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Uber Entertainment recently released the free-to-play follow-up to the original Monday Night Combat, and it’s an absolute blast, combining shooter gameplay with DotA-style bot killing and unique abilities. The game’s slogan is no lie - the rules have changed, and so has the game’s roster. Instead of a measly six classes, there are now 15 Pros (SMNC’s equivalent of heroes or champions) to choose from, each with their own specialties and playstyles.
Whether you’re playing Super Monday Night Combat for the first time, or you’re a seasoned warrior of this futuristic deathsport, you’ll have to acquaint yourself with the newcomers so you know what to expect when facing them. We’ve 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, you’ll be ready for whatever the opposing team’s packing, and you know what that means - a straight shot to their sweet, sweet Moneyball.

Striker ProsStrikers are the best class for beginners, as they excel at mid-range combat with support from their solid abilities. If you’re primarily a fan of shooters, but you haven’t 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, you’ll be racking up kills and assists in no time.

AssaultIf speedy hit-and-runs are the name of your game, then the Assault is just the man for you. His aptly-named Assault Rifle does reliably good damage as long as your target’s close; if you’re taking potshots at Pros or turrets from afar, then switch to your secondary Grenade Launcher to make your damage go the distance.
To play the Assault to his full potential, you’ll 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, you’ll 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 can’t 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 that’ll destroy all the enemy bots. We recommend maxing his Charge skill last - it’s 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.

KarlThis dapper droid can do huge amounts of damage in a short time span, and is equally adept at attacking or defending turrets. His primary weapon, the Handler, is great for when enemy Pros bum-rush you - but you really want to be using his secondary Bouncing Buddies to get the most damage. If left unchecked, Karl can single-handedly destroy bot waves and turrets using these powerful grenades. You can also angle them around corners if you shoot at a wall, which is great for pestering defensive Pros or finishing off a runner.
You’ll only need one point to Prop Hop early on to get the most use out of it – it’s a great skill for getting attackers off you or quickly reaching upper platforms, but you won’t be using it for damage. That’ll come from your pal Junior, which acts like a hovering land mine that’ll 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, it’ll often mean a guaranteed kill when combined with Junior and the Bouncing Buddies.

MegabethLike the Soldier in Team Fortress 2, Megabeth is amazing against defensive fortifications, spamming volley after volley of rockets with a huge blast radius. The Rocket Ma’am is your go-to weapon, no matter the distance you’re fighting at; you can also use it to rocket-jump by firing at the ground. You should only switch to your Bearing Hates peashooter if you don’t have time to reload or you want to perform a grapple (the default alt-fire on all secondary weapons). The Rocket Ma’am also has a firing mode that is largely under-used: right-clicking lets you fire laser-guided rockets that will follow your reticule. You can curve rockets around corners this way - great for tagging Pros who think they’ve escaped with a sliver of life.
If the enemies can make it through your rocket barrage, you’ve 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.

Enforcer ProsThese are the tanks of SMNC: the big guys who wade into battle, soak up damage, and dish it out as needed. They’re not invincible, but if you’ve got support backing you up, it’s 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. They’re at their most effective when they fight alongside bots, pushing down each lane so they can wreak havoc on the enemy’s turrets.

ChestonLadies and gentlemen, this may very well be the best character in a shooter ever. This pinstripe-suited simian has amazing sustainability, able to fight at the front lines for extended periods without much assistance. His Tommy Gun does ridiculous damage at close range, and the alternate fire, a banana peel, will briefly stun enemies if they slip on it. If you manage to close the distance, or a Commando is getting up in your grill, smashing them in the face with The Family Jewel should put a stop to their shenanigans.
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 - you’ll be healing yourself and nearby teammates every few seconds once the ability reaches level four. You’ll have to use Rampage cautiously: it does amazing damage if you’re pushing Pros into a wall, but if you’re not careful, you may find yourself surrounded and continuously grappled to death. Use Rampage to get in and out of fights quickly, but don’t rely on it for getting kills.

