Team Fortress 2

Team Fortress 2

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Random MvM Wave Ideas
By Okami Tomato
I got bored and started coming up with ideas for whole MvM missions for no apparent reason. I have used a load of tables to save you guys from having to look at bad Gmod screenshots or jumbles of text.
   
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-=Mission Set: Operation Termination=-
Difficulty: Expert
Missions: 6
Mission
Map
Waves
Mannhunt
Mannworks
6
Malfunction
Coaltown
4
Bigrock Bringdown
Bigrock
8
The Gauntlet
Decoy
8
Meltdown
Mannhattan
7
Deactivation
Rottenburg
5

Extra Information:
-Named this way since it's a clever rhyme more than anything
-Mission set is joint as the longest mission set with Oil Spill and Steel Trap
-Only mission set to contain all 6 MvM maps in a tour (Excluding Ghost Town)
Mission: Mannhunt (Part 1)
Map: Mannworks
Waves: 6
Starting credits: 800

Wave 1:
Robot
Amount
Soldier (Giant) (Crits)
3
Scout (Crits)
18
Pyro (Crits)
50
Spy
Support

Robot
Health
Weapon
Buffs
Scout
125
Scattergun
Crits, Increased firing speed
Giant Charged Soldier
4000
Original
Crits, Slow movement speed, Slow rockets, Slow firing speed
6 scouts will come out surrounding the charged soldiers. This happens 3 times before the next part of the wave starts

Robot
Health
Weapon
Buffs
Pyro
175
Flamethrower
Crits, Increased movement speed
Spies
125
Revolver, Sapper, Knife, Invis Watch
Infinite Cloak
The pyros will keep coming in groups of 5 while 5 spies spawn in as support

Wave 2:
Robot
Amount
Steel Gauntlet (Crits)
40
Medic
16
Soldier (Crits)
24
Pyro (Crits)
Support

Robot
Health
Weapon
Buffs
Steel Gauntlet
850
Fists of Steel
Increased health, Crit boosted
Medic
150
Syringe Gun, Quick-Fix
Increased heal rate, Cannot uber
Direct Crit
200
Direct Hit
Crit boosted
16 steel gauntlets, each with their own quick-fix medics, will all come out at similar times to eachother, giving very little time before they're all out. However, as they come out crit boosted direct hit soldiers will also come out, making it even harder to stop them all.

Robot
Health
Weapon
Buffs
Steel Gauntlet
850
Fists of Steel
Increased health, Crit boosted
Pyro Pusher
175
Scorch Shot
Crit boosted, Increased firing speed, Increased reload speed
Now 3 groups of 8 steel gauntlets will come out at seperate times, only being seperated by small waves of crit-boosted scorch shot pyros that can be fairly hard to stop due to their knockback and increased firing and reload speeds.

Wave 3:
Robot
Amount
Tank
1
Sandman Scout (Giant)
8
Bonk! Scout (Giant)
8
Super Scout (Giant)
8
Force-A-Nature Scout (Giant) (Crit)
8
Battalion's Soldier(Crit)
40
Conch Soldier (Giant) (Crit)
4

Robot
Health
Weapon
Buffs
Armoured Sandman Scout
3000
Sandman
Increased health, Increased recharge rate
Giant Bonk! Scout
1250
Bonk!, Bat
Increased recharge rate
Super Scout
1250
Holy Mackarel
Increased movement speed
Force-A-Nature Super Scout
1250
Bonk!, Bat
Increased knockback, Increased firing speed, Increased movement speed, Crit boosted
The first part of the wave consists of 4 small waves, each consisting of 2 of each type of giant scout: Bonk!, FaN, Super and Armoured Sandman. This means each group of 8 has robots that are fast, can become immune to damage, can deal high damage and knockback or can deal rapid stuns.

Robot
Health
Weapon
Buffs
Tank
30,000
-None-
Very high health
Battalion's Soldier
220
Rocket Launcher, Battalion's Backup
Increased health, Increased banner duration, Instantly sets off banner, Crit boosted
Giant Concheror Soldier
3000
Rocket Launcher, Concheror
Increased health, Increased banner duration, Instantly sets off banner, Crit boosted
This part of the wave is very annoying to deal with. The tank will come out first, boasting an impressive 30,000 health. After the tank has been past the barrier for 30 seconds the soldiers will begin spawning, regardless of how damaged the tank is. The soldiers are a much bigger threat than the tank, though having people to deal with the tank seperately is helpful. The soldiers will come in 4 groups with 10 battalions soldiers and a giant concheror soldier in every group. The combination of heal-on-damage and the increased defences make them very hard to heal with without some kind of invulnerability to stop them healing. Once the tank and the 4 groups of soldiers are dealt with the wave ends.

Wave 4:
Robot
Amount
Heal-on-Kill Deflector (Giant) (Crits)
5
Medic (Giant)
15
Scout (Giant) (Crit)
12
Demoman (Giant)
20
Soldier (Crit)
80
Mission: Mannhunt (Part 2)
Robot
Health
Weapon
Buffs
Super Scout
1,250
Holy Mackarel
Increased movement speed, Crit boosted
The wave starts with 3 waves of 4 super scouts. If they catch you off-guard it could very quickly cost you the wave. However, with some pre-round knowledge this shouldn't be too hard to stop.

Robot
Health
Weapon
Buffs
Giant Rapid-Fire Demoman
2500
Grenade Launcher
Increased health, Increased firing and reload
Soldier
200
Rocket Launcher
Crit boosted
5 groups of 10 soldiers and 4 giant rapid-fire demomen will come out just as the final super scouts come out. They can be quite hard to stop if you ended up pushed back by the super scouts at all due to their large numbers, high DPS and constant assault.

Robot
Health
Weapon
Buffs
Giant Heal-on-Kill Deflector
6000
Deflector
Increased health, Crit boosted, Deflector, Heal-on-Kill
Giant Medic
3000
Blutsauger, Quick-Fix
Increased health, Regeneration
Soldier
200
Rocket Launcher
Crit boosted
This is the last part of the wave, though it is also the hardest. 5 groups consisting of 6 crit-boosted soldiers, 3 giant medics and a giant heal-on-kill deflectors will come out with very little breaks in-between. The medics will all pocket the deflectors with the soldiers acting as a bit of extra damage and cannon fodder.

Wave 5:
Robot
Amount
Tank
4
Heavy (Giant) (Crit)
4
Demoman (Giant) (Crit)
4
Demoknight (Giant) (Crit)
4
Soldier (Giant) (Crit)
4

Robot
Health
Weapon
Buffs
Tank
17,500
-None-
Very high health
Giant Demoknight
3000
Chargin' Targe, Eyelander
Increased health, Increased charge recharge, Crit boosted
The first tank comes out with some giant crit-boosted demoknights

Robot
Health
Weapon
Buffs
Tank
20,000
-None-
Very high health
Giant Rapid-Fire Demoman
3000
Grenade Launcher
Increased health, Increased firing and reload, Crit boosted
The second tank comes out after the destruction of the first tank, meaning it's best to deal with the demoknights first to stop being teamed-up on as much. The 4 demos all come out with it.

Robot
Health
Weapon
Buffs
Tank
20,000
-None-
Very high health
Giant Rapid-Fire Soldier
4000
Rocket Launcher
Increased health, Increased firing and reload, Crit boosted
The third tank comes out after the 2nd's destruction, this time coming out with 4 crit-boosted rapid-fire soldiers.

Robot
Health
Weapon
Buffs
Tank
20,000
-None-
Very high health
Giant Deflector Heavy
6000
Chargin' Targe, Eyelander
Increased health, Crit boosted
The final tank comes out with 4 crit-boosted deflectors, making it hard to stop. If you've been pushed back this sub-wave might be almost impossible to stop.

Wave 6:
Robot
Amount
Tank
3
Heavy (Giant) (Crit)
5
Soldier (Giant) (Crit)
5
Concheror Soldier (Giant)
3
Buff Banner Soldier (Giant)
3
Battalion's Soldier (Giant)
3
Steel Gauntlet
25
Uber Medic
55
Medic
50
Soldier (Crit)
100
Pyro (Crit)
50

Robot
Health
Weapon
Buffs
Tank
17,500
-None-
Very high health
The 3 tanks come out simaltaneously and as soon as they are all defeated the wave continues.

Robot
Health
Weapon
Buffs
Giant Conch Soldier
3000
Rocket Launcher, Concheror
Increased health, Increased banner duration, Sets off buff instantly
Giant Buff Soldier
3000
Rocket Launcher, Buff Banner
Increased health, Increased banner duration, Sets off buff instantly
Giant Battalion's Soldier
3000
Rocket Launcher, Battalion's Backup
Increased health, Increased banner duration, Sets off buff instantly
3 groups of 3 soldiers come out now, 1 of each per group. The groups have almost no gaps inbetween spawning.

Robot
Health
Weapon
Buffs
Giant Charged Soldier
3000
Original
Increased health, Slower projectiles and firing speed, Crit boosted
Uber Medic
150
Syringe Gun, Medi-Gun
100% Uber
Direct Crit
200
Direct Hit
Crit boosted, Increased damage, Increased firing and reload speeds
Mission: Mannhunt (Part 3)
This sub-wave has 5 groups come out, each made of a charged soldier, 3 uber medics and 10 direct crit soldiers each. The 5 charged soldiers all have 3 uber medics pocketing them while the direct crit soldiers all have buffs and are there to deal with sentries and deflector heavies.

Robot
Health
Weapon
Buffs
Steel Gauntlet
850
Fists of Steel
Crit boosted, Increased health
Quick-Fix Medic
150
Syringe Gun, Quick-Fix
Increased heal rate
Pyro
175
Flamethrower
Crit boosted
5 waves of 5 pyros, 5 steel gauntlets and 10 quick-fix medics. 2 quick-fix medics pocket each steel gauntlet, making this sub-wave fairly hard to stop.

Robot
Health
Weapon
Buffs
Giant Deflector Heavy
6000
Deflector
Crit boosted, Increased health, Increased damage
Uber Medic
175
Syringe Gun, Medi-Gun
Increased heal rate
Direct Crit
200
Direct Hit
Crit boosted, Increased damage
Pyro
175
Flamethrower
Crit boosted
5 groups of 1 crit boosted deflector, 8 uber medics, 10 direct crit soldiers and 5 crit-boosted pyros come out to end the mission. This wave is very hard to stop due to the numbers and their overall damage output as well as their coverage of almost any foe.
Mission: Malfunction (Part 1)
Map: Coaltown
Waves: 4
Credits: $500

Wave 1
Robot
Amount
Scout (Giant)
4
Scout
Support

Robot
Health
Weapon
Buffs
Armoured Sandman Scout
3000
Sandman
Increased health, Increased recharge speed
Scout
125
Scattergun
Increased firing speed
This whole wave happens in 1 very difficult sub-wave. 4 armoured sandman scouts will come out with 8 second gaps inbetween. Scouts spawn constantly and can be annoyances due to their numbers.

Wave 2
Robot
Amount
Heavy (Giant) (Crits)
8
Heavy (Crits)
40
Heavy
Support
Scout
Support
Sniper
Support
Spy
Support

Robot
Health
Weapon
Buffs
Heavy
300
Minigun
Crit boosted
Heavyweight Champ
300
Killing Gloves of Boxing
Scout
125
Scattergun
4 groups of 4 crit-boosted heavies come out at the start of wave 2 with constant support robots spawning in. Luckily the only supports that come out currently are scouts and heavyweight champs and so are not too dangerous.

Robot
Health
Weapon
Buffs
Giant Heavyweight Champ
3000
Killing Gloves of Boxing
Crit boosted, Increased damage
Heavy
300
Minigun
Crit boosted
Heavyweight Champ
300
Killing Gloves of Boxing
Scout
125
Scattergun
Sniper
125
Sniper Rifle, Kukri
Spy
125
Revolver, Sapper, Knife, Invis Watch
Infinite cloak
The 4 groups that appear now are 6 crit-boosted heavies and 2 giant crit-boosted heavyweight champions each. Now the support consists of normal heavies, scouts, snipers and spies, making this part of the wave much harder to defend against. The giant heavyweights also deal ~293 damage per hit, making them almost a guarenteed 1-shot.

