Giant Robots/LordRemiem

Fought in: Special Operations - Mann vs Machine

Note: Giant Robots are fought only as minibosses or bosses.

Passives
Note: These passives are common to all enemies listed
 * Relentless
 * Immune to Stun, Exhausted, Cower and preemptive effects
 * Mechanical Body
 * Immune to Bleeding and Poison
 * Immune to Psychic and Bio attacks
 * Vulnerable to EMP Grenades
 * Mindless
 * Immune to Psychic and Fear effect

Major League Scout

 * Class: Scrapper

Passives

 * Mechanical Body
 * Mindless
 * Relentless
 * Extreme Robo-Speed
 * 100% chance to preemptive counter attacks
 * 25% chance to gain an extra turn after attacking

Abilities

 * Baseball Strike
 * Type: Melee
 * Target: One enemy
 * One enemy: Pain Train (Deals Pain; Deals Exposed against targets with Pain; Deals Wide-Open against targets with Exposed)
 * Ball Barrage
 * Type: Ranged
 * Target: All enemies
 * All enemies: Stun (60% chance)
 * Smash!
 * Type: Melee
 * Target: All enemies
 * One enemy: Pressure Points (Chance to deal Weakened, Exposed, Dizzy and Slowed; 50% chance for each debuff)
 * Bonk!
 * Type: Melee
 * Target: One enemy
 * Special: High Crits (Increased chance of critical hits)
 * Special: Paragon Exploiter (Deals extra damage against targets with Weakened, Exposed, Dizzy and Slowed)

Giant Rapid-Fire Soldier

 * Class: Bruiser

Passives

 * Mechanical Body
 * Mindless
 * Relentless
 * Extreme Robo-Smash
 * Attacks ignore defense and Shield effects
 * Attacks are guaranteed to crit

Abilities

 * Rocket Launcher
 * Type: Explosion, Gun, Ranged
 * Target: One enemy
 * Special: Ignore Defense (Ignore target's Defense and Shield effects)
 * Special: Guaranteed Crit (This attack will crit if possible)
 * Special: Rapid Fire
 * Deals Pinpoint Target to the target before the attack
 * Pinpoint Targets ensures the attack to hit
 * 50% chance to follow-up against targets with Pinpoint target
 * No limit on maximum amount of follow-ups

Giant Pyro

 * Class: Blaster

Passives

 * Mechanical Body
 * Mindless
 * Relentless
 * Extreme Robo-Fire
 * Attacks against Burning targets are guaranteed to crit
 * Attacks exploit Burning and trigger Burning's damage-over-time

Abilities

 * Incinerate
 * Type: Fire, Gun, Ranged
 * Target: One enemy
 * Special: Combustible (Attacks against Burning targets are guaranteed to crit)
 * Special: Exploits Burning (Deals extra damage against Burning targets)
 * One enemy: Melt Armor (Attacks against this target ignore defense)
 * Burn Everything
 * Type: Fire, Gun, Ranged
 * Target: All enemies
 * Special: Combustible (Attacks against Burning targets are guaranteed to crit)
 * Special: Exploits Burning (Deals extra damage against Burning targets)
 * All enemies: Burning (Deals damage over time; Reduces Defense)
 * Inferno
 * Type: Fire, Gun, Ranged
 * Target: All enemies
 * Special: Combustible (Attacks against Burning targets are guaranteed to crit)
 * Special: Exploits Burning (Deals extra damage against Burning targets)
 * All enemies: Pyrophoric (Nearby fire attacks spread to this target, dealing fire damage)
 * All enemies: Ring of Fire (Takes fire damage and Burning when performing melee attacks)

Giant Demoman

 * Class: Tactician

Passives

 * Mechanical Body
 * Mindless
 * Relentless
 * Extreme Robo-Boom
 * Attacks have a 100% chance to deal additional damage to all enemies
 * Attacks are Catastrophic

Abilities

 * Kaboom!
 * Type: Explosion, Gun, Ranged
 * Target: One enemy
 * Special: Catastrophic (Ignores Protection and Avoidance effects; Always hits)
 * Special: High Crits (Higher chance of critical hits)
 * Frag Grenades
 * Type: Explosion, Gun, Ranged
 * Target: One enemy
 * Special: Catastrophic (Ignores Protection and Avoidance effects; Always hits)
 * Special: Deadly Crits (Deals extra damage with critical hits)
 * One enemy: Bleeding x2 (Deals damage over time and whenever performing an offensive action; Can stack up to 3 times)
 * One enemy: Shrapnel (Applies Bleeding to other enemies)
 * Time Bombs
 * Type: Gun, Ranged
 * Target: All enemies
 * Special: Subtle (Does not trigger most status effects)
 * Special: Catastrophic (Ignores Protection and Avoidance effects; Always hits)
 * All enemies: Tick Tick Tick... (Bombs exploding on the next round)

Giant Über Medic

 * Class: Generalist

Passives

 * Mechanical Body
 * Mindless
 * Relentless
 * Extreme ÜberCharge 100%
 * Starts the battle with 100% ÜberCharge
 * Gains 10% ÜberCharge at every round and when performing Heal actions
 * Becomes ÜberCharged when ÜberCharging another ally (Both target ally and Robo-Medic become ÜberCharged)

Abilities

 * Syringe Gun
 * Type: Gun, Ranged
 * Target: One enemy
 * One enemy: Drained Energy (Reduces all stats)
 * Self: Energy Drain (Restores health and stamina)
 * Healing Gun
 * Type: Buff
 * Target: One ally
 * Special: Restore Health (Recovers 25% of maximum health)
 * Robo-ÜberCharge
 * Type: Buff, Tech
 * Target: One ally
 * One ally: Extreme ÜberCharge
 * Prevents all damage and debuffs dealt to this target until next round
 * Next attack gains True Strike, Guaranteed Hit and Guaranteed Crit
 * Completely restores all allies' health and stamina when applied

Giant Heavy

 * Class: Bruiser

Passives

 * Mechanical Body
 * Mindless
 * Relentless
 * Extreme Robo-Resistance
 * Protects allies from single-target and area attacks
 * Reduces damage taken

Abilities

 * Steel Fists
 * Type: Melee, Unarmed
 * Target: One enemy
 * Special: Exploits Protection (Deals extra damage against targets with Protection effects)
 * One enemy: Combo Setup (Next Unarmed attack against this target deals extra damage)
 * Heavy Machinegun
 * Type: Gun, Ranged
 * Target: One enemy
 * One enemy: Fumbling (Single-target attacks trigger counter-attacks)
 * One enemy: Flanked (Single-target attacks against this target trigger follow-up attacks)
 * Iron Curtain
 * Type: Gun, Ranged
 * Target: All enemies
 * Special: Deadly Crits (Deals extra damage with critical hits)
 * All enemies: Hobbled (Attacks cannot be Stealthy)
 * All enemies: Pummeled (Attacks against this target reduce its Evasion)