Team Fortress 2

Team Fortress 2

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A Proper Full Guide to MvM [WIP]
By Mors Ultima Ratio
Upgrade routes, mundane mechanics, niche things, and everything in-between.


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Scout
1. His primary purpose is to collect money, but there’s a lot more to him than that. A lot more.
2. The Soda Popper is generally your best option when it comes to output- especially when it comes to dealing with tanks when your Medic doesn’t support you with their crits.
3. If you have the credits to spare, use crit canteens on the tanks. Maxed out Soda Popper (i.e. max damage, clip size, firing speed) deals 360 damage per shot. This is especially helpful when your team doesn’t have a good enough damage dealer. Especially in the early game.
4. If your Medic does listen to your requests to be charged on the tank, buy ammo cans. As crazy as that sounds, hear me out. The thing with ammo cans is that it doesn’t just restore your reserve ammunition. It also replinishes your clip. Meaning you effectively have a 12 round shotgun being shoved up into the tanks ass. Sometimes, your shots will do 720 damage, but that’s just due to the games code being slow.
5. Secondaries. Most of them don’t really have an applicable use, but there are two that’ll become your best friends quite quickly- notably the crit a cola and the mad milk. As mental as that sounds, hear me out. When you don’t have a Medic, the crit a cola will absolutely shred any tank. Especially if you’re using ammo canteens. Every time you pop the crit-o-cola, you would usually have to wait for it to recharge before you can use it again. But with the ammo canteens, you can remove that wait time and keep shredding the tank. With maximum ramp up, you can deal a solid 275 damage a shot. So not only will you be replenishing your clip and reserve ammo every time you use an ammo canteen, you’re effectively doubling, if not tripling your potential damage output. If you have a Soldier using the buff banner, the crit-a-cola becomes optional. If you can get your Soldier to cooperate with you on the tank with the support of the buff banner, that’s an acceptable substitute. Now, moving along to the mad milk. It's uses are quite self-explanatory, but here I am, about to explain it for you, anyway. The mad milk has 2 potential uses;
1a: It keeps you and your team alive
2b: It can slow down the giant Scouts, enabling your team to off them with relative ease. However, keep in mind that this upgrade is optional, as you’re generally able to kill the giant Scouts with little to no issue, anyway. Plus body blocking exists for a reason.
6: Melee weapons. They’re all generally pretty irrelevant, in the grand scheme of things. Use whatever you like. I, personally, stick with the fan of war. Every time I strike one with that fan, it marks them for death (meaning mini crits). Those mini crits enable your team to destroy those pesky giant crit boosted robots. However, you can only mark one robot at a time. Remember to keep this in mind when you're whacking away at the more dangerous robots. The sand man, on maximum ramp up, completely disables a bots movement, and marks them for death as well. But keep in mind the upgrade that would mark the robots puts you back 500 credits. Don’t buy it unless you have the extra credits to spend. If you’re tired of the giant bosses tearing your team a new one, use that. The Atomizer enables a free triple jump if you’re needing to get to a higher place more quickly. Use that if you want to spare the 100 credits for something else. Also know that the atomizer will stack with the jump height upgrades, and will also stack with the wingers’ 25% extra jump height. Every other melee weapon is either useless or just outright unusable or far too niche to have an active use in any of the tours in the game.


(Side note, the firing speed is an optional, yet invisible upgrade for the Scouts arsenal. In order for it to appear in your upgrade screen, you need to have the stock scatter equipped, then leave the spawn, change from the stock scatter gun to the soda popper, get back into spawn, upgrade anything unrelated to the scout's primary weapon section then buy that 1 tick firing speed)
Soldier
1: Primaries. There are…Too many to choose from. But there are four that people generally recommend, myself included- stock, the black box, the beggars bazooka, and the airstrike. Stock is-. Well it’s just what you get out of the box. It’s got good damage, and pretty good splash damage potential. The black box comes with a gimmick- it gives a free 20 health back whenever you hit something at point blank. But the downside is that you’re down a rocket in your clip. Upgrading your clip size doesn’t do much to help it either, but having that 20 health come back to you for free is helpful. Especially in the early game, when funding is hard to come by, and you need a way to keep yourself alive when your Medic is preoccupied with everyone else on your team. The beggars…Well, it’s it's own beast entirely. There’s this little itsy bitsy teeny tiny little down side to it that either makes it virtually unusable at long ranges, or makes it an absolute war zone if you’re bombing or you’re just trying to deal damage quickly. Instead of having a full clip out of the box, you have to load them in yourself. It’s got the same starting clip size as the black box, but the main difference is the “3% deviation” down side. From where your crosshair sits, the rockets will come out from entirely different directions. Sometimes directions you didn’t even mean for them to go. And then there’s the airstrike…Hooo boy, the airstrike. The bane of many, and the saviour of many more. So here’s the thing with the airstrike- every kill you get (up to the max of 4) grants you an extra rocket in your clip. The airstrike can reach a potential of 16 rockets in a given clip at once (when maxing out the clip size upgrade), thus outreaching every other rocket launcher when you max out the clip size. The airstrike is generally a replacement of the beggars bazooka, if someone doesn’t own one. Also note that if your kill counter on the bottom right of your screen hits 255, it will reset the counter and remove the 4 rockets you gained (side note: when you have 16 rockets already and your kill set to 0, firing a rocket will result that you cant reload that 1 rocket you just fired. This will be visible when you have the auto reload setting checked. Also note that this is generally very hard to even get to, as there’ll be so much crap going on at once that it would prove to be difficult to stay alive for that long.) Now, the airstrikes primary use is against the tanks and the giant robots. Sure, you have the minus 15% to your potential damage output, but you have such high burst damage that it doesn’t tend to matter. The one downside about the airstrike is that when you have the 16 rockets in your clip, it takes an eternity to reload if you don’t have any ammo canteens.




