangler's main strength is its infinite ammo, which by itself is a big advantage, as it removes the need to retreat to collect ammo and saves money. However, the Cow Mangler comes with a huge disadvantage of not being able to be crit boosted at all, thus greatly reducing its effectiveness against Tanks. The alt-fire charge shot also useless, since it uses up all the ammo regardless of clip size.
+
| The Cow Mangler's main strength is its infinite ammo, which by itself is a big advantage, as it removes the need to retreat to collect ammo and saves money for other upgrades. However, the Cow Mangler comes with a huge disadvantage of not being able to be crit boosted at all, thus greatly reducing its effectiveness against tough waves and Tanks. The alt-fire charge shot also useless, since it uses up all the ammo regardless of clip size.
<br/>Rating: '''Good'''
+
<br/>Rating: '''Situational'''
 
|-
 
|-
 
| align="center" | {{Table icon|Beggar's Bazooka}}
 
| align="center" | {{Table icon|Beggar's Bazooka}}
| Many Soldiers swear by the Begger's Bazooka as their choice of primary in MvM, and for a good reason. Firing multiple rockets means the Soldier can take out a wave of robots or a giant very quickly, and it makes the most out of a crit boost Canteen once reload and firing speed are fully upgraded. It does have its disadvantages, as ammo is a constant issue and you can't gain ammo from dispensers, range deviation means you have to get close to make sure all the rockets hit, and the Begger's Bazooka requires a lot of money to reach its peak.
+
| Many Soldiers swear by the Begger's Bazooka as their choice of primary in MvM, and for a good reason. Firing multiple rockets means the Soldier can take out a wave of robots or a giant very quickly, and it makes the most out of a crit boost Canteen once reload and firing speed are fully upgraded. It does have its disadvantages, as ammo is a constant issue since you can't gain ammo from dispensers, range deviation can be problematic if you are trying to focus on a single target, and the Begger's Bazooka requires a lot of money to reach its peak.
 +
<br/>Rating: '''Very Good'''
 +
|-
 +
| align="center" | {{Table icon|Liberty Launcher}}
 +
| The extra rocket is a small bonus, but the damage penalty is a significant drawback to the Liberty Launcher. However, some of that can be mitigated with Rocket Specialist, allowing you to deal good damage even from far distances, as long as you get a direct hit. Combining the projectile speed bonus from both the Liberty Launcher and Rocket Specialist, you can very easily get constant direct shots, even against Snipers, and unlike the Direct Hit, you will deal a lot of splash damage with it. This bonus does not apply against Tanks, however.
 +
<br/>Rating: '''Situational'''
 +
|-
 +
| align="center" | {{Table icon|Air Strike}}
 +
| The Air Strike starts off slightly weaker than the standard rocket launcher due to its weaker rockets, but it can become devastating after a few upgrades. The fact that you can upgrade its clip size easily in MvM makes it less dependent on clip size upgrades, allowing you to focus on other upgrades first. When combined with the B.A.S.E. Jumper, you can easily take advantage of its huge firing speed boost while rocket jumping, allowing you to fire more rockets than any other primaries in bursts, out-damaging even the Begger's Bazooka in some cases. This is significantly less effective without the B.A.S.E. Jumper, however, which means as a downside you will have to sacrifice your Buff Banner to utilize it at its fullest.
 
<br/>Rating: '''Very Good'''
 
<br/>Rating: '''Very Good'''
 
|-
 
|-
 
| align="center" | {{Table icon|Shotgun}}
 
| align="center" | {{Table icon|Shotgun}}
|
+
| There are almost no cases where the Shotgun is preferred over the Rocket Launcher, and it provides zero support capabilities unlike the Buff Banner and its cousins.
 
<br/>Rating: '''Very Weak'''
 
<br/>Rating: '''Very Weak'''
 
|-
 
|-
 
| align="center" | {{Table icon|Buff Banner}}
 
| align="center" | {{Table icon|Buff Banner}}
| The Buff Banner is extremely effective in MvM. You won't be relying on your secondaries for damage in MvM, and compared to the Battalion's Backup or the Concheror, the mini-crit boost from the Buff Banner is the most useful out of the three. It is one of the most accessible source of mini-crits in general, and practically the only source of mini-crits against Tanks.
+
| The Buff Banner is extremely effective in MvM. You won't be relying on your secondaries for damage in MvM, and compared to the Battalion's Backup or the Concheror, the mini-crit boost from the Buff Banner is generally the most useful out of the three. It is one of the most accessible source of mini-crits in general, and practically the only source of mini-crits against Tanks.
 
<br/>Rating: '''Very Good'''
 
<br/>Rating: '''Very Good'''
 
|-
 
|-
 
| align="center" | {{Table icon|Battalion's Backup}}
 
| align="center" | {{Table icon|Battalion's Backup}}
| The damage resistance aid you and your team's survivability, plus it makes crit-boosted robots a much lower threat for a few seconds. Unfortunately, the fact that it can only be charged by taking damage makes charging it a hassle. The start-up times makes using it cumbersome if you don't use it ahead of time.
+
| The damage resistance and the passive HP bonus aids you and your team's survivability, and makes crit-boosted robots a much lower threat for a few seconds. While not as generally useful as mini-crits, in certain missions where crit-boosted robots come by the dozen, it can come in very handy. Be sure to check ahead and see when the dangerous robots are coming.
 
<br/>Rating: '''Situational'''
 
<br/>Rating: '''Situational'''
 
|-
 
|-
 
| align="center" | {{Table icon|Concheror}}
 
| align="center" | {{Table icon|Concheror}}
| While healing increases survivability against constant fire, it's not as generally useful as mini-crits and is often overshadowed by the Mad Milk. The startup makes using it in an emergency cumbersome.
+
| While not as all-purpose as the Buff Banner nor as convenient as the Mad Milk, the healing and speed boost it provides can improve your team's survivability for a few monents, as long as it's used ahead of time. If there is another Soldier with a Buff Banner, you can use the Concheror to supplement your team's offense better.
<br/>Rating: '''Situational'''
+
<br/>Rating: '''Good'''
 
|-
 
|-
 
| align="center" | {{Table icon|Righteous Bison}}
 
| align="center" | {{Table icon|Righteous Bison}}
 
|
 
|
 
<br/>Rating:  
 
<br/>Rating:  
 +
|-
 +
| align="center" | {{Table icon|B.A.S.E. Jumper}}
 +
| By itself, the B.A.S.E. Jumper makes you more safe against certain robots such as Pyros or Spies, and much less against Snipers. However, it does not provide any form of support to your team, making it much less appealing to have equipped. The B.A.S.E. Jumper does have a niche in that it synergizes with the Air Strike extremely well, turning a decent weapon into an incredible one. In general, it should only be considered if you are going to use the Air Strike.
 +
<br/>Rating: '''Situational'''
 
|-
 
|-
 
| align="center" | {{Table icon|Shovel}}
 
| align="center" | {{Table icon|Shovel}}
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|-
 
|-
 
| align="center" | {{Table icon|Escape Plan}}
 
| align="center" | {{Table icon|Escape Plan}}
| Probably the only viable melee weapon choice for the Soldier. Thanks to the effectiveness of his primary after upgrades (as well as its dependency on upgrades), there will only be few cases where you use your Melee for damage. The Escape Plan's speed boost makes it a great weapon for retreating.
+
| The Soldier doesn't have many good choices for a Melee, but the Escape Plan is one of the more useful ones, allowing you to escape and recover between waves of robots more quickly. Unfortunately, it makes you take mini-crits while it's out, making it much less effective from running away from robots while they are still alive.
 
<br/>Rating: '''Good'''
 
<br/>Rating: '''Good'''
 
|-
 
|-
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|-
 
|-
 
| align="center" | {{Table icon|Disciplinary Action}}
 
| align="center" | {{Table icon|Disciplinary Action}}
|
+
| The Disciplinary Action helps you get to key areas faster, but requires a teammates nearby to hit in order to speed you up. Since the Soldier rarely needs his Melee, it is better than most other Melee weapons thanks to its utility.
<br/>Rating:  
+
<br/>Rating: '''Very Good'''
 
|}
 
|}
 
<br/><br/>
 
<br/><br/>
Line 150: Line 170:
 
{{Con}} Short range effectiveness<br/>
 
{{Con}} Short range effectiveness<br/>
 
{{Con}} Dependent on resistances<br/>
 
{{Con}} Dependent on resistances<br/>
The Pyro's trump card is his airblast, allowing him to stall giants and most importantly, reset the bomb by pushing the bomb carrier into a pit. A Pyro dedicated to resetting the bomb can greatly increase the chance of his team winning a mission. Beyond this, the Pyro is capable of other roles, whether it's drawing fire and tanking hits, dealing heavy damage up close with an upgraded Flamethrower or heavy damage long range with an upgraded Flare Gun.
+
The Pyro's trump card is his airblast, allowing him to stall giants and most importantly, reset the bomb by pushing the bomb carrier into a pit. A Pyro dedicated to resetting the bomb can greatly increase the chance of his team winning a tough mission. Beyond this, the Pyro is capable of other roles, whether it's drawing fire and tanking hits, dealing heavy damage up close with an upgraded Flamethrower or decent damage long range with an upgraded Flare Gun.
 
|-
 
|-
 
! class="header" width="200"| Weapon
 
! class="header" width="200"| Weapon
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|-
 
|-
 
| align="center" | {{Table icon|Phlogistinator}}
 
| align="center" | {{Table icon|Phlogistinator}}
|  
+
| While it's easy to charge the "Mmmph" meter, the activation can potentially save your life, and is a very cheap way to obtain Crits, you are sacrificing airblast for it, and much of your utility with it. Although the Pyro has strong damage potential, you need a lot of money in order to reach that peak. Unless you have another Pyro with airblast, not recommended on harder missions.
<br/>Rating:  
+
<br/>Rating: '''Situational'''
 
|-
 
|-
 
| align="center" | {{Table icon|Shotgun}}
 
| align="center" | {{Table icon|Shotgun}}
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|-
 
|-
 
| align="center" | {{Table icon|Flare Gun}}
 
| align="center" | {{Table icon|Flare Gun}}
| The Flare Gun allows the Pyro to be a threat at long range, particularly against giants. If you can manage to upgrade it, it allows the Pyro to deal a constant 120 damage per hit after the first shot while being out of harm's way. While not as powerful as the Flamethrower, it's also cheaper to upgrade.
+
| The Flare Gun allows the Pyro to be a threat at long range, particularly against giants. If you can manage to upgrade it, it allows the Pyro to deal a constant 90 damage per hit after the first shot while being out of harm's way. While not as powerful as the Flamethrower, it's also cheaper to upgrade.
 
<br/>Rating: '''Good'''
 
<br/>Rating: '''Good'''
 
|-
 
|-
Line 191: Line 211:
 
<br/>Rating:  
 
<br/>Rating:  
 
|-
 
|-
| align="center" | {{Table icon|Axe}}
+
| align="center" | {{Table icon|Fire Axe}}
 
| Similar to how Pyros rarely use the vanilla Axe in the base game, the Axe has no practical purpose in MvM.
 
| Similar to how Pyros rarely use the vanilla Axe in the base game, the Axe has no practical purpose in MvM.
 
<br/>Rating: '''Very Weak'''
 
<br/>Rating: '''Very Weak'''
Line 200: Line 220:
 
|-
 
|-
 
| align="center" | {{Table icon|Back Scratcher}}
 
| align="center" | {{Table icon|Back Scratcher}}
| If there is no Medic on the team and you find yourself healing from health packs often, the Back Scratcher is a very good weapon to have. The bonus damage is also a plus, and it may be stronger than the Flamethrower in some situations.
+
| If you find yourself relying on health packs more than you do from Medics or Dispensers, the Back Scratcher is a very good weapon to have. The bonus damage is also a plus, and it may be stronger than the Flamethrower in some situations.
 
