Difference between revisions of "Spy match-ups"

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(Spy and medic move at 320 hu/s while other classes move at 300)
 
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{{Match-Up | forclass=spy
 
{{Match-Up | forclass=spy
   | scout-strategy = A typical Scout rarely stands still and is difficult to hit with any of your weapons, making him a poor target for a backstab. With his speed, he can simply bump into you to [[Spy-check]] and easily chase you down. The [[Force-A-Nature]]’s [[knockback]], [[Mad Milk]], and the [[Boston Basher]]’s [[bleed]] effect can aid in revealing you further, so it may be best to avoid him whenever possible. Additionally, the Scout's damage is superior to yours. If you end up directly fighting a Scout, backpedal erratically while firing your Revolver; you don’t want to fight him at close range.
+
   | scout-strategy =  
  | soldier-strategy = The Soldier walks slowly and brings a large amount of firepower to his team, making him a prime backstab target. However, he tends to be hard to reach on the battlefield, where he will make use of [[rocket jumping]] and frequently be ahead of his team or at high ground. With his mobility and the [[Rocket Launcher]]'s high damage output, being caught by a Soldier almost guarantees your death. Should your backstab fail or he discover you, it's best to flee; your Revolver does not deal much damage relative to his large health pool.
+
'''Relative merits:''' The Scout is one of your main counters. A typical Scout rarely stands still and is difficult to hit with any of your weapons. With his speed, he can simply bump into you to [[Spy-checking|Spy-check]] and chase you down. Additionally, the Scout is far superior in a direct duel as his weapons are deadly at close range.
  | pyro-strategy = The Pyro's [[fire]] serves as a counter to your Cloak and disguise. Because there is no friendly fire, he can use his Flamethrower to freely [[Spy-check]] all of his teammates. In combat, its large spread may inadvertently reveal you, making him a suboptimal backstab target. Additionally, he can use the [[compression blast]] to keep you pinned in a corner upon discovery. If you are forced to directly fight a Pyro, keep a medium distance and a steady aim; your Revolver outdamages all of his secondary weapons. Take particular note of where bodies of water and [[health]] kits are so that you can easily extinguish yourself when retreating. If you are having trouble with an enemy Pyro, consider using the [[Dead Ringer]] or the [[Spy-cicle]]; these items can extinguish [[afterburn]] and give you some immunity to his routine Spy-checks.
 
  | demoman-strategy = A Demoman will often be too focused on combat or laying Sticky traps to pay attention to you. He moves relatively slowly and cannot frequently [[Sticky jump]] without sacrificing a sizable portion of health, allowing you to easily catch up for a backstab. Your [[Cloak]] and [[disguise]] can be used to pass over his Sticky traps with some degree of safety. While the Demoman can deal more damage than you at all ranges, his explosive projectiles can be dodged while his Stickybombs take time to arm, and his weapons reload slowly. If fighting the Demoman directly, remain within medium range but outside melee range, especially if he has a shield equipped; the Demoman will have some difficultly aiming yet be unable to use his melee weapon.
 
  | heavy-strategy = A Heavy is a large, slow target who provides a lot of firepower for his team, making him your natural prey. Due to the nature of the Minigun, a Heavy must continuously look at his target. Before attacking, be sure that he is focused on combat; if you are discovered, his Minigun’s wide spread will easily track your Cloak if the sheer damage doesn’t kill you first. Specifically killing him should take much of the pressure off from you as you retreat back to your team.
 
  | engineer-strategy = The Spy has the potential to kill the Engineer and destroy his equipment in one fell swoop. While the two of you are about even in a one-on-one encounter, the Engineer will typically be near his Sentry Gun, which can easily mow down whatever it targets. However, your Cloak and disguise won't draw the attention of his Sentry Gun, allowing you to approach and disable his buildings with your Electro Sappers. If there are no other enemies in the area, you can place Electro Sappers faster than he can remove them, forcing him to abandon his buildings and attack you. If you constantly dodge his fire, his buildings will eventually fall.
 
