Difference between revisions of "Spy"

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The spy is a suave backstabbing rogue that has the ability to insta-kill any class in the game with their knife. Spies are valued in that they can get important [[picks]] through the manipulation and deception of the enemy team. The spy arguably has the worst direct combat ability, as it is solely designed to only get one or two kills at a time. As a pick class, the spy will usually target the enemy [[Demoman]], [[Heavy]] or [[Medic]] and either get the Medic to pop his uber or to drop his uber. The Spy is also capable of incapacitating and destroying the [[Engineer]]'s buildings.
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[[File:SpyIcon.png|200px|right||link=http://wiki.teamfortress.com/wiki/Spy]]
 +
The '''Spy''' is a suave backstabbing rogue who has the ability to instantly kill any enemy by attacking with his melee from behind. He can position himself as he sees fit with his Invisibility Cloak and can get important [[Glossary#Metagame terms|Picks]] when an opportunity presents itself. Spy is weak in direct combat; he is designed to take out important targets and then retreat. As a pick class, Spy will usually target the enemy [[Demoman]], [[Heavy]] or [[Medic]]. Against Medics, Spy's goal is to either force Medic to use his [[Übercharge]] or kill him outright, wasting the charge. The Spy is also capable of disabling and destroying the [[Engineer]]'s buildings with his Sapper.
  
===6v6===
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==6v6==
 +
{{main|Spy (6v6)}}
  
''Main Article: [[Spy (6v6)]]''
+
In 6v6, Spy is an [[offclass]] due to his poor damage output and low health, generally run when [[Sniper]] cannot take advantage of any sightlines or chokepoints. Spy will usually only get one chance for a pick; once he makes a play, the enemy team will be on guard for the rest of the match. A player may switch to Spy when the enemy [[Medic]] has a large Über advantage during a stalemate in order to kill an enemy - especially [[Demoman]] - before his team makes a push.
  
In 6v6, the Spy is considered an [[offclass]]. It is most often run when one team has a disadvantage and they need to try and create an advantage (usually through dropping the enemy Medic's uber).
+
In terms of assassination power, Spy has significantly less potential than Sniper; Sniper can fire multiple times and get multiple picks, but Spy usually only gets one chance for a pick and will almost certainly die afterwards. However, because he is not often run in 6v6, enemies are not generally aware of him, allowing him to make a play. Spy is most commonly used as a surprise tactic for breaking stalemates against teams that stay out of [[Sniper]] sightlines and deny [[Roamer]] bombings. However, keep in mind that Spy is still much less versatile than [[Sniper]].  
  
===Highlander===
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Spy's other major use is to ''spy'' on the enemy team. He can gather vital information and relay it to his team, such as enemy Medic's Übercharge and choice of Medigun, surprise offclassing, and enemy positions. Spy's invisibility can also be utilized for backcapping against a careless enemy team.
  
''Main Article: [[Spy (Highlander)]]''
+
==Highlander==
  
In Highlander, the Spy is often used to pick the enemy Medic, Heavy, Demoman, Sniper, and Engineer.  Spies in Highlander must be aware that the enemy team has a full-time [[Pyro]] and is [[spychecking]] more often, leaving the Spy with less opportunities for picks.
+
{{main|Spy (Highlander)}}
  
The Spy is also the best scouting class in the game, providing invaluable information for his team. He can find how far along a [[Medic]] is to fully charging his ubercharge, where the enemy team is located, and in what direction they are moving towards in the safety provided by his watches.
+
In Highlander, the Spy is used as a pick and support class. He will often attempt to pick the enemy Medic, Heavy, Demoman, Sniper, Engineer, or any key targets that are giving his team trouble. However, he must be aware that the enemy team has a full-time [[Pyro]] and will spycheck more often, leaving him with fewer opportunities for picks.
  
===Trickstabs===
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The Spy is also the best scouting class in the game, providing valuable information to his team. He can easily relay enemy Übercharge, positions, pushes, and loadouts, thanks to the safety provided by the Cloak and Dagger.
  
When spotted or confronted by an enemy, a spy is almost always put at a disadvantage, due to his low damage output. In times of need, spies may use [[Trickstabs]] to place themselves behinds the enemy. The are a multitude of ways to do so. While some are more useful/successful than others, each method can be used accordingly in different situations to get out of trouble.
+
==Techniques==
 +
When confronted by an enemy, Spy is almost always at a severe disadvantage; his poor damage output and health prevent him from going toe-to-toe with most combat classes. In a pinch, Spy may need use deceptive movements to manipulate an attacking enemy into showing him their back. This technique is called "trickstabbing," and may be the only way for him to escape a bad situation. In higher levels of play, however, enemies will be wary, and often will stay out of backstab range.
  
===Weapons===
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Spy may opt to use a revolver to harass and distract distant enemies, or pick off an isolated foe. The [[Ambassador]] is often the best choice for this playstyle, as it allows Spy to deal critical hits with headshots, allowing him to briefly match enemies' damage output. When focusing on his revolver as a damage source, Spy will often fight alongside his team and assist them in dealing damage, although he is inferior to [[Sniper]] in both range and damage. In order to utilize his full potential, he must sow confusion and paranoia among enemies in order to allow his own team to take the upper hand.
  
