Rewards Canteens Upgrades
Rewards

Botkiller Weapons
Kills: 0
(Robots Destroyed: 0)
Silver attachment applied

Changes
All Botkiller weapon reward drops have a 'Strange Part: Robots Destroyed' attached
Botkiller weapons now have alternative styles to change the botkiller attachment type

Reason
This may encourage MvM players to use these weapons more as they have in-built robot kill tracking.

Botkiller Dismantler
Use on Botkiller weapon to consume the weapon and redeem its Botkiller attachment, which can be applied to another Botkiller weapon to unlock an alternative style.

This is a limited use item. Uses: 1

Changes
Botkiller dismantlers are the only way of applying new alternative styles to Botkiller weapons
Botkiller weapons lists every attachment type assigned within the stats

Reason
This is mainly to reduce inventory bloat and to provide somewhat of a sink for botkiller rewards. Regular MvM players can work towards earning 'Trophy' botkillers that have every botkiller type attached.

Squad Surplus Voucher
Present this voucher in Mann vs. Machine when starting Mann Up Mode. Each team member that activates one will add an additional reward for all members upon completing the mission.

Changes
Guarantees one of the following rewards upon completing any mission:
40% chance to receive 1 random weapon drop
30% chance to receive 2 random robot parts
20% chance to receive 1 random rare robot part
10% chance to receive 1 random robot cosmetic item

Reason
Many find the cost of $1.99 to be a bit steep for 6 weapons and a rare chance at a robot cosmetic. The pool of rewards has been expanded on and chances of getting alternative rewards are more probable.

Operation Oil Spill
Difficulty: Intermediate
Doe's Doom (Decoy)
Day of Wreckening (Decoy)
Cave-in (Coal Town)
Quarry (Coal Town)
Mean Machines (Mannworks)
Mannhunt (Mannworks)

Rewards
Upon completing a mission:
1 weapon item drop (gauranteed)
5-7 robot parts (gauranteed)
Upon completing a tour:
2 rare robot parts (gauranteed)
1 Rust Botkiller MK.I weapon (gauranteed)
or 1 Blood Botkiller MK.I weapon (rare)
1 Australium weapon (extremely rare)

Reason
As the easiest mission to complete, while also having the most missions (6) to complete its tour. It seems appropriate to offer a grinding purpose to play through it. Each mission complete offers a significant amount of robot parts to nearly ensure youll get what you need to complete your fabricators. The small chance for an Australium weapon was put in so players do not feel like they are sacrificing the chance.

Operation Steel Trap
Difficulty: Advanced
Disk Deletion (Decoy)
Data Demolition (Decoy)
Ctrl+Alt+Destruction (Coal Town)
CPU Slaughter (Coal Town)
Machine Massacre (Mannworks)
Mech Mutilation (Mannworks)

Rewards
Upon completing a mission:
1 weapon item drop (gauranteed)
1-2 robot parts (gauranteed)
1 Strange Part (rare)
Upon completing a tour:
1 Silver Botkiller MK.II weapon (gauranteed)
or 1 Gold Botkiller MK.II weapon (rare)
1 Strangifier Fabricator (rare)
1 Australium weapon (extremely rare)

Reason
Offering additional alternative rewards allows for variation in tour selection. This tour adds the reward of Strangifier Fabricators, which will require robot parts to complete, as well as Strange Parts. The pool of items that can be Strangified has been expanded, giving an incentive to seek out ones you cannot normally obtain elsewhere. Requiring 6 missions to complete and no gaurantees of getting either exclusive reward, this will only be for those willing to put some money into it.

Operation Mecha Engine
Difficulty: Advanced
Disintegration (Decoy)
Broken Parts (Bigrock)
Bone Shaker (Bigrock)

Rewards
Upon completing a mission:
1 weapon item drop (gauranteed)
1-2 robot parts (gauranteed)
Upon completing a tour:
1 Rust Botkiller MK.I weapon (gauranteed)
or 1 Blood Botkiller MK.I weapon (rare)
1 Botkiller Dismantler (garunteed)
1 Australium weapon (extremely rare)

Reason
Offering additional alternative rewards allows for variation in tour selection. This tour adds a new reward that will help build up botkiller weapons, known as Botkiller Dismantlers. With one gauranteed every 3 missions, this should be easy enough to grind out for some botkillers.