<br/>Rating: '''Good'''
 
<br/>Rating: '''Good'''
 
|-
 
|-
 
| align="center" | {{Table icon|Powerjack}}
 
| align="center" | {{Table icon|Powerjack}}
|  
+
| While deployed, it increases the Pyro's movement speed, which is important if a Pyro needs to reach an objective fast. As long as it's used in a safe area, the increased damage taken should not be a problem. The Powerjack is best used for Pyros who rely on other weapons for damage.
<br/>Rating:  
+
<br/>Rating: '''Very Good'''
 
|-
 
|-
 
| align="center" | {{Table icon|Third Degree}}
 
| align="center" | {{Table icon|Third Degree}}
| While its use is limited, it does have one trick: If crit boosted, it will eliminate a Medic in one hit. You can use this to take out a group of Uber Medics all healing the same giant if you lack any other way to eliminate them in one hit.
+
| While its use is limited, it does have one trick: If crit boosted, it will eliminate a Medic in one hit. Although extremely risky, you can use this tactic to take out a group of Uber Medics all healing the same giant if you lack any other way to eliminate them in one hit.
 
<br/>Rating: '''Situational'''
 
<br/>Rating: '''Situational'''
 
|}
 
|}
Line 224: Line 244:
 
{{Con}}''(Demoknight)'' Melee-range effectiveness<br/>
 
{{Con}}''(Demoknight)'' Melee-range effectiveness<br/>
 
{{Con}}''(Demoknight)'' No Sticky Launcher<br/>
 
{{Con}}''(Demoknight)'' No Sticky Launcher<br/>
 +
{{Con}}''(Demoknight)'' Dependent on resistance stacking<br/>
 
Similar to the Soldier, the Demoman also excels in dealing heavy AoE damage. Unlike the Soldier who deals damage in a "spray and pray" style, the Demoman needs a little more time to prep his shots. The Demoman's ability to stack Sticky Bombs means that he has little trouble dealing with Uber Medics. Should he decide to swap his Sticky Launcher for the board, the Demoknight has some powerful advantages, although it means he will often the the brunt of the attack.
 
Similar to the Soldier, the Demoman also excels in dealing heavy AoE damage. Unlike the Soldier who deals damage in a "spray and pray" style, the Demoman needs a little more time to prep his shots. The Demoman's ability to stack Sticky Bombs means that he has little trouble dealing with Uber Medics. Should he decide to swap his Sticky Launcher for the board, the Demoknight has some powerful advantages, although it means he will often the the brunt of the attack.
 
|-
 
|-
Line 230: Line 251:
 
|-
 
|-
 
| align="center" | {{Table icon|Grenade Launcher}}
 
| align="center" | {{Table icon|Grenade Launcher}}
| If you plan on using your Grenade Launcher as your main weapon, its functionality is similar to the Rocket Launcher. You can use it behind cover more effectively than the Rocket Launcher, but it's ineffective at longer ranges. Combine with the Chargin' Targe and you got a slightly more durable and faster Soldier. It had little use as a sidearm to the Sticky Launcher later in the game.
+
| If you plan on using your Grenade Launcher as your main weapon, its functionality is similar to the Rocket Launcher. You can use it behind cover more effectively than the Rocket Launcher, but it's ineffective at longer ranges. Combine with the Chargin' Targe and you got a slightly more durable and faster Soldier. Its use as a sidearm diminishes as you upgrade the Sticky Launcher.
 
<br/>Rating: '''Good'''
 
<br/>Rating: '''Good'''
 
|-
 
|-
 
| align="center" | {{Table icon|Loch-n-Load}}
 
| align="center" | {{Table icon|Loch-n-Load}}
| While the extra damage is a strong bonus, it requires utmost accuracy to use, and it can become difficult to aim in certain situations. You also won't be able to "Spray and Pray" at a safe location.
+
| The downsides to the Loch-n-Load hurts its effectiveness significantly in MvM. It can't be used to "spray and pray" while taking cover since it shatters on surface contact and it's less effective offensively due to its reduced clip size and blast radius. Its advantages does very little in MvM; projectile speed is a negligible advantage and bonus damage vs. buildings too situational to take advantage of.
<br/>Rating: '''Situational'''
+
<br/>Rating: '''Weak'''
 
|-
 
|-
 
| align="center" | {{Table icon|Loose Cannon}}
 
| align="center" | {{Table icon|Loose Cannon}}
| The damage reduction after contact on surface makes it more difficult and less effective as an AoE weapon, but the knockback is a very valuable asset. It's easier to knockback with the Loose Cannon than with other explosive weapons, and it can be used to push back giants and ubered robots when needed. The utility makes it a strong sidearm to the Sticky Launcher.
+
| The damage reduction after contact on surface and reduced detonation time makes it more difficult and less reliable as an AoE weapon, but the knockback is a very valuable asset. It's easier to knockback with the Loose Cannon than with other explosive weapons, and it can be used to push back giants and Ubered robots when needed. Its utility makes it a strong sidearm to the Sticky Launcher.
 
<br/>Rating: '''Very Good'''
 
<br/>Rating: '''Very Good'''
 +
|-
 +
| align="center" | {{Table icon|Iron Bomber}}
 +
|
 +
<br/>Rating:
 +
|-
 +
| align="center" | {{Table icon|B.A.S.E. Jumper}}
 +
| Unlike the Soldier who would prefer a Buff Banner to support his teammates, the Demoman doesn't have much of a reason not to use the B.A.S.E. Jumper. It gives the Demoman more safety against melee-range robots, but less against Snipers. However, sticky jumping is not as convenient as rocket jumping with either stickybomb launchers. Overall, if you don't rely on grenade launchers for damage, it might be of some use in certain situations.
 +
<br/>Rating: '''Situational'''
 
|-
 
|-
 
| align="center" | {{Table icon|Ali Baba's Wee Booties}}
 
| align="center" | {{Table icon|Ali Baba's Wee Booties}}
| The Booties is a good item to have if you plan on relying exclusively on your Sticky Launcher, as it gives you a slight boost to your health in exchange for a weapon you don't plan on using. On the other hand, on a Demoknight setup, this means that you have no ranged capabilities whatsoever, which makes the Demoknight helpless against melee-oriented giants and forces you to play offensively.
+
| The Booties is a good item to have if you plan on relying exclusively on your Sticky Launcher, as it gives you a slight boost to your health and movement speed in exchange for a weapon you don't plan on using. On the other hand, on a Demoknight setup, this means that you have no ranged capabilities whatsoever, which makes the Demoknight helpless against melee-oriented giants and overall reduces your survivability due to a riskier playstyle.
 
<br/>Rating: '''Situational'''
 
<br/>Rating: '''Situational'''
 
|-
 
|-
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|-
 
|-
 
| align="center" | {{Table icon|Scottish Resistance}}
 
| align="center" | {{Table icon|Scottish Resistance}}
| Just as powerful as the Sticky Launcher, but even more effective at defense. The extra sticky bombs deployable allows for even better sticky carpets, and the ability to selectively detonate bombs makes it more efficient. The bonus firing speed also saves some money on upgrades. However, the longer priming time makes it harder to use when under pressure or in succession.
+
| Just as powerful as the Sticky Launcher, but even more effective at defense. The extra sticky bombs deployable allows for even better sticky carpets, and the ability to selectively detonate bombs makes it less wasteful. The bonus firing speed also saves some money on upgrades. However, the longer priming time makes it harder to use when under pressure or in succession.
 
<br/>Rating: '''Very Good'''
 
<br/>Rating: '''Very Good'''
 +
|-
 +
| align="center" | {{Table icon|Quickiebomb Launcher}}
 +
| The Quickiebomb Launcher allows you to play more offensively thanks to its faster arm time and charge speed, but sacrifices damage and clip size for it. However, you cannot use it to create a critical sticky bomb carpet pre-round, which prevents you from opening with a large amount of damage, especially against Tanks. Overall, the disadvantages slightly outweigh its advantages, but is still useable in MvM.
 +
<br/>Rating: '''Situational'''
 
|-
 
|-
 
| align="center" | {{Table icon|Chargin' Targe}}
 
| align="center" | {{Table icon|Chargin' Targe}}
Line 260: Line 293:
 
| Same as the Chargin' Targe, except with weaker resistances. Typically shield bash is rarely used as a main source of damage, which makes its advantage mainly useless.
 
| Same as the Chargin' Targe, except with weaker resistances. Typically shield bash is rarely used as a main source of damage, which makes its advantage mainly useless.
 
<br/>Rating: '''Weak'''
 
<br/>Rating: '''Weak'''
 +
|-
 +
| align="center" | {{Table icon|Tide Turner}}
 +
| While it doesn't provide as much resistances as the Targe, its charge is a lot more maneuverable, letting you go around corners at high speeds much easily. While it's not much of a bonus if you are relying on your Grenade Launcher, it can be potentially deadly as a Demoknight when used with the Claidheamh Mòr, allowing for hit-and-run tactics with its charge refill.
 +
<br/>Rating: '''Situational'''
 
|-
 
|-
 
| align="center" | {{Table icon|Bottle}}
 
| align="center" | {{Table icon|Bottle}}
Line 270: Line 307:
 
|-
 
|-
 
| align="center" | {{Table icon|Eyelander}}
 
| align="center" | {{Table icon|Eyelander}}
| The standard Demoknight weapon. The main drawback of the Eyelander is its weak start, in both that you need kills to offset its health penalty and you need invest a significant amount of money on both the weapon and your resistances. But once you are able to rack up kills and keep them, the Demoman becomes a fast and tanky melee character.
+
| The standard Demoknight weapon. The main drawback of the Eyelander is its weak start, in both that you need kills to offset its health penalty and you need invest a significant amount of money on both the weapon and your resistances. But once you are able to rack up kills and keep them, the Demoman becomes a fast and tanky melee character. It's recommended to start with the Half-Zatoichi and use your refund to upgrade the Eyelander instead of starting out with it.
 
<br/>Rating: '''Good'''
 
<br/>Rating: '''Good'''
 
|-
 
|-
Line 276: Line 313:
 
| Unlike the Eyelander, the Half-Zatoichi has a much easier early game. The heal on kill saves money as the health on kill is not a requirement early on, and it lacks a health penalty. The Honorbound mechanic is not a big drawback, as kills are plentiful in MvM.
 
| Unlike the Eyelander, the Half-Zatoichi has a much easier early game. The heal on kill saves money as the health on kill is not a requirement early on, and it lacks a health penalty. The Honorbound mechanic is not a big drawback, as kills are plentiful in MvM.
 