  
If the Engineer is working on his buildings or the area is too heavily guarded, employ the “Stab then sap” strategy: backstab him, ''quickly'' [[sap]] his Sentry Gun before it can attack you, then flee. It is best to attempt this while the Sentry Gun is facing away from you or in the midst of upgrading; otherwise, you might take significant damage following the backstab. If an Engineer is between you and his Sentry Gun, it is possible to bait the Sentry Gun into firing at its owner by revealing yourself.
+
'''Tactics:''' When behind enemy lines, have a plan to escape, whether by making sure no living enemies are around or retreating to teammates. The Scout has plenty of tools to track you down, including the [[Force-A-Nature]]’s [[knockback]], [[Mad Milk]], and the [[Boston Basher]]’s [[Bleeding|bleed]] effect, so consider waiting until he is gone before conducting your business.
  
If you are having difficulty approaching a Sentry Gun, [[Your Eternal Reward]] will allow you to maintain a disguise immediately following a backstab, which may make it easier to enter sapping range. If there are too many enemies guarding the area, it’s best to coordinate with your teammates; you can simply disable all nearby buildings, allowing your allies to destroy them.
+
The best time to [[backstab]] a Scout is when he is engrossed in a duel, wherein he may backpedal straight into your Knife.
  
   | medic-strategy = A Medic’s ability to heal his teammates makes him one of your most important targets. However, he will often be backed up by his teammates, allowing him to keep an eye out for you. Approach from behind when he is distracted by your team and act like one of his teammates to shake off suspicion. Once you're in position, backstab the Medic, then his patient, who won't immediately be looking backwards. If you are discovered, backpedal while firing your [[Revolver]] or simply [[Cloak]] - while the Medic's [[Syringe Gun]] outmatches your weapons, it is poor at sweeping an area to reveal you. If you are feeling particularly devious, you can disguise as a viable [[Medic buddy]] and trick him into healing you, following you into a trap, or wasting an [[ÜberCharge]] on you.
+
'''Useful weapons:'''
   | sniper-strategy = Your Cloak and disguises allow you to get behind the enemy Sniper easily enough, as he'll typically be focused on targets that are far away. If he is wearing the [[Razorback]], simply gun him down with your primary weapon before he can retaliate. However, should the Sniper discover you, [[Jarate]] or [[bleed]] from the [[Tribalman's Shiv]] will leave you visible to all nearby enemies. If your backstab fails, keep a modest distance while firing your Revolver or retreat to try again later. Be wary of crossing open areas that you know the Sniper is watching over; he could decide to Spy-check you with a fully charged shot, which will instantly kill you.
+
* The [[Revolver]] and [[Diamondback]] (only upon the success of your business) are your best options for fighting off a pursuing Scout.
   | spy-strategy = It is not a Spy's job to deal with enemy Spies. In most circumstances, if you see an enemy Spy, you should report his disguise and whereabouts to your teammates and continue about your business. However, if you do see an opportunity to backstab him while he is distracted, take it. Likewise, being a Spy does not mean you are immune to Spies; you should Spy-check as often as the other classes. You can [[Spy-check]] by approaching the backs of teammates with the Knife active; if you automatically raise it as if to backstab someone, that "teammate" is a Spy. If you end up directly fighting an enemy Spy, dodge his attacks while retaliating with your Revolver. The [[Enforcer]] ignores the damage resistance provided by Cloak and can be used to kill a fleeing enemy Spy with proper prediction.
+
* The [[Ambassador]] deals critical hits on a [[headshot]] at close to medium range, dealing substantial damage to a Scout's flimsy health.
 +
  | soldier-strategy =
 +
'''Relative merits:''' The Soldier walks slowly and brings a large amount of firepower, making him a prime backstab target. He tends to be hard to reach, as he will make use of [[rocket jump]]ing and frequently be ahead of his team or on high ground.
 +
 
 +
'''Tactics:''' You have more opportunities to backstab a Soldier in enclosed spaces, where he is less likely to rocket jump. Try not to draw his suspicion, as his [[Rocket Launcher]]'s damage and splash radius can easily track you down.
 +
 