2. Secondaries. There are three you should generally always be using. Alternating between the three as the times call for it will be crucial to your success as the games progress. The concheror, the buff banner, and the battalions back up. The concheror, once fully charged, enables team wide healing, and gives the team a movement speed boost. At it’s base, it lasts for 10 seconds. In order to charge the concherer, you need to deal 480 damage in a single life. The buff banner gives a team wide mini crit effect. In order to charge it, you need to deal 600 damage in a single life. At it’s base, it lasts for 10 seconds. The battalions back up has identical requirements and base duration. You need to deal 600 damage in one life and it lasts for 10 seconds. The battalions is quite different from the other banners, however- it completely nullifies crits and mini crits, and effectively reduces the damage taken from sentry guns by 50%, whilst also giving you an extra 20 health points, whilst also reducing other sources of damage by 35%. Use this when your team is struggling to stay alive against the crit spammy waves. (Side note, you can also use the parachute to help you stay in the air for longer when you’re releasing your load onto the tank.)


3. Melees. They’re-. Effectively meaningless, in the grand scheme of things. Realistically, you shouldn’t ever have to use your melee weapon. But, if things get dicey and you’re on your last legs and need a quick escape plan, use- the escape plan. Granted, this is even more dangerous for you, as you’re now marked for death for the duration of you holding it out. But, you get buffed movement speed the closer to death you are, to the point where your base speed is effectively doubled when in critical condition.



(Side note, if you want more accurate rockets with the Beggars Bazooka, if you overload 2 shots and shoot, the first shot is more accurate than if you just spammed 1 rocket.)

(Side side note, You can outheal a giant heavy as long as you are mid-range from the heavy
with a conch.
Pyro
1. Primaries. Realistically there are two options for Pyro to use and still be somewhat useful. The phlog, and the dragons fury. The phlog is simple- if you’re a fool, w+m1 into an incoming barrage of robots and die trying. If you’re smart about it, you hide behind/beneath elevated surfaces, and wait for them to fall into your cross hair. You need to deal 1200 damage to charge your “mmph” meter on normal robots, and 3000 damage to charge your “mmph” meter against the tanks. When it’s fully charged, you have 10 seconds of guaranteed critical hits. Well…10 seconds if you time it perfectly against tanks or manage to get on top of a robots head and charge it as you fall. Yeah, that’s something you can do that can deal that much more damage. If you’re able to jump onto their head, it cancels the phlog taunt and gives you effectively 3 seconds of uber, followed by the aforementioned 10 seconds of guaranteed crits. I’ll get into the semantics of jumping onto robots heads and on tops of tanks soon enough, just be patient. The other option, the dragons fury, is unique in that it’s not technically a flamethrower. It throws balls of fire that penetrates through any opposing robot, dealing damage to them, as well. If you’re good enough at tracking and keeping the heat on them, you get increased firing speed, therefore that much more damage output. Against tanks, it actually shreds them quite nicely, as well. The Dragons Fury, at max ramp up, deals 172 damage a shot. With max ramp up and crits, it deals 450 damage a pop. At max power, the phlog deals 78 damage with crits. Without crits and still at max power, it deals 28 a second. However, the phlog just ends up outclassing the dragons fury in terms of overall output. But if you don’t have a phlog on hand, use the dragons fury instead.

2. Secondaries. Truth be spoken, I expect a lot of you to hate what I’m going to say. There are two items people use a lot-technically 3, but that’s not relevant right now. The gas passer, and the detonator. Now before you lot try to execute me for even uttering the forbidden name, I have to get this off my chest. I also despise it, but I also have to agree that it has it's use in MvM. Now, for those of you confused on why the gas passer is hated so much, it’s quite simple, really…There’s an upgrade you can get for it even at the very beginning. 400 credits for what’s essentially a nuclear bomb inside of a can. 350 damage to small and large bots alike, no matter if they’re resisting it. They still all explode the moment a flame particle, or anything that’s been shot hits the general area where the Pyro threw his gas can. It takes 60 seconds, at it's base, to fully charge. You can speed up this process by dealing any sort of fire damage to them. It otherwise takes 750 damage to fully charge the gas passer. Moving along before I cause any more aneurysms- the detonator. It’s mainly used for movement. It was never really meant for damage output. You could use it to help charge your “mmph” and gas meter, but you’re generally just better off using it for det jumping. By holding both your M1 and M2 buttons and moving your cursor down towards the ground and behind you, you can launch yourself forward and potentially on top of a robots head, enabling you to activate your “mmph” and shred every bot within the tri-state area. This is especially useful on tanks, as it enables more potential damage than what you would lose by just standing in front of, or beside, the tank. Third item is the jetpack. Can be used to abuse Godspots and knock robots back that has the bomb. (Though this is very finnicky, so be careful.)