<br/>Rating: '''Very Good'''
 
<br/>Rating: '''Very Good'''
 +
|-
 +
| align="center" | {{Table icon|Claidheamh Mòr}}
 +
|
 +
<br/>Rating: '''Situational'''
 
|-
 
|-
 
| align="center" | {{Table icon|Scotsman's Skullcutter}}
 
| align="center" | {{Table icon|Scotsman's Skullcutter}}
Line 282: Line 323:
 
|-
 
|-
 
| align="center" | {{Table icon|Persian Persuader}}
 
| align="center" | {{Table icon|Persian Persuader}}
|  
+
| Robots do not drop metal on death, making the primary benefit of the Persuader largely moot. It only means ammo packs serve as additional medkits to the Demoman, but not being able to restock ammo without dying or retreating to spawn means the Demoman has greatly reduced staying power. Even when played as a Demoknight, the other melee weapons have better advantages and the faster charge recharge time is not very useful.
<br/>Rating: '''Situational'''
+
<br/>Rating: '''Weak'''
 
|}
 
|}
 
<br/><br/>
 
<br/><br/>
Line 295: Line 336:
 
{{Pro}}Has some defensive capabilities<br/>
 
{{Pro}}Has some defensive capabilities<br/>
 
{{Con}}Does not scale as well late game<br/>
 
{{Con}}Does not scale as well late game<br/>
The Heavy's main strength is his never-ending source of damage, as long as he's near an ammo supply. His Minigun allows him to endlessly mow down a wave of robots, and buying upgrades such as Destroy Projectiles and Knockback Rage lets him diminish the effectiveness of the robot's all-out offense. While late game he lacks pure damage compared to the Soldier or Demoman, he is nevertheless a welcome addition to any team.
+
The Heavy's main strength is his never-ending source of damage, as long as he's near an ammo supply. His Minigun allows him to endlessly mow down a wave of robots, and buying upgrades such as Destroy Projectiles and Knockback Rage diminishes the enemy's offense, especially against Soldier bots. While late game he lacks pure damage compared to the Soldier or Demoman, he is nevertheless a welcome addition to any team.
 
|-
 
|-
 
! class="header" width="200"| Weapon
 
! class="header" width="200"| Weapon
Line 305: Line 346:
 
|-
 
|-
 
| align="center" | {{Table icon|Brass Beast}}
 
| align="center" | {{Table icon|Brass Beast}}
| Most Heavies in MvM use this. The bonus damage is a very strong bonus, especially since the Heavy can't upgrade the damage of his Minigun. The reduced spin-up time and movement speed while spun up hardly matters in MvM where you're often sitting in one spot and firing constant.
+
| Most Heavies in MvM use this. The bonus damage is a very strong bonus, especially since the Heavy can't upgrade the damage of his Minigun. The reduced spin-up time and movement speed while spun up hardly matters in MvM where you're often sitting in one spot and firing constant, not to mention the damage reduction it provides while spinning will keep you alive longer.
 
<br/>Rating: '''Very Good'''
 
<br/>Rating: '''Very Good'''
 
|-
 
|-
 
| align="center" | {{Table icon|Natascha}}
 
| align="center" | {{Table icon|Natascha}}
| The slowdown effect on the Natascha slows advancing waves of robots to a crawl, and it is the best possible weapon against Super Scouts. While it's great for buying time, its reduced damage is a significant penalty, especially against Tanks, which are immune to its slowdown effects.
+
| The slowdown effect on the Natascha slows advancing waves of robots to a crawl, and it is the best possible weapon against Super Scouts. While it's great for buying time, its reduced damage is a significant penalty, especially against Tanks, which are immune to its slowdown effects. The damage reduction while spinning is also a nice bonus to this weapon as well.
 
<br/>Rating: '''Good'''
 
<br/>Rating: '''Good'''
 
|-
 
|-
 
| align="center" | {{Table icon|Huo-Long Heater}}
 
| align="center" | {{Table icon|Huo-Long Heater}}
| The ring of fire adds a very slight boost to your damage at point blank range and fend off Spies, but opportunities to use this are limited. It also chews up ammo very fast, even with extra ammo upgrades, which makes the Heavy require constant ammo restocking.
+
| The ring of fire adds a very slight boost to your damage at point blank range and fend off Spies, but opportunities to use this are limited. It also chews up ammo very fast, even with extra ammo upgrades, which makes the Heavy require constant ammo restocking, which means the Heavy can be at a major disadvantage when a dispenser is destroyed.
<br/>Rating: '''Situational'''
+
<br/>Rating: '''Weak'''
 
|-
 
|-
 
| align="center" | {{Table icon|Tomislav}}
 
| align="center" | {{Table icon|Tomislav}}
| Slightly faster spin up time for reduced firing speed. Silent spin up is useless, and the slightly faster spin up is largely a weak bonus.
+
| The Tomislav is generally outclassed by the other primaries. Faster spin-up time and better accuracy are not as effective in MvM and it sacrifices firing speed for it, something better suited for MvM.
 
<br/>Rating: '''Weak'''
 
<br/>Rating: '''Weak'''
 
|-
 
|-
Line 329: Line 370:
 
|-
 
|-
 
| align="center" | {{Table icon|Dalokohs Bar}}
 
| align="center" | {{Table icon|Dalokohs Bar}}
| The health boost from the Dalokohs Bar lets you survive slightly longer, if there is no Medic on your team overhealing you. If you don't find yourself retreating to eat a Sandvich often, it may be better to use.
+
| The health boost from the Dalokohs Bar lets you survive longer, especially if there is no Medic on your team overhealing you. If you don't find yourself retreating to eat a Sandvich often, it may be better to use this instead.
 
<br/>Rating: '''Good'''
 
<br/>Rating: '''Good'''
 
|-
 
|-
Line 356: Line 397:
 
| {{Pro}}Practically a ''requirement'' in MvM<br/>
 
| {{Pro}}Practically a ''requirement'' in MvM<br/>
 
{{Con}}Attracts Sentry Busters<br/>
 
{{Con}}Attracts Sentry Busters<br/>
Due to the fact that Mann vs. Machine involves playing defense, the Engineer naturally shines in this mode. His Teleporter let his teammates get to the front lines faster, the Dispenser heals and restocks ammo for him and his teammates, and the Sentry Gun excels against groups of robots and giants. The Engineer's sheer effectiveness means that you will need at least one Engineer in any MvM game.
+
Due to the fact that Mann vs. Machine involves playing defense, the Engineer naturally shines in this mode. His Teleporter let his teammates get to the front lines faster, the Dispenser heals and restocks ammo for him and his teammates, and the Sentry Gun excels against groups of robots and giants. The Engineer's sheer effectiveness means that any successful MvM game needs to have at least one Engineer.
 
|-
 
|-
 
! class="header" width="200"| Weapon
 
! class="header" width="200"| Weapon
Line 362: Line 403:
 
|-
 
|-
 
| align="center" | {{Table icon|Shotgun}}
 
| align="center" | {{Table icon|Shotgun}}
|  
+
| On the rare occasion your Sentry isn't taking heavy fire, the Shotgun can squeeze in a bit of damage. However, the Engineer's Pistol and other primaries are better at this.
<br/>Rating: '''Very Weak'''
+
<br/>Rating: '''Weak'''
 
|-
 
|-
 
| align="center" | {{Table icon|Frontier Justice}}
 
| align="center" | {{Table icon|Frontier Justice}}
 
| Your Sentry will be doing most of the work, which means the Frontier Justice will rack up revenge crits very fast. You can easily gain revenge crits between waves. If you can manage to upgrade this slightly, the Engineer himself can deal tons of damage effectively.
 
| Your Sentry will be doing most of the work, which means the Frontier Justice will rack up revenge crits very fast. You can easily gain revenge crits between waves. If you can manage to upgrade this slightly, the Engineer himself can deal tons of damage effectively.
 
<br/>Rating: '''Very Good'''
 
<br/>Rating: '''Very Good'''
 +
|-
 +
| align="center" | {{Table icon|Pomson 6000}}
 +
|
 +
<br/>Rating:
 
|-
 
|-
 
| align="center" | {{Table icon|Widowmaker}}
 
| align="center" | {{Table icon|Widowmaker}}
| The Widowmaker is suitable for a more combat-oriented Engineer, especially if you're using a Gunslinger. It is extremely cheap to upgrade, and as long as he's near a Dispenser and is frequently close enough, it will practically never run out of ammo.
+
| The Widowmaker is suitable for a more combat-oriented Engineer, especially if you're using a Gunslinger. It is extremely cheap to upgrade, and as long as he's near a Dispenser and is frequently close enough to his targets, it will practically never run out of ammo.
 
<br/>Rating: '''Good'''
 
<br/>Rating: '''Good'''
 
|-
 
|-
Line 386: Line 431:
 
|-
 
|-
 
| align="center" | {{Table icon|Short Circuit}}
 
| align="center" | {{Table icon|Short Circuit}}
|  
+
| The Short Circuit's ability to destroy projectiles can shut down certain robots, but requires a lot of metal to do it constantly. When your Sentry isn't taking too much heat, you can take our your Short Circuit to eliminate incoming projectiles for yourself or your teammates.
<br/>Rating:  
+
<br/>Rating: '''Good'''
 
|-
 
|-
 
| align="center" | {{Table icon|Wrench}}
 
| align="center" | {{Table icon|Wrench}}
Line 394: Line 439:
 
|-
 
|-
 
| align="center" | {{Table icon|Jag}}
 
| align="center" | {{Table icon|Jag}}
| The Jag has a slight advantage where you're trying to reconstruct your buildings as soon as you can without spending money on Upgrade Buildings canteens. On the other hand, you are slightly more vulnerable against Spies.
+
| The Jag has a slight advantage where you're trying to reconstruct your buildings as soon as you can without spending money on Upgrade Buildings canteens. As a downside, keeping the Sentry from being destroyed is harder due to the reduced repair rate.
<br/>Rating: '''Very Good'''
+
<br/>Rating: '''Good'''
 
|-
 
|-
 
| align="center" | {{Table icon|Eureka Effect}}
 
| align="center" | {{Table icon|Eureka Effect}}
| Unless you team can take down Sentry Busters 100% of the time, using the Eureka Effect means than you won't be able to save your Sentry from the Sentry Buster. Being able to retreat to spawn can be useful, but the penalty is too severe to compensate for it.
+
| The ability to teleport to the spawn zone or your exit teleporter lets you reinforce your defenses around the map more effectively, allowing you to restock metal quickly or defend your buildings if you have to be away from them. However, the significantly slower build time makes rebuilding your defenses harder if your Sentry gets destroyed and it's possible to run out of metal over extended engagements, especially when you don't have metal capacity upgraded. While you'll have to rely on Instant Build canteens more to rebuild your defenses, teleportation can be a very useful tool when utilized at the right moments.
<br/>Rating: '''Very Weak'''
+
<br/>Rating: '''Situational'''
 +
|-
 +
| align="center" | {{Table icon|Gunslinger}}
 +
|
 +
<br/>Rating:
 
|}
 
|}
 
<br/><br/>
 
<br/><br/>
Line 409: Line 458:
 
| {{Pro}}Heals his teammates<br/>
 
| {{Pro}}Heals his teammates<br/>
 
{{Pro}}Gives his teammates Ubers & Crits<br/>
 
{{Pro}}Gives his teammates Ubers & Crits<br/>
{{Con}}Little to no direct damage<br/>
+
{{Pro}}Can revive teammates<br/>
Just like in the base game, the Medic's primary goal is to keep his teammates alive. A powerful feature of the Medic is his ability to share his Canteens, further increasing the effectiveness of his teammates. While he won't be dealing much damage directly, the Medic's indirect power makes him a powerful asset.
+
{{Pro}}Provides excellent protection with Projectile Shield<br/>
 +
{{Con}}Little direct damage<br/>
 +
Just like in the base game, the Medic's primary goal is to keep his teammates alive, as well as boosting their power. The Medic's ability to revive fallen teammates can be a very powerful asset, allowing your team to hold a position more effectively or have them skip long respawn times and save money. The Medic can share his Canteen to provide more damage with Crit Canteens or save them with an Uber Canteen, and his Projectile Shield protects his teammates from a barrage of rockets and bullets, and can even be used to kill weaker robots. While he won't be dealing much damage directly, the Medic's indirect power makes him a powerful asset.
 
|-
 
|-
 
! class="header" width="200"| Weapon
 
! class="header" width="200"| Weapon
Line 416: Line 467:
 
|-
 
|-
 
| align="center" | {{Table icon|Syringe Gun}}
 
| align="center" | {{Table icon|Syringe Gun}}
|
+
| As a way to deal damage, the Syringe Gun is only useful in emergency situations. Once you get the Mad Milk upgrade, it can be worth it to switch from your secondary to apply Mad Milk, giving your teammates more survivability.
<br/>Rating:  
+
<br/>Rating: '''Good'''
 
|-
 
|-
 
| align="center" | {{Table icon|Crusader's Crossbow}}
 
| align="center" | {{Table icon|Crusader's Crossbow}}
| You will rarely be using your primary as the Medic, but the Crusader's Crossbow has some uses. Its long range allows you to harass enemy Snipers, and it can be used to heal if you aim is good enough.
+
| You will rarely be using your primary as the Medic, but the Crusader's Crossbow has some uses. Its long range allows you to harass enemy Snipers, and the occasional heal if you aim is good enough. However, you cannot get the Mad Milk upgrade on it, and is more suited for direct combat than as a supportive weapon.
 
