Team Fortress 2

Team Fortress 2

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Guide to Wave 666!
By Coffee
In this guide, I will show you how I personally beat wave 666 first try twice, down to loadouts, team setup, and communication!
   
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Introduction!
Have you ever thought to yourself, "Oh, gee! I really want to beat wave 666 but my team isn't being productive!" Well fear not! I'm here to share with you how to beat wave 666 back into the past and into the future again! Without further ado, let's get started!

NOTE: This is my opinion and experience put down on a steam guide. If your opinion or experience contradicts mine, let me know!
Section 1: Communication.
Communication is one of the main keys to success in wave 666. Take your time to know the different sub-waves in their sequence! This is vital to being able to beat wave 666, as even knowing two different sub-waves next to eachother can be astronomically useful, especially to those who don't know the subwave order.

Additionally,having atleast two people with a good microphone can mean the difference between a won and a lost match. I get there are squeakers out there,
but if you don't want to deal with them,
there's a mute button.
Section 2: Kicking and such.
Not gonna lie, I do use votekick in MVM quite a bit. But it's for a good reason! Giving a certain player the boot can be a way to ensure a victory. This does NOT mean kick anybody for anything. A votekick should be administered if the following occurs:

1. Target is A.F.K. for an extensive period of time

2. Target it being generally toxic to the team (i.e. Biggotry, Racism, or anything along those lines {This I use more for personal reasons}

3. Target has initiated a false votekick.
Now, what do I mean by false votekick? Well, it's how I describe someone using votekick for no darn diddly reason, such as;

1a) Target of F.V.K. is simply a squeaker (REFER TO SECTION 1 FOR WHY)

2a) Target of F.V.K. is doing something wacky and original (Say, bison or demonight {It's wave 666, we can afford some fun.})

and

3a) Target of F.V.K. had righteously called a votekick on someone who deserved it and the initiator of the F.V.K. got mad.



Remember to keep these in mind!
Section 3: TEAM COMPOSITION
Alright, now we come to the fun part.

There are countless upon countless variables for this section, so I'm going to go with what works for ME. It may seem silly, but I've won wave 666 first try with this team lineup.

My magical team lineup is: (INITIATE DRUMMROLL.CFG)

4 soldiers, 1 heavy, and 1 engineer!

Yeah, that first one may come as a suprize to some, but hear me out. I've gotten some good arguments about this, such as "Why no sniper?" or "Why no medic?" or "Why no pyro?"

The soldiers decide who is going to run what banner. There should be 1 of each banner + a wild card banner (Or Bison.) The battalion's crit resistance is CRUCIAL to wave 666, as almost every sonofagun on that field has crits and wants to seriously harm you with them. The Buff Banner is MVM meta, so it's pretty easy to see why I put it here. For those who don't know, it gives minicrits, which is very useful. The conch is your "Medic" for this lineup, as dispensers don't have wheels! The wild card could play another class that would help, such as Pyro or medic.

The heavy helps with the Giants and most of the light infantry (i.e. scouts, bowmen, demoknights, and POSSIBLY pyros)

The engineer provides health, ammo, transportation, and Scent Trees for his team. The only issues with Engi is what I call the three deadly S's. Spam, Spies, and SentryBusters. Sentrybusters are relatively easy to counter, just let them start their detonate sequence and run (Trust me, you have enough time to run out of the radius!) Spam can be minigated with the use of the wrangler and a good team coordiation.

(POST-JUNGLE INFERNO EDIT!) I've since changed my opinion on the team composition section.
3 soldiers, engi, heavy, and a PYRO. Sweet mother of Alabama, the gas passer is wicked good for this wave.

And then, there is the spies.

OH SWEET MOTHER OF BACON, THE SPIES.

The spies are PLENTIFUL in wave 666. What's more, they come in huge groups (Somewhere near 20 at any given moment!)

Which is why they get their own section.
Section 4: SPIES.
Alright, the worst thing in wave 666, in my humble opinion, is the spy rushes.

The spies come in large waves, usually during a time when a tank or other big robot invasion is coming.

They act very obviously, giving them away (especially since they tend to group up near chokes and pickups NEAR THE HATCH.) But for what they lack in wits, they can easly make up for in numbers.
You could be swarmed by hundreds of robotic frenchmen trying to shank you with a teensy knife! Oh, the humanity! But enough focus and copious amounts of turning around can aid in you being able to deal with them! Soldiers are your best bet for dealing with the spies, as the blast radius from the rockets can easily wipe a spy squadrant. And besides, free banner charge!

Still, spies are your greatest enemy in this mode by far.
Section 5: Mindset!
An oddly overlooked portion of 666 guides I see are the mindset you should have!

You need to reassure yourself that you are better than those money-fueled piles of scrap!
Tell yourself that you CAN beat this wave!
Reassure your teammates that they can do it!
Realize it may take a few tries, but it will happen!

tl;dr: Stay positive and bold! Enforce a hopeful mood on your team!