 +
'''Useful weapons:'''
 +
* The Soldier's slow speed, should he remain grounded, encourages [[Ambassador]] headshots if you stay at a range where you can dodge his rockets.
 +
* The [[Dead Ringer]]'s feign death can easily trigger and still be believable, given the Soldier's high area damage.
 +
 
 +
  | pyro-strategy =
 +
'''Relative merits:''' The Pyro is one of your main counters. Most of the Pyro's weapons are [[Fire|fiery]] and inflict [[afterburn]], which nullify your [[cloak]] and [[disguise]]. ''Team Fortress 2'' does not have friendly fire, so the Pyro can use their [[Flame Thrower]] to [[Spy-checking|Spy-check]] at almost no cost. Even if the Pyro does not target you, the Flame Thrower's large spread may inadvertently reveal you anyway. Pyro's [[compression blast]] can keep you pinned in a corner upon discovery. Additionally, the Pyro can destroy any [[sapper]]s you put on an Engineer's buildings with the [[Homewrecker]].
 +
 
 +
'''Tactics:''' When behind enemy lines, avoid the enemy Pyro entirely, as being set aflame will draw all nearby enemies. Get a feel of how the enemy team acts and constantly be on the move to avoid suspicion. If you are forced to fight directly, keep a medium distance and steady aim; your Revolver can match the Pyro's secondary weapons.
 +
 
 +
Note where [[health]] kits and bodies of water are so that you can always extinguish yourself when retreating. If you can escape the Pyro's range but can't extinguish yourself, cloaking reduces the fire's duration.
 +
 
 +
Should the Pyro be engaged in a fight, predict where they will move in order to land a successful backstab.
 +
 
 +
'''Useful weapons:'''
 +
* Avoid disguising as an enemy Spy when around an enemy Pyro.
 +
* The [[Dead Ringer]] and the [[Spy-cicle]] can extinguish [[afterburn]] and give you some protection to routine Spy-checks.
 +
* Backstabbing an enemy with the [[Conniver's Kunai]] eliminates afterburn.
 +
 
 +
  | demoman-strategy =
 +
'''Relative merits:''' A Demoman is often too focused on combat or laying [[Stickybomb Launcher|Sticky]] traps to pay attention to you. He moves relatively slowly and cannot [[Sticky jump]] without sacrificing a sizable portion of health, allowing you to catch up for a backstab.
 +
 
 +
'''Tactics:''' Your Cloak and disguise help you pass over Stickybomb traps a bit more safely while relaying to your team the potential danger.
 +
 
 +
In a direct fight, remain within medium range but outside melee range. The Demoman's explosive projectiles can be dodged and his Stickybombs take time to arm, but he may have a strong melee weapon equipped.
 +
 
 +
'''Useful weapons:'''
 +
* The [[Dead Ringer]]'s damage reduction gives some insurance when passing over a Stickybomb trap.
 +
 
 +
  | heavy-strategy =
 +
'''Relative merits:''' A Heavy is a large, slow target who provides a lot of firepower for his team; killing him should take some pressure off your team. When firing the [[Minigun]], the Heavy must continuously look at his target, leaving his back exposed.
 +
 
 +
'''Tactics:''' Before attacking, be sure the Heavy is distracted; if you are discovered, his Minigun’s wide spread and fire rate will easily track your Cloak if the sheer damage doesn’t kill you first.
 +
 
 +
If a Heavy is using the [[Huo-Long Heater]], you can jump over the flames and stab him before you land on the ground.
 +
 
 +
'''Useful weapons:'''
 +
* When targeting the Heavy, disguise as a class who would fight alongside him (aside from the Medic, who is expected to start healing).
 +
* The [[Dead Ringer]]'s cloak does not flicker for its first few seconds of activation, leaving you unable to be tracked by the Heavy's Minigun.
 +
 +
  | engineer-strategy =
 +
'''Relative merits:''' Your [[Sapper]]s can disable Engineer buildings, allowing your team to freely move in. Your Cloak and disguise won't draw the attention of his Sentry Gun. By chaining a backstab with Sapper placement, you can kill the Engineer and destroy his equipment in one fell swoop. The enemy Engineer is keenly aware of this dynamic, likely having been sabotaged many times before.
 +
 
