User:TheJohns

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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 somewhat less efficient than the Scattergun.


Rating: Good

Shortstop
Shortstop


Rating:

Soda Popper
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.


Rating: Good

Baby Face's Blaster
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.


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, taking mini-crits is very dangerous for Scouts, and is much more limited in its capabilities 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.


Rating: Situational

Fan O'War
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.


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



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. 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, particularly clip size.


Rating: Good

Direct Hit
Direct Hit


Rating:

Black Box
Black Box


Rating: Good

Cow Mangler 5000
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.


Rating: Good

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 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.


Rating: Very Good

Buff Banner
Buff Banner
The best secondary for the Soldier in MvM, period. 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 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 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.


Rating: Situational

Concheror
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.


Rating: Situational

Righteous Bison
Righteous Bison


Rating:

Escape Plan
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.


Rating: Good

Equalizer
Equalizer


Rating:

Disciplinary Action
Disciplinary Action


Rating:



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 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.

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


Rating: Situational

Phlogistinator
Phlogistinator


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 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.


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.


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:

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


Rating:

Powerjack
Powerjack


Rating:

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. 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.


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
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. It had little use as a sidearm to the Sticky Launcher later in the game.


Rating: Good

Loch-n-Load
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.


Rating: Situational

Loose Cannon
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.


Rating: Very Good

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 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.


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 Tat 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.


Rating: Very Good

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

Bottle
Bottle


Rating: Very Good

Ullapool Caber
Ullapool Caber


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.


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

Scotsman's Skullcutter
Scotsman's Skullcutter


Rating: Situational

Persian Persuader
Persian Persuader


Rating: Situational



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 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.

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 endlessly.


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.


Rating: Good

Huo-Long Heater
Huo-Long Heater
The ring of fire adds a very slight boost to your damage at point blank range, 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.


Rating: Situational

Tomislav
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.


Rating: 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

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



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 you will need at least one Engineer in any MvM game.

Weapon Assessment
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

Widowmaker
Widowmaker
The Widowmaker is suitable for a more combat-oriented Enginner, especially if he is 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.


Rating: Good

Rescue Ranger
Rescue Ranger


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


Rating:

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. On the other hand, you are slightly more vulnerable against Spies.


Rating: Very Good

Eureka Effect
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.


Rating: Very Weak



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

Pictogram plus.png Gives his teammates Ubers & Crits
Pictogram minus.png Little to no direct damage
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.

Weapon Assessment
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 it can be used to heal if you aim is good enough.


Rating: Good

Overdose
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.


Rating: 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


Rating: Weak

Vaccinator
Vaccinator


Rating: Situational

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 to keep your Ubercharge.


Rating: Very Good

Vita-Saw
Vita-Saw


Rating: Situational

Amputator
Amputator


Rating:



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
Pictogram minus.png Weak vs. Tanks
The Sniper's effectiveness fluctuates greatly depending on several factors such as wave composition and has a high skill cap, which is why playing Sniper tends to draw hate from teammates. In no way does this mean the Sniper is useless. His Jarate is a very accessible source of mini-crits, and once his Sniper Rifle is significantly upgraded, he can deal an extreme amount of damage to giants and deal heavy AoE damage to clusters of robots surrounding the giant with Explosive Headshots. On the down side, the Sniper is weak against tanks.

Weapon Assessment
Sniper Rifle
Sniper Rifle
The hardest thing about using the Sniper Rifle is landing constant shots, 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 upgraded, it also deals significant AoE damage in an area, enough to kill a wave of Scouts. It's also the best anti-Sniper weapon.


Rating: Good

Machina
Machina
In MvM, the Machina's disadvantages are often superficial. Tracers have no effect on robots, and there are not many situations that need you to fire unscoped. The bonus damage on full charge means it's even more effective against giants, and the penetration can be handy at times. Even Giant Heavies can be taken down with a few shots from the Machina.


Rating: Very Good

Huntsman
Huntsman


Rating:

Sydney Sleeper
Sydney Sleeper


Rating: Weak

Hitman's Heatmaker
Hitman's Heatmaker


Rating: Good

Jarate
Jarate
Not having Jarate guarantees someone raging at you for playing Sniper. Jarate is the Sniper's strongest weapon. It applies mini-crits in an AoE, something the Scout can't do 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.


Rating: Very Good

Cleaner's Carbine
Cleaner's Carbine


Rating:

Bushwacka
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.


Rating: Very Good

Tribalman's Shiv
Tribalman's Shiv


Rating:

Shahanshah
Shahanshah


Rating:



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 it's money collecting, disabling a group of robots and slowing giants to a crawl 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 is very ineffective when dealing with Tanks, however.

Weapon Assessment
Enforcer
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.


Rating: Good

L'Etranger
L'Etranger


Rating:

Big Earner
Big Earner
The Big Earner is the best 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.


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. The bonus health on backstab gives the Spy a better chance at escaping alive. Even then, the Big Earner is still a superior weapon in most cases.


Rating: Situational

Spy-cicle
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.


Rating: Weak

Dead Ringer
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.


Rating: Very Good