Operation Two Cities
Difficulty: Advanced
Empire Escalation (Mannhattan)
Metro Malice (Mannhattan)
Hamlet Hostility (Rottenburg)
Bavarian Botbash (Rottenburg)

Rewards
Upon completing a mission:
1 weapon item drop (gauranteed)
2-4 robot parts (gauranteed)
1 rare robot parts (rare)
1 Specialized Killstreak Fabricator (rare)
Upon completing a tour:
1 Killstreak Kit (gauranteed)
1 Specialized Killstreak Fabricator (gauranteed)
1 Professional Killstreak Fabricator (rare)
1 Australium weapon (extremely rare)

Reason
Previously the only tour worth doing for its amount of gauranteed rewards, Operation Two Cities has had its robot part reward count dropped. Instead, Operation Oil Spill (the easiest and longest mission) has been given the title of robot part grinding. Operation Two Cities will keep its Killstreak rewards as is for those who wish to grind for them.

Operation Gear Grinder
Difficulty: Expert
Desperation (Decoy)
Cataclysm (Coal Town)
Mannslaughter (Mann Works)

Rewards
Upon completing a mission:
1 weapon item drop (gauranteed)
1-2 robot parts (gauranteed)
Upon completing a tour:
1 Carbonado Botkiller MK.I weapon (gauranteed)
or 1 Diamond Botkiller MK.I weapon (rare)
1 Collector's Kit Fabricator (very rare)
1 Australium weapon (extremely rare)

Reason
Offering additional alternative rewards allows for variation in tour selection. This tour has a very rare chance of rewarding a Collector's Kit Fabricator, which will require robot parts to complete. What used to be obtainable can now be grinded out through a 3 mission tour, though with no gaurantees.

Gamble with caution.

Robots

Bleed vs Robots

Changes
Bleed duration no longer has a maximum of 10s
Bleed damage inflicted by projectiles will fully stack with each application
Arrows from and apply bleed to robots

Reason
TODO

Tanks

Changes
Tanks are now considered buildings
Tanks always take base damage and are still susceptible to critical damage modifiers
Heavy deals 40% less minigun damage to tanks

Reason
TODO

Power Up Canteens

Power Up Canteen
Currently holds 0 charges
Holds a maximum of 3 charges
Each charge lasts 5 seconds
Applies a bonus effect for a limited amount of time when used. Must first be filled at an Upgrade Station and can only be filled with one bonus type at a time.

Changes
Canteens cannot be activated until wave start
Currently holds charges tooltip changed to be yellow and moved to top of the stats list
Sentry Guns only benefit from canteens when the Canteen Specialist upgrade is purchased

Reason
This will prevent players from accidentally activating their canteens before the wave begins. One side effect is that Demoman must make crit sticky traps as the wave starts. The text change was to make the current charges more visible for spectating players.

Crits Canteen
Grants a crit boost for 5s
Triples sentry gun firing rate for 5s

Changes
Increased cost from $100 to $125

Reason
Making this canteen more expensive will make it dip into the player's upgrade credits pool a little more while maintaining its strong power.

Übercharge Canteen
Grants invulnerability for 5s
Grants a healing effect for 5s
Grants a shield to sentry guns that block 75% of all incoming damage for 5s

Changes
Effect now heals the user at a rate of 24hp/s
Reduced Sentry Gun shield resistance from 90% to 75%

Reason
TODO

Ammo Refill Canteen
Instantly refill all weapon clips and ammo
Instantly recharge all damage meters
All buildings upgrade by 1 level

Changes
Ammo refill applies to all energy-based weapons
Effect now instantly recharges all meters
Affects meters dependent on time or damage, including meters that are in active use
Does not affect Übercharge meters
All level 1 buildings upgrade to level 2 and all level 2 buildings upgrade to level 3 on use
Increased cost from $25 to $75

Reason
TODO

Recall Canteen
Instantly revive or teleport user to spawn
Grants a speed boost for 5s
Pick up a targeted building from long range

Changes
No longer teleports user to spawn
User drops a reanimator on death
Canteen can be used while dead to revive at spawn
Hauling Sentry Guns into spawn no longer causes the Sentry Gun to self-destruct

Reason
TODO

Upgrade Buildings Canteen
Instantly upgrade all buildings to max level

Changes
Removed

Reason
This canteen has been removed and its effect has been integrated into the Ammo Refill canteen through the Canteen Specialist upgrade.

