Difference between revisions of "Spy match-ups"

From Team Fortress Wiki
Jump to: navigation, search
(Spy and medic move at 320 hu/s while other classes move at 300)
 
(147 intermediate revisions by 55 users not shown)
Line 1: Line 1:
{| class="wikitable grid" cellpadding="0" cellspacing="0"
+
{{Quotation|'''The Spy''' on his battle plan|I'm going to '''gut''' you like a Cornish game hen.|sound=Spy_taunts02.wav}}
! class="header" colspan="3" width="200"| Class
 
! class="header" | Strategy
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy.png|100x100px|link=Spy]]<br>[[Spy]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout match-ups|Scout]]
 
| The Scout is the second worst class to encounter as the Spy, and as such they are best avoided whenever possible.  Scouts will often try to chase you down after you've revealed yourself; with their speed and spread on the Scattergun it can be a nightmare trying to shake them off. The [[Force-A-Nature]]'s knockback also pushes disguised Spies, which allows them to quickly determine if you are an enemy. If you do end up in a firefight with a Scout, backpedal or strafe while shooting at his chest with your [[Revolver]]; three shots are enough to kill one. Pick off injured Scouts from behind lines before they have a chance to find health.
 
  
With the new, faster backstab, backstabbing Scouts isn't nearly as difficult as it once was; try approaching as he backpedals away from one of your own team-mates.
+
{{Match-Up | forclass=spy
 +
  | scout-strategy =
 +
'''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.
  
Some Scouts may underestimate how dangerous you actually are in melee range, and may attempt you beat you to death with their Bat. If this is the case, take out your Knife and start stabbing them, as it is surprisingly likely that you might backstab them.
+
'''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.
  
Scouts rarely stop to stand still, so when they do, take advantage of it. If they're out of backstab range and you have the [[Ambassador]] equipped, you can easily take them out in one to two shots, dependent on their health - if he is [[Healing#Overheal|overhealed]] or has the [[Special Delivery]] set equipped, however, expect it to take many more shots.
+
The best time to [[backstab]] a Scout is when he is engrossed in a duel, wherein he may backpedal straight into your Knife.
  
If a Scout runs past you without [[Spy-checking]] you, it is possible to quickly turn and stab them in the back as they pass, meaning that you won't have to deal with them later.
+
'''Useful weapons:'''
|-
+
* The [[Revolver]] and [[Diamondback]] (only upon the success of your business) are your best options for fighting off a pursuing Scout.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy.png|100x100px|link=Spy]]<br>[[Spy]]
+
* The [[Ambassador]] deals critical hits on a [[headshot]] at close to medium range, dealing substantial damage to a Scout's flimsy health.
| class="xsmall" | vs
+
  | soldier-strategy =
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Soldier.png|100x100px|link=Soldier]]<br>[[Soldier match-ups|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 jump]]ing and frequently be ahead of his team or on high ground.
| An unaware Soldier is one of the easiest Spy targets after the Heavy and Sniper. A Soldier in the thick of battle or in the middle of a charge is unlikely to hear the sound of you un-cloaking and makes a slow moving victim for your [[backstab]]. If the backstab should fail however, don't keep trying- ''RUN''. You should never let an enemy Soldier see you, the splash damage from a Soldier's rocket is anathema to the Spy and a [[Crit]] rocket hit, even an indirect one, will take you out of commission in one shot. If exposed at longer range however, use the accuracy of your Revolver to your advantage and avoid their slow moving rockets. You should also avoid engaging an enemy Soldier with your Knife if he is fighting another enemy at very close range. He could easily kill you by accident with splash damage from his [[Rocket Launcher]].
 
  
The [[Direct Hit]] is capable of killing you in one hit, and the [[Equalizer]] is deadly against Spies foolish enough to attempt whittling down a low-health Soldier with the Knife. Since the [[Equalizer]] is a clear upgrade to the [[Soldier]]'s other melee weapon, the [[Shovel]], always assume a Soldier has the Equalizer. If the enemy team is running a lot of Soldiers then the [[Dead Ringer]] is a good choice, as it will prevent Soldiers from easily detecting you with splash damage and give you some chance against those whom your backstab misses.
+
'''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.
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy.png|100x100px|link=Spy]]<br>[[Spy]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro match-ups|Pyro]]
 
| The Pyro is the Spy's natural enemy, so stay away from them at all times. It is their solemn duty to [[Spy checking|Spy-check]] every one of their team-mates, so don't let it be you. If they do set you on fire, uncloak immediately (since it will now only impede you) and run for the nearest body of water, [[Health]] pack or [[Dispenser]] while laying down covering fire with your Revolver. If you must fight a Pyro and are out of range of their Flamethrower, keep your distance while using accurate shots from your Revolver to take him down. Note that you move slightly slower while backpedaling, and watch out if they switch to their [[Shotgun]].  
 