3. Melees. Same case for Soldier and Scout- kinda meaningless in the grand scheme of things. Use whatever you like. I, personally, use the power jack for the extra 15% movement speed. You can also, in a pinch, smack a robot to death with the power jack to gain a small bit of health back.
Demoman
Primaries. Generally, on a competent level, there are 3 options most people choose. Iron bomber (literally just stock), the loose cannon, and the bootlegger. The iron bomber and the loose cannon are generally used for the same reason: To build your Medics uber. However, there’s a feature that makes the loose cannon stand out above the rest- Double donking. Most people use that feature to knock giant robots back onto their sticky traps, enabling double, and sometimes triple kills of those pesky giant black box Soldiers. The bootlegger is completely different from the grenade launchers in that, well, it’s not even a gun. It’s technically not even a weapon, either. The bootlegger gives an effective 50 health added to your base 150. The other stats are generally irrelevant, as it’s locked to Demoknighting. (Side note, if you wanna move fast and don't have time to let stickies charge up, use the loose cannon.)

Secondaries. There are 2 options a lot of people use- but there’s 1 that trumps over all of them. And if you’ve played any sort of MvM before, you know what I’m about to say. The scottish resistance is absolutely broken in every regard. With it equipped, you have a 25% faster firing speed, 50% more secondary ammo (essentially meaning double what you would normally have with the normal sticky launcher), and instead of being locked to only having 8 stickies out at once, with the scottish resistance, you now have 14 stickies you could place before the stickies start self destructing. Speaking of the stock sticky launcher- I’ve seen a lot of people use that, as well. It’s a decent replacement if you don’t have a scottish resistance on hand. Just be wary to the fact that you’re not going to be able to kill a lot of the more healthier robots with stock. Without the scottish resistances’ potential damage output, you’re potentially sentencing yourself and your team to death.
Melees. There are generally two options a lot of people use, myself included. The eyelander, and the half-zatoichi. Although the eyelander removes 25 health from your 175, making your max be 150, the eye lander is actually really strong in that you gain max health and movement speed per head you get by killing an enemy with it. You gain an 8% increase to your movement speed, and base health increases by 15. At the max, (it being 4 heads), you’re almost as fast as a Scout and about as healthy as a Soldier with the battalions back up equipped. The main upside to this weapon is that you have essentially double the normal range of which you can strike an enemy with your melee. Meaning you can (somewhat) safely get your heads with relative ease. The half-zatoichi, on the other hand, is completely different, but still just as useful, if not more so than the eyelander. You get a 37% longer swing distance, half of your max hp back whenever you kill an enemy, and take 50 whenever you don’t manage to kill anything with it (which is useful for helping your Medic build ubers.) You can also insta-kill the samurai Demos, but you can also instantly die. It’s much more of a gamble weapon than anything else.



Melees. There are two you generally want to use- the Eyelander, and the half-zatoichi. Whenever you collect the heads of robots with the Eyelander, you gain health and movement speed. With the half-zatoichi, whenever you kill something, you gain overheal. Other than the overheal, it can also be used to help Medics build ubers. ...However, there's another that you can use if you need to help your team with tank busting. (Also can be used for Demoknighting.) ...The Skullcutter. The increased damage + the ability to random crit spells disaster for every bot and tank within the area.



(Side note, there *are* weaknesses with the SR, them being having to reload constantly, and that it's only broken on slower paced missions; Ie EE and MM.)
Spy
The stock knife has no downside, so if you wanna play it safe and only focus on giant slaying, then it's the thing for you

The spy-cicle is just like stock but you'll lose the knife completely when you take fire damage, but you'll nullify afterburn for 10 secs, so it's another way to play it safe when fire is unavoidable and annoying

The big earner can benefit you a lot when you wanna take out hard-to-kill small bots and giants at the same time, getting a movement speed boost on kill can let you chain stab or retreat faster. Also, more cloak on stab can let you pull out the dead ringer more often, getting you out of rough circumstances. The issue with big earner is it locks you down to 100 hp, meaning you'll get killed more often by virtually everything-.

