Top 10 Best Mann vs Machine Weapons [TF2]

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Some weapons are great in the main game, but what about Mann vs Machine (MVM)? MVM is a mode in Team Fortress 2 (TF2) where you can choose a class and fight off hordes of robots.

In this mode, there are upgrade stations that allow you to boost your weapon's stats to better handle the larger waves of enemies. To use these stations, you need cash, which is earned by killing robots. When a robot is destroyed, it drops cash. If a player picks it up, everyone on the team receives a share of the cash. This cash is essential for upgrading your weapons and abilities.

Additionally, if you die in MVM, you can be revived by a Medic. The Medic must use his medigun beam on a device that drops from players who die during the fight. Unlike in regular TF2, this mechanic allows you to get back into the action without waiting for a respawn timer.

For more detailed information, you can visit the TF2 Wiki. This top-10 list will highlight 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 (Demoman)

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.

Dead Ringer (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.

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.

Buff Banner (Soldier)

The Newcomers

? Beggar's Bazooka (Soldier)
? 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 Contenders
Dragon's Fury + Gas Passer (Pyro)

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

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)
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