Whether youre playing Super Monday Night Combat for the first time, or youre a seasoned warrior of this futuristic deathsport, youll have to acquaint yourself with the newcomers so you know what to expect when facing them. Weve put together some tips on how to play each Pro, from the role they fill to the most effective way to use their abilities. After reading this guide, youll be ready for whatever the opposing teams packing, and you know what that means - a straight shot to their sweet, sweet Moneyball.
Strikers are the best class for beginners, as they excel at mid-range combat with support from their solid abilities. If youre primarily a fan of shooters, but you havent tried MOBAs like DotA or League of Legends, these should be your go-to Pros to learn the ins-and-outs of creep-killing, lane-pushing gameplay. Their weaponry packs quite a punch at any distance, and their abilities let them escape from tight situations with ease. With their damage output and mobility moves, youll be racking up kills and assists in no time.
To play the Assault to his full potential, youll need to master his Fly ability, which lets him jetpack around for a few seconds. This is amazing for reaching nice vantage points, or escaping a losing battle - with a bit of practice, youll be able to Fly out of bounds, around a corner, and back to safety. You should also start flying if you see an incoming Commando (more on them later), as you cant be grabbed while jetpacking about. His Bomb is awesome for space control: enemies will be discouraged from advancing if they see you lay one down, which is awesome when fighting over the Annihilator thatll destroy all the enemy bots. We recommend maxing his Charge skill last - its nice as an extra boost mid-flight, but using it in the thick of battle can often lead to over-extending and dying in a hurry.
Youll only need one point to Prop Hop early on to get the most use out of it its a great skill for getting attackers off you or quickly reaching upper platforms, but you wont be using it for damage. Thatll come from your pal Junior, which acts like a hovering land mine thatll pursue enemy Pros who get too close. Short Circuit is quite powerful, but difficult to use effectively: shooting it from long range will make hitting someone very difficult, but if you fire at close range, you risk stunning yourself in the blast. If you can reliably hit with it, though, itll often mean a guaranteed kill when combined with Junior and the Bouncing Buddies.
If the enemies can make it through your rocket barrage, youve got plenty of ways to deal damage up close. Throwing your wall-bouncing Derby Disku in a small space will make it ricochet around for big damage, and if an enemy Pro is trapped in a corner, Whirling Dervish will unleash a world of hurt on them. Shoot The Moon is a great all-around mobility move - use it to escape, reach a fight quicker, or chase after weak enemies.
These are the tanks of SMNC: the big guys who wade into battle, soak up damage, and dish it out as needed. Theyre not invincible, but if youve got support backing you up, its the Enforcers job to be the first one to a fight. Up close, these guys are brutal, but their slow movement speed means that they have a rough time chasing after weakened targets. Theyre at their most effective when they fight alongside bots, pushing down each lane so they can wreak havoc on the enemys turrets.
Just like Donkey Kong, Cheston can hurl Exploding Barrels, which do area-of-effect damage on impact - use these to decimate bot waves, or punish enemy Pros who are bunched up together. Roar is what gives him such amazing survivability - youll be healing yourself and nearby teammates every few seconds once the ability reaches level four. Youll have to use Rampage cautiously: it does amazing damage if youre pushing Pros into a wall, but if youre not careful, you may find yourself surrounded and continuously grappled to death. Use Rampage to get in and out of fights quickly, but dont rely on it for getting kills.
The Gunners abilities combine offense and defense, so you can use them to fortify a position closer to the enemys base. Deploy will turn you into a makeshift turret, granting tons of armor and boosting the damage of your bullets. Dont worry too much about enemy Snipers - youll get a face force-field thatll shield you from headshots, though you might need someone to cover your back should a Commando get the jump on you. The homing Rocket is great for harassing enemies at medium range, and will surely deter anyone encroaching on your position. If an ally has someone grappled nearby, use your Ground Slam to make the enemys escape virtually impossible.
Funnily enough, the Tank should focus on boosting his passive Offensive and Defensive skills over the other three; doing so will turn him from intimidating tough guy to team-carrying wrecking ball. That said, his abilities do come in handy - Product Grenade will stun bots and obscure enemy players screens with some hilarious pop-up ads, leaving you free to mop them up. Tank Shield will block incoming damage, but only on a single target - use it against turrets when pushing, and Pros while on defense. Tank Charge pushes Pros and bots alike out of your way, knocking them into oblivion or trapping them in a corner so you can light them up.
Just as the Assault Pro is defined by his Fly ability, the Veteran players skill level is tied directly to how effectively they can use his Ka-Claw ability, which yanks targets into range of turret fire or a gang of teammates. Youll need to lead your targets with Ka-Claw if theyre strafing like mad, but you can often snag unsuspecting Commandos or Sharpshooters if you fire it from elevated angles. Do your best to line up a straight shot; if there are obstacles in between you and your target, the grab will be broken and the move will be much less effective. Freight Train is an excellent high-damage grapple for when youve reeled them in, and Skid Row Throw can be used to score ring-outs on Pros standing too close to the edge of the map.
Every team needs at least one Defender: the guys who get the most satisfaction out of scoring assists, but can snag some pretty sweet kills if underestimated. Combining the Engineer and Medic classes in TF2, theyre the primary backup for pushes into the enemy base, and excel at laying down covering fire and establishing mini-bunkers using their turrets. If youre playing as a Defender, youll often be the primary target in large fights - but you can use this to your advantage, trapping over-zealous enemies in your nest of turrets.
