Difference between revisions of "Spy weapons (competitive)"
(→Red-Tape Recorder: Updated Lvl 3, 2 & 1 of Sentry Gun + Dispenser, but still need to test Mini-sentry and Teleporter.) |
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{{Competitive}} | {{Competitive}} | ||
{{hatnote|Some Spy weapons may be banned in your league. For a list of banned weapons, please see the [[Competitive item restrictions#List of restricted items|Weapon Ban List]].}} | {{hatnote|Some Spy weapons may be banned in your league. For a list of banned weapons, please see the [[Competitive item restrictions#List of restricted items|Weapon Ban List]].}} | ||
The '''Spy''' is a class highly dependent on his stealth abilities to take out enemies behind cover with a backstab. | The '''Spy''' is a class highly dependent on his stealth abilities to take out enemies behind cover with a backstab. | ||
− | == | + | == Secondary Weapons == |
− | The Spy's | + | The Spy's secondary weapons provide him with his only long-range damage, and are mostly used to cover a retreat. All of the Spy's secondary weapons will be perfectly accurate if unfired for 1.25 seconds. |
=== Revolver === | === Revolver === | ||
Line 34: | Line 33: | ||
* '''Reload:''' 1.16s | * '''Reload:''' 1.16s | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * Stock | + | * Stock econdary weapon. |
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Revolver in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Revolver]] <br>{{Item icon|Revolver}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
Line 67: | Line 75: | ||
* 15% damage penalty. | * 15% damage penalty. | ||
* 20% slower firing speed. | * 20% slower firing speed. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Ambassador in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Ambassador]] <br>{{Item icon|Ambassador}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
Line 97: | Line 114: | ||
* Adds 40% total cloak. | * Adds 40% total cloak. | ||
* 20% damage penalty. | * 20% damage penalty. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the L'Etranger in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[L'Etranger]] <br>{{Item icon|L'Etranger}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
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* 15% damage penalty. | * 15% damage penalty. | ||
*Gives one guaranteed critical hit for each backstab. | *Gives one guaranteed critical hit for each backstab. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Diamondback in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Diamondback]] <br>{{Item icon|Diamondback}} | ||
+ | | style="background-color:#F75D59;" | Banned | ||
|} | |} | ||
<br> | <br> | ||
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* 20% slower firing speed. | * 20% slower firing speed. | ||
|} | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Enforcer in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Enforcer]] <br>{{Item icon|Enforcer}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
+ | |} | ||
+ | <br> | ||
− | === | + | ===Secondary Weapon Usage=== |
The stock Revolver can quickly deal with low-health players. The Ambassador can help put damage on, or even take out certain classes with a Headshot. The L'Etranger provides additional Cloak for a better get-away. The Diamondback is useful in the presence of Engineers. The Enforcer provides increased damage, useful for taking down classes with more health, but with a slower shooting speed. The Ambassador tends to be used, due to the possibility of increased damage with a Headshot, but the stock Revolver sees a lot of use due to consistent damage. | The stock Revolver can quickly deal with low-health players. The Ambassador can help put damage on, or even take out certain classes with a Headshot. The L'Etranger provides additional Cloak for a better get-away. The Diamondback is useful in the presence of Engineers. The Enforcer provides increased damage, useful for taking down classes with more health, but with a slower shooting speed. The Ambassador tends to be used, due to the possibility of increased damage with a Headshot, but the stock Revolver sees a lot of use due to consistent damage. | ||
− | == | + | == Building Weapons == |
− | The | + | The building weapons available to the Spy allow him to disable or destroy sentry nests to enable his teammates to help take out enemy buildings. This allows the team to push further and saves having other classes such as the [[Soldier]] risk their lives to destroy a troublesome Level 3 Sentry Gun when they are needed for the final stretch of the push. |
=== Sapper === | === Sapper === | ||
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The Spy's stock Sapper gradually reduces the health of a building. When applied to a teleporter, it will sap both the entrance and the exit. | The Spy's stock Sapper gradually reduces the health of a building. When applied to a teleporter, it will sap both the entrance and the exit. | ||
− | The [[Ap-Sap]] | + | The [[Ap-Sap]] and the [[Snack Attack]] have the same stats as the stock Sapper. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
Line 193: | Line 238: | ||
* The Spy's revolvers deal less damage to a building which is being sapped. | * The Spy's revolvers deal less damage to a building which is being sapped. | ||
* Buildings are disabled while being sapped. | * Buildings are disabled while being sapped. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Sapper in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Sapper]] <br>{{Item icon|Sapper}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
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* Buildings are disabled while being sapped. | * Buildings are disabled while being sapped. | ||
