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

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
Canteens can be refunded for full price
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 user and grant a 5s speed boost
-100% building construction costs for 5s
Can only be activated while dead

Changes
Canteen can be used while dead to revive at spawn
No longer teleports user to spawn while alive
Canteen can only be purchased 3 times per mission
Increased cost from $10 to $25

Reason
The Recall Canteen only really shines for returning to spawn for upgrades or preventing the bomb from being deployed if a Super Scout gets by. A rework was implemented to replace the existing buyback mechanic. Now offering a cheap option for newer players to work with while also limiting the amount of buybacks that can be used per mission.

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
Removed most upgrade point limitations
Weapon upgrades of the same attribute as an existing downside consolidate into a single stat
Example: Winger with one +50% clip size upgrade
Updates the weapon stat card from listing -60% smaller clip size AND +50% larger clip size to -40% smaller clip size

Reason
These upgrade limitations have been alleviated to encourage more experimenting. Upgrades that increase in value, such as damage or health on kill are no longer limited by points. However, upgrades that reduce action time, such as firing speed or reload speed, will have a capped value. The only exception to this is the ÜberCharge rate upgrade, which would certainly result in significant balancing issues if not limited.

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
Recall canteens can only be used 3 times per mission

Reason
Buybacks are mostly inconsequential, as the credits they consume fluctuate based on time saved. However, being unlimited and always available leaves no real punishment for bad play. Reworking buybacks into limited canteens will punish players for dying if they do not buy them and offers a benefit to buying them while preemptively dipping into their credits.

Scout

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

Changes
No longer has a reduced respawn timer
Reduced cash collection radius from 203hu to 192hu
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] [●●●]
Renamed the +15% Recharge Rate upgrade
Does not reduce the 750 damage requirement to fill for
Increased cooldown reduction per point from -15% to -20%
+100% max misc ammo [$125] [●●●●]

Melee Upgrades

Changes
[$350] [●]
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
↪︎ Replaces Ball Marks Target
[$250] [●●●]
Renamed the +15% Recharge Rate upgrade
Increased cooldown reduction per point from -15% to -20%
[$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 and Rocket Specialist upgrades from
Changed the +50% clip size upgrade to a +2 clip size for
Fixed the Explosive Specialist upgrade to correctly provide increased rocket speed for
[$500] [●●●●●]
+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
↪︎ Replaces +25% damage and Rocket Specialist

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
Increases parachute duration to 7/9/11s for
-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 time on wearer per point
Increases afterburn damage from 4 to 6/8
Increases inferno damage from 5 to 8/10
+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 and +25% Burn Time upgrades from all weapons
-15% repressurization time [$200] [●●●●] [●]
↪︎ Replaces +25% Airblast Force

Secondary Upgrades

Changes
Removed the +25% Burn Damage and +25% Burn Time upgrades from all weapons
Removed the +10% firing speed upgrade from
+25% damage [$400] [●●●●]
[$250] [●●●]
The Manmelter now has a reload animation
[$250] [●]
Robots covered in gas will be stunned for 4s upon taking damage
↪︎ Replaces Explode on Ignite
[$250] [●●●]
Renamed the +15% Recharge Rate upgrade
No longer reduces the 750 damage requirement to fill for
Increased cooldown reduction per point from -15% to -20%

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

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

Primary Upgrades

Changes
[$500] [●●●●]
+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
↪︎ Replaces +20% damage and +25% projectile speed
[$400] [●●●●]
Bonus damage increased from 20% to 25%
-30% push force taken [$100] [●●●]

Secondary Upgrades

Changes
Removed the +20% damage upgrade from
Relocated the -30% push force taken upgrade to Primary Upgrades (boot items only)
+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
+5s Crits On Shield Bash [$350] [●]
↪︎ Removes +2s Crits On Kill from all melees
+50% ammo capacity [$250] [●●●]
[$250] [●●●]
Renamed the +15% Recharge Rate upgrade
Increased cooldown reduction per point from -15% to -20%
Changed charge recharge times from 6/4/3/2.5s to 9.6/7.2/4.8s
↪︎ Replaces +100% Charge Recharge

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 attacks
-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 18/15/12 robot kills (Giants count as 3 kills)
RAGE effect has a duration of 5s
RAGE provides bullet penetration
RAGE fires +0/1/2 additional bullets per shot (0/25/50% damage increase)
RAGE resets minigun accuracy and does not ramp-up for the duration
Note: Does not reset damage ramp-up
↪︎ Replaces Projectile Penetration and Knockback 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] [●●●●]
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

