[TF2] The Versus Saxton Hale Tier List

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just out of complete curiosity have you ever read the terms of release on your contract nein really i find that shocking because it's just one page and the part on being fired is literally in red you seriously haven't read this like not even slightly worried about it well not worry i mean i'm not up at night about it just to clarify you aren't worried about being punched to death by your boss yeah you are tying my patients versus saxon hale also known as vsh is one of the most popular community custom game modes tf2 has to offer it's also one of my most played game modes within all of tf2 the game pits the players of the red team against a singular member of the blue team sounds like a cakewalk for the red team right wrong because that single blue member just so happens to be nigh and vulnerable having a massive health pool the ability to jump high into the sky or teleport to your location in addition to having a super move upon taking too much damage a poll i did show that nearly 1 287 people have never actually played the game mode before so for those sitting on the fence if they would ever want to play such a game or for those that found it challenging to get into i've created a tier list denoting which classes and bosses are the best in the game now because vsh is a community game mode spread across numerous servers is highly customizable and not everything is going to be exactly one to one within each server as a result i'll just be using the base stats for each weapon and such within the game in addition to some other servers having their own bosses added to the mix too i'll only be looking at the five base ones being saxon hale christian brutal sniper the easter bunny vagineer lovely witty at the monetize and finally the headless horseless horseman and because tf2 has thousands of weapons and weapon combos we're only going to be looking at the meta for the most part the way i've decided how these tiers work for this video depends on several factors for the red team it's based on damage output in addition to survivability which can be in the form of simple maneuverability or mechanic like turning invisible a good class will be able to deal significant damage without exposing them to too much risk from the boss as for the bosses third base more on their maneuverability and rage most bosses are generally identical to one another with the only exception being their rage pyro is the only class so most likely inhibit and hurt your team rather than help it though airblast can push the boss back and save a life here and there it also allows the boss to simply build rage up faster with no damage being dealt to them in fact the more experienced boss player will typically pretend to push pyro players for air blasts and thus build up rage more on top of that air blast can also greatly annoy your teammates or even worse get them killed everyone is shooting at a single target that includes more precision based classes like spy sniper and even soldiers meaning you knocking and pushing the boss around is extremely annoying for them especially when all three of those classes deal more damage compared to pyro who's extremely pathetic in terms of his damage output all of pyro's flamethrowers deal miniscule amounts of damage to the boss without help from crits a boss will typically shrug off the flame damage and simply be lined towards the pyro rather than trying to maneuver him as taunting in this game mode grants you crits for 3 seconds it's beneficial for pirate to perform a looping taunt until the boss comes near to maximize the poor damage he has the outlier to this is the vlog which despite having crits on both taunts and through moof actually deals less damage while not using nymph crits it also removes the crits you would gain from equipping a flare gun even if you were to get infritz there is nothing preventing the boss from simply running away from you and waiting it out pyro only has two options for mobility being the detonator the only secondary worth using and the power jack the detonator allows pirate to travel massive distance with it but unlike rocket jumping or sticky jumping it deals a massive amount of damage to him meaning he can only use this feature three times without healing before dying if a boss has a personal vendetta against you they can chase you and either kill you personally or watch you blow yourself up trying to run away the power jack functions the same way it does normally in game it can be used to get some distance away from the boss but not for long as bosses run about as fast as a demo with four heads on the islander the other benefit the power track has is healing pyron hit up to 50 overheal which may sound useful but it requires you to hit the boss twice to get the overheal of 225 health just to survive a single hit and without much option for escape you'll die don't don't do it low mobility low damage output and low health combined with a fairly costly way to escape the boss in addition to a mechanic that directly benefits the enemy results in pyro being an f-tier the only saving grace i can give pyro is that he's decent enough at annoying the boss for quick hit-and-run tactics although this is a job several other classes perform better d tier for demo man not demo knight which is a sub class i've placed higher up on this tier list as a result we'll only be looking at the primary and secondaries rather than the melees demo remains entirely unchanged in vsh with no changes being made directly