 +
'''Tactics:''' The Engineer is typically near his [[Sentry Gun]]. If the Engineer is working on his buildings or the area is heavily guarded, decide whether you want to "sap and stab" or "stab and sap". If you disable the Sentry Gun first and then stab the Engineer, you have more space to maneuver but he has more time to react. On the other hand, stabbing the Engineer then ''quickly'' [[Sapper|sapping]] his Sentry Gun before it can attack you is more efficient but risky. It is best to "stab and sap" while the Sentry Gun is facing away from you or in the midst of upgrading. If you are unable to quickly dispatch both the Engineer and his buildings, sap his Sentry and give him pressure with your Revolver to buy yourself time and make him decide whether to fight you or repair his buildings.
 +
 
 +
If there are too many enemies guarding the area, coordinate with your teammates. Ideally, your team can engage the enemy team. Then, merely disable all nearby buildings so your allies can destroy them, or allow your team to draw the Sentry Gun's fire while you take care of the Engineer. Other strategies include targeting the Engineer's [[Dispenser]] to deny him metal or [[Teleporters|Teleporter]] system to slow enemy reinforcements and split his attention.
 +
 
 +
If an Engineer is between you and his Sentry Gun, it is possible to bait the Sentry Gun into firing at its owner by revealing yourself.
 +
 
 +
'''Useful weapons:'''
 +
* Disguising as a friendly Pyro who is "helping out" can shake off some suspicion.
 +
* [[Your Eternal Reward]] allows you to maintain a disguise immediately following a backstab, so you can backstab the Engineer without drawing his Sentry Gun's attention.
 +
* You can place Sappers faster than the Engineer can remove them, forcing him to abandon his buildings and attack you.
 +
* Use the [[Red-Tape Recorder]] to quickly downgrade a nest of buildings from multiple Engineers, or force a Gunslinger Engineer to waste significant time replacing a Mini-Sentry.
 +
 
 +
   | medic-strategy =  
 +
'''Relative merits:''' The Medic's ability to heal his teammates makes him one of your most important targets. He is often backed up by his teammates, allowing him to keep an eye out for you.
 +
 
 +
'''Tactics:''' Approach from behind when the Medic and his patient are distracted. In order, backstab the Medic, then his patient, who won't immediately be looking backward. If you are discovered, Cloak and retreat, as several enemies will now be looking for you.
 +
 
 +
If the Medic Spy-checks you with the [[Ubersaw]], you can prevent him from gaining charge by not removing your disguise. If you are feeling particularly devious, you can disguise as a viable [[Medic buddy]] and trick him into healing you, following you into a trap, or wasting an [[ÜberCharge]] on you.
 +
 
 +
'''Useful weapons:'''
 +
* Use a disguise such as Spy, Scout or Medic himself that lets you retain full movement speed to keep up with the Medic, or disguise as an enemy the Medic would prioritize healing to draw less suspicion.
 +
* Decide which cloaking device lets you reliably approach the Medic. The [[Invis Watch]] provides the most mobility, the [[Cloak and Dagger]] lets you wait for the Medic to come your way, and the [[Dead Ringer]]'s feign death can give you a second chance if you are found out and attacked.
 +
 +
   | sniper-strategy =  
 +
'''Relative merits:''' Your Cloak and disguises allow you to get behind the enemy Sniper easily enough, as he is typically focused on targets that are far away. However, he has a few tools to deter him from being a completely free kill, especially if he discovers you.
 +
 