Wave 3
Robot
Amount
Huntsman (Giant) (Crits)
10
Medic (Giant)
10
Black Box (Giant) (Crits)
18
Huo-Long Heavy (Giant) (Crits)
5
Force-A-Nature Super Scout (Giant) (Crits)
12
Uber Medic
64
Black Box (Crits)
30
Engineer
Support
Spy
Support

Robot
Health
Weapon
Buffs
Black Box
300
Black Box, Concheror
Crit boosted, Increased health, Increased buff duration, Starts buff instantly
Engineer
500
Shotgun, Pistol, Wrench, PDA
Increased health, Teleports in
30 conch-box soldiers come out rapidly at the start of the wave, all with crits and conch buffs. They will also come out with the help of 3 engineers that spawn in very quickly in various places.

Robot
Health
Weapon
Buffs
Giant Rapid-Fire Huntsman
2000
Huntsman
Crit boosted, Increased firing and reload speed, Penetrating projectiles
Giant Medic
2000
Syringe Gun, Medi-Gun
Increased health, Increased heal rate
Spy
125
Revolver, Sapper, Knife, Invis Watch
Infinite cloak
Giant medics with buffed-up giant bowmen come out in groups of 2 each with 5 second gaps inbetween. Spies also spawn, meaning you can get 1-shotted from the front or from behind if unready.

Robot
Health
Weapon
Buffs
Giant Huo-Long Heavy
4500
Huo-Long Heater
Crit boosted, Increased damage
Force-A-Nature Super Scout
1750
Force-A-Nature
Increased health, Crit boosted
Uber Medic
200
Syringe Gun, Medi-Gun
Increased health, 100% Uber
Engineer
500
Shotgun, Pistol, Wrench, PDA
Increased health
This part of the wave is possibly the hardest part. 12 FaN super scouts come out, each with 2 uber medics each, as well as 5 huo-long heavies with 8 uber medics each. Only the individual giants and their medics come out at the same time, but other robots often follow seconds later. A few engineers will also come out with them, but they luckily don't teleport in.

Robot
Health
Weapon
Buffs
Giant Black Box Soldier
2000
Black Box
Crit boosted, Increased heal-on-damage
6 groups of 3 crit-boosted black box soldiers come out. Each one fires rockets that heal 500 health per rocket on hit, making them hard to stop without invulnerability or dodging due to the rapid healing.
Mission: Malfunction (Part 2)
Wave 4
Robot
Amount
Engineer (Giant) (Crit)
1
Soldier (Giant) (Crit)
Support
Huo-Long Heavy (Giant) (Crit)
Support
Deflector Heavy (Giant) (Crit)
Support
Heal-on-Kill Deflector Heavy (Giant) (Crit)
Support
Demoknight (Giant) (Crit)
Support
Demoman (Giant) (Crit)
Support
Super Scout (Giant) (Crit)
Support
Sandman Scout (Giant) (Crit)
Support

Robot
Health
Weapon
Buffs
Revengineer
60,000
Eureka Effect
Increased health, Summons support to it's location on taunt, moves at 33% speed, Regenerates health
This is the boss robot for this wave. It moves slower than any other robot excluding tanks. It's main ability is that, upon performing the eureka effect taunt, it will summon 2-3 support robots to it's location, making it harder to take down.

Possible Summons:
Robot
Health
Weapon
Buffs
Super Scout
1250
Holy Mackarel
Increased movement speed, Crit boosted
Armoured Sandman Scout
3000
Sandman
Increased health, Increased recharge speed, Crit boosted
Giant Soldier
3000
Rocket Launcher
Crit boosted, Increased health
Giant Burst-Fire Soldier
2000
Rocket Launcher
Crit boosted, Increased firing and reload speed
Giant Rapid-Fire Soldier
2000
Rocket Launcher
Crit boosted, Increased firing and reload speed
Giant Demoman
2000
Grenade Launcher
Crit boosted, Increased health
Giant Rapid-Fire Demoman
1750
Grenade Launcher
Crit boosted, Increased firing and reload speed
Giant Burst-Fire Demoman
1750
Grenade Launcher
Crit boosted, Increased firing and reload speed
Giant Demoknight
2500
Chargin' Targe, Eyelander
Crit boosted, Increased charge recharge, Increased health
Giant Huo-Long Heavy
6000
Huo-Long Heater
Crit boosted, Increased health
Giant Deflector Heavy
3000
Deflector
Crit boosted, Increased damage, Deflector
Giant Heal-on-Kill Deflector
4500
Deflector
Crit boosted, Increased health, Increased damage, Deflector, Heal-on-kill
You don't have to defeat them but it is suggested to since the engie will often pass the bomb to them, especially super scouts. As soon as the engie is defeated the mission ends.
Mission: Bigrock Bringdown (Part 1)
Map: Bigrock
Waves: 8
Credits: $750

Wave 1
Robot
Amount
Soldier (Giant)
1
Scout
Support
Sniper
Support

Robot
Health
Weapon
Buffs
Giant Crit Soldier
20,000
Original
Increased health, Health bar, Crit boosted, Increased firing and reload speed
Scout
125
Scattergun
Sydney Sniper
125
Sydney Sleeper, Jarate, Bushwacka
Increased charge rate
This whole mission is boss waves only, making it quite fun. This wave has a single soldier robot that works like a burst-fire soldier. Scouts and sydney snipers spawn frequently throughout the wave.

Wave 2
Robot
Amount
Heavy (Giant)
1
Spy
Support
Sniper
Support

Robot
Health
Weapon
Buffs
Chief Huo Long
32,500
Huo-Long Heater
Increased health, Health bar, Increased damage, Health regen
Spy
125
Revolver, Sapper, Knife, Invis Watch
Sniper
125
Sniper Rifle, Kukri
Cannot headshot
The 2nd boss of the mission is a giant huo-long heavy with constant assistance from the steady flow of snipers and spies that keep coming out throughout the wave.

Wave 3
Robot
Amount
Demoman (Giant) (Crit)
1
Medic (Giant)
1
Scout
Support
Spy
Support

Robot
Health
Weapon
Buffs
Captain Demoman
30,000
Grenade Launcher
Increased health, Health bar, Crit boosted, Increased damage, Increased firing and reload, Health regen
Elite Medic
18,500
Syringe Gun, Quick-Fix
Increased health, Health bar, Increased heal rate, Cannot uber
Scout
125
Scattergun
Spy
125
Revolver, Sapper, Knife, Invis Watch
The medic and demo combo makes up the third boss of the wave. The medic's healing makes the demoman unstoppable while the medic is alive while the demoman is very protective of the medic. The medic luckily cannot uber and so you just need to keep dealing damage. Spies and scouts spawn constantly throughout the wave.

Wave 4
Robot
Amount
Shotgun Heavy (Giant) (Crit)
1
Heavy (Crit)
Support
Heavyweight
Support
Shotgun Heavy
Support
Steel Gauntlet
Support

Robot
Health
Weapon
Buffs
Captain Shotgun
50,000
Shotgun
Increased health, Health bar, Crit boosted, Increased damage, Increased pellets per shot, Health regen
Steel Gauntlet
750
Fists of Steel
Increased health
Shotgun Heavy
300
Shotgun
Heavy
300
Minigun
Crit boosted
Heavyweight Champ
300
Killing Gloves of Boxing
This wave is all heavies. The boss is a giant shotgun heavy that, if it shoots you from point-blank, will almost definately 1-shot you even with max resistances due to the crits, damage increases and pellet increases. The support ranges from hard to kill to high damage, increasing the level of challenge for this wave.
Mission: Bigrock Bringdown (Part 2)
Wave 5
Robot
Amount
Soldier (Giant) (Crit)
1
Soldier
Support

Robot
Health
Weapon
Buffs
Burst-Fire Brigadier
40,000
Liberty Launcher
Increased health, Health bar, Crit boosted, Increased damage, Massively increased knockback, Health regen
Battalion's Soldier
200
Rocket Launcher, Battalion's Backup
Crit boosted, Full rage, Increased rage duration
Buff Soldier
200
Rocket Launcher, Buff Banner
Crit boosted, Full rage, Increased rage duration
Conch Soldier
200
Rocket Launcher, Concheror
Crit boosted, Full rage, Increased rage duration
The 5th wave continues ramping up the difficulty, this time having a boss that works like the mannhattan bosses, though with support. The soldiers supporting him all have banners and spawn frequently, the battalion's being the most annoying since the defence applies to the boss as well, so always stay on-top of dealing with the support. The boss itself can send you flying back to spawn in 1 barrage if it catches you.

Wave 6
Robot
Amount
Soldier (Giant) (Crit)
1
Demoman (Giant) (Crit)
1
Sniper
Support
Spy
Support

Robot
Health
Weapon
Buffs
Sir Nukesalot
28,500
Loose Cannon
Increased health, Health bar, Crit boosted, Massively increased damage, Health regen
Chief Blast Soldier
28,500
Liberty Launcher
Increased health, Health bar, Crit boosted, Increased damage, Massively increased knockback, Health regen
Sniper
125
Sniper Rifle, Kukri
Spy
125
Revolver, Sapper, Knife, Invis Watch
Infinite cloak
The first of the 2 'boss all-star' waves. It features the bosses of both of the two cities maps, though with decreased health since there are 2 at the same time. Snipers and spies spawn often, becoming nuisances if allowed to gather in larger numbers.

Wave 7
Robot
Amount
Soldier (Giant) (Crit)
1
Demoman (Giant) (Crit)
1
Heavy (Giant) (Crit)
1
Sniper
Support
Spy
Support

Robot
Health
Weapon
Buffs
Sergeant Crits
20,000
Rocket Launcher
Increased health, Health bar, Crit boosted, Increased damage, Health regen
Major Bomber
20,000
Grenade Launcher
Increased health, Health bar, Crit boosted, Increased damage, Health regen
Captain Punch
20,000
Grenade Launcher
Increased health, Health bar, Crit boosted, Massively increased damage, Health regen
Sniper
125
Sniper Rifle, Kukri
Spy
125
Revolver, Sapper, Knife, Invis Watch
Infinite cloak
The 2nd all-star wave features the mecha engie bosses Sergeant Crits, Major Bomber and Captain Punch, all at lower health to compensate for there being 3 of them. They are very hard to stop, especially due to the support and the fact they will all go the same way to keep the bomb moving.

Wave 8
Robot
Amount
Heavy (Giant) (Crit)
1
Demoman (Giant) (Crit)
Support
Sniper
Support
Spy
Support
Engineer
Support

Robot
Health
Weapon
Buffs
Captain Heavy
120,000
Minigun
Increased health, Health bar, Crit boosted, Increased damage, Health regen, Moves at 15% speed
Chief Demo
10,000
Grenade Launcher
Increased health, Health bar, Crit boosted, Increased damage
Elite Sniper
150
Machina, Jarate, Bushwacka
Increased health, Increased recharge rate
Elite Spy
150
Ambassador, Sapper, Your Eternal Reward
Increased health, Infinite cloak, Always headshots
Elite Engineer
500
Widowmaker, Wrangler, Jag, PDA
Increased health, Highly accurate
The final wave has a single boss that moves very slowly. However, it has double the health of the strongest boss or tank before it and has backup. Crit-boosted 'chief demos' will spawn in freqeuently and will take 'flank' routes to catch players off-guard. The snipers, spies and engineers in this wave are also enhanced, having great aims, increased health and more effective weapons.
Mission: The Gauntlet (Part 1)
Map: Decoy
Waves: 8
Credits: $600

Wave 1:
Robot
Amount
Soldier (Giant)
5
Scout
100
Pyro
50

Robot
Health
Weapon
Buffs
Scout
125
Scattergun
Pyro
175
Flamethrower
The first part of the wave has groups of 4 scouts, each with a pyro with them. This happens a total of 25 times, though the groups are very close together.

Robot
Health
Weapon
Buffs
Giant Rapid-Fire Soldier
4000
Rocket Launcher
Increased firing and reload speed
Pyro
175
Flamethrower
5 groups made of a soldier and 5 pyros each come out after the first groups are defeated. They boast quite dangerous amounts of firepower due to the early-game appearences.

Wave 2:
Robot
Amount
Soldier (Giant) (Crit)
5
Steel Gauntlet
50
Medic
75
Demoman (Crit)
50

Robot
Health
Weapon
Buffs
Steel Gauntlet
850
Fists of Steel
Quick-Fix Medic
150
Syringe Gun, Quick Fix
Demoman
175
Grenade Launcher
Increased firing speed, Crit boosted
Wave 2 starts with 10 groups made of 5 demomen each coming out with steel gauntlets coming from the top, all being pocketed by medics. Defeating the demomen progresses the wave, though the gauntlets will only stop after 30 come out.