to any of his primaries or secondaries demo has fairly subpar damage output and survivability within the game mode stickies can be used as a getaway along with cannon jumping but they require some setup time that you may or may not have the boss is closing in on you as for damage stickies are effective for spamming the boss and dealing ok damage but i don't recommend trying to place traps with them as most bosses will either bait you to detonate them early or just jump over them as for his primaries it's the same thing personally the loose cannon seems to be the best option due to his ability to knock the boss back briefly giving you more breathing room to escape if need be other grenade launchers are okay they deal alright damage and the knockback is helpful in some cases the main issue is aiming pipes to actually hit the boss due to his high speed demo is simply okay vs saxon hale he deals okay damage all around has okay options to escape and of course has a subclass to boost some up the overall rank our first boss on the list the easter bunny has the most unique attributes tied to him but he's also easily the worst boss in the entire game mode two lists his unique abilities he has a slightly higher jump than the other bosses a bonus so useless and unneeded that it makes a volcano fragment look like oxygen killing any enemy drops these golden eggs these eggs can be picked up by either you or other members of the red team granting them crits for free seconds this ability only hinders you as the easter bunny you're already capable of killing nearly every class with one hit having crits on top of that damage doesn't change much as a result you'll see the red team get more use out of them the only time the easter bunny ever gets the use out of these crits is during his rage which the easter bunny probably has the worst one upon raging the easter bunny rapidly and sporadically shoots out a multitude of eggs which act as pills the issue is that these pills are extremely easy to dodge and only deal a normal amount of damage meaning you can be hit by one and not really worry about it during this time the easter bunny also loses control of his camera and melee now rapidly shaking as the eggs are shot out this means that during this time any class that can attack from a distance more than seven feet can easily wail on a poor pathetic bunny as it's essentially stuck in place the only saving grace the easter bunny has is the fact that he has a super jump the ability that essentially carries bosses allowing him to jump high up into the sky avoiding enemies and getting the drop on them if it wasn't for that sole feature the easter bunny would most likely be effed here the heavy has a minigun miniguns shoot bullets pretty fast and bullets hurt a lot the damage output heavy possesses in addition to the knockback the minigun has makes him a decent force for fighting the boss if he directly approaches him super jumping the strongest asset the boss has is nearly fully nullified by heavy as jumping directly above him will cause him to be sent right back up the other bonus heavy has is how the gru and eviction notice has an increased speed bonus equal to three heads of the islander i believe maybe it's four it's faster than the power jack for sure heavy is also the only class that can take a single hit from the boss right out of spawn without overheal although this isn't super useful due to his low mobility without the groove as a result heavy is incredibly situational and dependent on his position on the map most vs saxon hail maps are extremely open with a few small spots around the camp inside or on top of but these spots are typically choke points if only one entrance and exit resulting in the heavy dying if you can't escape or push the boss back as a result you only have two play styles with heavy in this game mode a camping one which is effective of the brass beast and natasha who relies entirely on the boss coming to him to be effective or a much more mobile option effective with stock or the tommy sloth capable of escaping the boss and dishing out damage when he wishes to at risk to himself up to personal preference on your definition of fun despite what i said about there being a mobile heavy play style it really isn't that optimized you aren't a scout and although you might get a couple hundred damage here and there every time you go ahead and b-hop to the boss it simply isn't as effective if you were to sit in one spot and him to tank all the shots coming to you despite the high dps heavy just doesn't have the mobility to really keep up with the boss to maintain that damage nor does he have the survivability to get up close to go ahead and really optimize it either just okay the boss has to come to him heavy doesn't really get to pick his battles here which is always a detriment placing him in seat here spy is fairly high risk and high reward compared to pyro both classes need to be fairly close to the boss to deal damage but while pyro deals absolutely minuscule amounts of damage to the boss spy on the backstab is capable of dealing massive amounts of damage the amount varies depending on how many people are playing in the server currently of course being in melee range of a boss capable of one-shotting you is incredibly risky and if the boss is paranoid enough to turn around occasionally it's not likely you'll get that many stabs in another benefit the spy has is the invis watch although the dead ringer has the greatest potential in safety for tanking a hit being invisible allows you to take two hits from the boss