==Primary==
+
==Weapons==
{| class="wikitable grid" width="100%"
+
=== Secondary ===
! class="header" width="15%" | Weapon
+
{{Class Weapon Table Header}}
! class="header" width="10%" | Kill Icon
+
{{Class Weapon Table Row
! class="header" width="8%" | [[ESEA]] [[Standard 6v6|6s]] legal?
+
|weaponname = Revolver
! class="header" width="8%" | [[UGC]] [[Highlander|HL]] legal?
+
|description = The '''Revolver''' deals a base damage of 40, with a clip of 6 rounds. This weapon, along with the Ambassador, is Spy's go-to weapon for dealing damage. While underwhelming compared to other classes' Primary weapons, its damage is not to be underestimated, as Spy can kill light classes in under two seconds with proper aim.
! class="header" width="8%" | [[ETF2L]] [[Standard 6v6|6s]] legal?
+
|ugc4s = always
! class="header" width="8%" | [[ETF2L]] [[Highlander|HL]] legal?
+
|6s = always
! class="header" width="43%" | Info
+
|ugchl = always
|-
+
|etf2lhl = always
! [[Image:Revolver.png]]<br /><small>'''Stock'''</small><br />'''Revolver'''
+
|rgl6s = always
| align="center" | [[Image:Killicon Revolver.png]]
+
|rglhl = always
| align="center" bgcolor="lightgreen" rowspan="2"| <font color="black"> Yes </font>
+
}}
| align="center" bgcolor="lightgreen" rowspan="2"| <font color="black"> Yes </font>
+
{{Class Weapon Table Row
| align="center" bgcolor="lightgreen" rowspan="2"| <font color="black"> Yes </font>
+
|weaponname = Ambassador
| align="center" bgcolor="lightgreen" rowspan="2"| <font color="black"> Yes </font>
+
|description = The '''Ambassador''' has only 34 base damage compared to the stock Revolver's 40, but deals crits if Spy lands a headshot, for an impressive 102 damage. However, the weapon is hampered by a cooldown period, during which it will not deal critical hits. At mid to long-range, headshot damage will decay significantly, preventing Spy from sniping targets from afar.
| rowspan="2" align="left"| The revolver deals a base damage of 40, with a clip of 6 rounds. This weapon is a perfect choice for spies that either don't have the time line up head shots, or just feel more comfortable with consistently hitting body shots.
 
|-
 
! [[Image:BigKill.png]]<br /><small>'''Promotional'''</small><br />'''Big Kill'''
 
| align="center" | [[Image:Killicon Bigkill.png]]
 
|-
 
! [[Image:Ambassador.png]]<br /><small>'''Unlock'''</small><br />'''Abassador'''
 
| align="center" | [[Image:Killicon Ambassador.png]]
 
| align="center" bgcolor="indianred" | <font color="white"> No </font>
 
| align="center" bgcolor="lightgreen" | <font color="black"> Yes </font>
 
| align="center" bgcolor="indianred" | <font color="white"> No </font>
 
| align="center" bgcolor="lightgreen" | <font color="black"> Yes </font>
 
| align="left" | The Ambassador deals a base damage of 34, with a clip of 6 rounds. Most notably, it has perfect accuracy on the first shot, allowing for 102 damage head shots, but has an accuracy fall off on a short cool down that starts after every shot.
 
|-
 
! [[Image:L'Etranger.png]]<br /><small>'''Craft'''</small><br />'''L'Etranger'''
 
| align="center" | [[Image:Killicon L'Etranger.png]]
 
| align="center" bgcolor="indianred" | <font color="white"> No </font>
 
| align="center" bgcolor="lightgreen" | <font color="black"> Yes </font>
 
| align="center" bgcolor="indianred" | <font color="white"> No </font>
 
| align="center" bgcolor="lightgreen" | <font color="black"> Yes </font>
 
| align="left" | The L'Etranger deals a base damage of 32, with a clip of 6 rounds. On every hit, the user gains an additional 15% cloak. This weapon is extremely effective when coupled with the dead ringer due to the fact that it enables the player to regain the cloak needed to feign. This weapon is a necessary component in the Saharan Spy Set.
 
|-
 
! [[Image:Enforcer.png]]<br /><small>'''Craft'''</small><br />'''The Enforcer'''
 
| align="center" | [[Image:Killicon Enforcer.png]]
 
| align="center" bgcolor="indianred" | <font color="white"> No </font>
 
| align="center" bgcolor="lightgreen" | <font color="black"> Yes </font>
 
| align="center" bgcolor="indianred" | <font color="white"> No </font>
 
| align="center" bgcolor="lightgreen" | <font color="black"> Yes </font>
 
| align="left" | The Enforcer deals a base damage of 48, with a clip of 6 rounds. The Enforcer is known for having the highest base damage of all revolvers, with an additional damage boost of 20% when undisguised. This revolver has had a long history of controversy regarding it's balance, specifically in comparison with the Revolver. Similar to the Ambassador, it has -20% firing speed, and cannot get random crits.
 