Robot
Health
Weapon
Buffs
Steel Gauntlet
850
Fists of Steel
Quick-Fix Medic
150
Syringe Gun, Quick Fix
Increased heal rate
Giant Burst-Fire Soldier
3000
Rocket Launcher
Increased health, Crit boosted, Heavily increased firing and reload speeds
The remaining steel gauntlet+quick-fix medic pairs come out throughout this part (20+ will be left) with the burst-fire soldiers coming from below. The soldiers have 5 quick-fix medics each and will come out with 20 second gaps, forcing you to dispatch them quickly to avoid being overwhelmed.

Wave 3:
Robot
Amount
Heavy (Giant) (Crit)
5
Medic (Giant)
6
Heavy Mittens (Giant) (Crit)
3
Soldier (Crit)
150
Heavy Mittens (Crit)
Support

Robot
Health
Weapon
Buffs
Soldier
200
Rocket Launcher
Crit boosted, Increased firing speed
Heavymittens
60
Holiday Punch
Crit boosted, Increased movement speed, Massively decreased health
This wave is annoying due to the heavymittens rushing in massive swarms and stun-locking players constantly. The heavymittens spawn constantly in groups of ~6 with 10 groups of 5 crit-boosted soldiers coming out as well to take out the stun-locked players.

Robot
Health
Weapon
Buffs
Mega Mittens
6000
Holiday Punch
Crit boosted, Increased melee range, Increased health
Soldier
200
Rocket Launcher
Crit boosted, Increased firing speed
Heavymittens
60
Holiday Punch
Crit boosted, Increased movement speed, Massively decreased health
This wave has several giants spawning in which are essentially giant versions of the heavymittens with larger ranges. The same soldier groups show up in this wave as well and the heavymittens show up in slightly larger groups as well.

Robot
Health
Weapon
Buffs
Giant Deflector Heavy
3000
Deflector
Crit boosted, Deflector
Giant Medic
2000
Syringe Gun, Quick Fix
Increased health, Increased heal rate
Soldier
200
Rocket Launcher
Crit boosted, Increased firing speed
Heavymittens
60
Holiday Punch
Crit boosted, Increased movement speed, Massively decreased health
This wave has the last 50 soldiers in 5 groups of 10 this time with heavymittens coming in groups of 5 frequently to stunlock you. The giant deflector heavies are partnered with a medic each and come out between the soldier groups. The final deflector has 2 giant medics with him, making him slightly harder to stop.

Wave 4:
Robot
Amount
Tank
4
Soldier (Crit)
Support
Scout (Crit)
Support
Spy
Support

Robot
Health
Weapon
Buffs
Tank
15,000
-None-
Very high health
Soldier
200
Rocket Launcher
Crit boosted
Scout
125
Scattergun
Crit boosted
Spy
125
Revolver, Sapper, Knife, Invis Watch
Infinite Cloak
4 tanks that come out ~20 seconds apart from eachother. Crit-boosted scouts and soldiers as well as occasional spies constantly spawn during the wave to harass the players.
Mission: The Gauntlet (Part 2)
Wave 5:
Robot
Amount
Soldier (Giant) (Crit)
20
Demoknight (Crits)
200
Sydney Sniper (Crits)
Support

Robot
Health
Weapon
Buffs
Demoknight
250
Chargin' Targe, Eyelander
Increased health, Increased charge recharge
12 groups of 10 demoknights show up to begin the wave. They aren't too threatening in cases where you're off the ground and far away but if you're too close to their groups it's almost a definate game over due to their 195 damage crits.

Robot
Health
Weapon
Buffs
Giant Soldier
2000
Rocket Launcher
Crit Boosted
Demoknight
250
Chargin' Targe, Eyelander
Increased health, Increased charge recharge
Sydney Sniper
125
Sydney Sleeper, Jarate, Bushwacka
Crit Boosted
The last 80 demoknights charge out throughout this part of the wave, though not in any sort of organised groups. 5 groups of 4 crit-boosted giant soldiers will also spawn in as this part of the wave progresses. Crit-boosted sydney snipers are very annoying since they deal 450 damage when fully-charged and so can 1-shot defenceless players.

Wave 6:
Robot
Amount
Soldier (Giant) (Crit)
8
Demoman (Giant) (Crit)
8
Heavy (Giant) (Crit)
8
Pyro (Giant) (Crit)
8
Bowman (Giant) (Crit)
8
Scout (Giant) (Crit)
8
Heal-on-Kill Deflector (Giant) (Crit)
2
Medic (Giant)
4
Soldier (Crit)
280
Spy
Support

Robot
Health
Weapon
Buffs
Giant Soldier
3000
Rocket Launcher
Increased health, Crit boosted
Soldier
200
Rocket Launcher
Crit boosted
Spy
125
Revolver, Sapper, Knife, Invis Watch
Infinite cloak
The start of this wave is made up of 40 crit-boosted soldiers and 2 groups of 4 giant crit-boosted soldiers. Once the giants are defeated the next part of the wave begins.

Robot
Health
Weapon
Buffs
Giant Demoman
2500
Grenade Launcher
Increased health, Crit boosted
Soldier
200
Rocket Launcher
Crit boosted
Spy
125
Revolver, Sapper, Knife, Invis Watch
Infinite cloak
2nd group has demos instead of soldiers, but is otherwise identical.

Robot
Health
Weapon
Buffs
Giant Rapid-Fire Bowman
2000
Huntsman
Increased health, Crit boosted, Increased reload, firing and charge speed
Soldier
200
Rocket Launcher
Crit boosted
Spy
125
Revolver, Sapper, Knife, Invis Watch
Infinite cloak
The third part has rapid-fire crit-boosted bowmen as the giants. They can deal massive damage and so playing a bit more defensively can be useful if you want to survive.

Robot
Health
Weapon
Buffs
Giant Heavy
5000
Minigun
Increased health, Crit boosted
Soldier
200
Rocket Launcher
Crit boosted
Spy
125
Revolver, Sapper, Knife, Invis Watch
Infinite cloak
Giant heavies in this part of the wave. They have high health and high damage, making them hard to kill when assisted by the onsloughts of spies and soldiers spawning in constantly.

Robot
Health
Weapon
Buffs
Giant Scout
1750
Scattergun
Crit boosted, Increased health
Soldier
200
Rocket Launcher
Crit boosted
Spy
125
Revolver, Sapper, Knife, Invis Watch
Infinite cloak
Giant scouts appear on this wave. They can end the wave if they escape due to their large groups and high health.

Robot
Health
Weapon
Buffs
Giant Pyro
3000
Flamethrower
Increased health, Crit boosted
Soldier
200
Rocket Launcher
Crit boosted
Spy
125
Revolver, Sapper, Knife, Invis Watch
Infinite cloak
Pyros appear on the 2nd last wave. They spam deflects whenever they need to and also have large flamethrower range which can be hazardous to spies and heavies.

Robot
Health
Weapon
Buffs
Giant Heal-on-Kill Deflector
6000
Deflector
Increased health, Crit boosted
Giant Medic
2000
Syringe Gun, Medi-Gun
Increased heal rate, Increased health
Soldier
200
Rocket Launcher
Crit boosted
Spy
125
Revolver, Sapper, Knife, Invis Watch
Infinite cloak
The wave ends with 2 groups made of a giant heal-on-kill deflector and 2 giant medics each. It is the only pair of groups that isn't just 4 crit-boosted giants each.
Mission: The Gauntlet (Part 3)
Wave 7:
Robot
Amount
Soldier (Giant) (Crit)
4
Deflector (Giant) (Crit)
4
Medic (Giant)
20
Soldier
Support
Medic
Support

Robot
Health
Weapon
Buffs
Giant Burst-Fire Soldier
4000
Rocket Launcher
Crit boosted, Increased health, Increased firing and reload speed
Giant Medic
2000
Syringe Gun, Medi-Gun
Increased heal rate, Increased health
Soldier
200
Rocket Launcher
Crit boosted
Quick-Fix Medic
150
Syringe Gun, Medi-Gun
Increased heal rate
This wave has tonnes of medic robots on it. The support soldiers come out with quick-fix medics glued to them, though luckily they are often not in actual groups as opposed to lots scattered around. The giant crit-boosted burst-fire soldiers have 2 giant medics each, making them hard to take down.

Robot
Health
Weapon
Buffs
Giant Deflector Heavy
5000
Deflector
Crit boosted, Increased health, Increased damage, Deflector
Giant Medic
2000
Syringe Gun, Medi-Gun
Increased heal rate, Increased health
Soldier
200
Rocket Launcher
Crit boosted
Quick-Fix Medic
150
Syringe Gun, Medi-Gun
Increased heal rate
The soldiers and medics come out more frequently now when the heavy+medics show up. The heavies will each have 3 giant medics each, making them harder to take down than even the soldiers from before. The final 2 giant deflector heavies come out at the same time, both having 3 giant medics glued to them each.

Wave 8:
Robot
Amount
Tank
3
Heal-on-Kill Deflector (Giant) (Crit)
5
Medic (Giant)
4
Soldier (Giant) (Crit)
16
Demoman (Giant) (Crit)
16
Sniper
Support
Spy
Support
Soldier (Crit)
Support
Heavy (Crit)
Support
Engineer
Support

Robot
Health
Weapon
Buffs
Tank
20,000
-None-
Very high health
Heavy
300
Minigun
Crit boosted
Soldier
200
Rocket Launcher
Crit boosted
2 Tanks come out almost immediately, as well as groups of 4 crit-boosted heavies and groups of 5 crit-boosted soldiers. When the 2 tanks are defeated the wave continues.

Robot
Health
Weapon
Buffs
Giant Rapid-Fire Soldier
4000
Rocket Launcher
Increased health, Crit boosted, Increased firing and reload speed
Giant Rapid-Fire Demoman
4000
Grenade Launcher
Increased health, Crit boosted, Increased firing and reload speed
Heavy
300
Minigun
Crit boosted
Soldier
200
Rocket Launcher
Crit boosted
Sniper
125
Sniper Rifle, Kukri
This part of the wave has the crit boosted heavies and soldiers from before as well as snipers for added annoyance. There are also groups of giants coming out, 4 at a time. It alternates between the giant soldiers and giant demos until they run out of both.

Robot
Health
Weapon
Buffs
Tank
40,000
-None-
Very high health
Heavy
300
Minigun
Crit boosted
Soldier
200
Rocket Launcher
Crit boosted
Sniper
125
Sniper Rifle, Kukri
Engineer
500
Shotgun, Pistol, Wrench, PDA
Teleports in, Increased health
The third tank comes out after the last giant demo is defeated with little delay. Engineer bots also start spawning in frequently for the rest of the wave, which can be annoying when they set up teleporters near the bomb and push you back while fighting the tank.

Robot
Health
Weapon
Buffs
Giant Heal-on-Kill Deflector
6000
Deflector
Increased health, Crit boosted, Deflector
Giant Medic
2000
Syringe Gun, Medi-Gun
Increased heal rate, Increased health
Heavy
300
Minigun
Crit boosted
Soldier
200
Rocket Launcher
Crit boosted
Sniper
125
Sniper Rifle, Kukri
Engineer
500
Shotgun, Pistol, Wrench, PDA
Teleports in, Increased health
Spy
125
Revolver, Sapper, Knife, Invis Watch
Infinite cloak
The second last part of the mission has giant medics and giant heal-on-kill deflectors. Luckily they only have 1 medic each unlike the last wave.
Mission: The Gauntlet (Part 4)
Robot
Health
Weapon
Buffs
Chief Deflector
60,000
Deflector
Increased health, Crit boosted, Deflector, Heal-on-Kill
Heavy
300
Minigun
Crit boosted
Soldier
200
Rocket Launcher
Crit boosted
Sniper
125
Sniper Rifle, Kukri
Engineer
500
Shotgun, Pistol, Wrench, PDA
Teleports in, Increased health
Spy
125
Revolver, Sapper, Knife, Invis Watch
Infinite cloak
The wave ends on a boss against a 60,000 health variant of the heal-on-kill deflectors. The support robots spawn even more often now and so it's good to have someone keeping watch on them so they don't start pushing you back while the boss mows your team down.
Mission: Meltdown (Part 1)
Map: Mannhattan
Waves: 7
Starting credits: $400

Wave 1:
Robot
Amount
Gatebot
Pyro (Giant) (Crits)
5
Yes
Soldier
30
No
Scout
50
yes

Robot
Health
Weapon
Buffs
Scout
125
Scattergun
Gatebot
Soldier
200
Rocket Launcher
5 groups of 3 soldiers each as well as 10 groups of 4 scouts start off the mission. The scouts are gatebots and come from the top while the soldiers come from the bottom.