do the damage resistance they carry as for revolvers there isn't much to talk about here the diamondback rewards you with two crits upon a backstab which deals 200 damage it's pretty er the other noteworthy revolver is the ambassador which is capable of dealing 255 damage on a headshot kind of hard to aim however as some bosses have odd hitboxes compared to their player models as for which knife you want to run i can only really recommend the big earner or stock the big owner's lower health doesn't really hinder you all that much and rewards you with a three second speed bonus on backstab to quickly get away from the boss you just pissed off and as a small bonus you also get your cloak fully back perfect in combination with the dead ringer as for stock it's stock it has the benefit of not having reduced health meaning if you do get hit once by the boss while in viz you don't need to worry about it as much as the big earner that's really it the kunai is also an option which allows you to get an overheal of 270 meaning you can take a hit even without the damage resistance provided by the invis watches spy is already a risky class to begin with and equipping a knife that requires you to consistently get stabs just to not die makes them even riskier especially when the boss can just run away for a bit while the overheal on you decays you can run it i just don't recommend it personally repeating what i said spy is high risk high reward without the end of his watches you're just a glass cannon one hit and you're dead you need to be up close and right behind the boss to do massive damage but doing that is also kind of hard either from a the boss being paranoid or b the 90 other spies on your team crowding the boss and the tf2's shitty hit detection screwing you over you also aren't mobile enough to actually keep up with the bossa dielsen damage if they just keep super jumping away constantly which they should it's quite hard to get more than three stabs in a match and although you could run gun spy you're not really going to be doing enough damage compared to other classes like sniper or scout if just using your primary the second worst boss in the game is headless horseless horseless headless headless hhh junior if i were to compare versus saxon hale to super smash brothers saxon hale would be like pikachu while h.h jr would be like pichu both have a near identical moose set with their respective games but somehow someone thought it was a funny idea to make pichu here drastically worse because for some reason his moves actively hurt him more than help the same thing can be said with hhh junior hhh junior has the same attack same rage and same speed as sex and hale but the key difference is in his super jump he doesn't have one this ability is essential for bosses to do well and he lacks it making him extremely vulnerable to damage as he's unable to outmaneuver enemies instead of the super jump however he has a teleport ability which takes twice as long to charge and has an extremely long cooldown upon teleporting you're also incapable of attacking for 3 seconds allowing most players to get away or push you back and if you somehow manage to teleport in the middle of a crowd the game may as well be over the saving grace is that the teleport does combo somewhat well with his rage which just scares enemy in a large radius for several seconds ideal for century nests and enemies who are camping but that's really it what's worse however is the possibility of you teleporting on top of an engineer who's expecting this and has set a tele frag up which will more than likely kill you this may sound like it doesn't happen often but when it does it is devastating to the boss the lack of a super jump really causes hhh junior to become problematic if engineers and heavies can set up in a decent position it's that one glaring issue that prevents him from becoming a higher tier of course if there wasn't any changes made to him he would just be a carbon copy of saxonhale on some servers they rectify this by allowing him to jump by hitting walls but even with that i mean look how hard it is for me to get up on this building here [Music] scout is arguably one of the more mobile classes than versus saxon hale and can be somewhat compared to pyro in terms of role both classes need to get all up and close and personal with the boss to be effective the difference however lies in their overall effectiveness pyro does miniscule amounts of damage to the boss and only has one way to keep safe being air blast which i already mentioned just helps the boss more than hurt him comparatively scout has the mobility to always be close enough to the boss that hurt him or run away to safety if need be that being said scout's damage while vastly superior to pyros is still extremely low luckily however his speed allows him to take full advantage of the crits you can get from taunting or from the critical which gives crits instead of mini crits in this game mode as well due to scout's mobility and near impossibility to hit without rage he'll very likely be the last one alive on the red team also giving him crits all these things give scout the damage push he needs to be effective in this game mode at the cost of being in the danger zone of course if being up close and personal the boss is not your forte as scout you could always play scout from range with the cleaver rap assassin or pistol all which either have mini crits or crits a safer way to play which is quite rewarding if you can aim well enough in terms of weapons to use most are blacklisted from