Upgrade Station

Upgrades

Changes
Weapon upgrades will stack additively with existing weapon modifiers instead of stacking multiplicatively
Example: Winger +50% clip size upgrade
From -60% (5 base) -> -34%/-16%/0%/+15% (8/10/12/15)
To -60% (5 base) -> -10%/+40%/+90%/+140% (11/17/23/29)

Reason
TODO

Refund Credit Pool
Each player has an upgrade refund credit pool, which allows them to refund any singular upgrade point if the cost is not larger than the refund pool
Refund pools carry over into every wave

Changes
Replaced the 'Refund Upgrades' button with a refund credit pool system for the upgrade station HUD
After wave completion, 25% of credits collected and all bonus credits earned are added to the refund pool
Refunding any upgrade reduces the pool by its cost

Reason
This allows some upgrade flexibility while keeping the challenge of the waves/missions. For instance, some upgrades such as fire resistance, can be refunded if the future waves do not require it.

Buybacks

Changes
Removed ability to buyback with credits
Buybacks now require purchased Recall canteens which can be used while dead to instantly revive youself

Reason
TODO

Scout

Class Upgrades & Innates
Extra-large cash collection radius
Health and overheal boosts from collected cash

Changes
Reduced max overheal gained from cash
With the max health upgrade, this increases to 420/465/510/555/600
+15 max health [$150] [●●●●●]
↪ Replaces+2 health regen

Primary Upgrades

Changes
+20% reload speed [$250] [●]
+10% firing speed [$200] [●]

Secondary Upgrades

Changes
Removed the-35% speed on Target upgrade from
+25% damage [$400] [●●●●]
[$350] [●]
Earning a kill with this upgrade passively reloads ammo for your primary weapon
[$250] [●●●●]
No longer reduces the damage requirement to fill
+100% max misc ammo [$125] [●●●●]

Melee Upgrades

Changes
[$350] [●]
↪ ReplacesBall Marks Target
Ball stuns robots based on distance (2-7s)
Giant robots are instead slowed by 35%
Giant robots are unable to move for 7s if hit by a moonshot (unchanged)
Note: The innate ability to 'stun' giant robots with moonshots was removed
+15% recharge rate [$250] [●●●●]
[$200] [●●●●]
Ball launch rate is also affected by this upgrade
+100% max misc ammo [$125] [●●●●]
[$100] [●●●]
Increases bleed damage to 6/8/10

Soldier

Class Upgrades & Innates

Changes
+15 max health [$150] [●●●●●]
↪ Replaces+2 health regen

Primary Upgrades

Changes
Removed the+25% damage upgrade from
Removed theExplosive Specialist upgrade from
Changed the+50% clip size upgrade to a+2 clip size for
[$500] [●●●●●]
Rocket Specialist renamed to Explosive Specialist
+20% bonus damage per point ( benefits from all points)
On direct hit: Damage is unaffected by fall-off and briefly stuns the target (unchanged)
On direct hit: +15% blast radius per point (unchanged)
+15% projectile speed per point (fixed not benefitting)
↪ ReplacesRocket Specialist and+25% damage

Secondary Upgrades

Changes
[$350] [●]
Soldier and Demoman get +2 to match their clip size upgrades
Earning a kill with this upgrade passively reloads ammo for your primary weapon
[$350] [●]
Buff effects are provided to the entire team, regardless of distance
[$200] [●●●]
Changed duration increase from 12.5s/15s to 12s/14s/16s
-30% push force taken [$100] [●●●] [●]

Melee Upgrades

Changes
[$400] [●●●●]
Access to this upgrade no longer requires an equipped shield

Pyro

Class Upgrades & Innates
-75% less airblast knockback vs Giant Robots

Changes
[$350] [●●]
This upgrade combines+50% burn damage and+50% burn time for all weapons
+50% afterburn damage on wearer per point
+50% afterburn time on wearer per point
+50% afterburn maximum duration (+5s per point, up to 20s)
Afterburn duration applications will fully stack
+15 max health [$150] [●●●●●]
↪ Replaces+2 health regen

Primary Upgrades

Changes
Removed the+25% Burn Damage upgrade from all primary weapons
Removed the+25% Burn Time upgrade from all primary weapons
-15% repressurization time [$200] [●●●●] [●]