 +
'''Tactics:''' As the enemy Sniper focuses on your teammates, sneak up on him. Consider how the enemy team will react to a dead teammate, then either backstab or gun the Sniper down. The Sniper may take chip damage from your allies who harass him, so observe his health; If he goes below 102 health points, a headshot from the Ambassador or a crit from the Diamondback will put him down quickly. Should the Sniper discover you, keep a modest distance while firing your Revolver or retreat to try again later. If you stick around too long, the Sniper can use [[Jarate]] or [[Bleeding|bleed]] from the [[Tribalman's Shiv]] to leave you visible to all nearby enemies.
 +
 
 +
Be wary of crossing open areas that you know the Sniper is watching over; he could decide to Spy-check you with a fully charged shot, which will instantly kill you.
 +
 
 +
'''Useful weapons:'''
 +
* The [[Ambassador]], [[Enforcer]], and [[Diamondback]] have situational damage increases that are useful when the Sniper equips a [[Razorback]] to prevent backstabs.
 +
 
 +
   | spy-strategy =  
 +
'''Mirror match-up:''' You and the enemy Spy will likely be with each other's team, leaving you fewer chances to interact. What you observe on the enemy's side of the map can help your team discern the enemy Spy and other threats.
 +
 
 +
'''Tactics:''' If you see an enemy Spy, report his disguise and whereabouts to your teammates, then continue about your business without breaking character. If you end up directly fighting an enemy Spy, dodge his attacks while retaliating with your Revolver.
 +
 
 +
When you are with your own team, pay attention to "teammates" who are walking behind other allies. You can Spy-check by approaching a teammate's back with the Knife active; if you automatically raise it as if to backstab someone, that "teammate" is an enemy Spy. Backstabbing an enemy Spy is a guaranteed kill, as it will not activate the Dead Ringer.
 +
 
 +
'''Useful weapons:'''
 +
* The [[Enforcer]] ignores the damage resistance provided by Cloak and can be used to kill a fleeing enemy Spy with proper prediction.
 
}}
 
}}
  
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* [[Spy (competitive)]]
 
* [[Spy (competitive)]]
  
{{CommunityStrategyNav}}
+
{{Class Strategy Nav}}
 
{{Spy Nav}}
 
{{Spy Nav}}
 +
 
[[Category:Class match-ups]]
 
[[Category:Class match-ups]]

Latest revision as of 18:09, 9 October 2024

I'm going to gut you like a Cornish game hen.
The Spy on his battle plan
Class Strategy
Spy.png
Spy
vs. Scout.png
Scout
Relative merits: The Scout is one of your main counters. A typical Scout rarely stands still and is difficult to hit with any of your weapons. With his speed, he can simply bump into you to Spy-check and chase you down. Additionally, the Scout is far superior in a direct duel as his weapons are deadly at close range.

Tactics: When behind enemy lines, have a plan to escape, whether by making sure no living enemies are around or retreating to teammates. The Scout has plenty of tools to track you down, including the Force-A-Nature’s knockback, Mad Milk, and the Boston Basher’s bleed effect, so consider waiting until he is gone before conducting your business.

The best time to backstab a Scout is when he is engrossed in a duel, wherein he may backpedal straight into your Knife.

Useful weapons:

  • The Revolver and Diamondback (only upon the success of your business) are your best options for fighting off a pursuing Scout.
  • The Ambassador deals critical hits on a headshot at close to medium range, dealing substantial damage to a Scout's flimsy health.
Spy.png
Spy
vs. Soldier.png
Soldier
Relative merits: The Soldier walks slowly and brings a large amount of firepower, making him a prime backstab target. He tends to be hard to reach, as he will make use of rocket jumping and frequently be ahead of his team or on high ground.

Tactics: You have more opportunities to backstab a Soldier in enclosed spaces, where he is less likely to rocket jump. Try not to draw his suspicion, as his Rocket Launcher's damage and splash radius can easily track you down.