|-
 
! [[Image:DiamondBack.png]]<br /><small>'''Promotional'''</small><br />'''Diamondback'''
 
| align="center" | [[Image:Killicon Diamondback.png]]
 
| align="center" bgcolor="indianred" | <font color="white"> No </font>
 
| align="center" bgcolor="lightgreen" | <font color="black"> Yes </font>
 
| align="center" bgcolor="indianred" | <font color="white"> No </font>
 
| align="center" bgcolor="lightgreen" | <font color="black"> Yes </font>
 
| align="left" |
 
|}
 
  
==Secondary==
+
While less reliable than the stock Revolver in an extended fight, the Ambassador allows Spy to deal heavy burst damage like Sniper. Two well-placed shots can kill light classes in under a second at close-to-mid range, making it ideal for quickly dispatching a single enemy.
{| class="wikitable grid" width="100%"
+
! class="header" width="15%" | Weapon
+
|ugc4s = true
! class="header" width="10%" | Kill Icon
+
|6s = true
! class="header" width="8%" | [[ESEA]] [[Standard 6v6|6s]] legal?
+
|ugchl = true
! class="header" width="8%" | [[UGC]] [[Highlander|HL]] legal?
+
|etf2lhl = true
! class="header" width="8%" | [[ETF2L]] [[Standard 6v6|6s]] legal?
+
|rgl6s = true
! class="header" width="8%" | [[ETF2L]] [[Highlander|HL]] legal?
+
|rglhl = true
! class="header" width="43%" | Info
+
}}
|-
+
{{Class Weapon Table Row
! [[Image:Sapper.png]]<br /><small>'''Stock'''</small><br />'''Sapper'''
+
|weaponname = L'Etranger
| align="center" | [[Image:Killicon Sapper.png]]
+
|description = The '''L'Etranger''' deals a base damage of 32. In exchange for its damage penalty, it passively increases Spy's maximum cloak time by 40%. On every hit, his cloak is instantly restored by 15%. It is one of the two ways to manually recharge the [[Dead Ringer]], and can extend the [[Cloak and Dagger]]'s cloak time rival that of the Invis Watch. This weapon is often used when gathering information on the enemy and waiting for an opportunity to backstab, rather than gun them down.
| align="center" bgcolor="lightgreen" | <font color="white"> Yes </font>
 
| align="center" bgcolor="lightgreen" | <font color="black"> Yes </font>
 
| align="center" bgcolor="lightgreen" | <font color="white"> Yes </font>
 
| align="center" bgcolor="lightgreen" | <font color="black"> Yes </font>
 
| align="left" | The Sapper is the Spy's tool for disabling and destroying enemy engineers buildings. The stock sapper will disable an enemy building when placed, but if an enemy engineer removes the sapper, the building will continue to operate. Therefore, a more effective way of sapping for Highlander is killing the engineer before sapping. A good time for this is usually with your teams uber or kritz push.
 
|-
 
! [[Image:Redtape.png]]<br /><small>'''Craft'''</small><br />'''Red Tape Recorder'''
 
| align="center" | [[Image:Killicon RTR.png]]
 
| align="center" bgcolor="lightgreen" | <font color="white"> Yes </font>
 
| align="center" bgcolor="indianred" | <font color="black"> No </font>
 
| align="center" bgcolor="indianred" | <font color="white"> No </font>
 
| align="center" bgcolor="indianred" | <font color="black"> No </font>
 
| align="left" | Much like the stock sapper, the Red Tape Recorder also disables enemy engineer's buildings. This sapper, however, does not destroy the buildings it saps, rather it reverses the construction of the building. The controversy surrounding this sapper is great. Arguments include the fact that when placed it immediately reverses a sentry. This is why it is legal in only one Competitive league so far.
 
|}
 
  
==PDA2==
+
|ugc4s = true
{| class="wikitable grid" width="100%"
+
|6s = true
! class="header" width="15%" | Weapon
+
|ugchl = true
! class="header" width="10%" | Kill Icon
+
|etf2lhl = true
! class="header" width="8%" | [[ESEA]] [[Standard 6v6|6s]] legal?
+
|rgl6s = true
! class="header" width="8%" | [[UGC]] [[Highlander|HL]] legal?
+
|rglhl = true
! class="header" width="8%" | [[ETF2L]] [[Standard 6v6|6s]] legal?
+
}}
! class="header" width="8%" | [[ETF2L]] [[Highlander|HL]] legal?
+
{{Class Weapon Table Row
! class="header" width="43%" | Info
+
|weaponname = Enforcer
|-
+
|description = The '''Enforcer''' deals as much damage as the stock Revolver, but has a base damage of 48 when Spy is disguised. As a drawback, it suffers from a 20% firing speed penalty. While it is overshadowed by the stock Revolver in most situations, it ignores damage resistances and deals full damage against Wrangled Sentries, Vaccinator shields, and Fists of Steel.
! [[Image:]]<br /><small>'''Unlock'''</small><br />'''Invis Watch'''
+
|ugc4s = true
| align="center" | [[Image:]]
+
|6s = true
| align="center" bgcolor="indianred" | <font color="black"> Yes </font>
+
|ugchl = true
| align="center" bgcolor="lightgreen" | <font color="black"> Yes </font>
+
|etf2lhl = true
| align="center" bgcolor="indianred" | <font color="black"> Yes </font>
+
|rgl6s = true
| align="center" bgcolor="lightgreen" | <font color="black"> Yes </font>
+
|rglhl = true
| align="left" | The default Invis Watch for spy is timed. It provides the spy with 9 seconds of cloak time. While cloaked or uncloaked a spy can pick up ammo boxes as well as dropped weapons to refill the cloak meter. The Invis Watch is best suited for an aggressive play style, allowing for more picks. Watch out for enemies however because bumping into them will make you visible!
+
}}
|-
+
{{Class Weapon Table Row
! [[Image:]]<br /><small>'''Craft'''</small><br />'''Cloack and Dagger'''
+
|weaponname = Diamondback
| align="center" | [[Image:]]
+
|description = The '''Diamondback''' deals a base damage of 34. For every Engineer building Spy saps and destroys and for every backstab kill, he will get one guaranteed critical hit (102 damage) for the Diamondback. These crits can be used to take out damaged enemies who would otherwise survive, or to weaken enemies in direct combat. Unlike the Ambassador, it does not suffer from damage falloff, which allows Spy to snipe enemies from across the map with minimal risk of retaliation.
| align="center" bgcolor="indianred" | <font color="white"> No </font>
 