* Sapper gibs can be collected for metal, 3 metal for 4 fragments (12 total). | * Sapper gibs can be collected for metal, 3 metal for 4 fragments (12 total). | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Red-Tape Recorder in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Red-Tape Recorder]] <br>{{Item icon|Red-Tape Recorder}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
Line 263: | Line 326: | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* Stock melee weapon. | * Stock melee weapon. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Knife in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Knife]] <br>{{Item icon|Knife}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
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** Corpses are hidden. | ** Corpses are hidden. | ||
** Instant disguise as the killed player. | ** Instant disguise as the killed player. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of Your Eternal Reward in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Your Eternal Reward]] <br>{{Item icon|Your Eternal Reward}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
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** Maximum overheal from backstab is 210. | ** Maximum overheal from backstab is 210. | ||
* Health provided extinguishes fire and bleeding, similar to a health pack. | * Health provided extinguishes fire and bleeding, similar to a health pack. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Conniver's Kunai in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Conniver's Kunai]] <br>{{Item icon|Conniver's Kunai}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
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* Maximum health reduced to 100 from 125. | * Maximum health reduced to 100 from 125. | ||
** Maximum overheal reduced from 185 to 150. | ** Maximum overheal reduced from 185 to 150. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Big Earner in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Big Earner]] <br>{{Item icon|Big Earner}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
Line 381: | Line 480: | ||
** Prevents after burn for 10 seconds afterwards. | ** Prevents after burn for 10 seconds afterwards. | ||
** Disables the knife after doing so. | ** Disables the knife after doing so. | ||
− | * Uses the | + | * Uses the Revolver taunt as opposed to the [[Fencing]] taunt. |
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Spy-cicle in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Spy-cicle]] <br>{{Item icon|Spy-cicle}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
+ | <br> | ||
===Melee Weapon Usage=== | ===Melee Weapon Usage=== | ||
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* By re-disguising as the same class, the Spy will adjust his apparently active weapon to match the slot of the one he is using. | * By re-disguising as the same class, the Spy will adjust his apparently active weapon to match the slot of the one he is using. | ||
** PDA items cannot be mimicked in this way. | ** PDA items cannot be mimicked in this way. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Disguise Kit in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Disguise Kit]] <br>{{Item icon|Disguise Kit}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
Line 445: | Line 563: | ||
* Afterburn, bleeding, [[Jarate]], [[Mad Milk]], and water effects will be visible while cloaked. | * Afterburn, bleeding, [[Jarate]], [[Mad Milk]], and water effects will be visible while cloaked. | ||
* Cloak will flicker if the Spy bumps into an enemy player, or takes damage of any kind. | * Cloak will flicker if the Spy bumps into an enemy player, or takes damage of any kind. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Invisibility Watch in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Invisibility Watch]] <br>{{Item icon|Invisibility Watch}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
Line 473: | Line 600: | ||
* Cloak will flash identically to the stock Invisibility Watch. | * Cloak will flash identically to the stock Invisibility Watch. | ||
** If the Cloak meter runs out while cloaked, the Cloak will flash as if the Spy had been bumped. | ** If the Cloak meter runs out while cloaked, the Cloak will flash as if the Spy had been bumped. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Cloak and Dagger in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Cloak and Dagger]] <br>{{Item icon|Cloak and Dagger}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
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** Small pickups will refill 25%. | ** Small pickups will refill 25%. | ||
* Cloak recharges 80% faster otherwise. | * Cloak recharges 80% faster otherwise. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Dead Ringer in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Dead Ringer]] <br>{{Item icon|Dead Ringer}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
Line 515: | Line 660: | ||
===PDA Items Usage=== | ===PDA Items Usage=== | ||
− | The PDA items | + | The PDA items are the Spies' essential tool to do his trickery, especially his Disguise Kit, or to conceal himself temporarily (or indefinitely, with Cloak & Dagger). |
* The Invisibility Watch travels furthest, but the duration is timed, so it's best to pick the route carefully before doing so, and pick up ammo boxes to travel even further, or to refill the Cloak meter. | * The Invisibility Watch travels furthest, but the duration is timed, so it's best to pick the route carefully before doing so, and pick up ammo boxes to travel even further, or to refill the Cloak meter. |
Latest revision as of 00:35, 15 November 2019
The community competitive scene changes frequently. Some or all info may be outdated.
