Difference between revisions of "Spy"

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[[File:SpyIcon.png|200px|right||link=http://wiki.teamfortress.com/wiki/Spy]]
 
[[File:SpyIcon.png|200px|right||link=http://wiki.teamfortress.com/wiki/Spy]]
The '''Spy''' is a suave backstabbing rogue that has the ability to insta-kill any class if they backstab someone with their knife. Spies are valued in that they can position themselves as they see fit with their Cloak and can get important [[Glossary#Metagame terms|Picks]] through the manipulation and deception of the enemy team. The Spy arguably has below average direct combat ability, as he 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 or drop his [[ÜberCharge]]. The Spy is also capable of incapacitating and destroying the [[Engineer]]'s buildings.
+
The '''Spy''' is a suave backstabbing rogue who has the ability to instantly kill any class by attacking with his melee from behind. He can position himself as he sees fit with his 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, the 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==
 
==6v6==
 
{{main|Spy (6v6)}}
 
{{main|Spy (6v6)}}
  
In 6v6, the Spy is considered an [[offclass]] due to his unreliable damage output and weakness. If a Spy is played he will usually only get one chance at getting a pick. Because of this, the Spy is rarely used and will most often target the enemy Medic or Demoman to get a pick worth more than his own life. A team might use a Spy when the enemy Medic has a large advantage, or to get an important pick over the enemy team and end a stalemate.
+
In 6v6, the Spy is an [[offclass]] due to his poor damage output and low health. Spy will usually only get one chance at getting a pick; after 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, killing an enemy [[Demoman]] before his team makes a push.
  
In terms of assassination power, the Spy has less potential than the Sniper, so be wary when running a Spy. A Sniper can shoot multiple times and get multiple picks, but a Spy will usually only get one chance for a pick and is almost certainly going to die after their attempt to pick someone. However, because spy is not often used in 6v6, players are generally less aware of spies, making them more likely to fall for disguises and backstabs. The Spy is commonly used as a surprise tactic for breaking stalemates against teams too wary of [[Snipers]] or [[Roamer]] bombings. However, the Spy is still largely situational and most teams will prefer a [[Sniper]].  
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In terms of assassination power, Spy has 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 used in 6v6, players do not typically check for Spies, 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]].  
  
There are benefits to running a Spy, however. You can check the enemy Medic's Uber percentage and choice of Medigun, call surprise offclasses and where the enemy is positioned. The Spy can also be utilized for backcapping due to his cloak allowing him to traverse the map easily and undisturbed.
+
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 offclasses, enemy positions. The Spy can also be utilized for backcapping thanks to his cloak.
  
 
==Highlander==
 
==Highlander==
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{{main|Spy (Highlander)}}
 
{{main|Spy (Highlander)}}
  
In Highlander, the Spy is used as a support class. He is often used to pick the enemy Medic, Heavy, Demoman, Sniper, Engineer, or any key targets that are giving his team trouble.  Spies in Highlander must be aware that the enemy team has a full-time [[Pyro]] and is [[spychecking]] more often, leaving the Spy with fewer opportunities for picks.
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In Highlander, the Spy is used as a pick and support class. He is often used to pick the enemy Medic, Heavy, Demoman, Sniper, Engineer, or any key targets that are giving his team trouble.  Spies in Highlander must be aware that the enemy team has a full-time [[Pyro]] and is [[spychecking]] more often, leaving the Spy with fewer opportunities for picks.
  
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 charge his ubercharge, where the enemy team is located, and in what direction they are moving towards in the safety provided by his watches.
+
The Spy is also the best scouting class in the game, providing valuable information to his team. He can easily call the enemy Medic's Überchage meter, enemy positions and pushes, and loadouts, thanks to the safety provided by the Cloak and Dagger.
  
 
==Techniques==
 
==Techniques==
When spotted or confronted by an enemy, a spy is almost always put at a disadvantage, due to his low damage output on primaries. In times of need, Spies may need to use one of the many techniques developed to deceive or lure their enemies in position for a stab that otherwise wouldn't be possible. These are called [[trickstabs]] and are often a technique highly exploited by most of the high-level spies.
+
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.
  