<br/>Rating: '''Good'''
 
<br/>Rating: '''Good'''
 
|-
 
|-
 
| align="center" | {{Table icon|Overdose}}
 
| align="center" | {{Table icon|Overdose}}
| You will rarely use your primary as the Medic, and since the Overdose is the only primary with a passive effect, it alone makes it superior to the Syringe Gun or the Blutsauger. It can be used to get to your teammates faster when needed.
+
| Since the Overdose is the only primary with a passive effect, it alone makes it superior to the Syringe Gun or the Blutsauger. It can be used to get to your teammates faster when needed. The damage penalty matters little, since you will be using it primarily for Mad Milk and not damage.
<br/>Rating: '''Good'''
+
<br/>Rating: '''Very Good'''
 
|-
 
|-
 
| align="center" | {{Table icon|Medi Gun}}
 
| align="center" | {{Table icon|Medi Gun}}
Line 436: Line 487:
 
|-
 
|-
 
| align="center" | {{Table icon|Quick-Fix}}
 
| align="center" | {{Table icon|Quick-Fix}}
| Unfortunately the Quick-Fix's Ubercharge is the least useful out of the other Mediguns in MvM. While the Quick-Fix's Ubercharge heals fast, it won't prevent lethal burst damage like a standard Ubercharge. The increased heal rate hardly compensates for an inferior Ubercharge.
+
| The Quick-Fix's Ubercharge is the least useful out of the other Mediguns in MvM. While the Quick-Fix's Ubercharge heals fast, it won't prevent lethal burst damage like the Medigun's Ubercharge. However, it has its own niche in reviving teammates extremely fast when healing with the Ubercharge.
<br/>Rating: '''Weak'''
+
<br/>Rating: '''Situational'''
 
|-
 
|-
 
| align="center" | {{Table icon|Vaccinator}}
 
| align="center" | {{Table icon|Vaccinator}}
Line 456: Line 507:
 
|-
 
|-
 
| align="center" | {{Table icon|Amputator}}
 
| align="center" | {{Table icon|Amputator}}
| There are very few cases when it's better to use Medicating Melody instead of healing regularly, as it leaves you immobile and vulnerable and doesn't charge your Uber. However, the increased health regen when equipped with the Crusader's Crossbow can help the Medic survive longer.
+
| The passive bonus to health regen alone makes the Amputator worth taking, since you will not be relying it on damage. It is better than the Ubersaw if you never find yourself with the opportunity to charge your Uber with it. There are very few cases when it's better to use Medicating Melody instead of healing regularly, as it leaves you immobile and vulnerable and doesn't charge your Uber.
<br/>Rating: '''Situational'''
+
<br/>Rating: '''Very Good'''
 
|}
 
|}
 
<br/><br/>
 
<br/><br/>
Line 471: Line 522:
 
{{Con}}Highly situational<br/>
 
{{Con}}Highly situational<br/>
 
{{Con}}Very money-dependent<br/>
 
{{Con}}Very money-dependent<br/>
The Sniper's effectiveness fluctuates greatly depending on the wave composition and requires competent aim to play. While some players dismiss Sniper as a "useless" class in MvM, the Sniper is far from it. His Jarate is a very accessible source of mini-crits and slows, and once his Sniper Rifle is significantly upgraded, he can deal an incredible amount of damage to giants, deal heavy AoE damage to clusters of robots with Explosive Headshot, and even deal significant damage to Tanks.
+
The Sniper's effectiveness fluctuates greatly depending on the wave composition and map and requires competent aim to play. While some players dismiss Sniper as a "useless" class for MvM, the Sniper is far from it. His Jarate is a very accessible source of mini-crits and slow, and once his Sniper Rifle is significantly upgraded, he can deal an incredible amount of damage to giants, deal heavy AoE damage to clusters of robots with Explosive Headshot, and even deal good damage to Tanks.
 
|-
 
|-
 
! class="header" width="200"| Weapon
 
! class="header" width="200"| Weapon
Line 477: Line 528:
 
|-
 
|-
 
| align="center" | {{Table icon|Sniper Rifle}}
 
| align="center" | {{Table icon|Sniper Rifle}}
| The hardest thing about using the Sniper Rifle is landing headshots consistently, and is not as effective against regular robots. If you can find an easy target (i.e. giants), the Sniper Rifle is a powerful single-target weapon. Once Explosive Headshots is purchased, it also deals significant AoE damage in an area, enough to kill a wave of Scouts. It's also the best anti-Sniper weapon, allowing you to quickly dispatch enemy Snipers.
+
| The hardest thing about using the Sniper Rifle is landing headshots consistently, and is not as effective against regular robots. If you can find an easy target (i.e. giants & certain Heavy bots), the Sniper Rifle is a powerful single-target weapon. With Explosive Headshots is purchased, said slow robots serve as a beacon for your headshots, severely damaging every robot near it, enough to kill a wave of Scouts and heavily damage any other class. It's also the best anti-Sniper weapon, allowing you to quickly dispatch enemy Snipers without having to get close.
 
<br/>Rating: '''Good'''
 
<br/>Rating: '''Good'''
 
|-
 
|-
 
| align="center" | {{Table icon|Machina}}
 
| align="center" | {{Table icon|Machina}}
| In MvM, the Machina's advantages often outweigh its penalties. Tracers have no effect on robots, and the inability to fire unscoped only slightly reduces your DPS in certain cases such as firing unscoped crit-boosted shots rapidly. The bonus damage on full charge means it's even more effective against giants, and the built-in penetration can be handy at times. Even Giant Heavies can be taken down with a few fully charged headshots from the Machina.
+
| In MvM, the Machina's advantages often outweigh its penalties. The bonus damage on full charge means it's even more effective against giants, and the built-in penetration can be handy at times. Even Giant Heavies can be taken down with a few fully charged headshots from the Machina. Tracers have no effect on robots, and the Machina's inability to fire unscoped is a situational weakness, in cases where you want to fire shots rapidly (i.e. when using a Crit Boost canteen to rapidly shoot a Tank).
 
<br/>Rating: '''Very Good'''
 
<br/>Rating: '''Very Good'''
 
|-
 
|-
 
| align="center" | {{Table icon|Huntsman}}
 
| align="center" | {{Table icon|Huntsman}}
|  
+
| The Huntsman's biggest flaw is that it does not give Explosive Headshots, greatly reducing the Sniper's ability to clear a wave of robots, which Bleed hardly compensates for. It is generally harder to use in MvM because while it may take down a weak robot with one bodyshot, Explosive Headshot takes care of multiple weak robots much more effectively, plus it makes getting headshots harder since it's a projectile.
<br/>Rating:  
+
<br/>Rating: '''Weak'''
 
|-
 
|-
 
| align="center" | {{Table icon|Sydney Sleeper}}
 
| align="center" | {{Table icon|Sydney Sleeper}}
|  
+
| The Sydney Sleeper sacrifices headshot damage for long-range mini-crits. This means while the Sniper loses much of his own anti-Giant potential, it gives his teammates more damage against them. While this can be accomplished with Jarate itself, sometimes there will be cases when you can't throw a Jarate at your target, plus a target you are focusing on will have Jarate permanently applied to them. Despite not being able to headshot, can oddly use Explosive Headshots, but only if it's at least half-charged, which means the Sniper's ability to clear groups of robots is somewhat diminished.
<br/>Rating: '''Weak'''
+
<br/>Rating: '''Situational'''
 
|-
 
|-
 
| align="center" | {{Table icon|Hitman's Heatmaker}}
 
| align="center" | {{Table icon|Hitman's Heatmaker}}
| It's very easy to build the Focus meter for the Hitman's Heatmaker, and the faster charge rate while focused further increases your DPS against giants. The reduced body shot damage is often not a big deal, as long as you have competent aim.
+
| Explosive Headshots makes filling the Focus meter trivial, the faster charge rate while focused further increases your DPS against giants and no unscoping means you can rapid-fire headshots. The reduced body shot damage is often not a big deal, as long as you have competent aim.
 +
<br/>Rating: '''Very Good'''
 +
|-
 +
| align="center" | {{Table icon|Bazaar Bargain}}
 +
| Because the Bazaar Bargain no longer loses heads on a miss, it has become more accessible than ever. After killing a few weak robots with a headshots, it will charge twice as fast at full power, which can increase your DPS even more than the other primaries, especially against the slow Giants. However, the Bazaar Bargain still requires some skill in the player's part, particularly building up those head counts and keeping them by staying alive. The drawback is not very significant, but it means dispatching slower but smaller targets is a bit harder.
 
<br/>Rating: '''Very Good'''
 
<br/>Rating: '''Very Good'''
 +
|-
 +
| align="center" | {{Table icon|Classic}}
 +
| While the ability to charge without zooming and it being able to fire without unscoping is convenient, it is unfortunately unable to use Explosive Headshots without a full charge, which means it not only cripples the Sniper's group-clearing potential, it makes misses even more costly. It also has weaker bodyshot damage, making the Classic even less favorable to use.
 +
<br/>Rating: '''Weak''
 
|-
 
|-
 
| align="center" | {{Table icon|SMG}}
 
| align="center" | {{Table icon|SMG}}
Line 501: Line 560:
 
|-
 
|-
 
| align="center" | {{Table icon|Jarate}}
 
| align="center" | {{Table icon|Jarate}}
| The undisputed best secondary for the Sniper. It applies mini-crits in an AoE to robots, something the Scout can't do to multiple targets and the Soldier requiring some time to charge and deploy it. It also comes with a 35% slow, making it useful for both stalling and possibly getting an easier shot.
+
| The undisputed best secondary for the Sniper. It applies mini-crits in an AoE to robots, something the Scout can't do to multiple targets and the Soldier requiring some time to charge and deploy it. It also can be upgraded with a 35% slow, making it useful for both stalling and possibly getting an easier shot.
 
<br/>Rating: '''Very Good'''
 
<br/>Rating: '''Very Good'''
 
|-
 
|-
 
| align="center" | {{Table icon|Cozy Camper}}
 
| align="center" | {{Table icon|Cozy Camper}}
| The Cozy Camper can make aiming easier in cases where your aim is being constantly harassed, such as a wave of Heavies firing at you at long range. The health regeneration also increases your longevity slightly, and the reduced walking speed while aiming is a superficial penalty. Despite these advantages, you are sacrificing Jarate for it.
+
| The Cozy Camper can make aiming easier in cases where your aim is being constantly harassed, such as a wave of Heavies firing at you at long range, and the health regeneration increases your longevity slightly. However, your survivability is significantly reduced, and you are sacrificing Jarate for it.
 