Robot
Health
Weapon
Buffs
Giant Pyro
1750
Flamethrower
Gatebot, Crit boosted
Scout
125
Scattergun
Gatebot
Soldier
200
Rocket Launcher
The rest of the wave is slightly harder. There are now 5 groups of robots coming from the top. Each group is made of a giant gatebot pyro, 3 soldiers and 2 gatebot scouts each. It isn't very hard to defeat if prepared.

Wave 2:
Robot
Amount
Gatebot
Demoman (Giant) (Crits)
2
No
Pyro (Giant) (Crits)
4
No
Scout (Giant) (Crits)
8
Yes
Medic
20
No
Soldier
Support
Yes

Robot
Health
Weapon
Buffs
Giant Pyro
1750
Flamethrower
Crit boosted
Soldier
200
Rocket Launcher
Gatebot
Uber Medic
150
Syringe Gun, Medi-Gun
100% Uber
The wave starts off with several soldier groups, all of about 8 soldiers each, coming from the top with giant crit-boosted pyros coming from below. Each of the pyros has an uber medic pocketing them, making them fairly tricky to beat on your small budget.

Robot
Health
Weapon
Buffs
Giant Force-A-Nature Scout
1500
Force-A-Nature
Gatebot, Crit boosted, Increased health, Increased knockback
Soldier
200
Rocket Launcher
Gatebot
Soldiers now come in groups of 12 from the bottom with a massive rush of force-a-nature scouts coming from above. This wave can very easily lose you the first gate and possibly the 2nd if your team isn't very good with multitasking to stop both robot groups.

Robot
Health
Weapon
Buffs
Giant Rapid-Fire Demoman
3000
Grenade Launcher
Crit boosted, Increased health
Soldier
200
Rocket Launcher
Gatebot
Uber Medic
150
Syringe Gun, Medi-Gun
100% Uber
This is the end of wave 2. It consists of more groups of soldiers as well as 2 groups, both made up of 8 uber medics and a giant rapid-fire demo each. The medics make the giants quite hard to stop due to the previously mentioned small budget.

Wave 3:
Robot
Amount
Gatebot
Soldier (Giant) (Crit)
16
Yes
Huo-Long Heavy (Giant) (Crit)
2
No
Pyro (Crit)
Support
Yes
Pyro (Crit)
Support
No

Robot
Health
Weapon
Buffs
Giant Charged Soldier
4000
Rocket Launcher
Gatebot, Crit boosted, Increased health, Increased damage, Decreased projectile and firing speed
Pyro
175
Flamethrower
Crit boosted
Pyro
175
Flamethrower
Gatebot, Crit boosted
The wave begins with 8 giant charged soldiers and pyros spawning in. 4 giant charged soldiers on the top and 4 on the bottom with groups of 8 pyros spawning from both spawn points. The gatebots spawn above with the normal ones with the bomb below. They will often manage to reach the gate due to their firepower and defences.

Robot
Health
Weapon
Buffs
Huo-Long Heavy
8000
Huo-Long Heater
Crit-boosted, Increased health
Pyro
175
Flamethrower
Crit boosted
Pyro
175
Flamethrower
Gatebot, Crit boosted
This part of the wave is fairly tricky due to all the pyros combined with the huo-long heavy. The huo can carry the bomb quite far due to it's bulkiness.

Robot
Health
Weapon
Buffs
Giant Charged Soldier
4000
Rocket Launcher
Gatebot, Crit boosted, Increased health, Increased damage, Decreased projectile and firing speed
Pyro
175
Flamethrower
Crit boosted
Pyro
175
Flamethrower
Gatebot, Crit boosted
The final 8 charged soldiers come out the same as before: 4 on top, 4 below. However, if they have the first gate they all come out together, making a massive wall of destruction.

Robot
Health
Weapon
Buffs
Huo-Long Heavy
8000
Huo-Long Heater
Crit-boosted, Increased health
Pyro
175
Flamethrower
Crit boosted
The wave ends with groups of 12 pyros spawning and a 2nd huo-long heavy...
Mission: Meltdown (Part 2)
...This part of the wave can be very hard to stop if you have already lost both gates due to the charged soldiers.

Wave 4:
Robot
Amount
Gatebot
Scout (Giant)
16
Yes
Deflector (Giant) (Crits)
4
No
Medic (Giant)
8
No
Battalion's Soldier (Giant) (Crits)
4
No
Pyro
Support
Yes

Robot
Health
Weapon
Buffs
Giant Bonk! Scout
1500
Bonk!, Bat
Gatebot, Increased health, Increased recharge
Pyro
175
Flare Gun
Gatebot
16 Bonk! scouts come out almost instantly. 4 come from the top and 4 from the bottom and then another 4 from above and 4 from below again just after. Gatebot flare pyros spawn in groups of 6 from below to harass players. You can very easily lose one or even both gates if they slip past.

Robot
Health
Weapon
Buffs
Giant Deflector Heavy
4500
Deflector
Increased health, Crit boosted, Increased damage, Deflector
Giant Battalion's Soldier
3000
Rocket Launcher, Battalion's Backup
Increased health, Crit boosted, Increased buff duration, 100% buff
Giant Medic
2000
Syringe Gun, Medi-Gun
Increased health, increased heal rate
Pyro
175
Flare Gun
Gatebot
This part of the wave is very hard. There are 2 giant groups, both made up of 2 giant medics, a giant deflector heavy and a giant battalions soldier each. 1 medic pockets 1 giant each, making them hard to stop. The deflector's ability to deflect projectiles plus the battalion's damage resistance and crit immunity plus medic healing make them almost unstoppable with unready teams.

Wave 5:
Robot
Amount
Gatebot
Demoknight (Giant) (Crits)
8
No
Black Box Soldier (Giant) (Crits)
2
Yes
Steel Gauntlet
25
Yes
Medic
35
Yes
Medic
40
No
Engineer
Support
No

Robot
Health
Weapon
Buffs
Giant Black Box Soldier
4000
Black Box
Gatebot, Increased health, Crit boosted, +500 health on hit
Quick-Fix Medic
150
Syringe Gun, Quick-Fix
Gatebot, Increased heal rate
The wave starts with a rather annoying introduction. There are 2 groups of robots, 1 from the top and 1 from below. Both have a giant crit-boosted black box soldier and 5 quick-fix medics pocketing them each. They are all gatebot and, if able to remain fairly healthy or able to slip past, can easily cost you the first gate.

Robot
Health
Weapon
Buffs
Steel Gauntlet Pusher
850
Fists of Steel
Gatebot, Increased health, Increased knockback
Quick-Fix Medic
150
Syringe Gun, Quick-Fix
Gatebot, Increased heal rate
Engineer
500
Shotgun, Pistol, Wrench, PDA
Teleports in, Increased health
The second part of the wave has 25 steel gauntlets with a quick-fix medic each. They don't come out in groups but they do all come out at relatively the same time, making them hard to defeat. Engie bots also spawn in and build teleporters as far-forward as possible.

Robot
Health
Weapon
Buffs
Giant Demoknight
4500
Chargin' Targe, Eyelander
Increased health, damage and melee range
Quick-Fix Medic
150
Syringe Gun, Quick-Fix
Gatebot, Increased heal rate
Engineer
500
Shotgun, Pistol, Wrench, PDA
Teleports in, Increased health
The wave ends with giant demoknights spawning in all at around the same time from the bottom. Each has 5 pocket medics to support them and buffed stats to the point they can 1-shot everything up to a heavy without crit resistance. Engie bots will try to get them as far-forward as possible.

Wave 6:
Robot
Amount
Gatebot
Scout (Giant) (Crits)
8
Yes
Soldier (Giant) (Crits)
4
Yes
Heal-on-Kill Deflector Heavy (Giant) (Crits)
5
No
Medic (Giant)
12
Yes
Medic (Giant)
10
No
Sniper
Support
No
Soldier (Crit)
Support
Yes
Soldier (Crit)
Support
No

Robot
Health
Weapon
Buffs
Giant Force-A-Nature Scout
1500
Force-A-Nature
Gatebot, Increased health, Increased knockback, Crit boosted
Giant Medic
1500
Syringe Gun, Medi-Gun
Gatebot, Increased heal rate
Soldier
200
Rocket Launcher
Gatebot, Crit boosted
Soldier
200
Rocket Launcher
Crit boosted
The start of the wave is very difficult. 2 FaN scouts come from the top and bottom, both with giant medics. This happens twice while a mixture of gatebot and non-gatebot soldiers come from the bottom, both in groups of around 8.
Mission: Meltdown (Part 3)
Robot
Health
Weapon
Buffs
Giant Battalion Rapid-Fire Soldier
3000
Rocket Launcher, Battalion's Backup
Gatebot, Increased health, Crit boosted, 100% buff, Increased buff duration
Giant Medic
1500
Syringe Gun, Medi-Gun
Gatebot, Increased heal rate
Soldier
200
Rocket Launcher
Gatebot, Crit boosted
Soldier
200
Rocket Launcher
Crit boosted
Sniper
125
Sniper Rifle
This part of the wave is not as bad, but can still push you back. 4 giant battalion rapid-fire soldiers come out with medics here. The defence buffs make the soldiers and their medics (as well as support robots nearby) fairly hard to kill.

Robot
Health
Weapon
Buffs
Giant Heal-on-Kill Deflector Heavy
6000
Deflector
Increased health, Crit boosted, Deflector
Giant Medic
2000
Syringe Gun, Medi-Gun
Increased health, Increased heal rate
Soldier
200
Rocket Launcher
Crit boosted
Sniper
125
Sniper Rifle
The wave ends with giant heal-on-kill deflectors again, this time with 2 giant medics each. They are the only groups of giants that aren't gatebots this wave. The final 2 HoKD Heavies and their medics come at the same time, increasing the difficulty.

Wave 7:
Robot
Amount
Gatebot
Scout (Giant) (Crit)
8
No
Scout (Giant)
8
No
Soldier (Giant) (Crit)
24
No
Pyro (Giant) (Crit)
16
No
Demoman (Giant) (Crit)
16
No
Demoknight (Giant) (Crit)
8
No
Deflector (Giant) (Crit)
8
No
Heavy (Giant) (Crit)
12
No
Heal-on-Kill Deflector (Giant) (Crit)
1
No
Medic (Giant)
68
No
Bowman (Giant) (Crits)
24
No
Engineer
Support
No

Robot
Health
Weapon
Buffs
C.A.P.P.E.R.
160,000
Deflector
Gatebot, Increased health, Crit boosted, Deflector, Heal-on-kill, Explodes upon capping 2nd gate, Health bar
The wave begins with a giant heal-on-kill deflector called "C.A.P.P.E.R." (Like the invasion pistol reskin) which is pretty much guarenteed to cap both of the gates. If he managed to cap both he will have a windup and explode, insta-killing anything in his radius. Upon his destruction (either 2 caps of 160,000 damage) the rest of the wave begins.

Robot
Health
Weapon
Buffs
Super Scout
1250
Holy Mackarel
Increased speed
Giant Force-A-Nature Scout
1500
Force-A-Nature
Increased health and knockback, Crit boosted
Giant Bonk! Scout
1250
Bonk!, Bat
Increased recharge rate
Armoured Sandman Scout
3000
Sandman
Crit boosted, Increased recharge rate, Increased health, Decreased speed
Engineer
500
Shotgun, Pistol, Wrench, PDA
Increased health, Teleports in
The first part of the wave has 4 groups of scouts. The first is a group of super scouts from below followed by FaN scouts from above and then Bonk! scouts from below and finally 4 armoured sandman scouts from above. Engie bots may also start teleporting in now.

Robot
Health
Weapon
Buffs
Giant Pyro
2500
Flamethrower
Increased health, Crit boosted
Giant Demoknight
3000
Chargin' Targe, Eyelander
Increased health, Crit boosted
Engineer
500
Shotgun, Pistol, Wrench, PDA
Increased health, Teleports in
Giant pyros and demoknights spawn in now. They both spawn in in groups of 4 with pyros above and demos below. There are very few gaps between them spawning in.

Robot
Health
Weapon
Buffs
Rapid-Fire Armoured Bowman
3000
Huntsman
Increased health, Crit boosted, Increased firing and reload speed
Giant Medic
1500
Syringe Gun, Quick-Fix
Increased heal rate
Engineer
500
Shotgun, Pistol, Wrench, PDA
Increased health, Teleports in
This wave has groups of 3 giant huntsman snipers and 3 giant medics spawning from below in a total of 8 seperate groups. They are fairly dangerous due to their crits, numbers and rapid-fire capabilities though the gaps between the groups soften the blows a bit.