Some spy players may opt in to primarily use a gun, such as the [[Ambassador]], to snipe with. These players mainly stick behind their team's lines and focus on getting headshots to get kills, though this is unreliable since the jungle inferno update, which nerfed the ambassador by applying damage falloff on headshots within a range of 1200HU.  A good spy is said to be able to achieve Ambassador headshots and regular backstabs.
+
Spy may opt to use a revolver to harass distant enemies or pick off isolated ones. The [[Ambassador]] is often the best choice for this playstyle, as it allows Spy to deal critical hits with headshots. When utilizing this tactic, Spy will often stay by his team and assist them in dealing damage, though he is outshined in both range and damage by [[Sniper]]. In order to utilize his full potential, he must cause confusion in the enemy team, preventing them from focusing on his own team.
  
 
==Weapons==
 
==Weapons==
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{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Revolver
 
|weaponname = Revolver
|description = The '''Revolver''' deals a base damage of 40, with a clip of 6 rounds. This weapon is a perfect choice for Spies that prefer a constant damage-per-second take rather than a skill based damage increase.
+
|description = The '''Revolver''' deals a base damage of 40, with a clip of 6 rounds. This weapon deals consistent damage.
 
|ugc4s = always
 
|ugc4s = always
 
|6s = always
 
|6s = always
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{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Ambassador
 
|weaponname = Ambassador
|description = The '''Ambassador''' deals a base damage of 34, with a clip of 6 rounds. The Ambassador has the unique ability to take advantage of this accuracy with 102-damage headshots. After a short cooldown that is shown visually by your crosshair size, headshots and perfect accuracy are achievable. Falloff damage on the headshot makes it unviable for sniping targets out of your standard range.
+
|description = The '''Ambassador''' deals 34 base damage. At close to mid-range, critical headshots with this weapon will deal 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 begin to fall off, preventing Spy from sniping targets from afar.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
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{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = L'Etranger
 
|weaponname = L'Etranger
|description = The '''L'Etranger''' deals a base damage of 32, with a clip of 6 rounds. You will gain +40% cloak by having this weapon equipped. On every hit, the user gains an additional 15% cloak. Requiring full cloak to activate, the [[Dead Ringer]] can be an effective combo. It can also be used to somewhat cancel out the downsides of the [[Cloak and Dagger]].
+
|description = The '''L'Etranger''' deals a base damage of 32. In exchange for its damage penalty, it passively increases Spy's maximum cloak by 40%. On every hit, Spy instantly regenerates  15% cloak. It is one of the only ways to manually recharge the [[Dead Ringer]], and can extend the [[Cloak and Dagger]]'s cloak time to nearly the length of the Invis Watch.
 +
 
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
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{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Enforcer
 
|weaponname = Enforcer
|description = The '''Enforcer''' deals a base damage of 48, with a clip of 6 rounds. It has -20% firing speed, and cannot get random crits. The Enforcer is known for having the highest base damage of all revolvers with its damage boost of 20% when disguised. It also ignores damage resistances making it a great counter to a Wrangled Sentry, Vaccinator, and Fists of Steel.
+
|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.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
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{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Diamondback
 
|weaponname = Diamondback
|description = The '''Diamondback''' deals a base damage of 34 and cannot get random critical hits.  For every Engineer building a Spy saps and for every backstab kill, he will get one free critical hit (102 damage) for his Diamondback. This can be useful for taking out weak classes that you couldn't otherwise attack. The crits should be carefully timed and placed on players who are busy fighting others and whom your team needs assistance fighting.
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|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 his Diamondback. These crits can be used to take out damaged enemies who would otherwise survive, or to weaken enemies in direct combat.
 +
 
 +
This weapon is banned, as it allows Spy to out-damage every class in the game at mid to long-range.
 
|ugc4s = false
 
|ugc4s = false
 
|6s = false
 
|6s = false
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{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Sapper
 
|weaponname = Sapper
|description = 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.
+
|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 its 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
 
|ugc4s = always
 
|6s = always
 
|6s = always
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|weaponname = Red-Tape Recorder
 
|weaponname = Red-Tape Recorder
 
|link = 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. It is banned in most leagues.
+
|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. While inferior to the stock Sapper in most situation, it may be useful to weaken a Sentry Gun before your team attacks. It is banned in some leagues.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
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{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Knife
 
|weaponname = Knife
|description = The '''Knife''' is the most powerful weapon in the Spy's arsenal. On backstab, it does 6x the enemy's current 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.
+
|description = The '''Knife''' is Spy's weapon of choice. When attacking from behind, it will instantly kill, regardless of health. From the front, it deals a paltry 40 damage (known as butter-knifing). Spy's most common tactic is to get behind enemy lines with his cloak, deceive the enemy with his disguise, and then then use the knife to backstab key targets, 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
 
