Rewards Robots 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
Robots will leak oil instead of bleed

Changes
🩸Bleed is stronger against robots
Bleed duration from any weapon is set to 15s
Bleed stack damage increased from 2 to 4
Bleed is removed if the robot is healed

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
Current held 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
Become Crit Boosted for 5s
Triples sentry gun firing rate for 5s

Changes
Unchanged

Reason
TODO

Übercharge Canteen
Become Ubercharged for 5s
Applies a healing effect for 5s
Applies a shield to sentry guns that blocks 75% of all incoming damage for 5s

Changes
Added a healing effect, which can overheal up to 150% health, for the duration
Reduced Sentry Gun damage 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 one level

Changes
Now instantly recharges all meters
Price increased from 25 to 75

Reason
TODO

Upgrade Buildings Canteen
Instantly upgrade all buildings to max level

Changes
Removed

Reason
This effect has been integrated into Ammo Refill by the Canteen Specialist upgrade.

Recall Canteen
Instantly teleport to spawn
Gain a speed boost for 5s
While dead, the canteen is automatically used and you instantly respawn
...

Changes
Cost increased to

Reason
TODO

Upgrade Station

Upgrades

Changes
Upgrade values will stack additively with existing upsides/downsides
Example: The Winger's clip size would go from 5->8/10/12/15 to 5->11/17/23

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
The refund pool amount will appear in the bottom right corner of the upgrade station HUD
After wave completion, all bonus credits earned and 25% of credits collected are added to the refund pool
Refunding an upgrade reduces the pool by the upgrade 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.

Scout

Class Upgrades & Innates
Extra-large cash collection radius
Health boosts from collected cash
100% discount on Recall Canteens

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

Primary Upgrades

Changes

Robots can still aggro onto Scout from attacking while within FOV
+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] [●●●●]
Faster recharge rate upgrades no longer reduces the damage requirement
+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] [●●●●]

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
[$500] [●●●●●]
Rocket Specialist renamed to Explosive Specialist
+20% bonus damage per point ( benefits from all points)
On direct hit: Deal maximum damage and briefly stun target (unchanged)
On direct hit: +15% blast radius per point (unchanged)
+15% projectile speed per point (unchanged)
↪ Removes+25% damage

Secondary Upgrades

Changes
[$350] [●]
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
-30% push force taken [$100] [●●●] [●]

Melee Upgrades

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

Pyro

Class Upgrades & Innates

Changes
[$350] [●●]
+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
↪ Removes+50% burn damage (all instances)
↪ Removes+50% burn time (all instances)
+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] [●]
Earning a kill with this upgrade passively reloads ammo for your primary weapon
[$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
↪ Replaces+10% firing speed
[$250] [●●●●]
Faster recharge rate upgrades no longer reduces the damage requirement

Melee Upgrades

Changes

Destroys them in one hit, regardless of damage dealt
[$400] [●●●●]
Hammers benefit from a damage upgrade, similarly to swords
+25 health on kill [$100] [●●●●]

Demoman

Class Upgrades & Innates

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: Deal maximum damage and briefly stun target (unchanged)
On direct hit: +15% blast radius per point (unchanged)
+15% projectile speed per point ( benefits from all points)
↪ Removes+20% damage
↪ Removes+25% projectile speed
[$400] [●●●●]
Bonus damage increased from 20% to 25%

Secondary Upgrades

Changes
Removed the+20% damage upgrade from
[$350] [●]
Earning a kill with this upgrade passively reloads ammo for your primary weapon
+2 max stickybombs out [$400] [●●●] [●]
+2s Crits On Shield Bash [$350] [●●]
↪ Removes+2s Crits On Kill (all instances)
+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
-66% primary damage penalty vs Tanks

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

Primary Upgrades

Changes
Reduced Minigun damage penalty vs Tanks from -75% to -66%
[$400] [●●●]
Grants a RAGE meter that can be activated with the Reload Key when full
Building RAGE to full requires 4000/3500/3000 damage
RAGE increases damage ramp-up by 25% (175%)
RAGE fires +2 additional bullets per shot
RAGE decreases accuracy by 35%/25%/15% (updates crosshair size)
↪ ReplacesKnockback Rage
[$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] [●●]
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

Secondary Upgrades

Changes
[$350] [●]
Earning a kill with this upgrade passively reloads ammo for your primary weapon
[$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
+25 health on kill [$100] [●●●●]

Engineer

Class Upgrades & Innates
Redeployed buildings construct instantly

Changes
+50% max metal capacity [$200] [●●●●]
↪ Replaces+5 metal regen
+15 max health [$150] [●●●●●]
↪ Replaces+2 health regen

Primary Upgrades

Changes
+50% ammo capacity [$125] [●●●]
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
[$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] [●●●●]

Building Upgrades

Changes
Relocated the+50% Max Metal Capacity upgrade to Class Upgrades
Relocated the+1 Disposable Sentry Gun upgrade to Melee Upgrades
[$500] [●]
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
To unlock, use or refund all canteens or cancel the final purchase
Canteen bonus duration changed from 1/2/3s to 3s
Canteen cost reduction changed from 10/20/30 to 50
[$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
↪ Replaces+10% firing speed
+50% ammo capacity [$125] [●●●]
+10% firing speed [$100] [●●●●]
+25 health on kill [$100] [●●●●]
(TODO) Mad Milk Syringes [$250] [●]
(TODO)Bleed on hit [$250] [●]

Secondary Upgrades

Changes
[$500] [●]
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
To unlock, use or refund all canteens or cancel the final purchase
Canteen bonus duration changed from 1/2/3s to 3s
Canteen cost reduction changed from 10/20/30 to 50

Melee Upgrades

Changes
Buy thing [$100] [●]

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 Headshots 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 65%
Slow duration changed from 2/3/4s to 2-5s (scaling with charge level)
Explosion damage applies Jarate to robots for 2s with the
↪ Removes+25% damage
+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] [●●●●]
(TODO)Bleed on hit [$250] [●]

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] [●●●●]
Faster recharge rate upgrades no longer reduces the damage requirement
[$100] [●●●●]
+5% ammo every 5s per point (min of 1)

Melee Upgrades

Changes
Buy thing [$100] [●]

Spy

Class Upgrades & Innates
Large cash collection radius while cloaked
Cloak duration boosts from collected cash
Melee kills auto-collect cash
Nearby cloaked spies are revealed

Changes
[$200] [●●]
+15% damage resistance while cloaked per point (35%/50%/65%)
Up to 90% damage resistance with the (only affected by first point)
-15% debuff duration while cloaked per point (65%/80%/95%)
-0.5s flicker time per point (down to 0s, for losing robot aggro)
+15 max health [$150] [●●●●●]
↪ Replaces+2 health regen

Primary Upgrades

Changes
[$350] [●●●●●]
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)
+25% damage [$400] [●●●●]
[$100] [●●●●]
Now improves accuracy recovery for all revolvers
Now improves headshot cooldown for the

Secondary Upgrades

Changes
Sapped robots are highlighted for the entire team
Sapper base slow vs giant robots reduced from 85% to 35%
[$350] [●●●]
Sapper Power applies Mark For Death to affected robots
+15% increased slow stregth 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)
↪ ReplacesArmor Penetration
↪ Replaces+2s crits on kill