| align="center" bgcolor="lightgreen" | <font color="black"> Yes </font>
 
| align="center" bgcolor="indianred" | <font color="white"> No </font>
 
| align="center" bgcolor="lightgreen" | <font color="black"> Yes </font>
 
| align="left" | This specific watch is motion sensitive, which means that while a player isn't moving the cloak will build. This watch has a double cloak recharge rate as well as a 29% faster cloak drain rate. Also, this watches cloak can not be replenished by ammo boxes or dropped weapons. The Cloak and Dagger is best suited for a more passive play style, providing the player with the ability to wait and call important things like enemy combo positioning as well as Medic ubercharge.
 
|-
 
! [[Image:]]<br /><small>'''Craft'''</small><br />'''Dead Ringer'''
 
| align="center" | [[Image:]]
 
| align="center" bgcolor="indianred" | <font color="white"> No </font>
 
| align="center" bgcolor="lightgreen" | <font color="black"> Yes </font>
 
| align="center" bgcolor="indianred" | <font color="white"> No </font>
 
| align="center" bgcolor="lightgreen" | <font color="black"> Yes </font>
 
| align="left" | This watch is unique among the spy watches. Instead of cloaking the player when deployed, it is held in the players hand. While the Dead Ringer is out the player will not be able to attack, but when the player takes damage only 10% of the damage given will be taken by the player. In addition, the player will go invisible and drop a dead body therefore feigning death. For the 6.5 seconds of cloak time the Dead Ringer provides, you will not become visible. However, if you extend that time with ammo packs you will be visible when bumped. The Dead Ringer is best suited for an even more aggressive play style than the Invis Watch, allowing you to get in your enemies face before feigning.
 
|}
 
  
===Melee===
+
This weapon is banned in most leagues, as it allows Spy to out-damage every class in the game at mid to long-range.
{| class="wikitable grid" width="100%"
+
|ugc4s = false
! class="header" width="15%" | Weapon
+
|6s = false
! class="header" width="10%" | Kill Icon
+
|ugchl = false
! class="header" width="8%" | [[ESEA]] [[Standard 6v6|6s]] legal?
+
|etf2lhl = false
! class="header" width="8%" | [[UGC]] [[Highlander|HL]] legal?
+
|rgl6s = false
! class="header" width="8%" | [[ETF2L]] [[Standard 6v6|6s]] legal?
+
|rglhl = false
! class="header" width="8%" | [[ETF2L]] [[Highlander|HL]] legal?
+
}}
! class="header" width="43%" | Info
+
{{Class Weapon Table End}}
|-
 
! [[Image:Knife.png]]<br /><small>'''Stock'''</small><br />'''Knife'''
 
| align="center" | [[Image:Killicon Knife.png]][[Image:Backstab.png]]
 
| align="center" bgcolor="lightgreen" | <font color="white"> Yes </font>
 
| align="center" bgcolor="lightgreen" | <font color="black"> Yes </font>
 
| align="center" bgcolor="lightgreen" | <font color="white"> Yes </font>
 
| align="center" bgcolor="lightgreen" | <font color="black"> Yes </font>
 
| align="left" | The Knife is the most powerful weapon in the spies arsenal. On back stab it does 6x the enemies health. When hitting anywhere else besides the back it does a base damage of 40 (also called butter-knifing). Spies have the capability of getting behind the enemy lines by means of cloaking and disguising, then using the knife to backstab enemies. Though the Knife is very powerful, players must not forget that they also have a gun.
 
|-
 
  
===Building===
+
=== Sapper ===
 +
{{Class Weapon Table Header}}
 +
{{Class Weapon Table Row
 +
|weaponname = Sapper
 +
|description = The '''Sapper''' is the Spy's main tool for disabling and destroying enemy Engineers' buildings. The stock Sapper will disable an enemy building when placed, but if an enemy Engineer removes the sapper with his Wrench, the building will resume operation. One of the most common strategies for attacking an Engineer's buildings is to backstab the Engineer, then sap his buildings. If your team is making a push, simply sapping his Sentry Gun may disable it long enough for your team to destroy it.
 +
|ugc4s = always
 +
|6s = always
 +
|ugchl = always
 +
|etf2lhl = always
 +
|rgl6s = always
 +
|rglhl = always
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Red-Tape Recorder
 +
|link = Red-Tape_Recorder
 +
|description = Much like the stock sapper, the '''Red-Tape Recorder''' also disables enemy engineer's buildings. This sapper, however, does not destroy the buildings it saps; rather, it reverses the construction of the building - if not removed immediately, it will almost always de-level a building at least once. While inferior to the stock Sapper in most situations, it may be useful to weaken a Sentry Gun before your team attacks. It is banned in some leagues.
 +
|ugc4s = true
 +
|6s = true
 +
|ugchl = true
 +
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 +
}}
 +
{{Class Weapon Table End}}
 +
 