<br/>Rating: '''Situational'''
 
<br/>Rating: '''Situational'''
 
|-
 
|-
Line 517: Line 576:
 
|-
 
|-
 
| align="center" | {{Table icon|Bushwacka}}
 
| align="center" | {{Table icon|Bushwacka}}
| The Bushwacka lets Sniper deal some heavy melee damage at situations where you won't be able to snipe effectively, combined with the Jarate. The extra fire vulnerability is a small disadvantage, as Pyro Robots are uncommon and you'll likely die to one regardless if you let one get close.
+
| The Bushwacka lets Sniper deal some heavy melee damage at situations where you won't be able to snipe effectively, when combined with the Jarate. It is risky to actually use this weapon, however, due it the increase damage taken while deployed.
<br/>Rating: '''Very Good'''
+
<br/>Rating: '''Good'''
 
|-
 
|-
 
| align="center" | {{Table icon|Tribalman's Shiv}}
 
| align="center" | {{Table icon|Tribalman's Shiv}}
Line 525: Line 584:
 
|-
 
|-
 
| align="center" | {{Table icon|Shahanshah}}
 
| align="center" | {{Table icon|Shahanshah}}
|  
+
| In the base game, the Shahanshah is used to give you an edge against an enemy that hasn't finished you off. In MvM, walking around with <50% health is practically a death sentence, and the Sniper has no reason to go on a rampage with a Melee weapon.
<br/>Rating:  
+
<br/>Rating: '''Weak'''
 
|}
 
|}
 
<br/><br/>
 
<br/><br/>
Line 550: Line 609:
 
|-
 
|-
 
| align="center" | {{Table icon|Enforcer}}
 
| align="center" | {{Table icon|Enforcer}}
| As a Spy, you will be mostly sapping and backstabbing robots, and will not likely be investing money on your primary. There are rare times when you need to use your Primary, so the Enforcer is a natural choice considering its extra damage.
+
| Because the Enforcer's damage bonus only works ''while'' disguised, there's almost no use for this bonus in MvM, as backstabbing is much more effective.
<br/>Rating: '''Good'''
+
<br/>Rating: '''Weak'''
 
|-
 
|-
 
| align="center" | {{Table icon|L'Etranger}}
 
| align="center" | {{Table icon|L'Etranger}}
|  
+
| Since the Spy's primary is not utilized very often in MvM, the L'Etranger's passive bonus to cloak duration makes it a very good primary choice, especially considering that taking damage reduces the Dead Ringer's cloak duration.
<br/>Rating:  
+
<br/>Rating: '''Very Good'''
 
|-
 
|-
| align="center" | {{Table icon|Big Earner}}
+
| align="center" | {{Table icon|Diamondback}}
| The Big Earner is the best melee choice for the Spy. The Big Earner fills a half-charged watch to full with 2 backstabs, and has excellent synergy with the Dead Ringer.
+
| With the Diamondback, you can save up a lot of crits if you can manage to survive a backstabbing spree. You can use these crits to deal some damage to a giant that's very hard to approach or to tanks.
 
<br/>Rating: '''Very Good'''
 
<br/>Rating: '''Very Good'''
 
|-
 
|-
Line 564: Line 623:
 
|
 
|
 
<br/>Rating:  
 
<br/>Rating:  
 +
|-
 +
| align="center" | {{Table icon|Big Earner}}
 +
| The Big Earner is an extremely powerful melee choice for the Spy. The Big Earner fills a half-charged watch to full with 2 backstabs, which means it has excellent synergy with the Dead Ringer. The speed boost after a backstab is very useful as well.
 +
<br/>Rating: '''Very Good'''
 
|-
 
|-
 
| align="center" | {{Table icon|Conniver's Kunai}}
 
| align="center" | {{Table icon|Conniver's Kunai}}
| Robots are unable to see through your disguise, so the health penalty doesn't matter much as long as you avoid enemy fire. The bonus health on backstab gives the Spy a better chance at escaping alive. Despite this, the Big Earner is still a superior weapon in most cases.
+
| Robots are unable to see through your disguise, so the health penalty doesn't matter much as long as you don't walk into enemy fire. The bonus health on backstab gives the Spy a better chance at escaping alive. Despite this, the Big Earner is still a superior weapon in most cases.
 
<br/>Rating: '''Situational'''
 
<br/>Rating: '''Situational'''
 
|-
 
|-
 
| align="center" | {{Table icon|Spy-cicle}}
 
| align="center" | {{Table icon|Spy-cicle}}
| Being a Silent Killer has no advantage, and while it may save you from a random Pyro attack, it means that you won't be able to do any backstabbing for 15 seconds, and it may be faster to just die instead. Even then, it's still inferior to the Big Earner.
+
| The Spy-cicle offers very little practical advantages in MvM. While it may save you from a random Pyro attack, it means that you can't backstab for some time and become forced to retreat, and it may be faster to just die instead.
 
<br/>Rating: '''Weak'''
 
<br/>Rating: '''Weak'''
 
|-
 
|-
 
| align="center" | {{Table icon|Dead Ringer}}
 
| align="center" | {{Table icon|Dead Ringer}}
| The best watch to use for MvM, period. Robots are always fooled by disguises, and the Dead Ringer allows you to escape safely after the next group of robots discover you, and they are always fooled by Feign Death. The short period of near-invulnerability while cloaked lets you pick up money at a location that's too dangerous.
+
| The ''only'' watch to use for MvM. Robots are always fooled by disguises, and the Dead Ringer allows you to escape safely after the next group of robots discover you, and they are always fooled by Feign Death. The short period of near-invulnerability while cloaked lets you pick up money at a location that's too dangerous. Other watches don't compare to Feign Death in MvM.
 
<br/>Rating: '''Very Good'''
 
<br/>Rating: '''Very Good'''
 
|}
 
|}

Latest revision as of 07:41, 3 July 2015

MvM Assessments

Class Assessment
Scout.png
Scout
Pictogram plus.png Excellent money collector

Pictogram plus.png Great support capability
Pictogram plus.png Flexible builds
Pictogram plus.png Fast respawn time
Pictogram minus.png Somewhat limited early game
Due to the Scout's unique abilities involving money collection, multiple debuff applications and a myriad of viable upgrade options, the Scout is an excellent addition to any team composition. Early game, the Scout is primarily focused on collecting the money while applying Mad Milk or the Fan O'War mark for death when opportunity presents, as well as marginal damage. Later, the Scout will have enough money to either buy resistance and focus on "tanking" or upgrade his primary so that he can dish out damage as well. He can also switch to the Sandman and buy the Mark on Death upgrade to make applying mini-crits easier.

Weapon Assessment
Scattergun
Scattergun
Probably the best choice for Scouts going for an offensive build. Buying Projectile Penetration early lets Scout provide a bit of "chip damage" early, and once you have enough money for damage, reload speed and clip size, he can dish out significant damage on his own.


Rating: Very Good

Force-a-Nature
Force-A-Nature
The Force-a-Nature is suited for a more support type build. While the pushback is somewhat difficult to control, pushback in general is useful, particularly in stalling giants in the FaN's case. While it can be built for damage like the Scattergun, its small clip size makes it less efficient than the Scattergun.


Rating: Very Good

Shortstop
Shortstop


Rating:

Soda Popper
Soda Popper
Back when the Soda Popper gave mini-crits, it was useful for harassing and just adding more damage. Now, getting multiple jumps is not a useful bonus for MvM, except possibly for collecting money in high places. Its reduced clip and the fact that it does less damage the FaN and doesn't have its pushback means that the FaN outclasses it in both utility and damage.


Rating: Weak

Baby Face's Blaster
Baby Face's Blaster
The Baby Face's Blaster is easy to charge up in MvM and once charged, the Scout becomes even more effective at collecting money and circle strafing giants. Although you lose boost from taking damage, you can just as easily refill it. Even uncharged, the reduced speed at zero boosts is not a big deal, although it may make a difference in getting all the cash or not. The reduced clip size makes the Blaster slightly weaker offensively compared to the Scattergun, but is not a huge loss.


Rating: Very Good

Back Scatter
Back Scatter
While being able to mini-crit enemies from behind can add to the Scout's damage output, the opportunity to utilize this is not consistent and sometimes rare, especially if you do not have any other front-liners on your team, not to mention it overlaps with other mini-crit sources like Jarate and the Buff Banner. Overall, the Scattergun is better suited for offensive builds.


Rating: Situational

Pistol
Pistol
The Scout rarely needs a Pistol in MvM. Not only are there far better secondary choices, its ability to harass at long range is not necessary due to healing from collecting money and is overshadowed by a Scattergun with Projectile Penetration.


Rating: Weak

Mad Milk
Mad Milk
Arguably the "best" secondary for the Scout. The Mad Milk's healing grant sustainability that allows the class to tank hits while damaging the robots, and is particularly useful against giants. The slowdown is also a nice addition to the Mad Milk's already powerful debuff. Generally, Mad Milk should be fully upgraded first, regardless of build.


Rating: Very Good

Bonk! Atomic Punch
Bonk! Atomic Punch
If money is sitting on or behind a highly dangerous area, Bonk allows the Scout to bypass that danger, especially in situations where the Scout just respawned or doesn't have enough health. It can also be used to tank incoming fire for a few seconds. While by no means bad, it's overshadowed by the Mad Milk's sheer effectiveness, and the invulnerability can be substituted with an Uber canteen, even though it costs money.


Rating: Good

Crit-a-Cola
Crit-a-Cola
Gives the Scout more damage and is one of the only sources of mini-crits against Tanks. However, the increased vulnerability while active is very dangerous for Scouts, and is much more limited in its versatility compared to his other secondaries. Can be used as a last-ditch effort against a Tank that's giving the team a very hard time. It speed can also aid in last-second money collecting, although it's risky in crowded areas without protection.


Rating: Situational

Winger
Winger
While slightly better than the Pistol due to its passive jump height boost, it is still heavily outclassed by other secondaries in usefulness.


Rating: Weak

Bat
Bat
A very standard melee weapon that doesn't provide anything particularly useful. Stick to your primary for damage.


Rating: Very Weak

Fan O'War
Fan O'War
Mark for death is a very powerful debuff against giants. What makes the Fan O'War truly shine is it requires no credit investment to use it effectively. Later in the game, it can be substituted for a Sandman, or you can just stick to the Fan O'War if you don't plan on investing money on the Sandman.


Rating: Very Good

Sandman
Sandman
While it reduces the Scout's max health, marking an enemy at a range is far more safer than making a "suicide run" to mark a robot using the Fan O'War. Even then, as long as you continue to collect money the health penalty should be rather negligible.


Rating: Very Good

Wrap Assassin
Wrap Assassin
Offers zero advantages comparable to the Fan O'War and the Sandman. Even with multiple bauble, the best you can do with them is slightly damage a few robots, which other weapons are far better at.


Rating: Very Weak



Class Assessment
Soldier.png
Soldier
Pictogram plus.png  High AoE damage

Pictogram plus.png  Great vs. Tanks
Pictogram plus.png  Doubles as support
Pictogram minus.png  Very money-dependent
The Soldier is a bread-and-butter class, and provides the team a little bit of everything. Any of his primaries can demolish a wave of robots, and when upgraded and combined with a crit boost, the Soldier can deal an insane amount of burst damage to giants and Tanks, and can even be a threat at long range with Rocket Specialist. The Soldier can also buff his teammates, and the Buff Banner is one of the only sources of mini-crits against tanks.

Weapon Assessment
Rocket Launcher
Rocket Launcher
High damage, large splash radius and ease of aim means the Rocket Launcher is just as powerful as it is in the base game. Although the default Rocket Launcher is an acceptable option, the other primaries have bonuses that will outweigh its disadvantage pretty fast.