Robot
Health
Weapon
Buffs
Giant Burst-Fire Demoman
3000
Grenade Launcher
Increased health, Crit boosted, Increased firing and reload speed
Engineer
500
Shotgun, Pistol, Wrench, PDA
Increased health, Teleports in
There are 2 large groups of giant demos next, each with 8 of them. They are easily able to flood the screen with crit-boosted grenades due to their numbers.
Mission: Meltdown (Part 4)
Robot
Health
Weapon
Buffs
Giant Soldier
3000
Rocket Launcher
Increased health, Crit boosted, Increased damage
Giant Rapid-Fire Soldier
3000
Rocket Launcher
Increased health, Increased reload and firing speed, Crit boosted
Giant Burst-Fire Soldier
3000
Rocket Launcher
Increased health, Increased reload and firing speed, Crit boosted
Giant Medic
2000
Syringe Gun, Quick-Fix
Increased health, Increased heal rate
Engineer
500
Shotgun, Pistol, Wrench, PDA
Increased health, Teleports in
4 groups of robots come in this part of the wave. Each group has 1 of each giant soldier variant and 3 giant medics. It is very hard to stop them due to their massive amounts of rocket spam.

Robot
Health
Weapon
Buffs
Giant Heavy
4500
Minigun
Increased health, Crit boosted, Increased damage
Giant Deflector Heavy
6000
Minigun
Increased health, Crit boosted, Deflector, Increased Damage
Giant Medic
2000
Syringe Gun, Quick-Fix
Increased health, Increased heal rate
Engineer
500
Shotgun, Pistol, Wrench, PDA
Increased health, Teleports in
The final part of the mission has a total of 40 giants. There are 2 main groups. The first has 4 deflector heavies, 4 giant heavies and 8 giant medics and the second has 4 deflector heavies and 8 giant heavies. They have small gaps in-between individual heavies and medics to soften the blow a little.
Mission: Deactivation (Part 1)
Map: Rottenburg
Waves: 5
Credits: $800

Wave 1:
Robot
Amount
Heavy (Giant)
1
Medic (Giant)
1
Scout
80
Sniper
Support

Robot
Health
Weapon
Buffs
Sandman Scout
125
Sandman
Increased recharge rate
10 groups of 4 sandman scouts come out at the start of the wave.

Robot
Health
Weapon
Buffs
Giant Heavy
3000
Minigun
Increased damage
Giant Uber Medic
1500
Syringe Gun, Medi-Gun
Increased heal rate, Increased ubercharge rate
Sandman Scout
125
Sandman
Increased recharge rate
Sniper
125
Sniper Rifle
The wave ends with 10 more groups of 4 sandman scouts as well as a giant heavy+medic combo that comes in with the 5th group. The giant medic can ubercharge unlike most other giant medics too.

Wave 2:
Robot
Amount
Soldier (Giant) (Crit)
3
Scout
Support
Heavymittens (Crit)
Support

Robot
Health
Weapon
Buffs
Giant Charged Soldier
3000
Original
Increased damage and health, Crit boosted, Reduced projectile, firing and reload speed
Major League Scout
150
Sandman
Increased recharge speed
Heavymittens
60
Holiday Punch
Crit boosted, Majorly reduced health
Wave 2 has only 3 non-support robots. However, they are all charged soldiers. There are waves and waves of sandman scouts and heavymittens that keep spawning to stun-lock players for the soldiers to 1-shot them while they can't react.

Wave 3:
Robot
Amount
Heavy (Giant) (Crit)
5
Medic (Giant)
5
Soldier
Support

Robot
Health
Weapon
Buffs
Giant Heavy
3000
Minigun
Increased damage, Crit boosted
Giant Uber Medic
1500
Syringe Gun, Medi-Gun
Increased heal rate, Increased ubercharge rate
Soldier
200
Rocket Launcher
Another wave with only 1 part to it. A total of 5 giant heavy+medic pairs come out, all with uber medics. The final 2 pairs come at the same time. Soldiers spawn throughout the wave and are a continuous annoyance due to their numbers.

Wave 4:
Robot
Amount
Tank
2
Buff Soldier (Giant)
1
Conch Soldier (Giant)
1
Battalion's Soldier (Giant)
1
Medic (Giant)
3
Spy
Support

Robot
Health
Weapon
Buffs
Tank
15,000
-None-
Very high health
Spy
125
Revolver, Sapper, Knife, Invis Watch
Infinite Cloak
Two tanks begin the wave, spawning at roughly the same time. Spies will continuously spawn in while the tanks are alive, but no other robots will.

Robot
Health
Weapon
Buffs
Giant Buff Soldier
3000
Rocket Launcher, Buff Banner
Increased health, Increased rage time, 100% rage
Giant Conch Soldier
3000
Rocket Launcher, Concheror
Increased health, Increased rage time, 100% rage
Giant Battalion's Soldier
3000
Rocket Launcher, Battalion's Backup
Increased health, Increased rage time, 100% rage
Giant Uber Medic
1500
Syringe Gun, Medi-Gun
Increased heal rate
Spy
125
Revolver, Sapper, Knife, Invis Watch
Infinite Cloak
The 3 giant soldiers spawn at the same time, all with a personal pocket medic. They are very hard to take down since they have their buffs on permanently and they all have pocket medics.
Mission: Deactivation (Part 2)
Wave 4:
Robot
Amount
Tank
6
Sniper
Support
Spy
Support
Soldier
Support
Heavyweight Champ
Support

Robot
Health
Weapon
Buffs
Tank
15,000
-None-
Very high health
Sniper
125
Sniper Rifle, Kukri
Spy
125
Revolver, Sapper, Knife, Invis Watch
Infinite Cloak
Soldier
200
Rocket Launcher
Heavyweight Champ
300
Killing Gloves of Boxing
There are 6 tanks that come in this wave, one after another. Spies, Snipers, Soldiers and Heavyweight champs all spawn constantly throughout the wave to make it a bit harder to stop all the tanks.
-Rewards:-
Botkiller Rewards:
Botkiller
Rarity
Rarity%
Appearence
Mirror
Common
50%
Unused existing model
Uranium
Uncommon
35%
Unused existing model
Amethyst Crystal
Rare
2.75%
Purple-coloured diamond botkiller
Emerald Crystal
Rare
2.75%
Green-coloured diamond botkiller
Topaz Crystal
Rare
2.75%
Orange-coloured diamond botkiller
Sapphire Crystal
Rare
2.75%
Blue-coloured diamond botkiller
Ruby Crystal
Rare
2.75%
Red-coloured diamond botkiller
Australium Crystal
Rare
1.25%
Gold-coloured diamond botkiller
-=Mission Set: Mannhattan Project=-
Difficulty: Expert
Missions: 4
Mission
Map
Waves
Overload
Mannhattan
7
Memory Leak
Mannhattan
7
Secret Projects
Mannhattan
7
Shut Down
Mannhattan
7
Mission: Overload (Part 1)
Map: Mannhattan
Waves: 7
Starting credits: 400

Wave 1:
Robot
Amount
Soldier (Giant) (Crits)
4
Soldier
40
Scout
Support

Robot
Health
Weapon
Buffs
Scout
125
Scattergun
(None)
At first, only the support scouts come out. They arrive in groups of 10 constantly throughout the wave, though destroying 4 groups will trigger the rest of the wave to spawn

Robot
Health
Weapon
Buffs
Direct Crit
4500
Direct Hit
Heavily increased damage, Crits, Lots of health, 1 rocket in clip
Soldier
200
Shotgun
(None)
Scout
125
Scattergun
(None)
After the destruction of at least 4 groups of scout robots the soldiers will come in. There will be 10 shotgun soldiers around each giant, with the groups seperated by scouts (apart from the final 2, which come one after another). The soldiers wield shotguns, meaning you cannot deflect any of their attacks, and the giant soldiers' direct hits deal colossal damage, 1-shotting almost anything they manage to hit.

The direct crit soldiers are easily identified by not only their size, but also the Full Metal Drill Hats they wear

Wave 2:
Robot
Amount
Heavy (Giant)
1
Demoman
80
Steel Gauntlet
14

Robot
Health
Weapon
Buffs
Steel Gauntlet
900
Fists of Steel
Slightly larger, Damage resistance, High health
Demoman
175
Grenade Launcher
Mini-crits
Wave 2 starts off relatively easy, with a total of 8 Steel Gauntlets coming from above and 40 Demomen coming from below. The gauntlets are in pairs while the demomen are in groups of 8.

Robot
Health
Weapon
Buffs
Bomb Disposal
25,000
Fists
Giant, Very high health
Steel Gauntlet
900
Fists of Steel
Slightly larger, Damage resistance, High health
Demoman
175
Grenade Launcher
Mini-crits, Burst-fire
The other half of the wave is similar to the first, though has slight differences. Firstly, a giant heavy with lots of health spawns a few seconds before the other robots, often waiting for the bomb to be reset before spawning. The demomen arrive in groups of 10 and the steel gauntlets still come from above, though the groups are less seperated.

The Bomb Disposal heavy wears the eliminator's safeguard and is mostly defenceless, outside of its melee attacks which, considering its speed, are easily evaded by just keeping a distance.

Wave 3:
Robot
Amount
Heal-on-kill Deflector (Giant)
4
Medic (Giant)
4
Scout (Crit)
10
Huntsman (Crit)
100

Robot
Health
Weapon
Buffs
Sniper
125
Huntsman
Crit boosted
The first section of the wave is quite easy. 20 gatebot snipers come in, 8 from below and 12 from above. While their damage output is quite high a few well-placed shots or a sentry will most likely take them all out with relative ease.

Robot
Health
Weapon
Buffs
Armoured Scout
850
Scattergun
Crit boosted, Slightly larger, More health, Slightly slower
Sniper
125
Huntsman
Crit boosted
This part of the wave has another 20 huntsman snipers come from below in a large group, with 10 scouts coming from above. The scouts come in 2 groups of 5, each with increased health, size and crits. The scouts are gatebots while the snipers aren't.

These scouts can be identified by either the increased size (~1.3x the standard) or their cosmetics: The Squire's Sabatons and the Courtly Cuirass

Robot
Health
Weapon
Buffs
Giant Heal-on-kill Deflector
5000
Deflector
Giant, Crit boosted, Deflector, Heal-on-kill, Increased damage, High health
Giant Medic
3000
Syringe Gun, Quick Fix
Giant, High health, Insane heal rate
Sniper
125
Huntsman
Crit boosted
The last part of the wave has no gatebots. This is when 4 giant heal-on-kill deflectors come out, each with its own pocket medic. If none/both of the gates are captured 2 will come from above and 2 will come from below, roughly 10 seconds apart from eachother. The remaining 40 snipers will gradually pour out from below as well.
Mission: Overload (Part 2)
Wave 4:
Robot
Amount
Heavy (Giant) (Crits)
6
Steel Gauntlet
20
Demoknight (Crit)
50
Medic
20
Quick-Fix Medic
50
Pyro (Crit)
Support
Sniper
Support

Robot
Health
Weapon
Buffs
Steel Gauntlet
850
Fists of Steel
Slightly larger, Higher health
Uber Medic
150
Syringe Gun, Medi-Gun, Bonesaw
Spawns with 100% Uber
Demoknight
175
Chargin' Targe, Eyelander
Crit boosted
Medic
150
Syringe Gun, Quick-Fix, Bonesaw
Cannot use Uber
Sniper
125
Sniper Rifle, Kukri
(None)
The start of this wave could very easily become the end of it. At the bottom 25 crit-boosted demoknights, all with pocket medics. They can be fairly hard to take out for soldiers, pyros or demomen who don't have sticky traps ready due to their resistances and their medics, and their attacks will 1-shot most of your un-crit-resistant team if they hit. From above all 20 steel gauntlets with Uber medics will come out over a span of around 12 seconds, easily capping a gate or two against teams without a proper medic killer.

Robot
Health
Weapon
Buffs
Heavyweapons
6500
Huo-Long Heater
Giant, Higher health, Ring of fire has 2x range and speed
Demoknight
175
Chargin' Targe, Eyelander
Crit boosted
Medic
150
Syringe Gun, Quick-Fix, Bonesaw
Cannot use Uber
Pyro
175
Flamethrower
(None)
Sniper
125
Sniper Rifle, Kukri
Will aim for headshots
The second half of the wave is both easier and harder in a way. No more uber medics or gauntlets, but there are a lot of giants and still a lot of demoknights. The remaining 25 demos and medics will come from above while the heavies spawn below in groups of 2, each group having small gaps. Pyros also constantly come out from both above and below and snipers who can headshot will come out above as well on occasion.