 +
=== Melee ===
 +
{{Class Weapon Table Header}}
 +
{{Class Weapon Table Row
 +
|weaponname = Knife
 +
|description = The '''Knife''' is Spy's melee of choice. Attacking an enemy from behind will instantly kill them, regardless of health or damage resistances - if they are not immune to damage, they will die. From the front, it deals a paltry 40 damage (known as butter-knifing), which can be used to kill a low-health enemy, but otherwise should be avoided. Spy's most common tactic is to get behind enemy lines with his cloak, deceive the enemy with his disguise, and then then use his Knife to backstab a key target, often at the cost of his own life. When the element of surprise is lost, however, Spy must use his Revolver or cloak in order to escape.
 +
|ugc4s = always
 +
|6s = always
 +
|ugchl = always
 +
|etf2lhl = always
 +
|rgl6s = always
 +
|rglhl = always
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Your Eternal Reward
 +
|link = Your_Eternal_Reward
 +
|description = The '''Your Eternal Reward''' weakens Spy's cloak, but strengthens his disguises. If Spy disguises outside of spawn, he will lose all of his cloak, in addition to passively reducing his maximum cloak time by 33%. The only way for Spy to disguise without losing cloak is to backstab an enemy. Upon landing a backstab, he will instantly disguise as the victim, and their corpse will be cloaked in under a second. Backstabbed players will not scream, so enemies engaged in combat will seldom notice. This weapon is rarely seen in competitive play, as slain enemies will immediately call out Spy's position and disguise to their teammates, making the Your Eternal Reward's benefits useless in seconds. However, if Spy can act in the few seconds of confusion after a backstab, he may be able to land another kill before dying, or retreat safely.
 +
 
 +
|ugc4s = true
 +
|6s = true
 +
|ugchl = true
 +
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Spy-cicle
 +
|description = The '''Spy-cicle''' partially protects Spy from Pyro's flamethrower. When Spy is ignited, the Spy-cicle will melt (preventing him from attacking with it) and protect Spy from all fire damage for one second. He will be immune to afterburn for 10 seconds, making him harder to track down while cloaked. After it melts, the Spy-cicle takes 15 seconds to recharge, though Spy can recharge his Spy-cicle faster by picking up ammo packs. However, backstabbed victims are turned into distinctive ice statues, revealing Spy's presence. Note that with other knives, Spy can continue to backstab after being ignited. Users should take their play-style and the current state of the game into consideration before choosing the Spy-cicle over the stock Knife.
 +
|ugc4s = true
 +
|6s = true
 +
|ugchl = true
 +
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Conniver's Kunai
 +
|link = Conniver's_Kunai
 +
|description = When the '''Conniver's Kunai''' is equipped, Spy's maximum health is reduced to 70, allowing him to be killed instantly by most close-range attacks, even while cloaked. On a backstab, however, Spy steals his victim's health, overhauling him up to 210 points of health. If he was previously on fire, backstabbing an enemy will extinguish him. Be cautious while using this knife; if caught before he can land a backstab, Spy will die to most attacks that hit him. Once he backstabs an enemy, he can either use the health to escape, attempt to land another stab, or simply distract the enemy team for a few seconds longer.
 +
|ugc4s = true
 +
|6s = true
 +
|ugchl = true
 +
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Big Earner
 +
|link = Big_Earner
 +
|description = The '''Big Earner''' reduces Spy's base health to 100 points, Killing an enemy with this weapon, either with a backstab or a butter-knife, will recharge the Cloak meter by 30% and increase Spy's movement speed for 3 seconds. This knife is best used when enemies are spread out; the movement speed buff allows Spy to quickly close the distance between enemies before they can react. However, a point-blank attack from most classes will kill him instantly.
 +
|ugc4s = true
 +
|6s = true
 +
|ugchl = true
 +
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 +
}}
 +
{{Class Weapon Table End}}
 +
 