Secondary Upgrades

Changes
Removed the+25% Burn Damage upgrade from all secondary weapons
Removed the+25% Burn Time upgrade from all secondary weapons
+25% damage [$400] [●●●●]
[$350] [●]
Explode on Ignite damage reduced from 350 to 60
Affected by theArson Specialist upgrade: [●] 90 damage [●●] 120 damage
[$200] [●●●●]
Reload and firing speed have been consolidated into one upgrade
↪ Replaces+20% reload speed and+10% firing speed
[$250] [●●●●]
No longer reduces the damage requirement to fill

Melee Upgrades

Changes
Weapons that malform sappers will instead
Destroys them in one hit, regardless of damage dealt
[$400] [●●●●]
Hammer-type weapons benefit from a damage upgrade, similarly to swords
+25 health on kill [$100] [●●●●]
[$100] [●●●]
Increases bleed damage to 6/8/10

Demoman

Class Upgrades & Innates
Stickybombs will not be destroyed upon death

Changes
+15 max health [$150] [●●●●●]
↪ Replaces+2 health regen

Primary Upgrades

Changes
[$500] [●●●●]
Rocket Specialist renamed to Explosive Specialist
+20% bonus damage per point
On direct hit: Damage is unaffected by fall-off and briefly stuns the target
On direct hit: +15% blast radius per point
+15% projectile speed per point ( benefits from all points)
↪ Replaces+20% damage and+25% projectile speed
[$400] [●●●●]
Bonus damage increased from 20% to 25%

Secondary Upgrades

Changes
Removed the+20% damage upgrade from
+2 clip size [$400] [●●●●]
↪ Replaces+50% clip size
+2 max stickybombs out [$400] [●●●] [●]
[$350] [●]
Charging up the launcher to max will crit boost stickybombs fired
[$350] [●]
Soldier and Demoman get +2 to match their clip size upgrades
Earning a kill with this upgrade passively reloads ammo for your primary weapon
+2s Crits On Shield Bash [$350] [●●]
↪ Removes+2s Crits On Kill from all melees
+50% ammo capacity [$250] [●●●]

Melee Upgrades

Changes
Removed the+2s Crits On Kill upgrade from all melee weapons
[$400] [●●●●]
Access to this upgrade no longer requires an equipped shield

Heavy

Class Upgrades & Innates
Triple Hit Combo does not require alternating fists to gain critical damage
-60% primary damage penalty vs Tanks
-60% primary damage penalty vs Giant Robots

Changes
+15 max health [$150] [●●●●●]
↪ Replaces+2 health regen

Primary Upgrades

Changes
Reduced Minigun damage penalty vs Tanks from -75% to -60%
Reduced Minigun damage vs Giant Robots by -60%
[$500] [●●●]
Grants a RAGE meter that can be activated with the Reload Key when full
Building RAGE to full requires 15/12/9 robot kills (Giants count as 3 kills)
RAGE causes bullets to penetrate robots up to medium range (base damage)
RAGE fires +0/1/2 additional bullets per shot (0/25/50% damage increase)
RAGE resets minigun accuracy and does not increase for the duration, even if still spun up
RAGE effect has a duration of 5s
↪ ReplacesKnockback Rage andProjectile Penetration
[$400] [●●●]
Increased firing speed per point from 10% to 15%
Note: This fixes some purchase points not accurately increasing firing speed
Attack interval per point: 0.090s/0.075s/0.060s (0.105s at base )
Attack interval per point: 0.120s/0.105s/0.090s (0.135s at base )
[$350] [●●●●]
Reduces the damage penalty vs Giant Robots by 25% per point (15% damage)
Minigun damage per point: -45%/-30%/-15%/0%
Does not affect damage against tanks
[$350] [●●]
Hits required for projectile deletion changed from 2/1 to 1 at all levels
Cooldown for projectile deletion changed from 0.3/0.1s to 0.3/0.15s
The fire ring from the can also destroy projectiles
+50% ammo capacity [$375] [●●●]
+25 health on kill [$300] [●●●●]

Secondary Upgrades

Changes
[$350] [●]
Lunchbox healing and effects are twice as strong and can overheal up to 150%
Heals up to 600 health
Heals up to 300 health and effect duration lasts 32s
Effect duration lasts 60s (no healing benefits)
Heals up to 240 health
+100% max misc ammo [$125] [●]