the game such as the babyface blaster and sodapopper if you want to play from range equip the shortstop up close stock and although the force of nature isn't blacklisted its knockback is extremely annoying to fight against and doesn't really help your team more likely pushing the boss into them meaning you'll probably be told that your trash human being unworthy of life or you seriously push the boss into the medic oh my [ __ ] scout has the mobility to stay safe while also dealing decent damage via meat shots if he does get in over his head his double jump and mobility allows him to quickly escape the boss as long as you're skilled enough and if you aren't skilled enough there are options to play scout from range which are also highly effective the only downside i can really say about him is that his damage is still kind of lacking it's not as pathetic as demo or pyro but it's certainly missing some umph as a result he relies heavily on crits either through the critical or through taunting like i said though his mobility makes up for that fact the benefit sniper has is unlimited range in a bullet that travels instantly to the skull of your target the disadvantage of sniper is low mobility the boss catches up to you there is little room to escape and run without divine intervention saving you as a result the huntsman sniper is essentially the glass cannon of this game mode you actively place yourself in great risk with low health and mobility but on the upside you get to deal massive amounts of damage a fully drawn bow shot will deal a solid 450 damage even on a body shot which is pretty solid another bonus for using the bow is the skewer kill taunt if you can somehow get the boss to walk into this as a gg as you can just promise to unlock him into it assuming your teammates don't knock him out of it because you'll be in close proximity to the boss without many options in surviving in a counter i highly recommend using the razorback if possible some servers have it disabled and just give you an smg which deals mini crit damage in addition to bleeding for some reason and other servers keep it around if you are on a server which allows a razorback there's a solid chance it will actually block one hit from the boss it isn't flawless as there isn't anything that prevents the boss from just hitting you again but maybe in that one second where it breaks you somehow pull a demon technique and win although the huntsman requires you to have a little bit of aim which could be hard to do on a boss that moves around as much as hale does it's fairly rewarding 450 damage every single time you do a fully charged shot is quite a lot and stacks up greatly but you don't have the mobility nor the survivability to go ahead and escape the boss if you get in over your head the huntsman is kind of like the reverse of scout scout is mobile but has lacking dps while the huntsman has high dps but lacks mobility like scout to pyro demo knight is to spy although it is easier to deal massive amounts of damage as spy it's a gamble if you're going to live long enough to successfully deal that damage compare that to demonite who has a much more reliable and safer method for dealing damage with the boss in melee range all shields block a single hit from the boss meaning you can take a hit without worry although this does greatly reduce your chance for future escapes as you won't regain that shield meaning charging is no longer an option the half zatuichi allows you to overheal to 225 hp and you can take an additional hit from the boss it also heals you for 35 hp on hit ideal on maps of few health packs but unfortunately this is completely outshined by the islander which grants heads on hitting the boss getting four hits off on the boss makes you able to run at the same speed of the boss in addition to giving you 245 health really you only need three hits on the boss to be able to take a hit it's just so much better it even has the same health bonus as a half zatuichi although not as massive hitting the boss of the islander grants you 15 hp on behalf perhaps that to which he grants you 35. demo knights tend to deal a decent amount of damage while putting himself in moderate danger despite that he still has several measures that allow him to stay in the fight i can't really say much else about him he's just one of the most overplayed and quite frankly probably one of the better classes to play as in this game mode if you're looking to do high amounts of damage in quick time soldier is quite hard to describe much like in normal gameplay he can generalize or specialize into any role in this game and performs said role extremely well i'm debating if placing him an 8 here was even the right choice as he's a prime candidate for s to be honest all rockets steal mini credit damage on airborne bosses and a direct hit deals permanent crits which makes for a precision based but high dps class a market garden deals the same amount of damage as a backstab does and this can be paired with the man tread stomp's ability to deal even more damage which is also equal to a backstab the ability to rocket jump land a stomp and garden and jump away before the boss reacts makes the soldier sort of like spy but just better he risks little as he can just jump away right after but still maintains a primary damage dealing weapon to harass the boss from afar or to fall back onto and soldier isn't just good as an offensive powerhouse but as a support class too equip the buff banner and provide everyone with mini crits allowing you to boost your team's overall damage the