  
Trying to backstab a Pyro is highly inadvisable, he runs as fast as you do and they may set you on fire by accident even if they are not attacking you personally, giving them plenty of time to turn around and notice/check you in the time it takes to catch up with them if you attempt to attack a Pyro. Surprise is the best option in this case. One risky but effective tactic you can use on a charging Pyro is to quickly sidestep and backstab them, matador style (also called a corner-stab or spin-stab). Note that this is very difficult to pull off.
+
'''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.  
  
Careful use of the [[Dead Ringer]] can give you additional survivability against Pyros. It can extinguish the flames, but the Pyro can still light you back up again if you're in range of his Flamethrower.  To avoid this happening, try to get a short distance away from the Pyro (by, for instance, jumping off a ledge) before activating it.  If you are still on fire after using the Dead Ringer, do NOT immediately decloak; you can at least try to use the 90% damage reduction to get back behind your own lines. You can often use this tactic to draw Pyros onto your own team-mates; they are usually very single-minded about killing Spies. Beware of the Pyro's [[Compression Blast]] while under the effects of the Dead Ringer. If caught against a wall, the Pyro will effectively [[juggle]] you in place until the effects wear off, leaving you helplessly flailing in the air as the Pyro finally kills you.
+
  | 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]].
  
If you plan on killing an enemy Pyro, the most effective way to do so is to perform an "air-stab"; watch them from a high vantage point as they go past, then leap down and stab them in the back as you land. It is hard to get close enough to a Pyro to backstab them, but provided you can close the gap undetected, finishing them off is surprisingly easy, as they are seldom backstabbed and therefore tend not to watch their backs.
+
'''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.
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy.png|100x100px|link=Spy]]<br>[[Spy]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman match-ups|Demoman]]
 
| Demomen are relatively easy targets.  They move slightly slower than you, allowing you to catch up with them for backstabs, and they often busy themselves laying Sticky mines or charging the front lines. Use your Cloak to bypass their [[sticky bombs]] but avoid entering with your team-mates as you may be caught in the blast, whether you are seen or not.
 
As with the Soldier, avoid close range confrontation with a Demoman, where their grenades are likely to hit you.  Dodge from a distance while shooting with your Revolver. If there are Demomen nearby, Cloak when passing through doorways to avoid being destroyed by [[Sticky bombs]]. 
 
  
[[Eyelander]] Demos will regard you as a free walking head.  Do not approach them unless they are already engaged with your team-mates; the speed buff, [[Targe]] and range of the sword makes them difficult to get away from, otherwise the Demoman is most likely to "W+M1" you for the sole reason of getting an extra head to their total. Note that activating the Dead Ringer through an Eyelander attack ''will'' give the Demo a legitimate head.  By contrast [[Scottish Resistance]] Demos are often wrapped up in watching their traps, making them excellent targets.
+
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.
  
Unskilled Demomen have a tendency to stand stock still whilst laying their sticky bombs, allowing an easy backstab or Ambassador kill. However, more experienced Demomen will strafe rapidly back and forth and side to side. Whilst their slow movements still make them easy targets, if you happen to miss a stab they will almost immediately spot you, at which point a speedy escape is advisable.
+
Should the Pyro be engaged in a fight, predict where they will move in order to land a successful backstab.
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy.png|100x100px|link=Spy]]<br>[[Spy]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy match-ups|Heavy]]
 
| An easy target for a backstab and your natural prey. His incredibly slow speed moving makes backstabbing him simple if you get close.  Don't let him catch you, as [[Minigun]]s cut through you like a hot knife through butter.  Remember, Heavies turn as quickly as any other class! If noticed by him or your backstab fails you're in trouble. You may as well keep circle strafing him and swinging your Knife in the hope of a lucky backstab, as you have next to no chance of escaping unless there is a handy corner or ledge nearby, though naturally this fails often. Another strategy to deal with being caught is to Cloak and make for cover if the Heavy is slow on the draw. You could also plug him full of Revolver bullets as it'll deal up to 60 damage per shot point-blank, granted you managed to hit him the full six times and is alone. The Dead Ringer is amazing in this scenario as it'll save you from an untimely death, allowing you to go back in for the kill.
 