Wave 5:
Robot
Amount
Armoured Scout (Giant)
4
Bomb Disposal Heavy (Giant)
3
Bowman (Giant) (Crit)
10
Medic
40
Demoman
40
Soldier (Crit)
40
Spy
Support

Robot
Health
Weapon
Buffs
Giant Rapid-Fire Bowman
2000
Huntsman
Giant, Higher health, Rapid-fire and reload, Crit boosted
Uber Medic
150
Syringe Gun, Medi-Gun, Bonesaw
Spawns with 100% Uber
Burst-Fire Demoman
175
Grenade Launcher
Mini-crit boosted, Rapid-fire and reload
This wave begins with 5 snipers and 10 uber medics on the top row, 2 medics per sniper, with 5 groups of 8 demomen spawning from below. While it is easy enough to stop the demomen the snipers, due to their medics and numbers, can sometimes sneak 1 or 2 gate captures if the team is preoccupied with the demomen.

The only cosmetic the snipers wear are Trophy Belts, which aren't too easy to notice as getting close is a death sentense

Robot
Health
Weapon
Buffs
Giant Armoured Scout
4500
Scattergun
Giant, Higher health, Slower than normal
Uber Medic
150
Syringe Gun, Medi-Gun, Bonesaw
Spawns with 100% Uber
Soldier
200
Shotgun
Crit boosted
Spy
125
Revolver, Sapper, Knife, Invis Watch
Infinite cloak
This part of the wave can be a pain, especially when partnered with what follows. 4 giant armoured scouts spawn in, 2 from above, 2 from below, each with 5 uber medics. The ones from above have the bomb and the ones below are gatebot. 20 soldier robots also spawn in from below, all armed with crit-boosted shotguns. Spies also begin spawning.

The scouts have what equates to a -23% speed decrease, taking them down to 110% speed, only slightly faster than a medic.

Robot
Health
Weapon
Buffs
Bomb Disposal (Type 1)
18500
Fists
Boss, Spawns with own bomb
Bomb Disposal (Type 2)
27500
Fists
Boss, Spawns with own bomb
Soldier
200
Shotgun
Crit boosted
Spy
125
Revolver, Sapper, Knife, Invis Watch
Infinite cloak
The end of this wave can either be a cakewalk or a nightmare, depending on how well you defended both of the gates thus far. The last 20 soldiers (and more spies) spawn as well as a total of 3 of the boss heavies. First two weaker ones will spawn, one from above, one below, before a stronger one spawns roughly a minute later.

If you defended both gates this is very easy to deal with, if only one then slightly harder but still 'cheesable' thanks to the pit, though if both gates were taken then it will become a hassle to deal with them all.
Mission: Overload (Part 3)
Wave 6:
Robot
Amount
Blast Soldier (Giant) (Crits)
1
Medic (Giant)
3
Samurai Demo (Giant) (Crits)
10
Bowman (Giant) (Crits)
8
FAN Scout (Giant) (Crits)
3
Medic
44
FAN Scout (Crits)
150
Sydney Sniper
Support
Sniper
Support

Robot
Health
Weapon
Buffs
Chief Blast Soldier
60000
Liberty Launcher
Boss, Crit boosted, Heavy knockback, Increased clip, firing and reload speeds
Giant Medic
3000
Syringe Gun, Quick-Fix
Giant, Insane heal rate, Increased health
Uber Medic
150
Syringe Gun, Medi-Gun, Bonesaw
Spawns with 100% Uber
Force-A-Nature Scout
125
Force-A-Nature
Crit boosted
Jarate Sniper
125
Sydney Sleeper, Kukri
(None)
The first part of the wave is challenging, though can be cheesed with a well-placed sticky trap. From above 30 scouts (3 groups of 10) come down with the bomb while a gatebot blast soldier with medics comes from below. The soldier has 3 giant medics, which all have 8 uber medics of their own each. You have to defeat the uber medics to kill the giant medics to kill the boss robot.

Robot
Health
Weapon
Buffs
Giant Samurai Demo
5000
Splendid Screen, Half-Zatoichi
Giant, Crit boosted, Jumps to charge, Takes 1000 damage from the Half-Zatoichi, Heals 2500 health on kill
Force-A-Nature Scout
125
Force-A-Nature
Crit boosted
Jarate Sniper
125
Sydney Sleeper, Kukri
(None)
Elite Sniper
125
Machina, Razorback, Kukri
+200% charge rate
5 giant samurai Demos come from above while 90 scouts come from below, in 6 groups of 15. The samurai Demos cannot be 1-shot with the Zatoichi, but still 1-shot players wielding it. A special kind of sniper also spawns now, with the machina and razorback, who can be especially dangerous to crowded allies, medics, and engineers. The scouts are gatebots this time while the Demomen aren't.

Robot
Health
Weapon
Buffs
Giant Samurai Demo
5000
Splendid Screen, Half-Zatoichi
Giant, Crit boosted, Jumps to charge, Takes 1000 damage from the Half-Zatoichi, Heals 2500 health on kill
Giant Force-A-Nature Scout
1500
Force-A-Nature
Giant, Increased health, Crit boosted
Armoured Giant Instinct Bowman
3000
Huntsman
Giant, Crit boosted, Increased reload speed, Projectile penetration
Uber Medic
150
Syringe Gun, Medi-Gun, Bonesaw
Spawns with 100% Uber
Force-A-Nature Scout
125
Force-A-Nature
Crit boosted
Elite Sniper
125
Machina, Razorback, Kukri
+200% charge rate
The end of the wave is a bit of a handful. From above giant huntsman snipers, all with pocket medics, as well as a lot of the elite snipers. From below the remaining 5 samurai Demos, giant FAN Scouts and FAN scouts spawn in in 1 large rush.
Mission: Overload (Part 4)
Wave 7:
Robot
Amount
Demoman (Giant) (Crit)
2
Conch Soldier (Giant) (Crit)
6
Medic (Giant)
12
Heavy (Crit)
350
Bowman (Crit)
Support
Sniper (Crit)
Support
Spy
Support

Robot
Health
Weapon
Buffs
Chief Grenadier
60000
Grenade Launcher
Boss, Health regen, Crit boosted, Rapid reload and firing speed
Bowman
125
Huntsman
Crit boosted
Sniper
125
Sniper Rifle, Kukri
Crit boosted
Spy
125
Revolver, Sapper, Knife, Invis Watch
Infinite cloak
Undead Spy
25000
Revolver, Sapper, Knife, Dead Ringer
Infinite cloak, Health regen
The start of this wave has lots of huntsman snipers coming from below and the boss and some support robots above. The snipers have crits and all but 1 of the spies are normal. A special spy called the 'undead spy' spawns in as well, which is borderline unkillable due to infinite cloak, health regen and its dead ringer. The boss has rapid-fire and ludacrisly fast reload speeds as well to continue firing a barrage constantly. It's almost certain to cap at least gate 1.

The demoman bosses in this wave both have the juggernaut jacket and the blast defence while the spy has the bedouin bandana and backbiter's boomslang.

Robot
Health
Weapon
Buffs
Giant Conch Soldier
5000
Rocket Launcher, Concheror
Giant, Crit boosted, Spawns with full rage, Increased rage duration
Giant Medic
3000
Syringe Gun, Quick-Fix
Giant, Increased Health
Heavy
300
Minigun
Crit boosted
Bowman
125
Huntsman
Crit boosted
Sniper
125
Sniper Rifle, Kukri
Crit boosted
Spy
125
Revolver, Sapper, Knife, Invis Watch
Infinite cloak
100 crit-boosted heavies, 2 giant conch soldiers and 4 giant medics spawn in after the demoman boss is defeated. The conch soldiers have 2 medics each and the heavies stick relatively close to them, both defending them and healing themselves by dealing damage.

The undead spy remains in play, often becoming a hindrance to heavies especially since it can strike whenever and reliably escape if discovered.

Robot
Health
Weapon
Buffs
Chief Grenadier
60000
Grenade Launcher
Boss, Health regen, Crit boosted, Rapid reload and firing speed
Heavy
300
Minigun
Crit boosted
Bowman
125
Huntsman
Crit boosted
Sniper
125
Sniper Rifle, Kukri
Crit boosted
Spy
125
Revolver, Sapper, Knife, Invis Watch
Infinite cloak
Another 50 heavies, as well as the 2nd boss, spawn in now. The boss is another gatebot and will almost certainly make it to the next gate thanks to the support from the massive swarms of crit-boosted heavies that can, if not dealt with quickly, push the boss all the way to the gates and then to the hatch due to their raw DPS.

Robot
Health
Weapon
Buffs
Giant Conch Soldier
5000
Rocket Launcher, Concheror
Giant, Crit boosted, Spawns with full rage, Increased rage duration
Giant Medic
3000
Syringe Gun, Quick-Fix
Giant, Increased Health
Heavy
300
Minigun
Crit boosted
Bowman
125
Huntsman
Crit boosted
Sniper
125
Sniper Rifle, Kukri
Crit boosted
Spy
125
Revolver, Sapper, Knife, Invis Watch
Infinite cloak
This part of the wave is roughly the same as the 2nd part, though with double everything. 200 heavies, 4 conch soldiers and 8 medics, 2 per soldier. 100 of the heavies stick closely to the soldiers while the other 100 just go and do their own thing. Once again the spy can easily catch your heavy out if they're not checking behind them.

Defeating this part of the wave will end the mission.
Mission: Memory Leak
-=Mission Set: Last Stand=-
Difficulty: Expert
Missions: 4
Mission
Map
Waves
TrueFort
Stronghold
7
Galvanized Gauntlets
Scrapyard
6
Hold the Fort
Stronghold
8
Scrap Metal Showdown
Scrapyard
5

Extra Information:
-Uses the two new open maps (scrapyard and stronghold) for its missions
--Could be likened to the 'Two Cities' tour which did something similar, only using the 2 new maps for the tour
-Maps can be found in the "map ideas guide" under the 'MvM' section for brief descriptions.
Standalone Mission: Manniacal Mechanisms (Part 1)
Map: Mannworks
Waves: 3
Starting credits: 800

Wave 1:
Robot
Amount
Medic (Giant)
4
Soldier (Giant) (Crits)
2
Steel Gauntlet (Giant)
4
Demoman (Giant)
8
Heavy (Crits)
20
Medic
20
Soldier
75
Scout
100

Robot
Health
Weapon
Buffs
Giant Landmine Demo
3500
Iron Bomber
Giant, Increased health, Increased detonation time, Increased projectile speed and damage
Scout
125
Scattergun
(None)
This mission, while small, packs a massive punch due to its somewhat unfair difficulty. The first part of the wave has 3 groups of 20 scouts, each seperated by a giant demoman. The lack of upgrades wave 1 usually brings makes this quite hard to deal with as the scouts have high DPS in groups and the demomen can easily catch you out with an unexploded grenade on the ground or two.

Robot
Health
Weapon
Buffs
Titanic Gauntlet
3000
Fists of Steel
Giant, Increased health
Giant Rapid-Fire Soldier
4500
Rocket Launcher
Giant, Crit boosted, Increased health, reload speed, firing speed and clip size
Giant Medic
3500
Syringe Gun, Quick-Fix
Giant, Rapid heal rate
Soldier
200
Rocket Launcher
(None)
This part of the wave has giant steel gauntlets coming from the left, with some support from groups of 5 soldiers, while a giant soldier with a medic comes from the right, also supported by a 5-soldier group. The heavies have lots of health and damage resistance, making them hard to kill, while the soldier is the offense, dealing enough damage to most likely 1-shot your team on wave 1. Knocking back the heavies may be best so you can deal with the soldier first.

Robot
Health
Weapon
Buffs
Heavy
300
Minigun
Crit boosted
Uber Medic
150
Syringe Gun, Medi-Gun, Bonesaw
Spawns with 100% Uber
Scout
125
Scattergun
(None)
20 pairs of heavy-medics then proceed to enter the field. They are hard to deal with since it's still early-game and you just had to stop 5 giants, made even worse by their crits and the uber medics each one has. The rest of the scouts come in too, but aren't too threatening.

Robot
Health
Weapon
Buffs
Giant Landmine Demo
3500
Iron Bomber
Giant, Increased health, Increased detonation time, Increased projectile speed and damage
Soldier
200
Rocket Launcher
(None)
The next part of the wave is a bit easier, though still difficult. 5 of the landmine demomen come out around the same time, supported by the rest of the soldiers (about 35 of them to be exact, still in groups of 5). Watch your step as there will most likely be a bunch of unexploded iron bomber grenades around the field.