Useful weapons:

  • The Soldier's slow speed, should he remain grounded, encourages Ambassador headshots if you stay at a range where you can dodge his rockets.
  • The Dead Ringer's feign death can easily trigger and still be believable, given the Soldier's high area damage.
Spy.png
Spy
vs. Pyro.png
Pyro
Relative merits: The Pyro is one of your main counters. Most of the Pyro's weapons are fiery and inflict afterburn, which nullify your cloak and disguise. Team Fortress 2 does not have friendly fire, so the Pyro can use their Flame Thrower to Spy-check at almost no cost. Even if the Pyro does not target you, the Flame Thrower's large spread may inadvertently reveal you anyway. Pyro's compression blast can keep you pinned in a corner upon discovery. Additionally, the Pyro can destroy any sappers you put on an Engineer's buildings with the Homewrecker.

Tactics: When behind enemy lines, avoid the enemy Pyro entirely, as being set aflame will draw all nearby enemies. Get a feel of how the enemy team acts and constantly be on the move to avoid suspicion. If you are forced to fight directly, keep a medium distance and steady aim; your Revolver can match the Pyro's secondary weapons.

Note where health kits and bodies of water are so that you can always extinguish yourself when retreating. If you can escape the Pyro's range but can't extinguish yourself, cloaking reduces the fire's duration.

Should the Pyro be engaged in a fight, predict where they will move in order to land a successful backstab.

Useful weapons:

  • Avoid disguising as an enemy Spy when around an enemy Pyro.
  • The Dead Ringer and the Spy-cicle can extinguish afterburn and give you some protection to routine Spy-checks.
  • Backstabbing an enemy with the Conniver's Kunai eliminates afterburn.
Spy.png
Spy
vs. Demoman.png
Demoman
Relative merits: A Demoman is often too focused on combat or laying Sticky traps to pay attention to you. He moves relatively slowly and cannot Sticky jump without sacrificing a sizable portion of health, allowing you to catch up for a backstab.

Tactics: Your Cloak and disguise help you pass over Stickybomb traps a bit more safely while relaying to your team the potential danger.

In a direct fight, remain within medium range but outside melee range. The Demoman's explosive projectiles can be dodged and his Stickybombs take time to arm, but he may have a strong melee weapon equipped.

Useful weapons:

  • The Dead Ringer's damage reduction gives some insurance when passing over a Stickybomb trap.
Spy.png
Spy
vs. Heavy.png
Heavy
Relative merits: A Heavy is a large, slow target who provides a lot of firepower for his team; killing him should take some pressure off your team. When firing the Minigun, the Heavy must continuously look at his target, leaving his back exposed.

Tactics: Before attacking, be sure the Heavy is distracted; if you are discovered, his Minigun’s wide spread and fire rate will easily track your Cloak if the sheer damage doesn’t kill you first.

If a Heavy is using the Huo-Long Heater, you can jump over the flames and stab him before you land on the ground.

Useful weapons:

  • When targeting the Heavy, disguise as a class who would fight alongside him (aside from the Medic, who is expected to start healing).
  • The Dead Ringer's cloak does not flicker for its first few seconds of activation, leaving you unable to be tracked by the Heavy's Minigun.
Spy.png
Spy
vs. Engineer.png
Engineer
Relative merits: Your Sappers can disable Engineer buildings, allowing your team to freely move in. Your Cloak and disguise won't draw the attention of his Sentry Gun. By chaining a backstab with Sapper placement, you can kill the Engineer and destroy his equipment in one fell swoop. The enemy Engineer is keenly aware of this dynamic, likely having been sabotaged many times before.

Tactics: The Engineer is typically near his Sentry Gun. If the Engineer is working on his buildings or the area is heavily guarded, decide whether you want to "sap and stab" or "stab and sap". If you disable the Sentry Gun first and then stab the Engineer, you have more space to maneuver but he has more time to react. On the other hand, stabbing the Engineer then quickly sapping his Sentry Gun before it can attack you is more efficient but risky. It is best to "stab and sap" while the Sentry Gun is facing away from you or in the midst of upgrading. If you are unable to quickly dispatch both the Engineer and his buildings, sap his Sentry and give him pressure with your Revolver to buy yourself time and make him decide whether to fight you or repair his buildings.