  
Heavies threaten cloaked Spies: The high rate of fire the [[Minigun]] has means if you are hit whilst cloaked you are easily tracked, especially with [[Natascha]].  This is almost guaranteed death unless you immediately reach cover. Especially beware Heavies alongside [[Dispensers]].  Since they never run out of ammunition, they often spray bullets continuously, creating an area that cloaking cannot get you past.
+
'''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.
  
When faced with a Heavy/Medic pair, unless you aim to kill both of them, always take out the Heavy in preference. He is an easier target, moves more slowly and is not as prone to sudden, erratic movement like his doctor. In addition, after stabbing a Heavy, it is easy to stealth and escape without the Medic killing you - his Syringe Gun is inaccurate and his [[Bonesaw|saw]] has limited range. However, if you stab a Medic and his attached Heavy realizes this, he will often turn and finish you off at point blank range with his Minigun.  
+
  | 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.
  
If you set out to take out both a Heavy and his Medic, an opening Medic kill is recommended, as if the distance between them is short enough or you are using the [[Saharan Spy]] set, you can kill the Heavy before he works out what has happened.
+
'''Tactics:''' Your Cloak and disguise help you pass over Stickybomb traps a bit more safely while relaying to your team the potential danger.
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy.png|100x100px|link=Spy]]<br>[[Spy]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer match-ups|Engineer]]
 
| The Engineer is in many ways the Spies' number one target.  Though he is very often a difficult class to tackle, due to his (thoroughly justified) Spy paranoia, the Spy is at his most helpful when he successfully takes down Engineers and their creations.  Do not shirk your Spy duties by backstabbing other players in direct view of Sentries; this will get you killed even if you do manage to Cloak in time, as the Engineer will certainly try to hunt your injured self down.
 
  
A lone Engineer should be a reasonably easy backstab/Revolver kill, as long as you avoid their Shotgun blasts. Unfortunately, the Engineer will almost always be next to or near his [[Sentry Gun]]. There will be probably be other Sentry Guns and their Engineers as well. If there is one Engineer with his Sentry Gun, a good technique for the quick Spy is to backstab the Engineer, then immediately [[Electro Sapper|sap]] his Sentry Gun before it can attack you. This is an effective but difficult strategy and only works if the Sentry Gun in question is facing in the opposite direction. Provided you're close enough, even if it is facing you, you can survive Level 1 Sentry fire and, with some luck, Level 2 Sentry fire long enough to place an Electro Sapper. However, Level 3 Sentry Guns will finish you off almost instantly. The best tactic in this situation is to stand so the Sentry pivots to the right or left so it is facing completely the other way, then stab the Engineer, and run the opposite direction to the turning Sentry (regardless of which direction is shorter, it will continue to pivot in the same direction as it turns to target you) giving you just long enough to place an Electro Sapper before you enter its line of fire.
+
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.
  
Another easier but less graceful strategy is to continually sap the Engineer's [[buildings]] while dodging fire. The Engineer will be torn between whether to remove the Sappers or kill you. If he decides to take you out, put his Sentry Gun between you and him, and try to take him out with your Revolver. If he decides to remove your Sappers then continue sapping his buildings; you can sap them faster than he can repair. Eventually, if you are uninterrupted by his team-mates the Sentry Gun should go down and you can either finish off the Engineer or Cloak and make a run for it.
+
'''Useful weapons:'''
 +
* The [[Dead Ringer]]'s damage reduction gives some insurance when passing over a Stickybomb trap.
  
With multiple Engineers and Sentry Guns the 'stab then sap' strategy will not work, so try to cause chaos by choosing an Engineer with Wrench disguise and sapping as many buildings as you can. This is especially effective in a tightly built Sentry Gun nest, and/or in combination with an strong assault from your own team.
+
  | 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.
  
A particularly nasty tactic you can adopt against Engineers is to simply not face them at all.  Travel to his spawn, sap his [[teleport entrance]], and wait above it.  If and when he repairs it at the other end, you will travel through and, unless he was very careful, [[telefrag]] him.
+
'''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.  
  
[[Your Eternal Reward]] is a good choice because you can backstab the Engineer without get spotted by his Sentry Gun, but you need to backstab an other enemy first. Stabbing while the sentry is upgrading gives you a window of time before it turns around to kill you.
+
If a Heavy is using the [[Huo-Long Heater]], you can jump over the flames and stab him before you land on the ground.
  