Rating: Good

Direct Hit
Direct Hit
The Direct Hit makes the Soldier better at destroying high-profile targets, but reduces his effectiveness against crowds of robots. With the Rocket Specialist upgrade, the Soldier becomes very effective at slowing down a giant at longer ranges, although the increased blast radius matters little, even when maxed out. Note that although it has a damage bonus, it can only be upgraded 3 times, thus putting it even with the other primaries late game.


Rating: Situational

Black Box
Black Box
The Black Box gives the Soldier more survivability, which improves as you upgrade the Black Box. Its disadvantage becomes almost trivial as you upgrade clip size.


Rating: Very Good

Cow Mangler 5000
Cow Mangler 5000
The Cow Mangler's main strength is its infinite ammo, which by itself is a big advantage, as it removes the need to retreat to collect ammo and saves money for other upgrades. However, the Cow Mangler comes with a huge disadvantage of not being able to be crit boosted at all, thus greatly reducing its effectiveness against tough waves and Tanks. The alt-fire charge shot also useless, since it uses up all the ammo regardless of clip size.


Rating: Situational

Beggar's Bazooka
Beggar's Bazooka
Many Soldiers swear by the Begger's Bazooka as their choice of primary in MvM, and for a good reason. Firing multiple rockets means the Soldier can take out a wave of robots or a giant very quickly, and it makes the most out of a crit boost Canteen once reload and firing speed are fully upgraded. It does have its disadvantages, as ammo is a constant issue since you can't gain ammo from dispensers, range deviation can be problematic if you are trying to focus on a single target, and the Begger's Bazooka requires a lot of money to reach its peak.


Rating: Very Good

Liberty Launcher
Liberty Launcher
The extra rocket is a small bonus, but the damage penalty is a significant drawback to the Liberty Launcher. However, some of that can be mitigated with Rocket Specialist, allowing you to deal good damage even from far distances, as long as you get a direct hit. Combining the projectile speed bonus from both the Liberty Launcher and Rocket Specialist, you can very easily get constant direct shots, even against Snipers, and unlike the Direct Hit, you will deal a lot of splash damage with it. This bonus does not apply against Tanks, however.


Rating: Situational

Air Strike
Air Strike
The Air Strike starts off slightly weaker than the standard rocket launcher due to its weaker rockets, but it can become devastating after a few upgrades. The fact that you can upgrade its clip size easily in MvM makes it less dependent on clip size upgrades, allowing you to focus on other upgrades first. When combined with the B.A.S.E. Jumper, you can easily take advantage of its huge firing speed boost while rocket jumping, allowing you to fire more rockets than any other primaries in bursts, out-damaging even the Begger's Bazooka in some cases. This is significantly less effective without the B.A.S.E. Jumper, however, which means as a downside you will have to sacrifice your Buff Banner to utilize it at its fullest.


Rating: Very Good

Shotgun
Shotgun
There are almost no cases where the Shotgun is preferred over the Rocket Launcher, and it provides zero support capabilities unlike the Buff Banner and its cousins.


Rating: Very Weak

Buff Banner
Buff Banner
The Buff Banner is extremely effective in MvM. You won't be relying on your secondaries for damage in MvM, and compared to the Battalion's Backup or the Concheror, the mini-crit boost from the Buff Banner is generally the most useful out of the three. It is one of the most accessible source of mini-crits in general, and practically the only source of mini-crits against Tanks.


Rating: Very Good

Battalion's Backup
Battalion's Backup
The damage resistance and the passive HP bonus aids you and your team's survivability, and makes crit-boosted robots a much lower threat for a few seconds. While not as generally useful as mini-crits, in certain missions where crit-boosted robots come by the dozen, it can come in very handy. Be sure to check ahead and see when the dangerous robots are coming.


Rating: Situational

Concheror
Concheror
While not as all-purpose as the Buff Banner nor as convenient as the Mad Milk, the healing and speed boost it provides can improve your team's survivability for a few monents, as long as it's used ahead of time. If there is another Soldier with a Buff Banner, you can use the Concheror to supplement your team's offense better.


Rating: Good

Righteous Bison
Righteous Bison


Rating:

B.A.S.E. Jumper
B.A.S.E. Jumper
By itself, the B.A.S.E. Jumper makes you more safe against certain robots such as Pyros or Spies, and much less against Snipers. However, it does not provide any form of support to your team, making it much less appealing to have equipped. The B.A.S.E. Jumper does have a niche in that it synergizes with the Air Strike extremely well, turning a decent weapon into an incredible one. In general, it should only be considered if you are going to use the Air Strike.


Rating: Situational

Shovel
Shovel
The Shovel is already one of the worse vanilla melee weapons in TF2, and is even less useful in MvM.


Rating: Very Weak

Escape Plan
Escape Plan
The Soldier doesn't have many good choices for a Melee, but the Escape Plan is one of the more useful ones, allowing you to escape and recover between waves of robots more quickly. Unfortunately, it makes you take mini-crits while it's out, making it much less effective from running away from robots while they are still alive.


Rating: Good

Equalizer
Equalizer


Rating:

Disciplinary Action
Disciplinary Action
The Disciplinary Action helps you get to key areas faster, but requires a teammates nearby to hit in order to speed you up. Since the Soldier rarely needs his Melee, it is better than most other Melee weapons thanks to its utility.


Rating: Very Good



Class Assessment
Pyro.png
Pyro
Pictogram plus.png  Can Airblast

Pictogram plus.png  Lots of weapon choices
Pictogram plus.png  Flexible builds
Pictogram minus.png  Short range effectiveness
Pictogram minus.png  Dependent on resistances
The Pyro's trump card is his airblast, allowing him to stall giants and most importantly, reset the bomb by pushing the bomb carrier into a pit. A Pyro dedicated to resetting the bomb can greatly increase the chance of his team winning a tough mission. Beyond this, the Pyro is capable of other roles, whether it's drawing fire and tanking hits, dealing heavy damage up close with an upgraded Flamethrower or decent damage long range with an upgraded Flare Gun.

Weapon Assessment
Flame Thrower
Flame Thrower
Typically, the dedicated "pusher" Pyro will simply upgrade his airblast force and ammo capacity, and dump the rest on resistances and Uber Canteens. However, the damage capabilities of the Flamethrower should not be overlooked. If you can manage to upgrade the damage, the Flamethrower can burn through waves of robots, giants and even Tanks.


Rating: Very Good

Degreaser
Degreaser
Although slightly weaker than the default Flamethrower, the reduced damage is almost negligible in case of pure "pusher" Pyros, as they are not focused on dealing damage in the first place. The Degreaser is more suitable if you plan on relying on another weapon for damage.


Rating: Very Good

Backburner
Backburner
Although the Pyro will be drawing much of the attention since he's closest to the front lines, crit damage is beneficial if you can get behind a robot. The increased airblast ammo cost means the Pyro ability to stall is less effective. The Backburner is more suited for Pyros leaning towards the offensive, but still want to airblast when the situation calls for it.


Rating: Situational

Phlogistinator
Phlogistinator
While it's easy to charge the "Mmmph" meter, the activation can potentially save your life, and is a very cheap way to obtain Crits, you are sacrificing airblast for it, and much of your utility with it. Although the Pyro has strong damage potential, you need a lot of money in order to reach that peak. Unless you have another Pyro with airblast, not recommended on harder missions.


Rating: Situational

Shotgun
Shotgun


Rating:

Flare Gun
Flare Gun
The Flare Gun allows the Pyro to be a threat at long range, particularly against giants. If you can manage to upgrade it, it allows the Pyro to deal a constant 90 damage per hit after the first shot while being out of harm's way. While not as powerful as the Flamethrower, it's also cheaper to upgrade.


Rating: Good

Detonator
Detonator
If used the same way as the Flare Gun, it's inferior in every way. It only mini-crits burning enemies, so its power is greatly diminished. Detonating it to light multiple enemies has little point, since the burn damage is rather negligible. Flare jumping rarely comes in handy in MvM, and can be outperformed by jump upgrades.


Rating: Weak

Manmelter
Manmelter
Pyro robots are an uncommon sight, so there are few opportunities to charge it, and even then you are not likely to deliberately extinguish a teammate, let alone find a burning one. It deals no bonus damage against burning enemies, which makes it already inferior to the Flare Gun. Even when charged, you are limited to how many times you can charge it, while the condition required to crit with the Flare Gun is to simply hit the target once.


Rating: Very Weak

Scorch Shot
Scorch Shot


Rating:

Fire Axe
Fire Axe
Similar to how Pyros rarely use the vanilla Axe in the base game, the Axe has no practical purpose in MvM.


Rating: Very Weak

Axtinguisher
Axtinguisher
The Axtinguisher is perfect for Pyros who don't plan on upgrading the Flamethrower's damage. It allows you to conserve your ammo for airblasts and does not require heavy investment to use it effectively. You can use it to take out Uber Medics in desperate situations, but you need to do it fast.


Rating: Very Good

Back Scratcher
Back Scratcher
If you find yourself relying on health packs more than you do from Medics or Dispensers, the Back Scratcher is a very good weapon to have. The bonus damage is also a plus, and it may be stronger than the Flamethrower in some situations.


Rating: Good

Powerjack
Powerjack
While deployed, it increases the Pyro's movement speed, which is important if a Pyro needs to reach an objective fast. As long as it's used in a safe area, the increased damage taken should not be a problem. The Powerjack is best used for Pyros who rely on other weapons for damage.


Rating: Very Good

Third Degree
Third Degree
While its use is limited, it does have one trick: If crit boosted, it will eliminate a Medic in one hit. Although extremely risky, you can use this tactic to take out a group of Uber Medics all healing the same giant if you lack any other way to eliminate them in one hit.


Rating: Situational



Class Assessment
Demoman.png
Demoman
Pictogram plus.png High AoE damage

Pictogram plus.png Good vs. Tanks & Uber Medics
Pictogram plus.png (Demoknight) Natural resistances
Pictogram plus.png (Demoknight) Good vs. Steel Gauntlets
Pictogram minus.png (Both) Very money-dependent
Pictogram minus.png (Demoknight) Melee-range effectiveness
Pictogram minus.png (Demoknight) No Sticky Launcher
Pictogram minus.png (Demoknight) Dependent on resistance stacking
Similar to the Soldier, the Demoman also excels in dealing heavy AoE damage. Unlike the Soldier who deals damage in a "spray and pray" style, the Demoman needs a little more time to prep his shots. The Demoman's ability to stack Sticky Bombs means that he has little trouble dealing with Uber Medics. Should he decide to swap his Sticky Launcher for the board, the Demoknight has some powerful advantages, although it means he will often the the brunt of the attack.

Weapon Assessment
Grenade Launcher
Grenade Launcher
If you plan on using your Grenade Launcher as your main weapon, its functionality is similar to the Rocket Launcher. You can use it behind cover more effectively than the Rocket Launcher, but it's ineffective at longer ranges. Combine with the Chargin' Targe and you got a slightly more durable and faster Soldier. Its use as a sidearm diminishes as you upgrade the Sticky Launcher.


Rating: Good

Loch-n-Load
Loch-n-Load
The downsides to the Loch-n-Load hurts its effectiveness significantly in MvM. It can't be used to "spray and pray" while taking cover since it shatters on surface contact and it's less effective offensively due to its reduced clip size and blast radius. Its advantages does very little in MvM; projectile speed is a negligible advantage and bonus damage vs. buildings too situational to take advantage of.


Rating: Weak

Loose Cannon
Loose Cannon
The damage reduction after contact on surface and reduced detonation time makes it more difficult and less reliable as an AoE weapon, but the knockback is a very valuable asset. It's easier to knockback with the Loose Cannon than with other explosive weapons, and it can be used to push back giants and Ubered robots when needed. Its utility makes it a strong sidearm to the Sticky Launcher.