 +
=== Invisibility Watch ===
 +
{{Class Weapon Table Header}}
 +
{{Class Weapon Table Row
 +
|weaponname = Invis Watch
 +
|link = Invis_Watch
 +
|description = The default '''Invis Watch''' for Spy is time-based. It provides Spy with 10 seconds of cloak time, during which he will have a 20% damage resistance. It takes 30 seconds to recharge normally, but Spy can pick up ammo boxes to refill his cloak meter. The Invis Watch is best suited for an aggressive play style, allowing Spy to roam the map quickly, landing multiple kills. In competitive settings, however, players will tend to be more Spy-aware, and the 10-second window may not be enough to make a play.
 +
|ugc4s = always
 +
|6s=always
 +
|ugchl = always
 +
|etf2lhl = always
 +
|rgl6s = always
 +
|rglhl = always
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Cloak and Dagger
 +
|link = Cloak_and_Dagger
 +
|description = The '''Cloak and Dagger''' is motion-based; as long as Spy holds still, his cloak will regenerate. This watch has a doubled cloak recharge rate (15 seconds, compared to the Invis Watch's 30) but drains significantly faster. This watch's cloak cannot be replenished by ammo boxes while cloaked, requiring Spy to reveal himself briefly when trying to cover large amounts of ground. The Cloak and Dagger is best suited for a more passive playstyle, allowing Spy to hide and relay important information to his team, such as enemy positioning and Medic Übercharge. It is often paired with the L'Etranger in order to offset the reduced cloak time.
 +
|ugc4s = true
 +
|6s=true
 +
|ugchl = true
 +
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Dead Ringer
 +
|link = Dead_Ringer
 +
|description = The '''Dead Ringer''' is unique among Spy's watches, trading stealth for survivability. Instead of cloaking Spy, deploying the Dead Ringer will "arm" it. Spy will not be able to attack while the Dead Ringer is armed, but when damaged, he will instantly turn invisible, drop a fake corpse, and gain a movement speed boost, allowing him to escape. The attack that activates the Dead Ringer will have its power reduced by 75%, allowing a full-health Spy to survive any attack short of a backstab. For the first 3 seconds after the first attack, Spy will have a 65% damage resistance which will soon fade to the standard 20%, and will not become visible when bumping enemy players. The Dead Ringer allows Spy to easily escape when confronted, but prevents him from cloaking on demand. Alternatively, he can briefly face his enemies in direct combat, dealing as much damage as possible before activating the Ringer and retreating. Regardless of his tactics, Spy must wait 10-20 seconds before the Ringer recharges, as ammo boxes and Dispensers will not recharge it.
 +
|ugc4s = true
 +
|6s=true
 +
|ugchl = true
 +
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 +
}}
 +
{{Class Weapon Table End}}
 +
 
 +
==See Also==
 +
*[[Spy (6v6)]]
 +
*[[Spy (Highlander)]]
  
 
==External Links==
 
==External Links==
[http://steamcommunity.com/sharedfiles/filedetails/?id=144086729# DarkNecrid's Comprehensive Pub & Competitive Spy Guide]
+
[http://steamcommunity.com/sharedfiles/filedetails/?id=312421865# DarkNecrid's Comprehensive Pub & Competitive Spy Guide]
  
 
[[Category:Classes]]
 
[[Category:Classes]]

Latest revision as of 10:57, 26 August 2024

SpyIcon.png

The Spy is a suave backstabbing rogue who has the ability to instantly kill any enemy by attacking with his melee from behind. He can position himself as he sees fit with his Invisibility Cloak and can get important Picks when an opportunity presents itself. Spy is weak in direct combat; he is designed to take out important targets and then retreat. As a pick class, Spy will usually target the enemy Demoman, Heavy or Medic. Against Medics, Spy's goal is to either force Medic to use his Übercharge or kill him outright, wasting the charge. The Spy is also capable of disabling and destroying the Engineer's buildings with his Sapper.

6v6[edit]

Main article: Spy (6v6)

In 6v6, Spy is an offclass due to his poor damage output and low health, generally run when Sniper cannot take advantage of any sightlines or chokepoints. Spy will usually only get one chance for a pick; once he makes a play, the enemy team will be on guard for the rest of the match. A player may switch to Spy when the enemy Medic has a large Über advantage during a stalemate in order to kill an enemy - especially Demoman - before his team makes a push.

In terms of assassination power, Spy has significantly less potential than Sniper; Sniper can fire multiple times and get multiple picks, but Spy usually only gets one chance for a pick and will almost certainly die afterwards. However, because he is not often run in 6v6, enemies are not generally aware of him, allowing him to make a play. Spy is most commonly used as a surprise tactic for breaking stalemates against teams that stay out of Sniper sightlines and deny Roamer bombings. However, keep in mind that Spy is still much less versatile than Sniper.

Spy's other major use is to spy on the enemy team. He can gather vital information and relay it to his team, such as enemy Medic's Übercharge and choice of Medigun, surprise offclassing, and enemy positions. Spy's invisibility can also be utilized for backcapping against a careless enemy team.

Highlander[edit]

Main article: Spy (Highlander)

In Highlander, the Spy is used as a pick and support class. He will often attempt to pick the enemy Medic, Heavy, Demoman, Sniper, Engineer, or any key targets that are giving his team trouble. However, he must be aware that the enemy team has a full-time Pyro and will spycheck more often, leaving him with fewer opportunities for picks.

The Spy is also the best scouting class in the game, providing valuable information to his team. He can easily relay enemy Übercharge, positions, pushes, and loadouts, thanks to the safety provided by the Cloak and Dagger.

Techniques[edit]

When confronted by an enemy, Spy is almost always at a severe disadvantage; his poor damage output and health prevent him from going toe-to-toe with most combat classes. In a pinch, Spy may need use deceptive movements to manipulate an attacking enemy into showing him their back. This technique is called "trickstabbing," and may be the only way for him to escape a bad situation. In higher levels of play, however, enemies will be wary, and often will stay out of backstab range.