If there are too many enemies guarding the area, coordinate with your teammates. Ideally, your team can engage the enemy team. Then, merely disable all nearby buildings so your allies can destroy them, or allow your team to draw the Sentry Gun's fire while you take care of the Engineer. Other strategies include targeting the Engineer's Dispenser to deny him metal or Teleporter system to slow enemy reinforcements and split his attention.

If an Engineer is between you and his Sentry Gun, it is possible to bait the Sentry Gun into firing at its owner by revealing yourself.

Useful weapons:

  • Disguising as a friendly Pyro who is "helping out" can shake off some suspicion.
  • Your Eternal Reward allows you to maintain a disguise immediately following a backstab, so you can backstab the Engineer without drawing his Sentry Gun's attention.
  • You can place Sappers faster than the Engineer can remove them, forcing him to abandon his buildings and attack you.
  • Use the Red-Tape Recorder to quickly downgrade a nest of buildings from multiple Engineers, or force a Gunslinger Engineer to waste significant time replacing a Mini-Sentry.
Spy.png
Spy
vs. Medic.png
Medic
Relative merits: The Medic's ability to heal his teammates makes him one of your most important targets. He is often backed up by his teammates, allowing him to keep an eye out for you.

Tactics: Approach from behind when the Medic and his patient are distracted. In order, backstab the Medic, then his patient, who won't immediately be looking backward. If you are discovered, Cloak and retreat, as several enemies will now be looking for you.

If the Medic Spy-checks you with the Ubersaw, you can prevent him from gaining charge by not removing your disguise. If you are feeling particularly devious, you can disguise as a viable Medic buddy and trick him into healing you, following you into a trap, or wasting an ÜberCharge on you.

Useful weapons:

  • Use a disguise such as Spy, Scout or Medic himself that lets you retain full movement speed to keep up with the Medic, or disguise as an enemy the Medic would prioritize healing to draw less suspicion.
  • Decide which cloaking device lets you reliably approach the Medic. The Invis Watch provides the most mobility, the Cloak and Dagger lets you wait for the Medic to come your way, and the Dead Ringer's feign death can give you a second chance if you are found out and attacked.
Spy.png
Spy
vs. Sniper.png
Sniper
Relative merits: Your Cloak and disguises allow you to get behind the enemy Sniper easily enough, as he is typically focused on targets that are far away. However, he has a few tools to deter him from being a completely free kill, especially if he discovers you.

Tactics: As the enemy Sniper focuses on your teammates, sneak up on him. Consider how the enemy team will react to a dead teammate, then either backstab or gun the Sniper down. The Sniper may take chip damage from your allies who harass him, so observe his health; If he goes below 102 health points, a headshot from the Ambassador or a crit from the Diamondback will put him down quickly. Should the Sniper discover you, keep a modest distance while firing your Revolver or retreat to try again later. If you stick around too long, the Sniper can use Jarate or bleed from the Tribalman's Shiv to leave you visible to all nearby enemies.

Be wary of crossing open areas that you know the Sniper is watching over; he could decide to Spy-check you with a fully charged shot, which will instantly kill you.

Useful weapons:

Spy.png
Spy
vs. Spy.png
Spy
Mirror match-up: You and the enemy Spy will likely be with each other's team, leaving you fewer chances to interact. What you observe on the enemy's side of the map can help your team discern the enemy Spy and other threats.

Tactics: If you see an enemy Spy, report his disguise and whereabouts to your teammates, then continue about your business without breaking character. If you end up directly fighting an enemy Spy, dodge his attacks while retaliating with your Revolver.

When you are with your own team, pay attention to "teammates" who are walking behind other allies. You can Spy-check by approaching a teammate's back with the Knife active; if you automatically raise it as if to backstab someone, that "teammate" is an enemy Spy. Backstabbing an enemy Spy is a guaranteed kill, as it will not activate the Dead Ringer.

Useful weapons:

  • The Enforcer ignores the damage resistance provided by Cloak and can be used to kill a fleeing enemy Spy with proper prediction.


See also