Rating: Very Good

Iron Bomber
Iron Bomber


Rating:

B.A.S.E. Jumper
B.A.S.E. Jumper
Unlike the Soldier who would prefer a Buff Banner to support his teammates, the Demoman doesn't have much of a reason not to use the B.A.S.E. Jumper. It gives the Demoman more safety against melee-range robots, but less against Snipers. However, sticky jumping is not as convenient as rocket jumping with either stickybomb launchers. Overall, if you don't rely on grenade launchers for damage, it might be of some use in certain situations.


Rating: Situational

Ali Baba's Wee Booties
Ali Baba's Wee Booties
The Booties is a good item to have if you plan on relying exclusively on your Sticky Launcher, as it gives you a slight boost to your health and movement speed in exchange for a weapon you don't plan on using. On the other hand, on a Demoknight setup, this means that you have no ranged capabilities whatsoever, which makes the Demoknight helpless against melee-oriented giants and overall reduces your survivability due to a riskier playstyle.


Rating: Situational

Stickybomb Launcher
Stickybomb Launcher
The Sticky Launcher is a very effective weapon in MvM mode. It is a powerful AoE weapon especially with upgrades, and it can be prepped between waves of robots to deal massive damage in an area. It uses Crit canteens very efficiently, and it eliminates Uber Medics very effectively.


Rating: Very Good

Scottish Resistance
Scottish Resistance
Just as powerful as the Sticky Launcher, but even more effective at defense. The extra sticky bombs deployable allows for even better sticky carpets, and the ability to selectively detonate bombs makes it less wasteful. The bonus firing speed also saves some money on upgrades. However, the longer priming time makes it harder to use when under pressure or in succession.


Rating: Very Good

Quickiebomb Launcher
Quickiebomb Launcher
The Quickiebomb Launcher allows you to play more offensively thanks to its faster arm time and charge speed, but sacrifices damage and clip size for it. However, you cannot use it to create a critical sticky bomb carpet pre-round, which prevents you from opening with a large amount of damage, especially against Tanks. Overall, the disadvantages slightly outweigh its advantages, but is still useable in MvM.


Rating: Situational

Chargin' Targe
Chargin' Targe
Equipping the Chargin' Targe means you are sacrificing the very powerful Sticky Launcher, but it does come with its own benefits. The extra resistances provided helps the Demoman survive longer, and the charge can be used to get in or get out of fights quickly. Having the Chargin' Targe equipped lets you upgrade your melee weapon damage.


Rating: Situational

Splendid Screen
Splendid Screen
Same as the Chargin' Targe, except with weaker resistances. Typically shield bash is rarely used as a main source of damage, which makes its advantage mainly useless.


Rating: Weak

Tide Turner
Tide Turner
While it doesn't provide as much resistances as the Targe, its charge is a lot more maneuverable, letting you go around corners at high speeds much easily. While it's not much of a bonus if you are relying on your Grenade Launcher, it can be potentially deadly as a Demoknight when used with the Claidheamh Mòr, allowing for hit-and-run tactics with its charge refill.


Rating: Situational

Bottle
Bottle
As a non-Demoknight, you will rarely be using your melee. Most other melee weapons come with passive penalties, so the Bottle is a good choice since it has none.


Rating: Very Good

Ullapool Caber
Ullapool Caber
The Ullapool Caber has no passive penalties like the Bottle, and the explosion can be used in emergency situations, including when dying might actually be beneficial.


Rating: Very Good

Eyelander
Eyelander
The standard Demoknight weapon. The main drawback of the Eyelander is its weak start, in both that you need kills to offset its health penalty and you need invest a significant amount of money on both the weapon and your resistances. But once you are able to rack up kills and keep them, the Demoman becomes a fast and tanky melee character. It's recommended to start with the Half-Zatoichi and use your refund to upgrade the Eyelander instead of starting out with it.


Rating: Good

Half-Zatoichi
Half-Zatoichi
Unlike the Eyelander, the Half-Zatoichi has a much easier early game. The heal on kill saves money as the health on kill is not a requirement early on, and it lacks a health penalty. The Honorbound mechanic is not a big drawback, as kills are plentiful in MvM.


Rating: Very Good

Claidheamh Mòr
Claidheamh Mòr


Rating: Situational

Scotsman's Skullcutter
Scotsman's Skullcutter


Rating: Situational

Persian Persuader
Persian Persuader
Robots do not drop metal on death, making the primary benefit of the Persuader largely moot. It only means ammo packs serve as additional medkits to the Demoman, but not being able to restock ammo without dying or retreating to spawn means the Demoman has greatly reduced staying power. Even when played as a Demoknight, the other melee weapons have better advantages and the faster charge recharge time is not very useful.


Rating: Weak



Class Assessment
Heavy.png
Heavy
Pictogram plus.png Consistent damage

Pictogram plus.png Great at mid range
Pictogram plus.png Has some defensive capabilities
Pictogram minus.png Does not scale as well late game
The Heavy's main strength is his never-ending source of damage, as long as he's near an ammo supply. His Minigun allows him to endlessly mow down a wave of robots, and buying upgrades such as Destroy Projectiles and Knockback Rage diminishes the enemy's offense, especially against Soldier bots. While late game he lacks pure damage compared to the Soldier or Demoman, he is nevertheless a welcome addition to any team.

Weapon Assessment
Minigun
Minigun
The Heavy's Minigun deals heavy damage to multiple robots as long as you have ammo for it. Even when it doesn't kill a robot, it's perfect for softening up other robots for other classes to finish off. With crits or mini-crits, it can even be used at longer ranged effectively. The standard minigun is strong, but the other primaries have bonuses more suitable for MvM.


Rating: Good

Brass Beast
Brass Beast
Most Heavies in MvM use this. The bonus damage is a very strong bonus, especially since the Heavy can't upgrade the damage of his Minigun. The reduced spin-up time and movement speed while spun up hardly matters in MvM where you're often sitting in one spot and firing constant, not to mention the damage reduction it provides while spinning will keep you alive longer.


Rating: Very Good

Natascha
Natascha
The slowdown effect on the Natascha slows advancing waves of robots to a crawl, and it is the best possible weapon against Super Scouts. While it's great for buying time, its reduced damage is a significant penalty, especially against Tanks, which are immune to its slowdown effects. The damage reduction while spinning is also a nice bonus to this weapon as well.


Rating: Good

Huo-Long Heater
Huo-Long Heater
The ring of fire adds a very slight boost to your damage at point blank range and fend off Spies, but opportunities to use this are limited. It also chews up ammo very fast, even with extra ammo upgrades, which makes the Heavy require constant ammo restocking, which means the Heavy can be at a major disadvantage when a dispenser is destroyed.


Rating: Weak

Tomislav
Tomislav
The Tomislav is generally outclassed by the other primaries. Faster spin-up time and better accuracy are not as effective in MvM and it sacrifices firing speed for it, something better suited for MvM.


Rating: Weak

Shotgun
Shotgun
Once you upgrade your Minigun even a little bit, there is no reason to use a Shotgun. Even without upgrades, the Minigun is far better in any situation.


Rating: Very Weak

Sandvich
Sandvich
The Heavy's best secondary, but mainly because his other choices have little use. The Sandvich allows you to survive a little longer when you need to, but only if you can find the time to eat it.


Rating: Very Good

Dalokohs Bar
Dalokohs Bar
The health boost from the Dalokohs Bar lets you survive longer, especially if there is no Medic on your team overhealing you. If you don't find yourself retreating to eat a Sandvich often, it may be better to use this instead.


Rating: Good

Fists
Fists


Rating:

Gloves of Running Urgently
Gloves of Running Urgently
Getting to the front line ASAP is very important for the Heavy, so naturally the G.R.U. is a very good melee for the Heavy to have. Its penalties are mainly superficial, but try to unequip it as soon as possible.


Rating: Very Good

Fists of Steel
Fists of Steel
Since the path from spawn to the front lines are almost always safe, the Fists of Steel is best used to retreat safely. Another thing the Fists of Steel can do is to let the Heavy take on a gimmicky "pure tank" role, due to how large the damage reduction is in addition to more resistances.


Rating: Situational

Holiday Punch
Holiday Punch
Robots are immune to laughter, making its main gimmick useless.


Rating: Very Weak



Class Assessment
Engineer.png
Engineer
Pictogram plus.png Practically a requirement in MvM

Pictogram minus.png Attracts Sentry Busters
Due to the fact that Mann vs. Machine involves playing defense, the Engineer naturally shines in this mode. His Teleporter let his teammates get to the front lines faster, the Dispenser heals and restocks ammo for him and his teammates, and the Sentry Gun excels against groups of robots and giants. The Engineer's sheer effectiveness means that any successful MvM game needs to have at least one Engineer.

Weapon Assessment
Shotgun
Shotgun
On the rare occasion your Sentry isn't taking heavy fire, the Shotgun can squeeze in a bit of damage. However, the Engineer's Pistol and other primaries are better at this.


Rating: Weak

Frontier Justice
Frontier Justice
Your Sentry will be doing most of the work, which means the Frontier Justice will rack up revenge crits very fast. You can easily gain revenge crits between waves. If you can manage to upgrade this slightly, the Engineer himself can deal tons of damage effectively.


Rating: Very Good

Pomson 6000
Pomson 6000


Rating:

Widowmaker
Widowmaker
The Widowmaker is suitable for a more combat-oriented Engineer, especially if you're using a Gunslinger. It is extremely cheap to upgrade, and as long as he's near a Dispenser and is frequently close enough to his targets, it will practically never run out of ammo.


Rating: Good

Rescue Ranger
Rescue Ranger
The Rescue Ranger is a very versatile weapon, allowing you to repair your Sentry Gun from a safe spot and save your Sentry Gun from being destroyed at long range. As long as you're smart with when and where to haul your buildings, the Mark on Death shouldn't be a problem.


Rating: Very Good

Pistol
Pistol
As a regular Engineer, you will likely be too busy looking after your Sentry Gun to use the Pistol regularly. For Gunslinger Engineers, it's an excellent sidearm in cases where you're trying to conserve your primary or attack at longer ranges where it's safer.


Rating: Situational

Wrangler
Wrangler
If you won't be using the Pistol regularly, the Wrangler is great choice. It allows your Sentry Gun to deal damage outside of its range, focus down a giant or Tank, and can even be used to protect it against waves of incoming projectiles.


Rating: Very Good

Short Circuit
Short Circuit
The Short Circuit's ability to destroy projectiles can shut down certain robots, but requires a lot of metal to do it constantly. When your Sentry isn't taking too much heat, you can take our your Short Circuit to eliminate incoming projectiles for yourself or your teammates.


Rating: Good

Wrench
Wrench
The Engineer's best tool. You'll be constantly repairing your buildings, so you will have your Wrench out almost all the time. It can also be used to fend off enemy Spies.


Rating: Very Good

Jag
Jag
The Jag has a slight advantage where you're trying to reconstruct your buildings as soon as you can without spending money on Upgrade Buildings canteens. As a downside, keeping the Sentry from being destroyed is harder due to the reduced repair rate.


Rating: Good

Eureka Effect
Eureka Effect
The ability to teleport to the spawn zone or your exit teleporter lets you reinforce your defenses around the map more effectively, allowing you to restock metal quickly or defend your buildings if you have to be away from them. However, the significantly slower build time makes rebuilding your defenses harder if your Sentry gets destroyed and it's possible to run out of metal over extended engagements, especially when you don't have metal capacity upgraded. While you'll have to rely on Instant Build canteens more to rebuild your defenses, teleportation can be a very useful tool when utilized at the right moments.