Spy may opt to use a revolver to harass and distract distant enemies, or pick off an isolated foe. The Ambassador is often the best choice for this playstyle, as it allows Spy to deal critical hits with headshots, allowing him to briefly match enemies' damage output. When focusing on his revolver as a damage source, Spy will often fight alongside his team and assist them in dealing damage, although he is inferior to Sniper in both range and damage. In order to utilize his full potential, he must sow confusion and paranoia among enemies in order to allow his own team to take the upper hand.

Weapons[edit]

Secondary[edit]

Weapon 4v4 6v6 Highlander
UGC-Icon2.png UGC United Nations Global Whitelist RGL Icon.png RGL UGC-Icon2.png UGC RGL Icon.png RGL ETF2L-Icon2.png ETF2L
Revolver.png
Revolver
Always Always Always Always Always Always
The Revolver deals a base damage of 40, with a clip of 6 rounds. This weapon, along with the Ambassador, is Spy's go-to weapon for dealing damage. While underwhelming compared to other classes' Primary weapons, its damage is not to be underestimated, as Spy can kill light classes in under two seconds with proper aim.
Ambassador.png
Ambassador
Allowed Allowed Allowed Allowed Allowed Allowed
The Ambassador has only 34 base damage compared to the stock Revolver's 40, but deals crits if Spy lands a headshot, for an impressive 102 damage. However, the weapon is hampered by a cooldown period, during which it will not deal critical hits. At mid to long-range, headshot damage will decay significantly, preventing Spy from sniping targets from afar.

While less reliable than the stock Revolver in an extended fight, the Ambassador allows Spy to deal heavy burst damage like Sniper. Two well-placed shots can kill light classes in under a second at close-to-mid range, making it ideal for quickly dispatching a single enemy.

L'Etranger.png
L'Etranger
Allowed Allowed Allowed Allowed Allowed Allowed
The L'Etranger deals a base damage of 32. In exchange for its damage penalty, it passively increases Spy's maximum cloak time by 40%. On every hit, his cloak is instantly restored by 15%. It is one of the two ways to manually recharge the Dead Ringer, and can extend the Cloak and Dagger's cloak time rival that of the Invis Watch. This weapon is often used when gathering information on the enemy and waiting for an opportunity to backstab, rather than gun them down.
Enforcer.png
Enforcer
Allowed Allowed Allowed Allowed Allowed Allowed
The Enforcer deals as much damage as the stock Revolver, but has a base damage of 48 when Spy is disguised. As a drawback, it suffers from a 20% firing speed penalty. While it is overshadowed by the stock Revolver in most situations, it ignores damage resistances and deals full damage against Wrangled Sentries, Vaccinator shields, and Fists of Steel.
Diamondback.png
Diamondback
Banned Banned Banned Banned Banned Banned
The Diamondback deals a base damage of 34. For every Engineer building Spy saps and destroys and for every backstab kill, he will get one guaranteed critical hit (102 damage) for the Diamondback. These crits can be used to take out damaged enemies who would otherwise survive, or to weaken enemies in direct combat. Unlike the Ambassador, it does not suffer from damage falloff, which allows Spy to snipe enemies from across the map with minimal risk of retaliation.

This weapon is banned in most leagues, as it allows Spy to out-damage every class in the game at mid to long-range.


Sapper[edit]

Weapon 4v4 6v6 Highlander
UGC-Icon2.png UGC United Nations Global Whitelist RGL Icon.png RGL UGC-Icon2.png UGC RGL Icon.png RGL ETF2L-Icon2.png ETF2L
Sapper.png
Sapper
Always Always Always Always Always Always
The Sapper is the Spy's main tool for disabling and destroying enemy Engineers' buildings. The stock Sapper will disable an enemy building when placed, but if an enemy Engineer removes the sapper with his Wrench, the building will resume operation. One of the most common strategies for attacking an Engineer's buildings is to backstab the Engineer, then sap his buildings. If your team is making a push, simply sapping his Sentry Gun may disable it long enough for your team to destroy it.
Red-Tape Recorder.png
Red-Tape Recorder
Allowed Allowed Allowed Allowed Allowed Allowed
Much like the stock sapper, the Red-Tape Recorder also disables enemy engineer's buildings. This sapper, however, does not destroy the buildings it saps; rather, it reverses the construction of the building - if not removed immediately, it will almost always de-level a building at least once. While inferior to the stock Sapper in most situations, it may be useful to weaken a Sentry Gun before your team attacks. It is banned in some leagues.


Melee[edit]

