Difference between revisions of "Spy (competitive)"
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[[Category:Classes (competitive)]] | [[Category:Classes (competitive)]] | ||
− | {{Competitive}} | + | {{Competitive|generic=Spy}} |
− | [[Image:Spy.png| | + | [[Image:Spy RED.png|175px|right]] |
− | The '''Spy''' is a situational [[Standard competitive lineup#Utility|utility]] class sometimes used in the [[standard competitive lineup]], valued for his stalemate-breaking and [[pick]]ing capabilities. | + | {{update}} |
+ | The '''Spy''' is a situational [[Standard competitive lineup#Utility|utility]] class sometimes used in the [[standard competitive lineup]], valued for his stalemate-breaking and [[pick]]ing capabilities. However, due to the amount of coordination and usual choice of classes amongst the other team ([[Scout]], [[Demoman]], [[Soldier]], [[Medic]]), it is significantly more difficult to play Spy because disguises that don't instantly give away the [[Spy]] will usually have a handicap in speed when disguised as the [[Soldier]], [[Pyro]], [[Demoman]], [[Heavy]], [[Engineer]], and the [[Sniper]]. | ||
== Information == | == Information == | ||
=== Health === | === Health === | ||
− | {| | + | {{Class health pack and overheal table|overheal|spy=yes}} |
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=== Speed === | === Speed === | ||
− | { | + | {{class speed table|Spy}} |
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=== Weapons === | === Weapons === | ||
{{main|Spy weapons (competitive)}} | {{main|Spy weapons (competitive)}} | ||
− | {{ | + | The Spy uses his Invisibility watches to move around the map, disguises with his Disguise Kit, and then approaches and backstabs a key target with one of his knives. |
− | { | + | {{class weapons table spy primary pda}} |
− | + | {{class weapons table spy secondary pda}} | |
− | + | {{class weapons table spy melee}} | |
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− | + | == Usage in 6 vs 6 == | |
− | + | === General === | |
− | + | In 6v6, the Spy has two main roles, to either distract, or to go for key kills. The Spy is not one of the core 6v6 classes, and is only played during specific situations. A Spy is most commonly played during a stalemate, where neither team is getting a kill advantage over the other. In this scenario, the Spy then goes to try and kill the other team's Demoman or Medic, as only those classes are considered important enough by most teams to warrant switching a Scout or Soldier to try and go for a kill. The Demoman is considered a vital kill because he puts out the most damage of any of the classes in 6v6, and also has great mobility. A team without a Demoman can not constantly put out damage in a short period, meaning that the use of an ÜberCharge would not be very effective for the team. They also lose the ability to try and kill non-Übered players quickly, meaning the Medic with a ÜberCharge is able to switch heal targets, allowing their Über to last longer, and thus get more kills. The Medic is considered a vital kill because of his ability to both keep his team alive longer, and to use ÜberCharges to effectively attack the other team while minimizing losses. A team without a Medic can take much less damage, and will die quickly. | |
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− | + | === 5cp === | |
− | + | A Spy is normally used on 5cp during stalemates normally occurring on a teams last point, or second to last point. During this time, the Spy tries to sneak around behind the opposing team, to try and get into a position to kill the Medic or Demoman. This will allow for the Spy's team to aggressively move forward to attempt to kill the remaining players, and capture the next one or two points. | |
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− | + | The Spy is not used during most of the game, because of his inability to get to locations quickly, which is needed during the start of the game. The Spy is also not used because of his inability to put out damage equal to the Scout or Soldier who would play Spy. | |
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− | == | + | === Attack-Defend Strategies === |
− | + | A defending team on an Attack/Defend map such as Gravel Pit will almost never switch out one of their Utility players for a Spy. This is due to the fact that a Spy cannot contribute to spam and help defend an area like other utilities can, and their role is reduced to backstabbing key targets, something that is already very difficult in a setting where players constantly turn around and check their backs. Spies on defending teams are thus generally not the best use of player slots. The attacking team may use a Spy instead of a Scout if a strong defense that may be assisted by a well-placed Sentry Gun needs to be disrupted, without the use of a ÜberCharge. The Spy will attempt to eliminate the Sentry Gun or a key player, and distract the enemy team to allow his own team to break the enemy's defense without spending the time to build up a ÜberCharge. | |
− | === | + | == Usage in Highlander == |
− | The Spy | + | === General === |
+ | In Highlander, the Spy is used for both offensive and defensive roles on the battlefield. The Spy is one of the 9 classes in Highlander, which uses one of each class to complete the objective. A Spy switches between 2 key roles which will vary depending on the situation. One common method is using the Invis Watch or the Cloak and Dagger to sneak behind enemy lines to go for crucial kills to have the opposing team at a disadvantage. Another common method is staying back and watching from high positions while using the Cloak and Dagger to give informative whereabouts on where the opposing team may be on the map to help out your team. Most tactics used in Highlander can also be applied to the 6v6 format. | ||
− | == | + | ==Anti-Spy Classes== |
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− | === | + | ===Pyro=== |
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− | + | A Pyro is the best class for Spy-checking, as a single blast of fire can ignite the Spy and give away their cloak. This can be mitigated by the Spycicle, but it may not be a good idea to attempt to backstab a Pyro. | |
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+ | ===Scout=== | ||
+ | The Scout is the hardest class to backstab, given his high mobility and damage output at close range, where a Spy would want to be most. Avoid encounters with Scouts in most situations where you and him are alone unless he is at low health or distracted, of which in either situation you may be able to pick him off with your Revolver or knife. | ||
== See also == | == See also == | ||
* [[Spy weapons (competitive)]] | * [[Spy weapons (competitive)]] | ||
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{{Class competitive Nav}} | {{Class competitive Nav}} | ||
+ | {{Competitive nav}} |
Latest revision as of 13:00, 9 July 2024
The community competitive scene changes frequently. Some or all info may be outdated.