GunnerWe’re all thinking it, so you can go ahead and say it: this mellow dude is essentially the Heavy from TF2. His Minigun will make mincemeat of anyone who gets too close - just be sure to keep it spun up before jumping into battle, and avoid reloading until you’re in between fights. His secondary Mortar Launcher is his best option at range, and it’s great for picking off waves of incoming bots while you wait for backup.
The Gunner’s abilities combine offense and defense, so you can use them to fortify a position closer to the enemy’s base. Deploy will turn you into a makeshift turret, granting tons of armor and boosting the damage of your bullets. Don’t worry too much about enemy Snipers - you’ll get a face force-field that’ll 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 enemy’s escape virtually impossible.

TankSimilar in function to the TF2 Pyro, Tanks are all about dishing out brutal DPS in close quarters. His Jet Gun acts just like a flamethrower, burning nearby enemies to a crisp and immolating them for additional damage over time. Hitting the alt-fire activates his Death Blossom, an AoE move straight out of Last Starfighter that’ll hit all nearby enemies and negate grapple animations. Since the Tank is so slow, you might need to bust out your Rail Gun from time to time in order to get the last hit on fleeing Pros.
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.

VeteranHe may not look pretty, but the Veteran’s a big threat when played correctly. Instead of rushing into fights, he looks to disrupt the enemy team, then take advantage of unfair fights. His weapons are solid but unexciting: the Flying Falcon shoots bursts of three projectiles that home in ever so slightly, and do some decent AoE damage. His secondary, the Hot Seat, is a simple melee weapon that’s decent for pummeling up-close opponents.
Just as the Assault Pro is defined by his Fly ability, the Veteran player’s 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. You’ll need to lead your targets with Ka-Claw if they’re 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 you’ve 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.

Defender ProsEvery 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, they’re the primary backup for pushes into the enemy base, and excel at laying down covering fire and establishing mini-bunkers using their turrets. If you’re playing as a Defender, you’ll 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.

SupportSupport’s name says it all: a Pro who excels at boosting his teammates and keeping bots at bay. His Heal/Hurt Gun is his go-to equipment: left-click will fire out a beam for healing wounded teammates or repairing bots or his personal turrets (unlike the original MNC, you can’t heal the base turrets anymore). Right-click shoots a red beam of death that’ll siphon vitality and armor from the target, while also forcing your Firebase turret to attack them. The Shotgun should be a last resort - it’s fine for farming bots, but it won’t get you far in a Pro-on-Pro fight.
As you might’ve guessed, Support’s 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 can’t be rocketed down from afar. It’ll 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 don’t target it beneath structures or it’ll simply detonate on the roof.

Combat GirlBearing a striking resemblance to the lovable Pitgirl, Combat Girl is great for Defenders that want to mix it up a little even as they bolster their allies. Her Combat Healer is very similar to the Support’s Heal/Hurt Gun, except it’ll heal multiple allies (up to five!) for smaller amounts at a time. Also like the Support, her secondary Nail Gun should only be used for cleaning up bot waves or triggering a grapple.
Her Combat Kitty turrets are what make Combat Girl so great at locking down a position: rapid-fire turrets that’ll 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 they’re not clumped together and will catch unsuspecting Pros in crossfire. Fortify significantly boosts their firing rate and range, and should be used whenever someone’s 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.

LeoThis DaVinci clone is quite the unique healer - one who relies on doling out damage to be at his most effective. This is thanks to his Mona Laser, a ranged weapon that charges up whenever you hit an enemy. Once you’ve scored enough hits to reach full charge, using the laser’s alternate fire will make Leo cast an area-of-effect heal that can turn the tides of any team fight. His secondary, the Balaestra crossbow, can put a real dent in weaker Pros if they’re neglecting to focus you down.
Leo’s skill suite is also about using your abilities at the proper time. He’s at his best when you’re pushing down a lane alongside each bot wave, whittling down turrets and pressuring the enemy base. You’ll want to activate Bot Code-X during huge pushes for additional bot damage, especially when a giant Jackbot’s 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 it’ll boost allies’ armor and do wonders for keeping yourself alive.