Finally the kunai, aka the weeb knife, aka the clutch for spy mains, with every stab you can stack up to 210 hp and let you rely less on dead ringer since you can just tank the damage with that much overheal but the main drawback is you really need to depend on the small bots getting you that overheal because when it's just giants alone it's very risky to get on the field with just only 70 unless you can guarantee to get the kill yourself

The stock revolver has the most dps out of all the other guns for spy, meaning it's good for doing tank damage when you need it.

The diamondback is a very popular choice since you can get crits from backstabs or destroy buildings. It can be mostly used for shooting the tank or killing the small bots from long range but it's totally a downgrade from stock if you don't have any crits or die with it.

The l'etranger is the best utility choice for spy, similar to the big earner because you can get cloak back from a bullet hit, letting you recharge the dead ringer faster and extend the use of cloak even more.

Sappers are generally irrelevant, but if you can't get rid of Engie nests in one go, use the red tape. The Engie bots cannot detect it, therefore it just gets sapped. Be careful though- it will rebuild it once it goes down.

For watches then just use the dead ringer- It’s a rechargeable get out of jail free card with no risk but you can still play spy with other watches as well. All the other Spy watches aren’t as useful as the dead ringer
Heavy
Primaries. There are generally two options you should always go for-the stock mini gun and the brass beast. They’re kind of the same gun, but there are some differences that make one stick out over the other. If you don’t want your movement hindered by the brass beast, use the stock minigun. If you want raw damage + 20% flat damage reduction (when revved up), use the brass beast.

Secondaries. Any lunch box item generally works the best. It’s ultimately down to preference. The sandvich is a guaranteed full heal for yourself, and a medium health kit to others. The second banana restores half your health, but it charges faster, enabling more healing for either yourself when caught out, or for your Medic buddy (if they were in your immediate vicinity). It’s similar to the chocolate bar, but the main difference with it is that you only heal for 100 health, and get a temporary 50 health boost that lasts for roughly 10 seconds before it becomes overheal that drains back down to Heavys base health. (It being 300.) Shotguns have virtually no use in MvM, especially given all your damage comes from your mini gun.

Melees. There are primarily three you want to use- the killing gloves of boxing, gloves of running urgently, and the fists of steel. Whenever you kill something with the kgb, you get guaranteed crits for 5 seconds. Only real downside with the kgb is that the swing speed is 20% slower than any other melee weapon in Heavys arsenal. The gru, at the risk of rapidly draining health, you gain movement speed until you’re about as fast an Engineer. The fos, when active, gives you a 40% damage reduction to ranged weapons, at the risk of having to endure 100% more melee damage than normal.
Engineer
Primaries. There are two you generally want to use, sometimes alternating between the two depending on if you’re on maps that have tanks on them- the widowmaker and the rescue ranger. If your aim is good enough, you have essentially infinite ammo. It takes 30 metal to fire one shot, with the possibility of earning over 100 metal back (if you hit them with a random or guaranteed crit from a crit canteen or otherwise). The rescue ranger is his most unique shotgun- it enables you to save your buildings anytime, anywhere. No matter the distance, as long as your reticle is hovering over the building you want to save, it will come right to you with the press of a button. However- you don’t get to do it for free. It costs you 100 metal to secure your buildings safety. Use this especially when in a tight spot and you need your gun to help you out of it, or when you need to block a giant robots path, which is really useful against the giant Scouts, too.

Secondaries. Do I really even need to mention this? Everyone and their mother knows the best secondary for Engineer in Mann vs Machine. It’s the wrangler. Whenever you pull it out, you gain control of where your gun aim and shoots with partial aimbot (yes, you have a little bit of an aimbot when using the wrangler), as well as a huge 66% damage reduction from ALL sources. However- if you decide to stop using the wrangler to let your gun fire by itself again- please note that it takes 3 seconds to start shooting by itself. However, you can remove this wait time by quickly picking up and putting down your gun. Also note that if you try to heal or give more ammo to your gun and it still has that shield active, (which you can see if a giant bubble is around it) you will only restore 33% of the normal at a time.

Melees. In my eyes, there are two wrenches you should be using the most, the stock wrench, and the eureka effect. There’s not much to talk about with the stock wrench- It’s just- well, it’s just stock. The swing speed is good, and you don’t have to deal with reduced metal recovery (unlike the eureka effect). But here's the neat thing with the eureka effect, you can, for free, teleport to spawn and back in mere seconds. Low on health and need a quick and safe way to get out of a tight spot? Press your R key and press 1. Course, you’d need the credits to get a random upgrade to restore your health, but hey! You’re alive! Also- instead of getting the base 100 metal back from medium ammo crates, you get 80. You’re effectively removing 20% of your potential metal to be able to teleport for free. In Mecha, the teleport’s super useful. In 2 Cities, not so much, but ultimately, it’s down to preference.
Medic
Primaries. Should I even have to talk about this? It’s frankly quite obvious what you should be using. The crusaders crossbow. From up close, it heals allies for 75. The healing range goes from 75 to 150. It’s unique in that it’s one of the only weapons in the game with reverse damage fall off. Now, normally, Medic isn’t particularly meant for damage output, but at a high level, Medic can essentially carry even the most dead weight of teams. There are two playstyles that you, as a Medic player (and maybe even main) can do. There’s support Medic, where you pour all your funding into your medi gun of choice, and then there’s the battle Medic. Battle Medic is the best way to play Medic. Hands down. But that’s conversations for what’s coming up next.