Robot
Health
Weapon
Buffs
Giant Rapid-Fire Soldier
4500
Rocket Launcher
Giant, Crit boosted, Increased health, reload speed, firing speed and clip size
Giant Medic
3500
Syringe Gun, Quick-Fix
Giant, Rapid heal rate
The wave ends with two more groups of giants. The first is another soldier, pocketed by a medic (same as before) and the other is a duo of medics, pocketing eachother. Either you have to use a sticky trap to 1-shot them, use a projectile shield to stop them healing, or seperate them so they can't heal either. Defeating them ends the wave.
Standalone Mission: Manniacal Mechanisms (Part 2)
Wave 1:
Robot
Amount
Heal-on-Kill Deflector (Giant) (Crits)
2
Soldier (Giant) (Crits)
20
Medic (Giant)
6
Crossbow Medic (Giant) (Crits)
8
Blast Soldier (Giant)
8
Heavy (Giant)
2
Heavy (Crits)
25
Soldier (Crits)
50
Bowman (Crits)
80
Demoknight (Crits)
40
Scout (Crits)
150
Sniper (Crits)
Support
Spy
Support

Robot
Health
Weapon
Buffs
Giant Soldier
4000
Iron Bomber
Giant, Crit boosted
Scout
125
Scattergun
Crit boosted
Spy
125
Revolver, Sapper, Knife, Invis Watch
Infinite cloak
The start of this wave is quite easy to deal with. A giant soldier comes from each side while 10 groups of 10 scouts each try to deliver the bomb. Spies also appear quite frequently here.

Robot
Health
Weapon
Buffs
Giant Soldier
4000
Iron Bomber
Giant, Crit boosted
Giant Heavy
6000
Minigun
Giant, Increased health
Soldier
200
Rocket Launcher
Crit boosted
Sniper
125
Sniper Rifle, Kukri
Crit boosted
Spy
125
Revolver, Sapper, Knife, Invis Watch
Infinite cloak
2 more soldiers spawn in at this point, with 2 giant heavies also spawning from the other side of them. 2 groups, each consisting of 25 soldiers, come in as well as support. Snipers will also begin spawning on top of just the spies.

Robot
Health
Weapon
Buffs
Giant Soldier
4000
Iron Bomber
Giant, Crit boosted
Giant Blast Soldier
4500
Liberty Launcher
Giant, Increased health, Extreme knockback, Increased clip size, firing speed and reload speed
Demoknight
175
Chargin' Targe, Eyelander
Crit boosted
Rapid-Fire Bowman
125
Huntsman
Crit boosted, Increased firing and reload speed
5 groups of 8 huntsman snipers come out here, supported by a massive, continuous flow of demoknights. Much like the last 2 parts of the wave, 2 crit-boosted soldier robots also spawn. 8 giant blast soldiers also spawn in 2 groups of 4, a few seconds after the other giant soldiers spawn. It is possible for the soldiers to knock you airborne for you to then be killed by one of the huntsman snipers.

Snipers and spies still spawn throughout the rest of the wave, though aren't listed to save space.

Robot
Health
Weapon
Buffs
Giant Soldier
4000
Iron Bomber
Giant, Crit boosted
Giant Rapid-Fire Crossbow Medic
5000
Crusader's Crossbow
Giant, Crit boosted, Increased health, Increased firing and reload speed
Scout
125
Scattergun
Crit boosted
Now 10 of the crit soldiers will spawn; 2 to signify the beginning of a new part of the wave, and the other 8 in 2 groups of 4. Individual giant medics some out, wielding crossbows. They will shoot teammates to heal them if they are closeby, apart from other medics.

The rest of the scouts also continuously pour out now as well, though their main purpose seems to be cannon fodder and for distraction, especially towards sentries.

Robot
Health
Weapon
Buffs
Giant Soldier
4000
Iron Bomber
Giant, Crit boosted
Giant Heal-on-Kill Deflector
6000
Deflector
Giant, Crit boosted, Deflector, Heal-on-kill, Increased health
Giant Medic
3000
Syringe Gun, Quick-Fix
Giant, Rapid heal rate, Increased health
Heavy
300
Minigun
Crit boosted
The wave ends with the last 4 giant soldiers coming out, followed by the rest of the wave. 2 giant heal-on-kill deflectors, each with 3 giant pocket medics, surrounded by large groups of crit-boosted heavies.
Standalone Mission: Manniacal Mechanisms (Part 3)
Wave 3:
Robot
Amount
Super Scout (Giant) (Crits)
8
Bonk Scout (Giant) (Crits)
8
Black Box Soldier (Giant) (Crits)
4
Blast Soldier (Giant) (Crits)
8
Direct Hit Soldier (Giant) (Crits)
3
Soldier (Giant) (Crits)
2
Conch Soldier (Giant) (Crits)
3
Battalions Soldier (Giant) (Crits)
2
Pyro (Giant) (Crits)
2
Scorch Shot Pyro (Giant) (Crits)
12
Demoman (Giant) (Crits)
3
Demoknight (Giant) (Crits)
4
Huo-Long Heavy (Giant) (Crits)
3
Steel Gauntlet (Giant) (Crits)
2
Bomb Disposal (Giant) (Crits)
2
Heal-on-Kill Deflector Heavy (Giant) (Crits)
5
Heavy (Giant) (Crits)
8
Medic (Giant) (Crits)
48
Bowman (Giant) (Crits)
8
Tank
4
Scout (Crits)
75
Conch Soldier (Crits)
20
Battalions Soldier (Crits)
20
Blast Soldier (Crits)
50
Scorch Shot Pyro (Crits)
20
Demoman (Crits)
200
Burst-Fire Demoman (Crits)
40
Heavy (Crits)
60
Deflector Heavy (Crits)
50
Heal-on-Kill Deflector Heavy (Crits)
60
Medic
104
Bowman (Crits)
80
Demoknight (Crits)
Support
Engineer
Support
Sniper (Crits)
Support
Spy
Support
Side-Note: There are 139 giants and 779 normal robots in this wave (excluding support), equating to a total of 918 definate robots that will spawn in.

Robot
Health
Weapon
Buffs
Bomb Disposal
15000
Fists
Boss, Increased health, Crit boosted
Giant Medic
3250
Syringe Gun, Quick-Fix
Giant, Increased health, Crit boosted
Undead Spy
25000
Revolver, Sapper, Knife, Dead Ringer
Infinite cloak, Increased health
Spy
125
Revolver, Sapper, Knife, Invis Watch
Infinite cloak
Sniper
125
Sniper Rifle, Kukri
Crit boosted
The wave starts off with an immediate threat, sending two seperate boss robots, both with giant medics, at the same time. Both spawn either side and both of them have 2 giant medics each, making them a hassle to deal with. The undead spy also returns for this wave, as well as crit-boosted support snipers.

The spies and snipers spawn continuously throughout the wave, though aren't listed past this point to avoid unnecessary repetition. Only 1 undead spy ever spawns, though.

Robot
Health
Weapon
Buffs
Rapid Scorch Pyro
700
Scorch Shot
Increased health, Crit boosted, Increased knockback, reload speed and firing speed
Scout
125
Scattergun
Crit boosted, Increased move speed
Burst Fire Demo
175
Grenade Launcher
Crit boosted, Increased reload and firing speed
Demoknight
175
Chargin' Targe, Eyelander
Crit boosted
This part of the wave, while a bit of a cooldown, is still a bit frantic. Demoknights now begin spawning, as well as 4 groups of 10 burst fire demoknights, 5 groups of 15 scouts and 4 groups of 5 scorch shot pyros. They all come very quickly and fairly packed and can overwhelm unready teams.

The pyros have incredibly strong knockback and can send a heavy flying back to spawn in only a few well-placed shots, so be careful. The demoknights, like the other support robots, spawn constantly from now on but aren't listed to save space.

Robot
Health
Weapon
Buffs
Titanic Gauntlet
6500
Fists of Steel
Giant, Increased health, Crit boosted
Giant Medic
3250
Syringe Gun, Quick-Fix
Giant, Increased health, Crit boosted
Super Scout
1500
Holy Mackerel
Giant, Increased health and speed, Crit boosted
Engineer
500
Shotgun, Wrench, PDA
Increased health, Crit boosted, Builds sentries and teleporters
At this point in the wave 8 super scouts, all seperated by a few seconds, come out while 2 more giant heavies also arrive, both accompanied by a giant medic each. Engineers also begin spawning in now and must be defeated as soon as possible to avoid them building teleporters.

Engineers spawn throughout the wave but aren't listed to save space, much like the other support robots in this wave.
Standalone Mission: Manniacal Mechanisms (Part 4)
Robot
Health
Weapon
Buffs
Giant Bonk Scout
1500
Bonk! Atomic Punch, Bat
Giant, Increased health, Crit boosted, Increased bonk! recharge
This wave is signalled by a sudden surge of engineers spawning in. After about 20 seconds the bonk! scouts appear, presumably waiting for a teleporter to go up. If they do get through a teleporter they will wait unti the invun wears off to drink the bonk!, giving them a lot of time immune to damage. They arrive in 4 groups of 2, accompanied only by support robots.

Robot
Health
Weapon
Buffs
Giant Huo-Long Heavy
5000
Huo-Long Heater
Giant, Increased health, Crit boosted, Increased flame ring radius
Giant Medic
3250
Syringe Gun, Quick-Fix
Giant, Increased health, Crit boosted
Giant Scorch Pyro
2500
Scorch Shot
Giant, Increased health, Crit boosted, Increased knockback
Bowman
125
Huntsman
Crit boosted
This part of the wave has a total of 3 Huo-long heavies, each with a giant medic. 12 giant scorch shot pyros also spawn in around them to ignite players. Huntsman snipers also appear in groups of 8 throughout most of this part, both working as cannon fodder and for some high damage if they can get any attacks off.

Robot
Health
Weapon
Buffs
Tank
45000
(None)
(None)
Steel Gauntet
850
Fists of Steel
Increased size, Increased health, Crit boosted
Uber Medic
150
Syringe Gun, Medi-Gun
Increased Uber rate, Spawns with full Uber
The first of the 4 tanks spawns now, along with 20 steel gauntlets. They aren't in a group, though they are all still relatively packed in with eachother. Each of them has 2 uber medics assisting them.

Robot
Health
Weapon
Buffs
Giant Pyro
4000
Flamethrower
Perfect airblasts, Giant, Increased health, Crit boosted
Giant Medic
3250
Syringe Gun, Quick-Fix
Giant, Increased health, Crit boosted
Blast Soldier
200
Liberty Launcher
Crit boosted, Increased knockback
10 groups of 5 crit-boosted blast soldiers along with 2 giant pyros, 1 from either side, each with a giant medic. The pyros are near perfect with their airblasts so rockets, pipes, and sticky spam won't work well against them, meaning bullets are the best thing to use. The wrangler can be good as it stops your sentry firing rockets and thus doesn't put you at risk of having them deflected back at you.

Robot
Health
Weapon
Buffs
Giant Blast Soldier
4500
Liberty Launcher
Giant, Increased health, Crit boosted, Increased knockback, Increased clip, firing and reload speeds
Direct Crit
5000
Direct Hit
Giant, Increased health, Crit boosted
Giant Medic
3250
Syringe Gun, Quick-Fix
Giant, Increased health, Crit boosted
Heavy
300
Minigun
Crit boosted
10 crit-boosted heavies come from either side, along with some giants. 2 groups of 4 giant blast soldiers accompany them at each side, as well as a giant direct hit soldier with a giant medic that comes from the left. It is very easy to be sent flying by the combination of the heavies and blast soldiers.

Robot
Health
Weapon
Buffs
Giant Heavy
6500
Minigun
Giant, Increased health, Crit boosted
Direct Crit
5000
Direct Hit
Giant, Increased health, Crit boosted
Giant Medic
3250
Syringe Gun, Quick-Fix
Giant, Increased health, Crit boosted
Heavy
300
Minigun
Crit boosted
Essentially the same as the last part of the wave, though the blast soldiers are replaced by heavies and the direct crit soldier and his medic come from the right instead.

Robot
Health
Weapon
Buffs
Tank
27000
(None)
(None)
Direct Crit
5000
Direct Hit
Giant, Increased health, Crit boosted
Giant Medic
3250
Syringe Gun, Quick-Fix
Giant, Increased health, Crit boosted
Heavy
300
Minigun
Crit boosted
The last few heavies come out in the same ways as the last 2 parts of the wave. The giant direct hit soldier and his medic come from the left again. However, 2 tanks spawn at the same time here, 1 going either way, which require a lot of attention to take them out.