Melee Upgrades

Changes
[$400] [●●●●]
Fist-type weapons benefit from a damage upgrade, similarly to swords
+25 health on kill [$100] [●●●●]

Engineer

Class Upgrades & Innates
Redeployed buildings construct rapidly
No move speed reduction while hauling buildings

Changes
Level 2 and 3 buildings have their play before being active
Redeployment takes 1.6s to occur instead of instantly
Level 1 buildings unaffected and are redeployed instantly
+50% max metal capacity [$200] [●●●●]
↪ Replaces+5 metal regen
+15 max health [$150] [●●●●●]
↪ Replaces+2 health regen

Primary Upgrades

Changes
[$125] [●●●]
Max revenge crits increases with ammo capacity, up to 60 for the
Projectile Penetration [$200] [●]
+25% projectile speed [$100] [●●●●]

Secondary Upgrades

Changes
Removed theProjectile Penetration upgrade from
[$100] [●●●●]
Firing speed will also apply to the Alt-fire ability
0.675s/0.60s/0.525s/0.45s (0.75s at base)

Melee Upgrades

Changes
[$400] [●●●●]
Fist-type weapons benefit from a damage upgrade, similarly to swords
[$350] [●] [●●]
Disposable Sentry Guns can now be repaired and resupplied
Disposable Sentry Guns now have the same stats as the Combat Mini-sentry
+25 health on kill [$100] [●●●●]
[$100] [●●●]
Increases bleed damage to 6/8/10

Building Upgrades

Changes
Relocated the+50% Max Metal Capacity upgrade to Class Upgrades
Relocated the+1 Disposable Sentry Gun upgrade to Melee Upgrades
[$350] [●●]
Engineer now requires this upgrade to share canteen bonuses with his Sentry Gun
Canteen costs now update in real time, but lock the ability to refund this upgrade
Refunding this upgrade only becomes available when the canteen is empty
Canteen cost reduction changed from 10/20/30 to 25/50
Each point increases maximum canteens held by +1 (up to 5 canteens)
Removed the canteen duration bonus
[$400] [●●●]
Increased firing speed per point from 10% to 15%
Note: This fixes some purchase points not accurately increasing firing speed
Attack interval per point: 0.120s/0.090s/0.075s (0.135s at base )
Firing rate bonus caps at 0.060s for the
[$350] [●]
Teammates using the teleporter are provided with a 3s speed boost

Medic

Class Upgrades & Innates
Allies drop reanimators on death
Reanimators can be healed to revive allies

Changes
+15 max health [$150] [●●●●●]
↪ Replaces+2 health regen

Primary Upgrades

Changes
Removed the+2 clip size upgrade from
+50% clip size [$200] [●●●●]
[$200] [●●●●]
Reload and firing speed have been consolidated into one upgrade
↪ Replaces+20% reload speed and+10% firing speed
+50% ammo capacity [$125] [●●●]
+10% firing speed [$100] [●●●●]
[$100] [●●●]
Increases bleed damage to 6/8/10
+25 health on kill [$100] [●●●●]
(TODO) Mad Milk Syringes [$250] [●]

Secondary Upgrades

Changes
[$350] [●●]
Patients now see which and how many canteens you are holding via the Healer HUD
Canteen costs now update in real time, but lock the ability to refund this upgrade
Refunding this upgrade only becomes available when the canteen is empty
Canteen cost reduction changed from 10/20/30 to 25/50
Each point increases maximum canteens held by +1 (up to 5 canteens)
Removed the canteen duration bonus
[$350] [●●]
Shield no longer doubles its attack interval with the second point
Reduced shield duration from 12s to 10s
Shield no longer builds from amount of health healed
Shield no longer builds from amount of patient damage
Shield now recharges with time, taking 40s to charge
Shield build rate doubles when healing patients below 142.5% health
Shield build rate doubles during setup time
+2s Über duration [$300] [●●●]
+25% Übercharge rate [$250] [●●●●] [●●●] [●]
[$250] [●●●●]
No longer increases the health threshold for the ÜberCharge build rate penalty (>142.5% health)
No longer increases overheal duration by +50%
Changed overheal duration scaling from 34/60/94/135s to 22.5/30/37.5/45s (15s at base)
[$250] [●●●●]
No longer provides +25% faster revive rate
No longer increases self-regen rate
Quick-Fix still has increased self healing during its Übercharge