Secondaries. You can realistically use any of the medi guns, but everyone prefers one, as it’s the meta. The kritzkrieg is the best option by far. It can give guaranteed crits for 8 seconds at it's base, with the potential of lasting for about 11 seconds. But here’s the thing, right? You can use any medi gun. They’re all basically the same. They all heal, some better than others, but there’s this neat little thing with the vaccinator that makes one of the best options- when it’s activated you have 75% damage resistance to everything but melee, and a complete immunity to crits. But….There’s something even more to Medic that not a lot of people think about…Canteen specialist and canteens. Fully upgraded canteen specialist gives you a roughly 30% discount on all the available canteens. But there’s really only two canteens worth using as Medic. Those being uber and crit canteens. When you’ve maxed your canteen specialist, you effectively already have a maxed uber duration, but you’ve just now saved over 200 credits if you buy crit canteens, and over 300 credits if you buy uber canteens. Meaning you can put those extra credits to more canteens, and even to your resistances (which will save your life on more occasions than with the shield). Doesn’t mean that the shield isn’t helpful at all, I just don’t use it for the main reason that it could be put to much better use with more canteens, and to resistances (if I hadn’t already maxed it out.) Anyway, high tours especially will love you if you spam them with crit canteens. Especially on 2 cities. Less so on Mecha Engine, as uber canteens have more value on all the last waves. Sometimes they might ask you to use crit cans on Broken Parts, and sometimes even in Bone Shaker, so if that’s the case, oblige. Oh, a side note for the shield- 1 tick gives you a decently wide range, and deals 1 damage a tick on all the robots. Upgrade it twice to enable slow down on the robots, a wider shield radius, and more damage output.

Melees. This one’s also obvious. Use the ubersaw. Whenever you strike a robot with it, you get a 25% return to your uber charge. Do it 4 times to immediately get your charge. However, the big risk with it is that in the early game, it’s not worth doing, as it’s putting your life on the line, and if you die, you won’t be able to have your uber charge, and you won’t be able to give your patients crit/uber canteens. So be careful when choosing the times to use it.
Sniper
Primaries. There’s only really one weapon one should use if you plan on sniping in Mann vs Machine- it’s the heatmans heatmaker. It’s mechanic, called Focus, gets charged whenever you kill something. You get more charge if you headshot a robot, but less if you get them with a body shot, so keep that in mind. The reduced body shot damage is negligable at best. So long as you have explosive headshot, you can (almost) keep your focus charge maxed out forever.

Secondaries. Doesn’t really matter in the grand scheme of things, but if you want free health for existing, use the cozy camper. If you want to support your team, use jarate. When thrown, it coats every robot in the vicinity of where you threw it in piss. In other words, they’re now susceptable to mini crits. You generally don’t have to use the slow effect the jarate has if you have a Scout with the slow milk, or if your team’s competent enough to body block them. Also- a lot of people like to use the cleaners carbine for tank damage. But the problem is that it puts you down 800 credits to do any effective tank damage as Sniper. Those 800 credits would be much better used for either resistances, more ammo, damage, or literally any other rifle upgrade. But if your team is struggling that hard to do any tank damage, use the cleaners carbine and bushwacka combo.

Melees. Really doesn’t matter what you use. I just use the kukri for the insane crit rate the stupid thing has. But if you wanna live dangerously, use the bush wacka. You’re vulnerable to 20% more damage done to yourself when you have it equipped, but on the bright side, whenever you have mini crits, you now have guaranteed crits. So choose what you will.

UPGRADE PATHS
Scout Upgrades
There are two ways upgrade routes usually go when it comes to playing as Scout-

1. Upgrade resistances, jump height and movement speed, and sometimes get slow milk, depending on if giant Scouts are being the bane of your existence.

2. Upgrading the soda popper to the max before doing resistances.
The first option is generally used by new players who only want to focus on supporting the team. The second option is generally used for people who want to be invaluable. Both options are still just as viable as anything else, but being able to deal damage to tanks when the team can’t take it down is what ends up carrying most games. Support Scout, it being the first option, is still viable, but if you don’t think your team can handle the harder waves, play the second option. (It being Damage Scout.) You generally have so much overheal from collecting the money that it doesn’t even tend to matter what you play, for the most part. Even if you play bad, the mad milk is still extremely helpful for getting your health back up so you can retreat if things get hairy. Also, in 2 Cities and in Mecha Engine, you have just enough credits to max out blast, bullet, crit resistance, and your soda popper. In Mecha, depending on how much you spam canteens, you can have between 6500 to almost 8000 to mess around with come last wave.
Soldier Upgrades
The main upgrades you want to worry about as Soldier with the beggars bazooka and conch combo is:
1. Reload Speed
2. Damage
3. Ammo capacity
4. (If applicable) clip size
5. All resistances
In that order. Reload speed is especially important to do, because that’s how you get your damage out faster. You would otherwise for about 2 seconds to load in one rocket at a time. Imagine loading 14 rockets in a clip in the heat of a moment, and you don’t have reload speed. It would take you 28 seconds to load in all those rockets. Those 28 seconds could spell the death of you and your team.