Rating: Situational

Gunslinger
Gunslinger


Rating:



Class Assessment
Medic.png
Medic
Pictogram plus.png Heals his teammates

Pictogram plus.png Gives his teammates Ubers & Crits
Pictogram plus.png Can revive teammates
Pictogram plus.png Provides excellent protection with Projectile Shield
Pictogram minus.png Little direct damage
Just like in the base game, the Medic's primary goal is to keep his teammates alive, as well as boosting their power. The Medic's ability to revive fallen teammates can be a very powerful asset, allowing your team to hold a position more effectively or have them skip long respawn times and save money. The Medic can share his Canteen to provide more damage with Crit Canteens or save them with an Uber Canteen, and his Projectile Shield protects his teammates from a barrage of rockets and bullets, and can even be used to kill weaker robots. While he won't be dealing much damage directly, the Medic's indirect power makes him a powerful asset.

Weapon Assessment
Syringe Gun
Syringe Gun
As a way to deal damage, the Syringe Gun is only useful in emergency situations. Once you get the Mad Milk upgrade, it can be worth it to switch from your secondary to apply Mad Milk, giving your teammates more survivability.


Rating: Good

Crusader's Crossbow
Crusader's Crossbow
You will rarely be using your primary as the Medic, but the Crusader's Crossbow has some uses. Its long range allows you to harass enemy Snipers, and the occasional heal if you aim is good enough. However, you cannot get the Mad Milk upgrade on it, and is more suited for direct combat than as a supportive weapon.


Rating: Good

Overdose
Overdose
Since the Overdose is the only primary with a passive effect, it alone makes it superior to the Syringe Gun or the Blutsauger. It can be used to get to your teammates faster when needed. The damage penalty matters little, since you will be using it primarily for Mad Milk and not damage.


Rating: Very Good

Medi Gun
Medi Gun
As the Medic, you will almost always be healing your teammates. The Medi Gun's Ubercharge can be very useful in situations where it's almost impossible to survive a group of robots.


Rating: Good

Kritzkrieg
Kritzkrieg
The Kritzkrieg's Ubercharge is often more useful than the Medi Gun's Ubercharge in many cases. Damage is in constant demand especially against giants and Tanks, and 10+ seconds of crit boost is very powerful. Invulnerability can be substituted with Uber canteens, which are cheaper than Crit Boost canteens anyway.


Rating: Very Good

Quick-Fix
Quick-Fix
The Quick-Fix's Ubercharge is the least useful out of the other Mediguns in MvM. While the Quick-Fix's Ubercharge heals fast, it won't prevent lethal burst damage like the Medigun's Ubercharge. However, it has its own niche in reviving teammates extremely fast when healing with the Ubercharge.


Rating: Situational

Vaccinator
Vaccinator


Rating: Situational

Bonesaw
Bonesaw


Rating:

Ubersaw
Ubersaw
If you can find the opportunity to use it, the Ubersaw lets you fill your Ubercharge meter faster, and Ubers are very valuable in MvM. The difficulty is in finding a lone robot to melee and being able to retreat safely to keep your Ubercharge.


Rating: Very Good

Vita-Saw
Vita-Saw
If you are worried or are constantly dying and lack opportunities to use your Ubersaw, the Vita-Saw at least "insures" your Ubercharge a bit. The max health penalty can be problematic, however.


Rating: Situational

Amputator
Amputator
The passive bonus to health regen alone makes the Amputator worth taking, since you will not be relying it on damage. It is better than the Ubersaw if you never find yourself with the opportunity to charge your Uber with it. There are very few cases when it's better to use Medicating Melody instead of healing regularly, as it leaves you immobile and vulnerable and doesn't charge your Uber.


Rating: Very Good



Class Assessment
Sniper.png
Sniper
Pictogram plus.png Has Jarate

Pictogram plus.png Excels vs. Giants & Snipers
Pictogram plus.png Explosive Headshot can clear waves
Pictogram minus.png High skill cap
Pictogram minus.png Highly situational
Pictogram minus.png Very money-dependent
The Sniper's effectiveness fluctuates greatly depending on the wave composition and map and requires competent aim to play. While some players dismiss Sniper as a "useless" class for MvM, the Sniper is far from it. His Jarate is a very accessible source of mini-crits and slow, and once his Sniper Rifle is significantly upgraded, he can deal an incredible amount of damage to giants, deal heavy AoE damage to clusters of robots with Explosive Headshot, and even deal good damage to Tanks.

Weapon Assessment
Sniper Rifle
Sniper Rifle
The hardest thing about using the Sniper Rifle is landing headshots consistently, and is not as effective against regular robots. If you can find an easy target (i.e. giants & certain Heavy bots), the Sniper Rifle is a powerful single-target weapon. With Explosive Headshots is purchased, said slow robots serve as a beacon for your headshots, severely damaging every robot near it, enough to kill a wave of Scouts and heavily damage any other class. It's also the best anti-Sniper weapon, allowing you to quickly dispatch enemy Snipers without having to get close.


Rating: Good

Machina
Machina
In MvM, the Machina's advantages often outweigh its penalties. The bonus damage on full charge means it's even more effective against giants, and the built-in penetration can be handy at times. Even Giant Heavies can be taken down with a few fully charged headshots from the Machina. Tracers have no effect on robots, and the Machina's inability to fire unscoped is a situational weakness, in cases where you want to fire shots rapidly (i.e. when using a Crit Boost canteen to rapidly shoot a Tank).


Rating: Very Good

Huntsman
Huntsman
The Huntsman's biggest flaw is that it does not give Explosive Headshots, greatly reducing the Sniper's ability to clear a wave of robots, which Bleed hardly compensates for. It is generally harder to use in MvM because while it may take down a weak robot with one bodyshot, Explosive Headshot takes care of multiple weak robots much more effectively, plus it makes getting headshots harder since it's a projectile.


Rating: Weak

Sydney Sleeper
Sydney Sleeper
The Sydney Sleeper sacrifices headshot damage for long-range mini-crits. This means while the Sniper loses much of his own anti-Giant potential, it gives his teammates more damage against them. While this can be accomplished with Jarate itself, sometimes there will be cases when you can't throw a Jarate at your target, plus a target you are focusing on will have Jarate permanently applied to them. Despite not being able to headshot, can oddly use Explosive Headshots, but only if it's at least half-charged, which means the Sniper's ability to clear groups of robots is somewhat diminished.


Rating: Situational

Hitman's Heatmaker
Hitman's Heatmaker
Explosive Headshots makes filling the Focus meter trivial, the faster charge rate while focused further increases your DPS against giants and no unscoping means you can rapid-fire headshots. The reduced body shot damage is often not a big deal, as long as you have competent aim.


Rating: Very Good

Bazaar Bargain
Bazaar Bargain
Because the Bazaar Bargain no longer loses heads on a miss, it has become more accessible than ever. After killing a few weak robots with a headshots, it will charge twice as fast at full power, which can increase your DPS even more than the other primaries, especially against the slow Giants. However, the Bazaar Bargain still requires some skill in the player's part, particularly building up those head counts and keeping them by staying alive. The drawback is not very significant, but it means dispatching slower but smaller targets is a bit harder.


Rating: Very Good

Classic
Classic
While the ability to charge without zooming and it being able to fire without unscoping is convenient, it is unfortunately unable to use Explosive Headshots without a full charge, which means it not only cripples the Sniper's group-clearing potential, it makes misses even more costly. It also has weaker bodyshot damage, making the Classic even less favorable to use.


Rating: 'Weak

SMG
SMG


Rating:

Jarate
Jarate
The undisputed best secondary for the Sniper. It applies mini-crits in an AoE to robots, something the Scout can't do to multiple targets and the Soldier requiring some time to charge and deploy it. It also can be upgraded with a 35% slow, making it useful for both stalling and possibly getting an easier shot.


Rating: Very Good

Cozy Camper
Cozy Camper
The Cozy Camper can make aiming easier in cases where your aim is being constantly harassed, such as a wave of Heavies firing at you at long range, and the health regeneration increases your longevity slightly. However, your survivability is significantly reduced, and you are sacrificing Jarate for it.


Rating: Situational

Cleaner's Carbine
Cleaner's Carbine


Rating:

Kukri
Kukri


Rating:

Bushwacka
Bushwacka
The Bushwacka lets Sniper deal some heavy melee damage at situations where you won't be able to snipe effectively, when combined with the Jarate. It is risky to actually use this weapon, however, due it the increase damage taken while deployed.


Rating: Good

Tribalman's Shiv
Tribalman's Shiv
On one hand, you are slightly better against Spies. On the other hand, the reduced damage makes it weaker against everything else. It's especially worse against Tanks, and makes the Sniper even weaker against Tanks early game.


Rating: Weak

Shahanshah
Shahanshah
In the base game, the Shahanshah is used to give you an edge against an enemy that hasn't finished you off. In MvM, walking around with <50% health is practically a death sentence, and the Sniper has no reason to go on a rampage with a Melee weapon.


Rating: Weak



Class Assessment
Spy.png
Spy
Pictogram plus.png Versatile role

Pictogram plus.png Sapper is the only source of hard disable
Pictogram plus.png Can deal great damage to giants
Pictogram plus.png Good vs. Steel Gauntlets, Uber Medics & Engineers
Pictogram minus.png Situational effectiveness
Pictogram minus.png Weak vs. Tanks
The Spy fulfills a variety of roles in MvM, including money collecting, disabling a group of robots and slowing giants to a crawl, dispatching multiple robots in succession or backstabbing a giant halfway to death. While the Sapper has a significant cooldown time, it completely disables regular robots, making it a valuable weapon against a dangerous group of robots. The Spy's biggest weakness is that's he's very ineffective against Tanks.

Weapon Assessment
Revolver
Revolver


Rating:

Enforcer
Enforcer
Because the Enforcer's damage bonus only works while disguised, there's almost no use for this bonus in MvM, as backstabbing is much more effective.


Rating: Weak

L'Etranger
L'Etranger
Since the Spy's primary is not utilized very often in MvM, the L'Etranger's passive bonus to cloak duration makes it a very good primary choice, especially considering that taking damage reduces the Dead Ringer's cloak duration.


Rating: Very Good

Diamondback
Diamondback
With the Diamondback, you can save up a lot of crits if you can manage to survive a backstabbing spree. You can use these crits to deal some damage to a giant that's very hard to approach or to tanks.


Rating: Very Good

Knife
Knife


Rating:

Big Earner
Big Earner
The Big Earner is an extremely powerful melee choice for the Spy. The Big Earner fills a half-charged watch to full with 2 backstabs, which means it has excellent synergy with the Dead Ringer. The speed boost after a backstab is very useful as well.


Rating: Very Good

Conniver's Kunai
Conniver's Kunai
Robots are unable to see through your disguise, so the health penalty doesn't matter much as long as you don't walk into enemy fire. The bonus health on backstab gives the Spy a better chance at escaping alive. Despite this, the Big Earner is still a superior weapon in most cases.


Rating: Situational

Spy-cicle
Spy-cicle
The Spy-cicle offers very little practical advantages in MvM. While it may save you from a random Pyro attack, it means that you can't backstab for some time and become forced to retreat, and it may be faster to just die instead.


Rating: Weak

Dead Ringer
Dead Ringer
The only watch to use for MvM. Robots are always fooled by disguises, and the Dead Ringer allows you to escape safely after the next group of robots discover you, and they are always fooled by Feign Death. The short period of near-invulnerability while cloaked lets you pick up money at a location that's too dangerous. Other watches don't compare to Feign Death in MvM.


Rating: Very Good