Best Mann vs Machine Weapons [TF2]

Some weapons are good in the real game, but what about MVM (Mann vs Machine). MVM is a mode of TF2 (Team Fortress 2) where you can pick a class and fight off hordes of robots. There are upgrade stations that you can use to boost your weapon's stats to face the larger waves. In order to use these stations, you need cash. You can spawn cash by killing a robot. If a player picks it up, everybody is rewarded a number of cash. use it to upgrade your guns. If you die, unlike normal TF2, you can be revived by a Medic. The Medic needs to shoot his medi-beam into a device that drop out of the players that die during the fight. For more information, go to the TF2 Wiki. This top-10 will list some of the BEST weapons to use in MVM.
The Top Ten
The Kritzkrieg (Medic)

Very, very good. You can use it during setup to charge up the Scottish Resistance stickies, use it against an Uberbot, or shred a tank.

The Mad Milk (Scout)

Scout's job is indeed picking up money, but what if his secondary slot can be used for something other than the BONK! Atomic Punch? The Mad Milk is a bottle of milk that, when thrown, splashes and covers enemies in a rough coat of milk. Players who hit enemies affected by Mad Milk will be healed. This healing effect can save lives. The last thing you want is a Scout surviving and carrying the bomb to the end zone while the team doesn't have enough health, eventually leading to a loss. You don't want to have to defend with a dead team, and the Mad Milk can prevent that.

As a Scout, you can't defend on your own, but if your team is dead, you have to. If you're a Scout main, you know it does not work out to defend robots on your own. Prevent the loss of a team by throwing Mad Milk into a crowd. Your teammates will get the milk heal, and you can survive the wave. It's very important, so it's #2.

The Scottish Resistance (Demo-man)

Demo can destroy a lot of robots with his grenades and sticky bombs. The stickies are very powerful and can be stacked together for big damage. The Scottish Resistance does this job best. While it has a trigger time penalty, this doesn't matter unless you're using stickies for offense.

The Scottish Resistance can place a large number of stickies in very little time and can detonate them group by group, wasting fewer stickies. You can cover an area with stickies (Critical Hit Stickies especially) and blow up massive waves of robots. This sticky bomb launcher's defensive abilities are powerful, but since it's slow to detonate, it's at #3.

The Brass Beast (Heavy)

The worst thing you could use in a normal fighting match, but this isn't normal - this is MVM. The boosted damage is extremely helpful, especially since all of Heavy's Miniguns have no damage upgrade. Although there is a movement decrease, the damage greatly compensates for this.

Additionally, there is a spin-up time penalty, which is indeed crippling, but the damage output is crucial. The Brass Beast takes the #5 spot.

The Brass Beast is overpowered in MvM. Even though it has downsides that lower its spin-up speed, you can upgrade these drawbacks. It has a damage bonus, which makes it overpowered.

The Machina (Sniper)

The Sniper's job is to accurately take out the big robots. The Machina is perfect for this, with its extra damage boost when fully charged. While often referred to as The Body-shot Gun, it deals total destruction with a headshot. Especially after equipping The Machina with maximized damage buffs and other boosts, it will destroy those big robots and tanks.

But what about smaller robots? What if there are no big robots, just small ones? That's why The Machina has piercing damage. It can hit multiple targets with a single shot, removing large numbers of robots from the scene. The #4 spot goes to The Machina.

BONK! Atomic Punch (Scout)

Scout's job is putting down damage on big robots with his scattergun and picking up money! The BONK! Atomic Punch lets Scout run around without taking damage. You can use it to escape or to go in for an attack. It allows you to get behind the enemy and then strike, or to safely collect more money without risking death. This ability is very helpful, earning it the #6 spot.

Jarate (Sniper)

Jarate! This weapon is a jar of pee (also known as Jarate) that splashes when thrown. When it hits an enemy, they are coated in Jarate, making them take Mini-Crit damage. If you can get this into a pile of robots, they'll get shredded.

The reason this is here instead of the Sydney Sleeper is because you can Jarate enemy robots and still use your rifle to shoot them. Also, the Sydney Sleeper can only Jarate one enemy unless you get a headshot. Finally, there are no headshot critical hits with the Sydney Sleeper, making Jarate better. Jarate is #7.

Deadringer (Spy)

This weapon is good, very good in MvM, as it's a very quick escape. This is much better than the Invis Watch and the Cloak and Dagger because you can disguise in front of a robot and, boom, you're hidden. The Dead Ringer can get you out of bad situations quickly. It's ranked #8.

Normally a very infuriating weapon to play against, but it's a very good utility in this mode.

Stock Weapon (All Classes)

No matter what (unless nerfed), the Stock weapons will always be useful. They have no downsides but also no significant upsides. The weapons above this have huge upsides that outweigh the downsides, or non-crippling downsides that come with upsides, or maybe even a crippling downside that, unlike the normal game, would have a small effect in MVM.

An example of how powerful the Stock weapons can be is the Stock Flamethrower. Its cheap air-blast can reset the bomb and save your team from losing a round, which is why Stock weapons are #9 on this list.

The Crusader's Crossbow (Medic)

The Medic isn't built for dealing damage, which is why the Crusader's Crossbow was created. Since the Crossbow won't save the Medic from death, it's only at #10 on the list. However, it earns a spot for its ability to heal teammates that you can't reach in time. When used correctly, it can provide a fast heal rate. It's helpful, but due to its lack of defensive capabilities, it's only ranked at #10.

The Contenders
Buff Banner (Soldier)
Dragon's Fury + Gas Passer (Pyro)

A Pyro using this combo can become a very powerful force.

Rescue Ranger (Engineer)

The Rescue Ranger is always good. It lets you stay close to your more supportive builds and focus more on being a support.

The Shortstop (Scout)
Phlogistinator (Pyro)
Your Eternal Reward (Spy)

Your Eternal Reward is really helpful in MvM. When you backstab a robot, multiple robots may fire at you, and you need time to disguise. Using Your Eternal Reward, you can quickly disguise, backstab, and sap robots. However, it is hard to master, especially with the cloak downside. Try it with the Dead Ringer.

Fan O'War (Scout)
Beggar's Bazooka (Soldier)
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