The main upgrades you want to worry about as Soldier with the air strike and the parachute is:
Reload Speed
Damage
Firing Speed
Clip Size
All resistances
Every other upgrade is irrelevant, for the most part. You can get ammo capacity if you wanna have a triple burst of critical damage on giants and on tanks. (If your Medic isn’t already giving you their crits, that is.)

Also note that the first upgrade path doesn’t differ at all with the other two banners. If you have the credits to spend, you could definitely increase the duration of any banner. It’s especially worth doing during the early stages of the game when you have max damage and reload speed. Virtually always are able to have your banner ready for your tea
Pyro Upgrades
When using the Phlog/Gas combo, these are the upgrades you want to do. (Depending on your playstyle):
Aggressive:
1. Explode on ignite
2. Damage
3. Health on Kill
4. All Resistances
If you don’t want to be outed as a “Gayro” main, you’re gonna want to upgrade your resistances as quickly as possible. Nothing says competent like someone who maxed out resistances and plays smart.



Passive:
1. Movement Speed
2. Jump Height
3. Explode on Ignite
4. Health on Kill
5. Damage
6. Ammo Capacity
7. Recharge rate
If you want to be dead more than half the game (more than likely) but still always have gas ready, do this.


When using the Phlog/Detonator combo, these are the upgrades you want to do:
1. Damage
2. Jump Height
3. Movement Speed
4. Health on Kill
5. All Resistances
6. Anything else you want
When you use the detonator properly, youre basically a bird. Flying around the map at mach 9, destroying every bot within your set POV.
Demoman Upgrades
When playing Demoman with the Scottish Resistance, these are the upgrades you want to do as soon as possible:
1. Damage
2. Reload Speed
3. Jump Height
4. Clip size
5. Any resistance that you can get your hands on

Anything else revolving around upgrading the Scottish Resistance doesn’t really matter that much. Running out of ammo? Just buy ammo canteens. Much more cost effective than just maxing out your sticky launcher. Also- don’t bother upgrading your primary or melee. You won’t have the credits to do so, if you want to be able to stay alive to delete any giant Medic/Soldier/Heavy duo. Or just any giants in general.
Heavy Upgrades
When using the Brass Beast, these are the upgrades you want to focus on:
1. Health on Kill
2. All resistances
3. Firing Speed
4. Ammo Capacity
5. Bullet Penetration

Doing the upgrades in this order is especially important, as you’re going to be in the robots face 99% of every encounter you find yourself in, as Heavy has the highest output he can when directly in front of every bot. Also can die really quickly, so it’s imperative to upgrade health on kill and resistances as quickly as possible. Also, you’re virtually an immovable tank when using the brass beast, so be careful in the early game.


When using the stock minigun, these are the main upgrades you want to focus on:
1. Health on Kill
2. Bullet Penetration
3. All resistances
4. Firing Speed
5. Ammo Capacity

It’s only different because you’re more freely able to move around if things get out of control. More movement also means less time having to wait for the Brass Beast to unrev.
Engineer Upgrades
When using the Rescue Ranger and stock wrench, these are the upgrades you want to worry about:
1. Dispenser Range
2. 2 way
3. Sentry Firing Speed
4. Metal Capacity
5. Building Health
6. Swing Speed (kind of an irrelevant upgrade, in the grand scheme of things, but it has its uses.)
7. Any resistances you can get your hands on

It’s imperative you get Dispenser Range and 2 way first. Doesn’t matter what mission it is. (For the most part. Only time it won’t matter is on Decoy.) If you don’t get dispenser range maxed out as soon as physically possible, then you may as well kiss it good bye, as it’s going to die within the first few seconds of every wave starting.



When using the Widowmaker and Eureka Effect, these are the upgrades you want to worry about:
Firing Speed
1. Dispenser Range
2. 2 Way
3. Building Health
4. Sentry Firing Speed
5. Metal Capacity
6. Any resistances you can get your hands on

Use the Widowmaker and Eureka Effect if you intend on helping the team deal with tanks. Best way to use that combination. You can return to spawn after about 3 seconds of hitting your R key and pressing the 1 key, and then buy crit canteens as the Scout collects the money, allowing you to keep damaging the tank.
Medic Upgrades
There are two paths to take when it comes to playing Medic, and here they are:


Passive:
1. Uber duration
2. Healing Mastery
3. Shield
4. Overheal Expert
5. Ubercharge rate
6. Movement Speed and Jump Height
7. Whatever else you want

A lot of players do this, and it’s obvious as to the reason why- Having so much healing out at once and a really long uber charge is amazing for a lot of people.