conch increases their overall survivability with the increased speed and the battalion's backup oh good god it just instantly shuts down any and all damage the boss can deal to your team normally a boss hits you for 202 damage with the battalion's active however it only hits you for 40. pure power pure mobility and pure support i really should just play soldier nest here but i'm biased because if soldier is the last person alive it's just him and the boss chasing him for about 15 minutes with no damage or action being dealt extremely boring to watch medic despite being one of the most targeted classes in this game can very easily become the most important and dangerous for a boss uber is already a powerful tool even more so when it can save your life in the life of a teammate but being invulnerable for 12 seconds is only a small fraction of power uber holds on top of being invulnerable you also gain crits allowing you and your target to mow down the boss and retribution for him thinking about hitting you uber is also extremely easy to build in this game mode you'll spawn with forty percent and even after you used it it doesn't go to zero percent but thirty percent charge on top of that dealing damage through either the overdose or syringe gun adds five percent uber on top of that combine this with the overdoses speed boosts and you'll be extremely hard to hit it's probably the only time this is actually useful the crusaders crossbow has guaranteed crits in addition to a 45 damage bonus and also grants 15 uber on hit perfect for saving teammates and yourself it's so quick to get uber in this and i haven't even mentioned the ubersaw yet get two medics on this and choo choo there goes the uber train not an ideal strategy because the boss will just jump away and wait out the uber but still allows you to safely deal massive damage to the boss and pop uber every time you come across him the only real fault i can give medic is how he's prone to being ambushed you know super jump the thing that every boss needs to use yeah medic is very vulnerable to that aside from that though uber and the crit sick gives is just a simple powerhouse that shouldn't be trifled with the boss can also just jump away from the uber but it isn't really smart to do that as you'll just build it up right away meaning that next time you see it you'll have it again and the next time and the next time and the next time every time you encounter the boss you'll be dealing a significant amount of damage with crits or scare him away saving you and your teammates from certain death tying both of these together as they're functionally the same i mean it's not really that hard to be an effective boss all you need is high mobility and a decent rage to deal with sentries or groups of camped enemies sax and hale and cbs both have the super jump meaning they can jump in and out of trouble and getting the drop on enemies saxon hails rage stuns and scares enemies for 5 whole seconds allowing you to quickly kill a group of enemies sitting in one spot or a crowd of them for a bunch of kills while christian brutal sniper has a stun as well with a greatly reduced radius the real bonus christian real sniper has is getting a huntsman on rage the amount of arrows depending on the amount of players in the server while saxa needs to kill enemies while they're still scared to make the most of his rage cbs is free to kill anyone he's scared with his melee and then switch to far away targets or targets hard to approach from afar with the bow he also doesn't slow down or pulling it back which makes it a bit jarring to aim with personally i can't hit [ __ ] with the huntsman but i can still see the potential of having a ranged weapon in a game where you're mostly confined to deal with targets up close and personal also his theme song is freaking jamming my man saxon hale is ideal for dealing with groups of enemies in rapid and quick succession while christian brutal snipers is more keen on picking out select targets from a distance both have mobility so that's not an issue and both have their pretty good upsides and very few downsides hence a tear much like medic you need to target and kill the engineer as soon as possible as the boss if you can somehow get a level 2 sentry in a jump spot or a tight corridor you're already looking at a massive chunk of your health gone combine this with dispensers which can act as a wall to block you further restricting your mobility and teleporters which can be used to insecure you if placed properly or as a surefire way to escape halfway across the map even if he's stunned and scared the sentry's knockback and damage output is like running up against a wall combine this with the fact that sentries don't die in one hit but free and you have to make a judgment call to either ignore the sentry and rush the engineer directly to quickly end the problem but risk being knocked away and dying or focus and take care of the sentry possibly allowing the engineer to get away raging the century is also a decent idea but it isn't a guaranteed kill and may be a waste would you rather kill one annoying player or six other ones now we get to talk about engineers actual weapons the widow maker is solid due to his ability to not reload meaning as long as you can land shots consistently in addition to paying attention and playing carefully with it it's possible to go battle engineer with this and the gunslinger many sentries are okay in this game mode they die in one hit but are a complete nuisance to play against they do little damage but the knockback they