The normal Invisibility Watch is probably the best anti-Engie device; you can use metal from enemy Engie's own Dispensers and destroyed buildings to power it, and it does not have the loud noise the Dead Ringer makes which will certainly alert the Engineer to your presence. A great weapon against camping Engineers who have wedged themselves into inaccessible corners behind their Sentry Gun is the Ambassador.  Simply get a safe distance behind enemy lines, then snipe him without even coming into range of his Sentry Gun. Two headshots, or one headshot and a normal shot, will be enough.
+
'''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.  
  
Watch out for [[Wrench]]es. With the kills Engineers can rack up they Crit often. A Crit-Wrench will kill you in one hit, and the close quarters and need for repair around a Sentry Gun make it an effective and common weapon. Whilst the Gunslinger and the Southern Hospitality can't randomly Crit, the latter can cause bleeding which can in someway nullify your Cloak.
+
'''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.
  
A final tactic that is very difficult to employ ''does'' allow you to kill sentries without disguising, which can be a great boon to Spies using the Saharan Spy Set (or simply Your Eternal Reward). Whilst cloaked, by jumping and then crouching in midair, it is possible to stand on top of an enemy Level 1 or 2 Sentry Gun. When you uncloak, the Sentry will detect you, but will be unable to shoot you and will instead pivot round uselessly, giving you plenty of time to plant an Electro Sapper or even kill the sentry with your other weapons. Be warned, however that the tops of Mini-Sentries are small enough that they provide no "cover" from the gun's own fire, meaning this tactic is mostly ineffective against these smaller models (although uncloaking on top of them does stop their fire knocking you back out of Electro Sapper range). Level 3 Sentry Guns, meanwhile, are simply too tall to jump onto unless their rockets are reloading or you approach them from a high vantage point. One last point to note about this tactic is that it is best employed whilst the Engineer is not present - if he is working on his Sentry, he will  most likely kill you with his [[Shotgun]] or Wrench as you decloak, although few Engineers expect an undisguised Spy to appear on top of their Sentry, allowing a quick, accurate Revolver attack to play on the element of surprise and take out slower Engineers before they can defend themselves.
+
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.
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy.png|100x100px|link=Spy]]<br>[[Spy]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic match-ups|Medic]]
 
| When healing a team-mate, Medics usually have their eye on their buddy, making them a reasonably easy target. Take advantage of this to rush in and take both him and then his big friend out quickly and quietly, if that's not possible take out the Medic then run. However, experienced Medics will constantly side-strafe making backstabs much more difficult to pull off. If you miss the backstab on the Medic, keep going and take out his buddy, then deal with the Medic or flee. If the Medic is alone, backstabs are much more difficult as their running speed is slightly higher than yours. Try and take him out with shots from your Revolver while avoiding the less accurate shots from his [[Syringe Gun]].  Keep some distance between you and the Medic. His [[Bonesaw]] is deadly, and Medics wielding the [[Übersaw]] often enjoy sawing Spies into pieces.  Against some Medics you can disguise as an unusual class like [[Soldier]] or [[Heavy]], let him to heal you, and then take him down with your Revolver before he can deal with you. It is possible to trick a Medic to go right into a trap by leading him into it.
 
  
If an enemy Medic has a full [[ÜberCharge]] but no heal target or is healing a class like an Engineer, you can disuise as a viable target and trick him into wasting the Übercharge on you, or simply swoop in and dispose of him before he can find a friend to deploy the charge on. If you follow an Übercharged Medic, you can still limit his effectiveness by stabbing him or his target in the back as soon as the charge expires.
+
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.  
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy.png|100x100px|link=Spy]]<br>[[Spy]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper match-ups|Sniper]]
 
| A Sniper can be deadly when you act suspiciously in his sights (running from your own base, at the wrong speed, etc.). A fully charged shot on any part of your body kills you.  Cloak past any positions where Snipers may see you.  If you think you were spotted, change disguise as he likely reported you to his team. Once behind an enemy Sniper, likely zoomed in and oblivious to everything around them, you can even approach from the side and they won't notice.  They are sitting ducks for your [[backstab]]. If your backstab fails or you are noticed, either try to finish them with a few Revolver shots or, if you are feeling less brave Cloak and run, then return when their suspicion has died down - which is not likely to happen soon. Snipers are (justifiably) paranoid. Don't be afraid to run as the [[Submachine Gun]] can be deadly at close range and the [[Kukri]] packs a nasty punch.  
 