Aggressive:
1. Canteen Specialist
2. All movement and resistance upgrades
3. Swing Speed
4. Crit canteens and/or uber canteens. (Depending on requests from team.)

This is by far the most optimal way to play Medic. Why spend 750 credits on uber duration, when you can spend 600 and 70 or 45 (depending on if your team needs uber or crit canteens) on canteens and still have the same effect? You could still get uber duration if you have the extra credits to spend, but otherwise, it’s a useless upgrade.
Sniper Upgrades
This is what you need to upgrade when you play Sniper:
1. Reload Speed
2. Explosive Headshot
3. Damage
4. Charge Rate
5. Ammo Capacity
6. Any resistances you can get your hands on

This may differ slightly depending on what tour you’re playing, and the map, but generally, these are the most important upgrades to do.
Spy Upgrades
When using the Big Earner or stock/Dead Ringer combo, these are the upgrades to get:
1. Attack Speed
2. Armour Penetration
3. Health on Kill
4. All resistances and movement upgrades

It’s imperative that you do these, as Spy will be unable to do anything without these upgrades. Not even be able to tank enough damage to live for most of the game, even with the Dead Ringer, if you don’t max out your resistances. It won’t be as important if you’re using the Kunai, but for the other knives? Highly important.



When using the Kunai/Dead Ringer combo, these are the upgrades to get:
1. Attack Speed
2. Armour Penetration
3. All resistances and movement

With the Kunai, you don’t really ever have to worry about losing a lot of heath, as the kunai gives you health back on backstab, anyway. Also a great getaway tool for when you get a backstab that gives you enough overheal to get out if ♥♥♥♥ hits the fan. Also- you could theoretically get a tick of sapper power, but generally getting backstabs aren’t too big of an issue.
MISSION/TOUR SPECIFIC STRATIGIES.
On final wave of Broken Parts, as a Medic, there are two medi guns you can use. If there’s a Spy wanting to be pocketed, use stock. If you pop your uber on the Spy, the giant will focus you, so be careful when you’re being jostled around. If there’s a Heavy that wants to be pocketed, use the quick fix. Quick fix makes it so that you and your patient cannot be jostled around by the giant Soldiers rockets


On final wave of Bone Shaker, get someone on your team to go Spy, as it’s the easiest (as well as the most efficient) way of offing the Heavy bot due to it having the fists of steel. If that fails, either a 6 stack of brass beast Heavies with crit canteens or a 6 stack of beggars bazooka Soldiers with crit canteens are also viable.



On Bigrock in general, the best places to leave your buildings as Engineer are by the little rock with the fence on it that’s just outside the robots spawn, with the tele on that rock, and the dispenser right behind the rock, and your sentry placed either on the corner that leads out of the cave, or on the right side of the same rock where you dropped your dispenser and teleporter, and on the main large rock where the Sniper would usually stand. Dispenser by his feet on the right side of the rock (so that the dispenser is protected due to the fencing being there) and the teleporter moved onto the smaller rock beside where the Sniper usually stands.


On Mannhatten, there’s a “God Spot” you can use if there’s a good Sniper on your team. There are some barrels on the right-most side that you can drop your teleporter on, and as soon the Sniper comes through the teleporter, he’s now literally invisible to the bots. But keep in mind he can still be shot at if someone who hadn’t taken the teleporter stands in his way.

There's also a “God Spot” on Rottenburg. On the right, there’s a giant rock that most Engineers drop their sentries on to remove most of the danger that appears from the right side. Instead of dropping the sentry there, you can instead drop the teleporter and give your Sniper invisibility, and visibility over the entire area.

On Decoy, there are a lot of super Scouts. But if you wanna save your team the hassle of having to chase after them, drop your sentry slightly above the right walls corner, pretty much making the Scouts movement impossible to proceed.

Wave 2 Metro Malice is a pain in the ass with the Spy spam in the beginning. There’re two things you can do if you want to help your team be rid of them; You can stand on the boxes that’re beside the gas tanker as any class (best option are Heavy and Soldier) and kill them that way, or if you’re a Sniper or Engineer, if you move towards the grinder, you can see two pillars rising on either side of the grinder. If you move up the slope beside it and jump down onto the pillar, the Spies would come to you and kill themselves with the grinder. Be careful, though. Move too far to the right, and you’re mince meat.


Airstrike can give the most burst damage to a tank if these 2 conditions are met
A) Ammo canteens

B) med crit


During any mission related to Decoy, there is a Godspot where the Sniper would stand on top of the building in the very middle of the map. If you had a Medic, you would kill bind after being on top of the little elevated slabs of the roof of the building, the Medic reviving you. Afterwards, if you had a cooperative Engie who would give you the dispenser, you now have no reason to go down (unless you needed upgrades, in which case, just repeat the process.)