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
[$250] [●●●]
Renamed the +15% Recharge Rate upgrade
Increased cooldown reduction per point from -15% to -20%
+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
Projectile Penetration [$200] [●]
[$125] [●●●]
Max revenge crits increases with ammo capacity, up to 60 for the
+25% projectile speed [$100] [●●●●]

Secondary Upgrades

Changes
Removed the Projectile 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
Hauling Sentry Guns into spawn no longer causes the Sentry Gun to self-destruct
Relocated the +50% Max Metal Capacity upgrade to Class Upgrades
Relocated the +1 Disposable Sentry Gun upgrade to Melee Upgrades
[$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
[$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

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 and +10% firing speed upgrades from
+50% clip size [$200] [●●●●]
+50% ammo capacity [$125] [●●●]
+20% reload speed [$125] [●●●]
+10% firing speed [$100] [●●●●]
[$100] [●●●]
Increases bleed damage to 6/8/10
+25 health on kill [$100] [●●●●]

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
Removed the canteen duration bonus
Each point increases maximum canteens held by +1 (up to 5 canteens)
Canteen cost reduction changed from 10/20/30 to 25/50
[$350] [●●]
Shield no longer builds from healing 400 health
Shield now builds while your beam is attached to a patient (30s to build)
Shield build rate doubles when healing patients below maximum overheal
Note: Includes healing reanimators to revive patients
Changed shield duration per point from 12s at all levels to 8/12s
Changed shield damage from 1/2 to 1 at all levels
Changed shield slow from 30/50% to 35% at all levels
Reduced maximum damage counted per instance to charge from 250 to 100
+2s Über duration [$300] [●●●]
+25% Übercharge rate [$250] [●●●●] [●●●] [●]
[$250] [●●●●]
Note: Upgrade is reworded and overheal values per point remains unchanged
Fixed overheal duration scaling from 34/60/94/135s to the intended 22.5/30/37.5/45s
No longer increases the health threshold for the ÜberCharge build rate penalty (>142.5% health)
[$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
Removed the Projectile Penetration upgrade from
Silent Killer: Non-giant robots take twice as long to aggro from attacks
[$500] [●●●●●]
+20% bonus damage per point
No unscoping required until reload (with no charge delay between shots)
Headshots cause the shot to ricochet to 1/2/3/4/5 additional robot(s)
Ricochets will deal the base damage of the shot plus mini-crit damage
Headshots slow the target by 35% for 3s
Ricochet damage applies Jarate to robots for 3s with the
↪︎ Replaces +25% damage and Explosive 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 bonus per point reduced from 20% (60% total) to 10% (40% total)
+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] [●●●]
Renamed the +15% Recharge Rate upgrade
Does not reduce the 5 headshot requirement to fill for
Increased cooldown reduction per point from -15% to -20%
[$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
Spy always walks at base movement speed while disguised
Increased cash collection radius to 128hu while cloaked
[$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] [●●●●●]
+20% bonus damage per point
Headshots cause the shot to ricochet to 1/2/3/4/5 additional robot(s)
Ricochets will deal the base damage of the shot plus mini-crit damage
Headshots slow the target by 35% for 3s
[$100] [●●●●]
Now improves accuracy recovery for all revolvers
Now reduces headshot cooldown for the

Secondary Upgrades

Changes

Nearby robots will detect spies that place sappers on other robots
Sappers are no longer consumed on use and are always available
Sappers duration reduced from 4s to 1.5s
Sapper base slow vs giant robots reduced from 85% to 35%

Robots cannot detect spies that use Radar
Robots outlined by Radar will be sapped after a 1.5s delay
Reduced radius of Radar from 512hu to 256hu
[$350] [●●●]
Duration bonus changed from +0/1.5/3s to +1.5s per point
Note: Total duration from 4.0/5.5/7.0s to 3.0/4.5/6.0s
No longer increases in radius per point
Sapper Power applies Mark For Death to affected robots
+15% increased slow strength vs giants per point (50%/65%/80%)
[$250] [●●●]
Renamed the +15% Recharge Rate upgrade
Reduces Radar recharge time from 30s to 24/18/12s
Increased cooldown reduction per point from -15% to -20%

Melee Upgrades

Changes
Cash dropped by robots killed with a melee weapon is auto-collected
Increased backstab damage vs Giant robots from 188 to 195

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] [●●●●]
Backstab damage per point from 375/562.5/750/937.5 to 390/585/780/975