Weapon 4v4 6v6 Highlander
UGC-Icon2.png UGC United Nations Global Whitelist RGL Icon.png RGL UGC-Icon2.png UGC RGL Icon.png RGL ETF2L-Icon2.png ETF2L
Knife.png
Knife
Always Always Always Always Always Always
The Knife is Spy's melee of choice. Attacking an enemy from behind will instantly kill them, regardless of health or damage resistances - if they are not immune to damage, they will die. From the front, it deals a paltry 40 damage (known as butter-knifing), which can be used to kill a low-health enemy, but otherwise should be avoided. Spy's most common tactic is to get behind enemy lines with his cloak, deceive the enemy with his disguise, and then then use his Knife to backstab a key target, often at the cost of his own life. When the element of surprise is lost, however, Spy must use his Revolver or cloak in order to escape.
Your Eternal Reward.png
Your Eternal Reward
Allowed Allowed Allowed Allowed Allowed Allowed
The Your Eternal Reward weakens Spy's cloak, but strengthens his disguises. If Spy disguises outside of spawn, he will lose all of his cloak, in addition to passively reducing his maximum cloak time by 33%. The only way for Spy to disguise without losing cloak is to backstab an enemy. Upon landing a backstab, he will instantly disguise as the victim, and their corpse will be cloaked in under a second. Backstabbed players will not scream, so enemies engaged in combat will seldom notice. This weapon is rarely seen in competitive play, as slain enemies will immediately call out Spy's position and disguise to their teammates, making the Your Eternal Reward's benefits useless in seconds. However, if Spy can act in the few seconds of confusion after a backstab, he may be able to land another kill before dying, or retreat safely.
Spy-cicle.png
Spy-cicle
Allowed Allowed Allowed Allowed Allowed Allowed
The Spy-cicle partially protects Spy from Pyro's flamethrower. When Spy is ignited, the Spy-cicle will melt (preventing him from attacking with it) and protect Spy from all fire damage for one second. He will be immune to afterburn for 10 seconds, making him harder to track down while cloaked. After it melts, the Spy-cicle takes 15 seconds to recharge, though Spy can recharge his Spy-cicle faster by picking up ammo packs. However, backstabbed victims are turned into distinctive ice statues, revealing Spy's presence. Note that with other knives, Spy can continue to backstab after being ignited. Users should take their play-style and the current state of the game into consideration before choosing the Spy-cicle over the stock Knife.
Conniver's Kunai.png
Conniver's Kunai
Allowed Allowed Allowed Allowed Allowed Allowed
When the Conniver's Kunai is equipped, Spy's maximum health is reduced to 70, allowing him to be killed instantly by most close-range attacks, even while cloaked. On a backstab, however, Spy steals his victim's health, overhauling him up to 210 points of health. If he was previously on fire, backstabbing an enemy will extinguish him. Be cautious while using this knife; if caught before he can land a backstab, Spy will die to most attacks that hit him. Once he backstabs an enemy, he can either use the health to escape, attempt to land another stab, or simply distract the enemy team for a few seconds longer.
Big Earner.png
Big Earner
Allowed Allowed Allowed Allowed Allowed Allowed
The Big Earner reduces Spy's base health to 100 points, Killing an enemy with this weapon, either with a backstab or a butter-knife, will recharge the Cloak meter by 30% and increase Spy's movement speed for 3 seconds. This knife is best used when enemies are spread out; the movement speed buff allows Spy to quickly close the distance between enemies before they can react. However, a point-blank attack from most classes will kill him instantly.


Invisibility Watch[edit]

Weapon 4v4 6v6 Highlander
UGC-Icon2.png UGC United Nations Global Whitelist RGL Icon.png RGL UGC-Icon2.png UGC RGL Icon.png RGL ETF2L-Icon2.png ETF2L
Invis Watch.png
Invis Watch
Always Always Always Always Always Always
The default Invis Watch for Spy is time-based. It provides Spy with 10 seconds of cloak time, during which he will have a 20% damage resistance. It takes 30 seconds to recharge normally, but Spy can pick up ammo boxes to refill his cloak meter. The Invis Watch is best suited for an aggressive play style, allowing Spy to roam the map quickly, landing multiple kills. In competitive settings, however, players will tend to be more Spy-aware, and the 10-second window may not be enough to make a play.
Cloak and Dagger.png
Cloak and Dagger
Allowed Allowed Allowed Allowed Allowed Allowed
The Cloak and Dagger is motion-based; as long as Spy holds still, his cloak will regenerate. This watch has a doubled cloak recharge rate (15 seconds, compared to the Invis Watch's 30) but drains significantly faster. This watch's cloak cannot be replenished by ammo boxes while cloaked, requiring Spy to reveal himself briefly when trying to cover large amounts of ground. The Cloak and Dagger is best suited for a more passive playstyle, allowing Spy to hide and relay important information to his team, such as enemy positioning and Medic Übercharge. It is often paired with the L'Etranger in order to offset the reduced cloak time.
Dead Ringer.png
Dead Ringer
Allowed Allowed Allowed Allowed Allowed Allowed
The Dead Ringer is unique among Spy's watches, trading stealth for survivability. Instead of cloaking Spy, deploying the Dead Ringer will "arm" it. Spy will not be able to attack while the Dead Ringer is armed, but when damaged, he will instantly turn invisible, drop a fake corpse, and gain a movement speed boost, allowing him to escape. The attack that activates the Dead Ringer will have its power reduced by 75%, allowing a full-health Spy to survive any attack short of a backstab. For the first 3 seconds after the first attack, Spy will have a 65% damage resistance which will soon fade to the standard 20%, and will not become visible when bumping enemy players. The Dead Ringer allows Spy to easily escape when confronted, but prevents him from cloaking on demand. Alternatively, he can briefly face his enemies in direct combat, dealing as much damage as possible before activating the Ringer and retreating. Regardless of his tactics, Spy must wait 10-20 seconds before the Ringer recharges, as ammo boxes and Dispensers will not recharge it.


See Also[edit]

External Links[edit]

DarkNecrid's Comprehensive Pub & Competitive Spy Guide