|ugc4s = always
 
|6s = always
 
|6s = always
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|weaponname = Your Eternal Reward
 
|weaponname = Your Eternal Reward
 
|link = Your_Eternal_Reward
 
|link = Your_Eternal_Reward
|description = Using '''Your Eternal Reward''' removes the Spy's ability to disguise for free with the disguise kit, instead costing your entire cloak meter when outside of spawn, Additionally the knife is hindered by a +30% cloak drain speed, making it beneficial to run with the Letranger to maintain cloak duration. The Spy can only disguise without locak cost by successfully backstabbing an enemy. Upon backstab, the Spy will immediately disguise as the victim, the victim's body will disappear without noise, and the enemy team will receive no killfeed of their teammate dying. In the competitive scene, this knife holds controversy due to the fact that without a disguise it is very difficult to get the a backstab if you miss,as you will be quickly caught out without a disguise, forced to cloak away,meaning you must wait to get another disguise. And that if one manages to get the initial stab and disguise, the victim will likely notify their team of the disguise making the next attempt even less likely.
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|description = The '''Your Eternal Reward''' drains Spy's entire cloak meter when using the Disguise Kit outside of spawn, and reduces his maximum cloak time by 33%. The only way for Spy to disguise without using all of his cloak is to backstab an enemy. Upon landing backstab, the Spy will instantly disguise as the victim, the victim's body will disappear, and the enemy team will receive no notification of their teammate dying other than a quiet, but distinctive, stabbing sound. This weapon is rarely seen in competitive play, as enemies will immediately call out Spy's position and disguise to their teammates. Because it is rarely used, however, players do not expect it, and the moment of confusion after the backstab may allow Spy to land another kill before retreating.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
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{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Spy-cicle
 
|weaponname = Spy-cicle
|description = The '''Spy-Cicle''' acts like "Pyro insurance" in that when the Spy is lit on fire, the Spy-Cicle melts and allows the Spy to become fireproof for a second and immune from afterburn for seven seconds. This is useful for keeping the Spy alive in order to find a better opportunity for a pick, but the Spy-Cicle is melted and unusable for 15 seconds, although the time can be decreased by picking up ammo boxes. Backstabbed victims are turned into ice sculptures, revealing the Spy's presence. While possibly saving the user's life, game-winning backstab attempts can be foiled by the Pyro. Users should take their play-style as well as the current status of the round into consideration before choosing this knife over the stock knife.
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|description = The '''Spy-cicle''' partially protects Spy from Pyro's fire. When ignited, the Spy-cicle melts (preventing him from landing any more backstabs) and protects Spy from all fire damage for one second. He will be immune from afterburn for 10 seconds, giving him time to escape. After it melts, the Spy-cicle takes 15 seconds to recharge, although Spy can recharge his Spy-cicle faster by picking up ammo packs. However, backstabbed victims are turned into ice sculptures, revealing the Spy's presence. Note that with other knives, Spy can continue to backstab after being ignited. Users should take their play-style as well as the current status of the round into consideration before choosing this knife over the stock knife.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
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|weaponname = Conniver's Kunai
 
|weaponname = Conniver's Kunai
 
|link = Conniver's_Kunai
 
|link = Conniver's_Kunai
|description = When the '''Conniver's Kunai''' is equipped, the player starts out with 70 health. On backstab, the Spy absorbs the victim's health. The maximum health the Spy can reach is 210. Upon backstab, flames can also be put out. The controversy behind this knife is whether or not starting out with 70 health is worth getting health later. It is often argued that the extra health upon a backstab does not have a significant chance of preventing death, but the reduced health before a backstab makes you significantly more likely to die to spam damage and random hits taken.
+
|description = When the '''Conniver's Kunai''' is equipped, Spy's maximum health is reduced to 70, allowing him to be killed instantly by most point-blank attacks. On backstab, Spy absorbs his victim's health, providing him with overhead up to 210 points. If he was previously on fire, backstabbing an enemy will extinguish him. Be careful while using this knife; Spy will die to any decent attack if caught before he can land a backstab. Once he backstabs, he can either use the health to escape, or attempt to land a trickstab, using his overheal to protect him.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
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|weaponname = Big Earner
 