Melee Upgrades

Changes
[$100] [●●●]
Increases bleed damage to 6/8/10

Sniper

Class Upgrades & Innates
Primary weapon kills auto-collect cash

Changes
+15 max health [$150] [●●●●●]
↪ Replaces+2 health regen

Primary Upgrades

Changes
Silent Killer: Non-giant robots take twice as long to aggro from attacks
[$500] [●●●●●]
Renamed Explosive Headshot to Hitman Specialist
No unscoping required until reload (with no charge delay between shots)
+20% bonus damage per point
Explosive Headshot damage changed from 150/170/190 to base damage x 2
Slow strength changed from 50%/65%/80% to 35% at all levels
Slow duration changed from 2/3/4s to 2-5s (scaling with charge level)
Explosion damage applies Jarate to robots for 2s with the
↪ Replaces+25% damage andExplosive Headshot
+50% clip size [$400] [●●●●]
[$250] [●●●]
Only applies to clip reloading for rifles and not firing speed
No longer provides faster charge for the
[$200] [●●●●]
Attack interval bonuses reduced from 20% to 10% with this change
+25% faster charge [$250] [●●●●]
[$100] [●●●]
Increases bleed damage to 6/8/10

Secondary Upgrades

Changes
Removed the-35% speed on Target upgrade from
[$350] [●]
Earning a kill with this upgrade passively reloads ammo for your primary weapon
[$250] [●●●●]
Affects the time saved from Nature's Call (-20% cooldown on headshot)
[$100] [●●●●]
+5% ammo every 5s per point (min of 1)
Razorback only provides ammo while active

Melee Upgrades

Changes
[$100] [●●●]
Increases bleed damage to 6/8/10

Spy

Class Upgrades & Innates
No move speed reduction while disguised
Melee weapon kills auto-collect cash
Large cash collection radius while cloaked
Backstabs vs Giant Robots deal 195 damage

Changes
[$350] [●]
+20% damage resistance while cloaked (40% total)
Activation damage resistance goes up to 80% for the
-25% debuff duration while cloaked per point (-75% total)
No flickering while cloaked (loses robot aggro)
+15 max health [$150] [●●●●●]
↪ Replaces+2 health regen

Primary Upgrades

Changes
+25% damage [$400] [●●●●]
[$250] [●●●●●]
Renamed Explosive Headshots to Hitman Specialist
+20% bonus damage per point
Explosive Headshot damage changed from 150/170/190 to base damage x 2
Slow strength changed from 50%/65%/80% to 65%
Slow duration changed from 2/3/4s to 2-5s (scaling with distance)
[$100] [●●●●]
Now improves accuracy recovery for all revolvers
Now reduces headshot cooldown for the

Secondary Upgrades

Changes

Sappers are no longer consumed on use (always available)
Sappers duration reduced from 4s to 2s
Sappers deal damage to robots (50 damage with / 20 damage with )
Sapper base slow vs giant robots reduced from 85% to 35%

Radar now applies the sapper to nearby robots
Reduced radius of Radar effect from 512hu to 175hu
[$350] [●●●]
Sapper Power applies Mark For Death to affected robots
+15% increased slow strength per point (50%/65%/80%)
No longer increases in radius per point
Duration bonus changed from +0/1.5/3s to +1s per point
[$100] [●●●]
Sapper radius is now its own upgrade
Radius per point changed from 200/225/250 to 175/225/275

Melee Upgrades

Changes

Non-giant robots do not aggro from backstab kills
All robots take twice as long to aggro from backstabs that do not kill
Robots can still aggro (and are not fooled) by attacking while within FOV
Disguise time on backstab kills changed from 2s to instantaneous
[$500] [●●●●]
Increases melee range by 25%
Backstab kills instantly reload your primary weapon and grant 3/4/5/6s of critical hits
Pierces backstab resistance against giants by +25% per point (unchanged)
↪ Replaces+2s crits on kill
[$350] [●●●●]
Increases backstab damage by +100% (unchanged, reworded)
Backstab damage per point: 390/585/780/975 (from 375/562.5/750/937.5)