  
Don't backstab Snipers wearing a [[Razorback]].  There is absolutely nothing stopping you from simply shooting him.  If he's scoped you should be able to get at least two shots in before he even notices what is happening. The Revolver should kill a Sniper in 2-3 shots at close range, or if you have the Ambassador, a quick headshot then bodyshot will suffice. If a Sniper has already noticed you, it is possible to weapon heckle them: If they try to use their Kukri, backpeddle away from them while shooting them with your Revolver, this will likely cause them to take out their Sniper Rifle/SMG/Huntsman, at which point take out your Knife and start stabbing randomly at them. At that range, it should be very hard to shoot you at all as long as you keep strafing around them, and you may even get a backstab in if you're lucky.
+
'''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.
  
Beware of Snipers with [[Jarate]]. Avoid being soaked at all costs as it will impede your vision, allow enemies to score Mini-Crits against you, and render your cloaking watches useless. It can also blow your cover whilst disguised, as true teammates should not be affected by a friendly Jarate shower. If you do get splashed with Jarate, run to the nearest water source as soon as possible to remove it. Be also warned that the Dead Ringer does not clean off Jarate. This means the watch is useless if you are coated, as Snipers will proceed to attack your revealed position. If this happens, try to retreat, as the 90% damage reduction will allow you to survive Mini-Crits long enough for the Jarate to wear off.
+
  | 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.
  
Many Snipers have a tendency to throw their Jarate immediately after they have killed an enemy Spy to check that said Spy did not use the Dead Ringer. There is no way to counter this besides moving quickly after a feign death. If this does happen, again, your damage reduction should allow you to survive long enough to escape to friendly territory or find a body of water.
+
'''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.
  
The [[Tribalman's Shiv]] is also a potential threat as the delayed damage may kill you whether or not you kill the Sniper, and if you are affected by bleeding it may be worth finding a health kit (though small ones will give you health, they will not stop the bleeding) or a Medic to patch you up. The bleeding also reveals you while cloaking, so try to take the safest routes possible to these health boosts as you are easily found out regardless of Cloak or disguise.
+
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.
  
The [[Bushwacka]] is also a big threat, as if you are coated in Jarate the Sniper will be able to slay you in a single blow.  
+
'''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.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy.png|100x100px|link=Spy]]<br>[[Spy]]
+
* 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.
| class="xsmall" | vs
+
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy.png|100x100px|link=Spy]]<br>Spy
+
  | sniper-strategy =
| Enemy Spies rarely expect to be backstabbed by another Spy in disguise. If his lead on you is too great to allow this, try and take him out with your Revolver before he realizes he's been rumbled. When in a firefight with another Spy, simply [[strafing|strafe]] and kill him with your Revolver before he does the same. Note the fact that when you are immediately behind a cloaked enemy Spy, your character will raise his Knife into the backstab position, just as he would with any other enemy class. Use this to your advantage.
+
'''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.
  
If you are using the [[Ambassador]], remember that as [[:File:Disguised spy hitbox.jpg|disguises don't have matching hitboxes]], headshots can be tricky and random on a disguised enemy Spy.
+
'''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.
  
An enemy Spy with an active [[Dead Ringer]] won't actually die to a backstab unless he was already badly hurt, so watch your back - he may decide to go in for a revenge stab after he decloaks.
+
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.
  
If you are watching the enemy spawn, you will often see a Spy emerge and then disguise, or what appears to be a member of your own team emerge. Provided the Spy does not Cloak immediately afterward, it is easy to either leap down from a high vantage point and air-stab them, or simply stalk them and stab them when they slow down or stop.
+
'''Useful weapons:'''
 +
* The [[Ambassador]], [[Enforcer]], and [[Diamondback]] have situational damage increases that are useful when the Sniper equips a [[Razorback]] to prevent backstabs.
  
Remember, of all classes, the Spy's weaponry has the least spread - neither the knife nor the Revolver can damage more than one thing at a time. This makes it almost impossible to find a cloaked enemy Spy, especially if they know you're there. Almost all kills on cloaked enemy Spies are pure luck for a Spy player, so don't bother trying to track them down - all you need to do is watch your back.
+
  | 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.
  
== See also ==
+
'''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.
*[[Anti Spy Strategy]]
 
*[[Community Spy strategy]]
 
*[[Basic Spy strategy]]
 
*[[Team strategy]]
 
  
[[Category:Strategy|Spy match-ups]]
+
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.
<br/>
 
  
 +
'''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 ==
 +
* [[Team strategy]]
 +
* [[Spy (competitive)]]
  
{{CommunityStrategyNav}}
+
{{Class Strategy Nav}}
 
{{Spy Nav}}
 
{{Spy Nav}}
  
 
[[Category:Spy]]
 
 
[[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