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TheLocustOfMM2
Team planning

The Locust of MM2 Squad Planner

A session planner built for the game's real structure: 1 vs All. Score your survivor habits, apply the role doctrine, and plan the session before the Locust plans it for you.

The short answer: your squad is you, your route, and your habits

Most Roblox squad planners rank units or classes. This game has none to rank — no documented loadouts, perks, or stat tables. What it does have, per the storefront's Survival / 1 vs All label, is a role structure with exactly two seats: the Locust hunts, and everyone else survives the round, gathers Keys, and escapes. So the planning problem is behavioral, and this page treats it that way: a readiness checklist scores the eight habits community guides and creator footage consistently reward, the doctrine section explains each role, and the worked examples show a first-hour session and a farming session planned end to end.

Survivor Readiness Checklist

Eight yes/no habits distilled from the sourced doctrine below. Tick what already describes your play and the tool scores your readiness and names what is missing — a planning aid, not a ranking.

0%

0 of 8 habits

Early days — work top to bottom; the first three items prevent most first-week deaths.

Missing: i can name at least two key spawn points from memory; i know my nearest two exits from each key area; i watched the locust complete a full patrol loop this round; i am holding the camera for an emergency flash; i spend keys instead of hoarding them across sessions; i play with enough volume to hear the hunter coming; i plan the session around the round timer, not around one more run; i re-check my route assumptions every new lobby.

Role doctrine

Six rules that do the work of a build

Every rule names its source type; details and dates live on the wiki pages (checked 2026-10-03).

Learn the map before the monster

Community guide

First sessions are for key spawn points and exit routes, not heroics. Community guides agree the players who escape are the ones already standing near the next key when a window opens.

Read the Locust before crossing it

Creator videos

Watch its patrol for a full loop before committing to a run. Creator footage shows the hunter repeating lane patterns; the survivors who die are the ones that crossed mid-patrol.

Hold the camera for the counter-window

Community guide

The community-documented counter is the camera flash — a reported 10-second paralysis. Keep it charged for emergencies rather than spending it for convenience.

Bank keys early, spend before you dash

Community guide

Keys only matter once spent, and the reported shop (skins, abilities, equipment) rewards early upgrades that make later runs safer. A key never spent is a run wasted.

Respect the round timer

Official storefront

The storefront's Survival label means the lobby loses when the hunter runs the clock down. Plan each session around the escape, not around unlimited grinding time.

Treat lobbies as fresh puzzle boxes

Creator videos

Public servers mix first-timers with veterans; hunter skill varies per round. Reset your route assumptions every lobby instead of trusting yesterday's safe path.

Worked examples

Two sessions planned end to end

The same checklist, applied to two different evenings.

First-hour session (new account)

  • • Goal: learn two key spawn points and one exit — nothing else.
  • • Round 1–2: follow the group; watch where veterans reappear with Keys.
  • • Round 3: solo a safe key, hold the camera the whole way.
  • • Round 4: spend whatever banked Keys make the next run safer.
  • • Success metric: one escape where you were never cornered — not Keys banked.

Lesson: the checklist's first three habits (spawns, exits, patrol reading) are the whole first hour.

Farming session (regular account)

  • • Goal priced in advance: the next shop tier, converted to runs by the calculator.
  • • Measure Keys per run for three runs; re-check the average mid-session.
  • • Two high-focus blocks of 30–45 minutes, then a deliberately easy round.
  • • A lobby that keeps finding you costs more than it pays — switch after two bad runs.
  • • Success metric: projected runs actually finished, not peak Keys in one lucky run.

Lesson: farming sessions are scheduled against the clock, because the round itself ends on one.

Playing the other seat

If the round hands you the Locust

The official description makes the Locust the danger players must outsmart, and the storefront's “1 vs All” label plus creator playthroughs (September 2026) show the role working the classic way: one player hunts, everyone else tries to survive the round and escape.

The hunter's job is to make the checklist expensive: camp the key cluster that sits between survivors and their exit, vary your patrol so route memory fails, and force the flash early — a survivor who spends the camera on a fake chase has no answer for the real one. Note the limits: speeds, ability lists, and spawn rules for this place have never been documented publicly, so hunter play, even more than survivor play, is learned from the round itself.

FAQ

Planner questions

Does The Locust of MM2 have teams or classes?

No class, loadout, or squad system is documented for this game. The documented structure is the storefront's own label — Survival / 1 vs All: one player hunts as the Locust, everyone else survives the round. So this planner plans the only squad that exists here: you, your route, and your habits.

What should I actually plan before a session?

Three things: which Keys target you are saving toward (the resource calculator prices it), which habits from the checklist below are still missing, and a stop time for the evening. Players who plan those three escape more and grind less than players who queue on instinct.

Is there an optimal survivor build?

No documented build system exists — no loadouts, no perks, no stat screens. The closest documented equivalent is behavior: route memory, patrol reading, and camera discipline. That is why this page scores habits rather than gear.

What changes when I play as the Locust?

Your round inverts: instead of route memory you are applying pressure, and the community's reported counter — the camera flash, about ten seconds of paralysis — becomes the tool you bait. Time your chases so a flash spends a survivor's emergency rather than earning you nothing.

Why does the planner not rank players or loadouts?

Because no source documents the inputs a ranking would need — no stat table, no perk list, no matchmaking data has been published. The checklist scores what is real: habits you can verify about your own play tonight.

Related pages

Plan with better game context