|weaponname = Big Earner
 
|link = Big_Earner
 
|link = Big_Earner
|description = Equipping the '''Big Earner''' reduces the max health of the user by 25, lowering the Spy's overall health to 100. However, killing an enemy with this weapon, either with a backstab or regular melee attack, will fill the Cloak meter by 30%, regardless of which cloaking device is equipped, and increases the player walk speed for 3 seconds.
+
|description = The '''Big Earner''' reduces Spy's base health to 100 points. Killing an enemy with this weapon, either with a backstab or regular melee attack, 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.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
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|weaponname = Invis Watch
 
|weaponname = Invis Watch
 
|link = Invis_Watch
 
|link = Invis_Watch
|description = The default '''Invis Watch''' for Spy is timed. It provides the Spy with 9 seconds of cloak time, during which he will have a 20% damage resistance. 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!
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|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 passively, 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, the 10-second window may not be enough.
 
|ugc4s = always
 
|ugc4s = always
 
|6s=always
 
|6s=always
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|weaponname = Cloak and Dagger
 
|weaponname = Cloak and Dagger
 
|link = Cloak_and_Dagger
 
|link = Cloak_and_Dagger
|description = The '''Cloak and Dagger''' 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 watch's cloak cannot be replenished by ammo boxes or dropped weapons unless uncloaked. The Cloak and Dagger is best suited for a more passive playstyle, providing the player with the ability to wait and call important things like enemy combo positioning as well as Medic ubercharge. The Cloak and Dagger is often paired with the L'Etranger in order to make up for the reduced cloak time and the lack of a way to quickly regenerate cloak.
+
|description = The '''Cloak and Dagger''' is motion sensitive; as long as Spy holds still, his cloak will regenerate. This watch has doubled cloak recharge rate (15 seconds) but drains significantly faster than the Invis Watch. This watch's cloak cannot be replenished by ammo boxes while cloaked. 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. The Cloak and Dagger is often paired with the L'Etranger in order to offset the reduced cloak time.
 
|ugc4s = true
 
|ugc4s = true
 
|6s=true
 
|6s=true
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|weaponname = Dead Ringer
 
|weaponname = Dead Ringer
 
|link = Dead_Ringer
 
|link = Dead_Ringer
|description = The '''Dead Ringer''' is unique among the Spy watches. Instead of cloaking the player when deployed, it is held in the player's hand. While the Dead Ringer is out the player will not be able to attack, but the player takes reduced damage alongside with a 3-second speed boost. In addition, the player will go invisible and drop a dead body, therefore feigning death. The initial hit is reduced by 75%, and during the 3 seconds of feigning death, the spy will have a 65% damage resistance that will gradually decrease to 20%. Only for 3 seconds of the 7 seconds of cloak time the Dead Ringer provides, you will not become visible when bumping into players. 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.
+
|description = The '''Dead Ringer''' is unique among Spy's watches. Instead of cloaking him when deployed, Alt-fire allows him to "arm" it. While the Dead Ringer is armed Spy will not be able to attack. When damaged, Spy 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 fully-healed 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 escape after a backstab, 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 between 10-20 second before the Ringer recharges, as ammo boxes and Dispensers will not recharge it.
 
|ugc4s = true
 
|ugc4s = true
 
|6s=true
 
|6s=true

Revision as of 00:59, 28 April 2021

SpyIcon.png

The Spy is a suave backstabbing rogue who has the ability to instantly kill any class by attacking with his melee from behind. He can position himself as he sees fit with his 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, the 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

Main article: Spy (6v6)

In 6v6, the Spy is an offclass due to his poor damage output and low health. Spy will usually only get one chance at getting a pick; after 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, killing an enemy Demoman before his team makes a push.

In terms of assassination power, Spy has 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 used in 6v6, players do not typically check for Spies, 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 offclasses, enemy positions. The Spy can also be utilized for backcapping thanks to his cloak.

Highlander

Main article: Spy (Highlander)

In Highlander, the Spy is used as a pick and support class. He is often used to pick the enemy Medic, Heavy, Demoman, Sniper, Engineer, or any key targets that are giving his team trouble. Spies in Highlander must be aware that the enemy team has a full-time Pyro and is spychecking more often, leaving the Spy 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 call the enemy Medic's Überchage meter, enemy positions and pushes, and loadouts, thanks to the safety provided by the Cloak and Dagger.

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.