Sidenote: Don't get too cocky with this "Win More" mood. I've overextended WAAAAAAAAAAAAAAAAAAAAAAAY too many times because of it. Remember to keep it in check!
Section 6: LOADOUTS / UPGRADES.
Due to popular demand, I'll cover this.

Scout: Soda popper (To draw aggro), Mad milk (To slow and act as a makeshift medic), and the Fan o' War (For minicrits). Remember to collect the xxx_Sick_Monies_xxx.

Soldier: There's two types that I'll go over.

1: Black box (Self heal!) + ANY Banner (They're all useful.) + Disciplinary action (For speedboosting teammates)

2: Base Jumper airstrike soldiers from hell. Yes, there is huge damage with this one, but less team support.

Pyro: Phlogistinator or Stock (Depends on preference) + Powerjack (To run fast)

You may be wondering, "Why didn't inclue the seconda-"
GAS PASSER. EXPLODE ON IGNITE. PROFIT.

Demo: Any primary will do except the loose cannon + Scottish resistance + Any of the swords (For increased melee range)

Heavy: Either Natascha (Slow down targets) or Brass beast (Damage buff) + Lunchbox (-Buffalo Steak) + G.R.U. [Remember to unequip near frontlines]

Engineer: Frontier Justice (Absurd amount of crits) or Rescue Ranger (Long range healing) + Wrangler (Increased fire rate + shield!) + The wrench can vary. I use stock though.

Medic: The Crusader's Crossbow (Long range healing) + Kritzkreig (Your team can buy their own ubers, damnit.) + Ubersaw (RISKY, but best option except for MAYBE the vitasaw.)

Sniper: Bazaar Bargain or Hitman's heatmaker [MUST GET EXPLOSIVE HEADSHOTS] + Jarate (for slowing enemies down and minicrits) + Shiv (To deal with spies.)

Spy: Now, I'm not really certified to say anything for spy, so you leave your suggestions for spy in the comments. Do, however, buff your knife BEFORE your revolver.

SPY SUGGESTION BY SCOUTFINGERS: L'etranger, more cloak since you shouldn't be doing damage with your revolver anyway, so damage downside doesn't matter. Stock knife for Damage Spy, just most reliable, no downsides. Kunai if you think you can handle the less health situation. Spy is more for Giant picks than individual bots. Big Earner for Money Spy since health loss isn't too bad and you get a speed boost. Helpful if you don't want to run a Scout. Stock sapper since Red-Tape Recorder is only useful on Engineer bots, which Wave 666 has none of. Dead Ringer since disguise works as cloak on bots anyways, so it's better to have a get-out-of-jail free card than to cloak behind them when disguise can already purpose.

SPY SUGGESTION BY SKULLCUTTER: for spy i would either prefer the stock knife(and reskins) or the big earner(if not able to get away on backstabs)And the revolver FFS USE THE DIAMONDBACK BECAUSE THE CRITS and use the stock sapper (and reskins)And use either the dead ringer or the c&d(if you feel the need)And i would use either the crit boosted canteen or the refill ammo.



REMEMBER BODY UPGRADES, They will save your life!
Fin.
Hope you enjoyed the guide! This was made after winning a 666 wave with the "4 soldier 1 heavy 1 engi" roster. Leave a comment with your suggestions and creative criticism so I can improve this guide!

Without further ado,

Ciao!
95 Comments
Coffee  [author] 6 Jan, 2021 @ 6:42pm 
Thanks. I made this a while back. Might make a redux.
Licemer 6 Jan, 2021 @ 6:48am 
well, this loadouts are great, but there are so many options too, like pyro mb take homowracker (cause powerjac 1% speed boost is not so useful on this small map? ) and engy need ubers to use frointer jostise effective but he need building upgrade for extra sutautions when tele and sentry are down, but still a noice guide. i rat 4 starz
Coffee  [author] 25 Jun, 2019 @ 9:05am 
Strong choice
MASHED POTATOES 25 Jun, 2019 @ 8:30am 
I'm setting the thumbnail as my spray
Kazuichiso 28 Feb, 2018 @ 4:12am 
awsdawsda
beee 22 Jan, 2018 @ 6:23pm 
for the spies during tanks you can just stand on top of the tanks
orokpetrus 22 Jan, 2018 @ 4:14am 
it helped me so much
Alderion 22 Jan, 2018 @ 2:33am 
I try playing engi or even demo at times on MvM but i keep getting rapped by the robot french shankers horde.
rui 21 Jan, 2018 @ 6:35pm 
make it 3 soldier, 1 pyro, 1 heavy, and 1 engineer. Pyro is good for defending the bomb, killing light infantry fast.
HenryKrinkle 21 Jan, 2018 @ 2:13pm 
That's because that pic is really old