have is just enough to be annoying just be careful that the boss doesn't use it to his advantage to get closer combine it with the frontier justice which gains crits as long as your sentry is shooting the boss and you have a less reliable but more powerful version of the widowmaker and then we have the wrangler and rescue ranger do i need to say more just look at this what can you do here how do you stop this but i haven't even talked about engineer in his role of being a support unit with the amp most servers give engineer the option to either build a dispenser or an amp the amp is a completely broken item which gives any player in its radius crits it's literally just a non-mobile always active [ __ ] screen places a group of teammates anywhere to completely shut down the boss from even thinking about coming close to it without rage it is so broken combine that with high damage outputters like heavies or soldiers or even sometimes demoman and good god are you going to always win the round engineer can very easily lock down a section of the map of sentries and his amp or fortify a choke by placing the spencer wall this makes fighting as the boss nearly impossible without rage as would be knocked back and dealt one thousand damage every time you just so happen to get into the range of the century even if you plan on fighting that engineer with rage it isn't guaranteed that you'll kill him with it engineer is the only class that can consistently get away from a rage due to teleporters and even then teleporters aren't just used as a relocating tool but as an offensive one through tele-fragging although maybe not as mobile as scout or soldier his teleporters and wrangler jumps clearly make up for that the boss has to come to him but when the boss does come to him unlike heavy who's screwed over by his low mobility engineer can and will usually escape leaving the boss incredibly frustrated as he now has to go ahead and hunt down that engineer rebuilding his nest as i briefly mentioned as a sniper you have infinite range you can literally be anywhere on the map and still be effective and thanks to the unique properties of the stock sniper rifle as long as you can hit the boss you'll always know where he is meaning you can safely move around in a way if the boss gets too close to comfort seriously though on a map as large as this can you spot the sniper keep in mind you also have 12 other people shooting at you in close range keeping you distracted another odd thing about the sniper rifle is how it always deals critical damage meaning you don't need proper aim or worry about aiming for heads it will always deal 150 damage uncharged and 450 fully charged even if you hit the boss in the [ __ ] toe the best part of sniper however is the vamped-up usage of the bushwacker hitting a wall fit allows you to slowly climb up it at the cost of health granting sniper the ability to climb up massive heights giving him even a better sight line in view of the battle will also make him harder to see and reach as for secondaries you can use jaradi which reduces the boss's rage by 8 percent it isn't helpful but hey mini crit damage on top of that smgs also deal crit damage most people underestimate how much damage the smg can do however and don't really bog to outmaneuver the sniper using it on top of crit damage they also deal bleed damage further boosting that damage output the ability to know where the boss is at all times is just extremely helpful for all classes and prevents other teammates for being ambushed by the boss but place this ability on a class that admittedly has very little mobility and he can just consistently run away before the boss reaches him take sex and hail but instead of just scaring players in radius you also get uber for about eight seconds which is extended by additional second if you are air blasted do i do i really need to say more you don't have to worry about snipers hitting you in the distance or other players who are just outside of your scare radius shooting and knocking you back preventing you from getting kills it's just overall better i literally can't say more than that you have all the benefit of saxon hail but being immortal for eight seconds no knock back perfect for centuries perfect for rockets perfect for stupid sticky traps s tier there you go the objective and extremely factual no bias 100 correct peer-reviewed scientific versus saxon hail tier list 2021 give or take a few rankings here there if you're one of the few thousand people who are still on the line about playing this game mode go play it no excuse use this to your advantage to understand how to play it well and how to have fun with the game mode become the best versus saxon hell player in the country then the world then the universe or something and then go play freak fortress 2 which is just the same game mode but much better because there's more bosses and stuff congratulations to yaku for being the first person on this channel to figure out what a monkey is congrats i always knew you had it in you also for those unaware poopy joe is somewhere in the video find him be in the next video comment time stamp it tell location all there is to it 40 easy step process there you go nice and simple and once again congratulations to yaku for finding out where the dead monkey was
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Channel: SpaceGuyOnline
Views: 1,278,083
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Length: 34min 14sec (2054 seconds)
Published: Sun Jul 04 2021
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