As you mightve guessed, Supports second greatest asset to his team after healing is his Firebase turret. This deployable machine gun is equally effective at denying enemy advancement or harassing the borders of their base; just be sure you set it up at an angle where it cant be rocketed down from afar. Itll fire even faster when you activate Overclock, which has a ridiculously short cooldown at level four and reduces your other cooldowns as an added bonus. Air Strike helps you control space and provide some cover for your Enforcers, but dont target it beneath structures or itll simply detonate on the roof.
Her Combat Kitty turrets are what make Combat Girl so great at locking down a position: rapid-fire turrets thatll adhere to whatever surface you throw them on. At max level, you can deploy a whopping four Combat Kitties; try to stick them on ceilings, and position them so that theyre not clumped together and will catch unsuspecting Pros in crossfire. Fortify significantly boosts their firing rate and range, and should be used whenever someones trying to clear your turret nest. The Combat Laser acts like a DragonBall Z Kamehameha, shooting a huge, scary laserbeam - line it up against bot waves or groups of Pros to do some serious damage. At level four, Combat Girl will be a force of nature at long range.
Leos skill suite is also about using your abilities at the proper time. Hes at his best when youre pushing down a lane alongside each bot wave, whittling down turrets and pressuring the enemy base. Youll want to activate Bot Code-X during huge pushes for additional bot damage, especially when a giant Jackbots barreling down a lane. Adoration of the AI mind-controls an enemy bot; at max level, you can take over the Fuji bots (giant apple-shaped baddies) for an instant kill. His Venice Defense rocket turret is best used on the frontlines, where itll boost allies armor and do wonders for keeping yourself alive.
High risk, high reward is the name of the Commando game. A skilled Commando will endlessly frustrate the enemy as they get picked off one by one. An unskilled Commando will repeatedly run in, die almost immediately, and give the enemy team a sizeable advantage. To contribute successfully while playing one, youll need to be adept at knowing when to enter and exit fights, and which targets youll be able to kill before escaping as quickly as you arrived. These hit-and-run kills are made easier by some beefy close-range damage and a low-cooldown lunges performed by reloading while wielding your melee weapon. With multiple high-damage grapple moves and crowd-control debuffs, Commandos are absolutely deadly when played to their full potential.
Her Cloak abilitys been slightly nerfed from the original MNC: Pros will still be able to see your outline, so youll only be invisible to turrets and bots, but the trade-off is that you can now score some hits without breaking your stealth. Similar to the Tank (and for that matter, other Commandos), you should prioritize the Offensive and Defensive passives over your utility skills. Mega Jump is a portable jump-pad of sorts, launching you into the air immediately to initiate or escape fights. Smoke Bomb will daze Pros and stun bots, so use it in the middle of enemy pushes to maximize the effect.
Arc Flash is Captain Sparks best friend, letting him confuse enemies, ignore defensive structures, and take shortcuts all around the map. Youd be surprised how rarely lone Pros will watch their backs when theyre alone, so you can use Arc Flash to blink behind them and whittle their health before they even know whats happening. It can also teleport you through floors, so you can reach the neutral jungle area in an instant or completely escape death. Flip Switch acts a little like Veterans Ka-Claw: a throw designed to toss enemies into a group of teammates (like Singed in LoL) or hurl them off the map arena entirely. Megahurtz is a flashbang of sorts, letting you get out of a jam whenever its available. It will also make people hate you.
Youll feel just like Spider-Man when you master Wascots Crook Hook, which shoots out a claw thatll pull Wascot to whatever it hits (sort of like a reverse version of Veterans Ka-Claw). Hitting a Pro with the Crook Hook will stun them, but you can also aim it and walls and ceilings to make quick getaways or spring up to another level on the map. Shifty Shuffle is amazing in close-quarters combat, giving you lifesteal and countering any incoming grapples with a grab of your own. Party Pooper is a fairly straightforward debuff that reduces attack speed and nullifies health regen - use it when you want to take down an Enforcer one-on-one.
Sharp Shooter Pros
These Pros are for pros only - all of their damage depends on your aim, so practice up on nailing headshots consistently. That said, a skilled Sharpshooter is a huge headache for the enemy team, who will grow to fear fighting in the open and may die before they even know whats hitting them. Youll have to get used to the fact that you wont be one-shot-killing people from across the map, but once you correctly combo these Pros abilities, youll be a map-dominating force to be reckoned with.
Traps are your bread-and-butter, freezing enemy Pros in place so you can nail them with two or three guaranteed headshots. Lay them down whenever you can, in the highest-traffic lanes where bots will camouflage the trap. Flak is an AoE bomb thatll pepper enemies with bullets and slow them; interestingly, itll also trigger any nearby Traps, which is amazing for group fights. Lastly, Grapple will discourage Commandos from getting in your face, and has a separate cooldown from your melee grab - chain-grabbing your would-be killer feels awesome every time.
The Gunslingers three skills are what set her apart from her sharp shooting friend. Gun Flurry fires bullets in a frontal cone, while Knee Cap slows and damages nearby targets. Using these two skills in conjunction makes you a threat even at close range, and Gun Flurry is great for farming bot waves. When youre more in the mood for long-range headshots, Trigger Happy will double your firing and reload times, boosting your DPS substantially.
Whats your style?
Got any more tips for your fellow combatants? Let us how you play your favorite Pro, or what you can do to counter certain characters.