Commando Pros“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, you’ll need to be adept at knowing when to enter and exit fights, and which targets you’ll 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.

AssassinThe illustrious stealth killer returns, as powerful as ever at picking off enemies and being the bane of Sharp Shooters’ existence. She doesn’t stand a chance in head-on fights, but her extreme mobility lets her flank targets and escape death like nobody’s business. Her primary, a kunai-like dagger (which turns into a katana when your Offensive passive reaches level four) does some ridiculous damage output up close, and deals bonus damage if you’re attacking an enemy’s back. The secondary Shuriken Launcher lets you whittle down targets from range, firing bouncing projectiles with no bullet drop. Best of all, both of the Assassin’s weapons have their own grapple, so you’ll be able to perform grabs at any time.
Her Cloak ability’s been slightly nerfed from the original MNC: Pros will still be able to see your outline, so you’ll 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.

Captain SparkThe heroic Rocketeer lookalike can be one of the most annoying Pros to go up against, simply due to how difficult it can be to finally kill him. Like the other Commandos, his melee weapon is his main source of damage output: his Voltage Spike hits multiple enemies, and the alt-fire will do some bonus damage after three successful hits. Spark’s Ray Gun fires lasers that do the same damage no matter the range, so you can quasi-snipe people from super far away.
Arc Flash is Captain Spark’s best friend, letting him confuse enemies, ignore defensive structures, and take shortcuts all around the map. You’d be surprised how rarely lone Pros will watch their backs when they’re alone, so you can use Arc Flash to blink behind them and whittle their health before they even know what’s 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 Veteran’s 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 it’s available. It will also make people hate you.

WascotWascot, the evil doppleganger to SMNC mascot Bullseye, is at his best when he’s up against players who haven’t faced him before. But that’s not to say that he can’t rack up kills like the other Commandos. His toolkit is based on trickery, as exemplified by his default gun: a Coin Launcher that fires explosive decoy coins that detonate when bots walk over them or Pros try to pick them up. His Heart Breaker paddle is at its best when it’s spanking Pros during Wascot’s hilarious grapple move.
You’ll feel just like Spider-Man when you master Wascot’s Crook Hook, which shoots out a claw that’ll pull Wascot to whatever it hits (sort of like a reverse version of Veteran’s 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 ProsThese 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 what’s hitting them. You’ll have to get used to the fact that you won’t be one-shot-killing people from across the map, but once you correctly combo these Pros’ abilities, you’ll be a map-dominating force to be reckoned with.

SniperOnly eagle-eyed hotshots need apply here - playing a halfway-decent Sniper means that racking up headshots is like second nature to you. Provided you can shoot heads with the best of ‘em, the Sniper will be absolutely devastating with his hit-scan, scope-equipped Sniper Rifle. Putting a bullet in your enemy’s noggin will deal three times the normal damage, as well as slowing the dazed target and preventing health regen for a four long seconds. The SMG isn’t half bad either, spraying bullets in an inaccurate cone when you feel like fighting up close.
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 that’ll pepper enemies with bullets and slow them; interestingly, it’ll 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.

GunslingerThough they both brandish sniper rifles, the Gunslinger’s quite different from the Sniper in that she blends long- and mid-range combat with her guns and abilties. While her rifle can’t zoom in as far, the Gunslinger’s rounds will pierce targets and have a quicker rate-of-fire, so getting a bead on multiple targets can really pay off. Her Love Pistol secondary is as plain as can be, firing six decently-damaging shots; only use it to kill bots.
The Gunslinger’s 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 you’re more in the mood for long-range headshots, Trigger Happy will double your firing and reload times, boosting your DPS substantially.

What’s 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. Previous






















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