On Mannslaughter, there is a spot where you can avoid sentry busters via a remote detonation, which can be seen here:

In order to achieve this, you only need to sentry jump (via the wrangler) up on top of the rock seen in that image.
General etiquette
Here’re some tips you should always follow if you don’t want to be kicked from every lobby you join:

1. Do not ever airblast (it will ♥♥♥♥ over everyones aim and ruin the experience for many others)

2. Do not ever buy knock back rage. You will reduce your potential output by over 50% and you can and will ruin your teammates plans more than you will help them.

3. Always read the chat if you’re being spoken to.

4. Listen to what high tours ask of you without complaining and acknowledge the fact that they will know more than you.

5. If they ask you to switch off a class (i.e. there are duplicates of a class or an unnecessary class pick), oblige. Chances are, because you swapped to the class they asked of you, you’ll be one of the reasons why a wave and even a lobby would become successful.

6. Do not use the Force of Nature for the same reason as with airblasting. It was ♥♥♥♥ over everyones aim. If you still want to use something like it, then use the older and much more viable brother, the Soda Popper.

7. Otherwise, be kind and courteous.
2 Cities team comps
Now as for team compositions, here’s what you should have, for the most part, in 2 Cities
1. Scout
2. Demo (for Empire Escalation)
3. Medic (for Empire Escalation)
4. Engineer
5. Soldier (For Bavarian Botbash)
6. Heavy (Metro Malice and Empire Escalation. Can run them in the Rottenburg missions, but it is not recommended in the early game)
Mecha Engine most important classes
Here’s the team composition you need in Mecha:
1. Scout
2. Engineer
3. Sniper

Yes, you really only need those 3 classes in all the maps for Mecha Engine. Especially for the Bigrock missions, Engineer and Sniper can duo them with no issue. Scout’s just there to pick up whatever money is left behind, and the Engie kills the tanks whilst the Sniper deals with the bots (if the $ sign by the credit pile was green, that means that you need to pick that up. If it’s red, then that means you don’t have to pick it up).



Also note that Scout should also be helping the Engie kill the tanks.
Mecha Engine Disintegration team comp
For Mecha Engine Disintegration, it’s incredibly scuffed to run with just those 3- need a lot of skill to be able to pull it off, but if you can’t, here’s the best set up to run it.
1. Scout
2. Engineer
3. Spy (Wave 3 only)
4. Heavy
5. Two Pyros
Misc things [WIP]
Random Crit Manipulation (RCM): You kill a small group of robots with your main weapon to increase your crit chance, and swap to your melee and you will have a much higher crit chance than normal.

Rug pulls (a.k.a Phlog Cancelling): If you stand on the edge of a tank or a robots head (big or small) and charge your "mmph" meter (M2), you will get 2 seconds of uber charge + those 2 seconds of crits on top of what you usually get.

Remote Detonation: A term used for eliminating Sentry Busters before they're able to approach your sentry gun or your team via select areas in their respective maps.
MISSION SPECIFIC GUIDE: 2C [WIP]
Empire Escalation:
Giant armoured Sandman Scout on the main grounds, and another from the catwalk on the top of the map, giant Pyro/Medic combos and Giant normal Scouts on main grounds, rapid fire crit demos appearing first from the catwalk, and then the main grounds. 2 giant huo-long heater Heavies appearing from the catwalk, 2 giant huo-long heater Heavies appearing from the main ground with uber Medics, 3 giant normal Scouts appearing from the catwalk, and then every other giant robot in the mission appearing downstairs.

Rapid-fire Demomen and huntsmen Snipers on the catwalk. During wave 3, Engineers teleport in behind the team; appearing near the stair case leading up to the Point A, near the ramp leading up to the elevated platform leading up to the catwalk, under the grating by the ramp leading to the elevated platform, and by the silo towards the very front.



Metro Malice:

Normal Scouts appear on main grounds, followed by 4 giant demoknights, followed by 3 more on catwalk, followed by 2 giant Soldiers, and then followed by 2 giant crit soldiers with uber medics on the main grounds. Medium crit fist of steel Heavies on catwalk, Giant crit Pyros on main grounds, small battalion soldiers on catwalk, small demos appear from both catwalk and main grounds interchangeably. Giant armoured Scouts appearing from main grounds, medium Scout appearing from catwalk with conch soldiers, everything else appears on main grounds. Critical F.A.N Scouts on top, giant medium Scouts top, giant boss critical rapid fire soldier on main grounds, giant heavies with quick fix medics with small battalion soldiers on main grounds, followed by 3 crit rapid fire giant soldiers on catwalk. Boss giant liberty launcher soldier on main grounds, Medium fist of steel crit Heavies on catwalk, all other bots appearing on main grounds. Medium fist of steel heavies come from catwalk and main grounds interchangeably with giant crit rapid fire Soldiers on the main grounds, giant Pyros appear on catwalk, and every other main robot appears on main grounds.
Dealing with Aggro [WIP]