The Spy is a class highly dependent on his stealth abilities to take out enemies behind cover with a backstab.
Secondary Weapons
The Spy's secondary weapons provide him with his only long-range damage, and are mostly used to cover a retreat. All of the Spy's secondary weapons will be perfectly accurate if unfired for 1.25 seconds.
Revolver
The stock Revolver deals decent amounts of damage, and can be good to pick off a low-health enemy at range.
The Big Kill has the same stats as the Revolver.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Revolver |
|
|
|
|
Below is a table displaying the availability of the Revolver in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Revolver |
Allowed |
The Ambassador
The Ambassador deals reduced damage alongside a slower firing speed, but deals critical damage on a Headshot.
Weapon | Damage | Critical hits|Critical Damage | Function Times | Special |
---|---|---|---|---|
Ambassador |
|
|
|
|
Below is a table displaying the availability of the Ambassador in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Ambassador |
Allowed |
L'Etranger
The L'Etranger deals -20% damage, but provides +40% more of the Spy's total cloak and refills 15% cloak on each successful hit.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
L'Etranger |
|
|
|
|
Below is a table displaying the availability of the L'Etranger in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
L'Etranger |
Allowed |
Diamondback
The Diamondback deals reduced damage, but stores and deals critical hits for every building sapped and every enemy you kill with a Backstab.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Diamondback |
|
|
|
|
Below is a table displaying the availability of the Diamondback in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Diamondback |
Banned |
Enforcer
The Enforcer deals increased damage while disguised, at the cost of slower firing speed. The Enforcer is often banned in many leagues.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Enforcer |
|
|
|
|
Below is a table displaying the availability of the Enforcer in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Enforcer |
Allowed |
Secondary Weapon Usage
The stock Revolver can quickly deal with low-health players. The Ambassador can help put damage on, or even take out certain classes with a Headshot. The L'Etranger provides additional Cloak for a better get-away. The Diamondback is useful in the presence of Engineers. The Enforcer provides increased damage, useful for taking down classes with more health, but with a slower shooting speed. The Ambassador tends to be used, due to the possibility of increased damage with a Headshot, but the stock Revolver sees a lot of use due to consistent damage.
Building Weapons
The building weapons available to the Spy allow him to disable or destroy sentry nests to enable his teammates to help take out enemy buildings. This allows the team to push further and saves having other classes such as the Soldier risk their lives to destroy a troublesome Level 3 Sentry Gun when they are needed for the final stretch of the push.
Sapper
The Spy's stock Sapper gradually reduces the health of a building. When applied to a teleporter, it will sap both the entrance and the exit.
The Ap-Sap and the Snack Attack have the same stats as the stock Sapper.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Sapper |
|
N/A |
|
|
Below is a table displaying the availability of the Sapper in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Sapper |
Allowed |
Red-Tape Recorder
The Red-Tape Recorder rewinds the building process of buildings. It then reduces the level 1 building into a toolbox, and reduces its health. The toolbox can be collected as a large ammo pickup.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Red-Tape Recorder |
|
N/A |
|
|
Below is a table displaying the availability of the Red-Tape Recorder in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Red-Tape Recorder |
Allowed |
Secondary Weapon Usage
The Spy's Sapper is useful for taking down or disabling an Engineer's buildings to allow the team to advance.
Melee Weapons
The Spy's melee weapons are his primary source of damage. Any hit within the 180º range behind an enemy will register a Backstab, dealing six times the player's health. They deal about 60% the damage of another stock melee weapon, (compare to Scout). All of the Spy's knives except for the Spy-cicle will perform the Fencing taunt.
Knife
The stock Knife deals low damage normally, but can backstab for an instant kill.
The Sharp Dresser and the Black Rose have the same stats as the Knife.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Knife |
|
|
|
|
Below is a table displaying the availability of the Knife in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Knife |
Allowed |
Your Eternal Reward
The Your Eternal Reward deals identical damage to the stock Knife, but will cause the death of an enemy to be silent, and disguises the Spy as the fallen teammate instantly. The Spy cannot otherwise disguise.