Spy may opt to use a revolver to harass distant enemies or pick off isolated ones. The Ambassador is often the best choice for this playstyle, as it allows Spy to deal critical hits with headshots. When utilizing this tactic, Spy will often stay by his team and assist them in dealing damage, though he is outshined in both range and damage by Sniper. In order to utilize his full potential, he must cause confusion in the enemy team, preventing them from focusing on his own team.

Weapons

Secondary

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 deals consistent damage.
Ambassador.png
Ambassador
Allowed Allowed Allowed Allowed Allowed Allowed
The Ambassador deals 34 base damage. At close to mid-range, critical headshots with this weapon will deal 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 begin to fall off, preventing Spy from sniping targets from afar.
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 by 40%. On every hit, Spy instantly regenerates 15% cloak. It is one of the only ways to manually recharge the Dead Ringer, and can extend the Cloak and Dagger's cloak time to nearly the length of the Invis Watch.
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 his Diamondback. These crits can be used to take out damaged enemies who would otherwise survive, or to weaken enemies in direct combat.

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


Sapper

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 its 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.
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Red-Tape Recorder
Allowed Allowed Allowed Allowed Allowed Banned
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. While inferior to the stock Sapper in most situation, it may be useful to weaken a Sentry Gun before your team attacks. It is banned in some leagues.


Melee

Weapon 4v4 6v6 Highlander
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Knife.png
Knife
Always Always Always Always Always Always
The Knife is Spy's weapon of choice. When attacking from behind, it will instantly kill, regardless of health. From the front, it deals a paltry 40 damage (known as butter-knifing). Spy's most common tactic is to get behind enemy lines with his cloak, deceive the enemy with his disguise, and then then use the knife to backstab key targets, 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.
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Your Eternal Reward
Allowed Allowed Allowed Allowed Allowed Allowed
The Your Eternal Reward drains Spy's entire cloak meter when using the Disguise Kit outside of spawn, and reduces his maximum cloak time by 33%. The only way for Spy to disguise without using all of his cloak is to backstab an enemy. Upon landing backstab, the Spy will instantly disguise as the victim, the victim's body will disappear, and the enemy team will receive no notification of their teammate dying other than a quiet, but distinctive, stabbing sound. This weapon is rarely seen in competitive play, as enemies will immediately call out Spy's position and disguise to their teammates. Because it is rarely used, however, players do not expect it, and the moment of confusion after the backstab may allow Spy to land another kill before retreating.
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Spy-cicle
Allowed Allowed Allowed Allowed Allowed Allowed
The Spy-cicle partially protects Spy from Pyro's fire. When ignited, the Spy-cicle melts (preventing him from landing any more backstabs) and protects Spy from all fire damage for one second. He will be immune from afterburn for 10 seconds, giving him time to escape. After it melts, the Spy-cicle takes 15 seconds to recharge, although Spy can recharge his Spy-cicle faster by picking up ammo packs. However, backstabbed victims are turned into ice sculptures, revealing the Spy's presence. Note that with other knives, Spy can continue to backstab after being ignited. Users should take their play-style as well as the current status of the round into consideration before choosing this knife over the stock knife.
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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 point-blank attacks. On backstab, Spy absorbs his victim's health, providing him with overhead up to 210 points. If he was previously on fire, backstabbing an enemy will extinguish him. Be careful while using this knife; Spy will die to any decent attack if caught before he can land a backstab. Once he backstabs, he can either use the health to escape, or attempt to land a trickstab, using his overheal to protect him.
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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 regular melee attack, 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.


PDA

Weapon 4v4 6v6 Highlander
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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 passively, 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, the 10-second window may not be enough.
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Cloak and Dagger
Allowed Allowed Allowed Allowed Allowed Allowed
The Cloak and Dagger is motion sensitive; as long as Spy holds still, his cloak will regenerate. This watch has doubled cloak recharge rate (15 seconds) but drains significantly faster than the Invis Watch. This watch's cloak cannot be replenished by ammo boxes while cloaked. 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. The Cloak and Dagger is often paired with the L'Etranger in order to offset the reduced cloak time.
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Dead Ringer
Allowed Allowed Allowed Allowed Allowed Allowed
The Dead Ringer is unique among Spy's watches. Instead of cloaking him when deployed, Alt-fire allows him to "arm" it. While the Dead Ringer is armed Spy will not be able to attack. When damaged, Spy 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 fully-healed 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 escape after a backstab, 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 between 10-20 second before the Ringer recharges, as ammo boxes and Dispensers will not recharge it.


See Also

External Links

DarkNecrid's Comprehensive Pub & Competitive Spy Guide