Robot
Health
Weapon
Buffs
Giant Demoknight
5000
Chargin' Targe, Eyelander
Crit boosted, Giant, Increased health
Giant Medic
3250
Syringe Gun, Quick-Fix
Giant, Increased health, Crit boosted
Deflector Heavy
300
Deflector
Crit boosted
3 groups of 5 deflector heavies spawn in at this point, along with 4 giant demoknights who each have a pocket medic. Bear in mind that, when they charge, the medics charge as well due to them using the quick fix.
Standalone Mission: Manniacal Mechanisms (Part 5)
Robot
Health
Weapon
Buffs
Major Crits
5000
Rocket Launcher
Crit boosted, Giant, Increased health, Increased clip size, firing speed and reload speed
Giant Conch Soldier
5000
Rocket Launcher, Concheror
Giant, Increased health, Crit boosted, Spawns with full rage, Increased rage duration
Giant Battalions Soldier
5000
Rocket Launcher, Battalions Backup
Giant, Increased health, Crit boosted, Spawns with full rage, Increased rage duration
Giant Medic
3250
Syringe Gun, Quick-Fix
Giant, Increased health, Crit boosted
Deflector Heavy
300
Deflector
Crit boosted
This wave has 2 large groups of enemies, each coming from either side, with a gap of about 20 seconds inbetween. Each group has 1 major crits soldier, 1 giant conch soldier and 1 giant battlions soldier, each with a pocket giant medic each, with 10 deflector heavies around them all. Crit sticky traps aren't as effective thanks to the crit resistance provided by one of the soldiers, so keep that in mind.

Robot
Health
Weapon
Buffs
Giant Demoman
4500
Grenade Launcher
Crit boosted, Giant, Increased health
Giant Medic
3250
Syringe Gun, Quick-Fix
Giant, Increased health, Crit boosted
Giant Rapid-Fire Bowman
3000
Huntsman
Crit boosted, Giant, Increased health, Increased firing and reload speed
Uber Medic
150
Syringe Gun, Medi-Gun
Spawns with full Uber
Deflector Heavy
300
Deflector
Crit boosted
This part is quite difficult to deal with. The final 3 groups of 5 deflectors come out, along with 3 giant demomen, with 2 giant medics each. Giant bowmen also spawn now, each with 3 uber medics, in 4 groups of 2.

Robot
Health
Weapon
Buffs
Tank
60000
(None)
(None)
Demoman
175
Grenade Launcher
Crit boosted
The final tank spawns now, along with 10 groups of 10 crit-boosted demomen to support it. Constant fire is needed to take the tank out due to its massive health pool. Crit sticky traps can deal good chunks of damage to it, though keep an eye out for the demomen as they can deal a lot of damage in a short space of time.

Robot
Health
Weapon
Buffs
Giant Black Box Soldier
4000
Black Box
Crit boosted, Giant, Increased health, Heals 1000 HP on hit
Giant Medic
3250
Syringe Gun, Quick-Fix
Giant, Increased health, Crit boosted
Demoman
175
Grenade Launcher
Crit boosted
2 groups of 2 black box soldiers, each with their own giant medic, spawn in now, along with 10 more groups of 10 crit-boosted demomen. It can be hard to re-gain ground thanks to the constant health the soldiers get and the demomen supporting them.

Robot
Health
Weapon
Buffs
Giant Heal-on-Kill Deflector
6000
Deflector
Crit boosted, Giant, Increased health, Deflector, Heal-on-Kill
Giant Medic
3250
Syringe Gun, Quick-Fix
Giant, Increased health, Crit boosted
Heal-on-Kill Deflector
300
Deflector
Crit boosted, Deflector, Heal-on-Kill
5 groups of 8 crit-boosted deflector heavies spawn in, along with a total of 3 giant ones, each having 2 giant medics healing them. The heavies spawn seperately, seperated by 10 second gaps.

Robot
Health
Weapon
Buffs
Giant Heal-on-Kill Deflector
6000
Deflector
Crit boosted, Giant, Increased health, Deflector, Heal-on-Kill
Giant Conch Soldier
5000
Rocket Launcher, Concheror
Giant, Increased health, Crit boosted, Spawns with full rage, Increased rage duration
Giant Medic
3250
Syringe Gun, Quick-Fix
Giant, Increased health, Crit boosted
Heal-on-Kill Deflector
300
Deflector
Crit boosted, Deflector, Heal-on-Kill
Conch Soldier
200
Rocket Launcher, Concheror
Crit boosted, Spawns with full rage, Increased rage duration
Battalions Soldier
220
Rocket Launcher, Battalions Backup
Crit boosted, Spawns with full rage, Increased rage duration
The second last part of the wave has a massive group of robots spawn on the right. There's another giant heal-on-kill deflector with a giant medic, a giant conch soldier with a giant medic, 20 heal-on-kill deflectors, 20 battlions soldiers and 20 concheror soldiers, all gathered into one large group. Their resistances, constant healing and deflecting makes them hard to stop.

Robot
Health
Weapon
Buffs
Giant Heal-on-Kill Deflector
50000
Deflector
Boss, Crit boosted, Increased health, Deflector, Heal-on-Kill
Giant Medic
3250
Syringe Gun, Quick-Fix
Giant, Increased health, Crit boosted
The boss of the wave is another heal-on-kill deflector. It has 6 giant medics pocketing it and, combined with its health and heal-on-kill attributes, it is probably the hardest thing to defeat in the wave. It needs to be constantly bombarded to destroy it in time. Defeating it and its medics ends the wave and with that the mission as well.
22 Comments
chimney 28 Apr, 2019 @ 10:56am 
Mannhunt is already the name of one of the Mannworks missions in the Oil Spill tour. https://wiki.teamfortress.com/wiki/Mannhunt_(mission)
🎀Leafbox_ 16 Apr, 2019 @ 12:41pm 
For the Last wave, you come to a 5th Floor, which is a boss battle. Respawns are instant and the humans have double damage and double health.
🎀Leafbox_ 16 Apr, 2019 @ 12:38pm 
W7: 130 Armored Gauntlet, 126 Weak Scout , 60 Weak Engineer (gunslinger , 1 hp)

W8: 1250 Very Weak Scout (30hp, pistol, slow), Support: Pyro Giants

W9: 400 Very Weak Scout , 150 Pyro, 12 Pyro Giants, 42 Demoman

W10: 173 Weak Scout, 170 Recruit Soldier , Support: Super Scout, Crit Giant Demoman (support is much rarer)

W11: 62 Weak Scout Giants , 22 Crit Charged Soldiers, 30 Giant Pyros (all have only half the health)

W12: 5 Critawakets, 3 Mr.Bloom, 1 Sargeant Crits, 60 Charged Soldier (600 HP)

The Mission is supposed to be almost impossible, as the difficulity becomes more extreme every round.

🎀Leafbox_ 16 Apr, 2019 @ 12:33pm 
W2:

172 Pyro, 36 Engineer, 17 Armored Gauntlet (1500 Hp, 125 dmg fists)

Support: Weak Scouts, Spies, Snipers, Sydney Dummies (on mass)

W3:

452 Sleepy Scout (modified to be much slower in this wave, before dying becomes the stun effect)

Support: Weak Scout

W4: 1 Critawakets (Scout which not focuses on the bomb but on killing players, 4000 Hp and a instakill pistol ) 240 Weak Scout, 60 Jarate/Bushwaka snipers , 80 Razorback snipers


W5:

721 Recruit Soldier (Shotgun Soldier, only 40 Hp, double as fast as a normal soldier, bomb stuns them for 2 seconds) , 132 Weak Scout , 60 Sleepy Scout

W6:

1 Critawakets and 1 Mr.Bloom (Super Grenade launcher with extreme speed, but low damage)
122 Recruit Soldier, 93 Weak scout , 10 Crit Giant Soldiers

Support: Crit R. Soldiers

(continued)





🎀Leafbox_ 16 Apr, 2019 @ 12:25pm 
I have come back again with a even harder challange mode, requiring the best of the best.

Supanus Calamity
Map: Mvm_Dustbowl

In This way, the robots capture points like in normal dustbowl. The map is editied in a way so that robots have a bit longer and harder way to the points. When you lose both points, the wave is failed. Though, not resetted. You start on floor 2, with the same things, this goes to 4 floors.
After losing all floors, you need to restart the entire match.

Waves: 12 (3 Boss waves and 3 spam waves) Money: 1800

W1:

18 soldiers

72 Scouts

42 Demomen

60 Medics

3 Engineers

150 Weak Scout (60 HP , 40DMG bat)

Support: Armored Force-A-Nature Giants (hp is only 2000)

(continuation is seen)
🎀Leafbox_ 24 Mar, 2019 @ 7:16am 
Rewards for the mission:

Chronium Australi:
This is what you get as reward 1. you gain 5 of those, and you need those 5 to craft a Chronium-Australi bar. With this you can make a Chronium-Australi weapon. Those cost about 2.5x as much as normal australiums.

You gain up to 6 (1 is garunteed) Smelted Uranium botkillers, with effects, those cost on average 500 USD.
There is a small chance you can get unusuals, and you gain about 3 default weapons.




🎀Leafbox_ 24 Mar, 2019 @ 7:12am 
Atilery soldiers are Support. They come up 20 - 40 times.

Wave 2:

2 Pooton Hoovys

8 Carrier Tanks

10 large Charged soldiers (edited to have a bit lower health, only 2700. They also drop about 200 cash.)

Resis Heavy:
Health: 800 , Weapon: Tomislav , Dmg: 24 on short distance, up to 4. Speed: Extremely slow
Those are very hard to beat, as they have a 65% resistance to all sources. There are also some holding the Fists of steel, edited to instakill humans with a slow swing speed. Amont is 80.

Summed up, you get about 9000 cash in the round.

Wave 3:

22 Large Charged Soldiers

6 Pooton Hoovys

15 Carrier Tanks

40 Resis Heavys

80 Atillery Soldiers

30 Sonicus Sniper

115 Skilled Scout

Wilhelm the Second:
With a Pickelhaube, and a lot of other War cosmetics for Medic, this big ass medic robot has 100000 health, a extremely slow speed and a powerful sydney sleeper. This offensive medic deals 150 damage with 1 shot. He drops 30000 cash.





🎀Leafbox_ 24 Mar, 2019 @ 7:03am 
Skilled Scout:
Hp: 150 , Weapon: Scattergun with 6 shots in clip and firing boost, Damage: 135 - 25, Speed: Average (not fully scout speed, more like a scout witih the baby's)
Nothing much to say, those are armed scouts. in this wave are 65.

Sonicus Sniper:
Hp: 50 , Weapon: Smg with a massive firing speed and a neverending magazine, Damage: 15 per shot, Speed: Slow
Those are extremely hard to beat, and are only on carrier tanks. Here are 15 of those.

Atillery Soldier:
HP: 325 , Weapon: Airstrike that is acting like a mortar, Dmg: 90 on large range, 30 on medum, 10 on short, Speed: Basicly none, but they go out of the spawn before arming the mortar. They are immune to Backstabs and Sniper headshots and have a 25% bullet resistance.

(will be also continued again)
Okami Tomato  [author] 24 Mar, 2019 @ 7:01am 
Sounds interesting Snacks, might some day get around to adding something like that if I ever actually finish what I started and add the other 2 missions to this page :P

...I almost forgot I made this page...
🎀Leafbox_ 24 Mar, 2019 @ 6:56am 
An mission i thought about:

The Big Boy's Challange

Difficulty: Veteran Expert
Waves: 3

Starting cash: 2600$

Being even harder as Wave 666 , This is a giant manifest of extremely hard enemies and extreme bot spam.

Wave 1:

Robots:

Giant Pooton Hoovy:
Hp: 8250 , Dmg: 250 , Weapon: Holiday Fists with a fast swing speed, Speed: Average
Those come 6 times in the mission , while holding the bomb. They have a hidden 10% resistance to all sources. They drop 1000 cash on death.

Carrier Tank:
A new concept of a tank holding robots.
Hp: 1100 , Dmg: N/A , Weapon: N / A, Speed: 1,5x as fast as the normal tanks.
Those carry up to 20 robots , but only 1 large one, other small ones like the Skilled Scouts, Sonicus Snipers and Atillery Soldier are good to go. Those also are 4 times in this wave.

(gotta continue this as only about 1000 idks are allowed, f you walve)