The Wanga Prick has the same stats as the Your Eternal Reward.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Your Eternal Reward |
|
|
|
|
Below is a table displaying the availability of Your Eternal Reward in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Your Eternal Reward |
Allowed |
Conniver's Kunai
The Conniver's Kunai grants the Spy health on kill, at the cost of initial health. The granted health can provide overheal.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Conniver's Kunai |
|
|
Attack: 0.8s |
|
Below is a table displaying the availability of the Conniver's Kunai in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Conniver's Kunai |
Allowed |
The Big Earner
The Big Earner provides the Spy with 30% Cloak on backstab and a temporary speed boost, but reduces his maximum health by 25.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Big Earner |
|
|
|
|
Below is a table displaying the availability of the Big Earner in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Big Earner |
Allowed |
Spy-cicle
The Spy-cicle kills players silently, and freezes their bodies with the Jiggle Bones effect, which is similar to the Saxxy, the Golden Wrench, and the Golden Pan, but the frozen body is made of ice, instead of Australium. If the Spy is lit on fire, or taking afterburn with it active, it will extinguish the fire, prevent additional fire damage for 1 second and afterburn damage for 10 seconds, but disable the knife for 15 seconds.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Spy-cicle |
|
|
|
|
Below is a table displaying the availability of the Spy-cicle in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Spy-cicle |
Allowed |
Melee Weapon Usage
The stock Knife has no health penalty, and allows the Disguise Kit. The Your Eternal Reward allows for a Spy to take out enemies silently, but voice communication can supersede this. The Conniver's Kunai can help a Spy survive after a backstab, but makes the Spy highly vulnerable. The Big Earner is useful for a better getaway, and the Spy-cicle is helpful to avoid fire damage. The stock Knife tends to be a favorite choice for its lack of downsides, although some confident players may use the Conniver's Kunai to help extinguish fire damage.
PDA Items
Disguise Kit
The Disguise Kit allows the Spy to disguise as any other player in the game.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Disguise Kit |
N/A | N/A |
|
|
Below is a table displaying the availability of the Disguise Kit in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Disguise Kit |
Allowed |
Invisibility Watch
The stock Invisibility Watch provides a rudimentary Cloak which can be refueled with ammunition, and drains while active.
The Enthusiast's Timepiece and the Quackenbirdt have the same stats as the Invisibility Watch.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Invisibility Watch |
N/A | N/A |
|
Below is a table displaying the availability of the Invisibility Watch in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Invisibility Watch |
Allowed |
Cloak and Dagger
The Cloak and Dagger has less overall Cloak than the stock Invisibility Watch, but allows the Spy to regenerate Cloak by not moving and by picking up ammo while uncloaked.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Cloak and Dagger |
N/A | N/A |
|
|
Below is a table displaying the availability of the Cloak and Dagger in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Cloak and Dagger |
Allowed |
Dead Ringer
The Dead Ringer can be a useful tool into tricking the enemy that they have killed you or have gotten an important pick. A pick can be attempted with the enemy fooled that they have killed you, making the second attempt very easy. The Dead Ringer's loud ring can sometimes be muffled down by voice communication, but can still be easily heard by anyone completely aware that a Spy is still around. A common tactic to use with the Dead Ringer is to disguise as an important pick target of your own team, such as a Demoman, or Medic, while playing Gravel Pit offense and run out the spawn gates with it activated to fool an enemy Demoman camping the gates at the start of the round to blow his stickies.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Dead Ringer |
N/A | N/A |
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Below is a table displaying the availability of the Dead Ringer in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Dead Ringer |
Allowed |
PDA Items Usage
The PDA items are the Spies' essential tool to do his trickery, especially his Disguise Kit, or to conceal himself temporarily (or indefinitely, with Cloak & Dagger).
- The Invisibility Watch travels furthest, but the duration is timed, so it's best to pick the route carefully before doing so, and pick up ammo boxes to travel even further, or to refill the Cloak meter.
- The Cloak & Dagger is best used to get past large stretches with limited ammunition. It allows the Spy to maintain Cloak for a theoretically infinite duration, but has reduced distance and cannot be refilled quickly. It can also be used for better reconnaissance, to get a read on health and Übercharge levels.
- The Dead Ringer allows a Spy to bypass an otherwise impassable wall, as the supercloak functionality is extremely useful. However, it has an even shorter Cloak duration, and makes a very loud decloak noise. It can be refilled only to a limited measure by ammo, but recharges naturally at an increased rate.
The Invisibility Watch is most commonly seen, as a Spy rarely has time to sit around, and the Dead Ringer has too many erroneous mechanics and is too suspicious to be viable.
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