“Gotta move that gear up!” This article may contain content that is out of date. You can help improve this article by updating the content as necessary. See the wiki style guide. Notes: None added |
The Spy is a situational utility class sometimes used in the standard competitive lineup, valued for his stalemate-breaking and picking capabilities. However, due to the amount of coordination and usual choice of classes amongst the other team (Scout, Demoman, Soldier, Medic), it is significantly more difficult to play Spy because disguises that don't instantly give away the Spy will usually have a handicap in speed when disguised as the Soldier, Pyro, Demoman, Heavy, Engineer, and the Sniper.
Contents
Information
Health
Class | Health | Overheal | Quick-Fix Overheal |
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Spy | 125 | 185 | 158 |
With the Big Earner equipped | 100 | 150 | 126 |
With Conniver's Kunai equipped | 70 | 105 | 89 |
Maximum overheal from Conniver's Kunai backstabs | N/A | 210 | N/A |
Speed
Condition | Normal | Backward | Crouched | Swimming | ||||||||
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Spy |
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Disguised as a Scout |
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Disguised as a Soldier |
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Disguised as a Pyro |
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Disguised as a Demoman |
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Disguised as a Heavy |
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Disguised as a Engineer |
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Disguised as a Medic |
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Disguised as a Sniper |
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Weapons
The Spy uses his Invisibility watches to move around the map, disguises with his Disguise Kit, and then approaches and backstabs a key target with one of his knives.
Primary PDA
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Stock Primary PDA Disguise Kit |
N/A | N/A | N/A | N/A | Allows the Spy to disguise himself as an enemy or a friendly player. |
Secondary PDA
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
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Stock Secondary PDA Invis Watch |
N/A | N/A | N/A | N/A |
Cloak type: Timed |
Promotional Secondary PDA Enthusiast's Timepiece | |||||
Promotional Secondary PDA Quäckenbirdt | |||||
Unlock Secondary PDA Cloak and Dagger |
N/A | N/A | N/A | N/A |
Cloak type: Motion sensitive |
Unlock Secondary PDA Dead Ringer |
N/A | N/A | N/A | N/A | Cloak type: Feign death Cloaks Spy for 7 seconds upon receiving damage, dropping a fake corpse. |
Melee
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
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Stock Knife |
N/A | N/A | Base: 40 Backstab: | ||
Promotional Prinny Machete |
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Distributed Saxxy |
Limited item from the Replay Update. Killed enemies freeze into solid Australium statues (purely cosmetic feature). | ||||
Distributed Golden Frying Pan |
Limited item from the Two Cities Update. Killed enemies freeze into solid Australium statues (purely cosmetic feature). | ||||
Promotional Sharp Dresser |
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Promotional Black Rose |
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Craft Your Eternal Reward |
N/A | N/A | Base: 40 Backstab: |
Upon a successful backstab, the Spy instantly disguises as the backstab victim. Victims do not make any noise when dying. | |
Craft Wanga Prick |
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Promotional Conniver's Kunai |
N/A | N/A | Base: 40 Backstab: |
On Backstab: Absorbs the health from your victim (minimum gain of 75 health points). Can overheal up to 300% of Spy's (reduced) health, i.e. up to 210 health points. –55 max health on wearer. | |
Craft Big Earner |
N/A | N/A | Base: 40 Backstab: |
Upon a kill, the Spy gains 30% of his cloak meter. Gain a 3 second speed boost on kill. | |
Craft Spy-cicle |
N/A | N/A | Base: 40 Backstab: |
On Hit by Fire: Fireproof for 1 second and afterburn immunity for 10 seconds. Backstab turns victim to ice. | |
Usage in 6 vs 6
General
In 6v6, the Spy has two main roles, to either distract, or to go for key kills. The Spy is not one of the core 6v6 classes, and is only played during specific situations. A Spy is most commonly played during a stalemate, where neither team is getting a kill advantage over the other. In this scenario, the Spy then goes to try and kill the other team's Demoman or Medic, as only those classes are considered important enough by most teams to warrant switching a Scout or Soldier to try and go for a kill. The Demoman is considered a vital kill because he puts out the most damage of any of the classes in 6v6, and also has great mobility. A team without a Demoman can not constantly put out damage in a short period, meaning that the use of an ÜberCharge would not be very effective for the team. They also lose the ability to try and kill non-Übered players quickly, meaning the Medic with a ÜberCharge is able to switch heal targets, allowing their Über to last longer, and thus get more kills. The Medic is considered a vital kill because of his ability to both keep his team alive longer, and to use ÜberCharges to effectively attack the other team while minimizing losses. A team without a Medic can take much less damage, and will die quickly.
5cp
A Spy is normally used on 5cp during stalemates normally occurring on a teams last point, or second to last point. During this time, the Spy tries to sneak around behind the opposing team, to try and get into a position to kill the Medic or Demoman. This will allow for the Spy's team to aggressively move forward to attempt to kill the remaining players, and capture the next one or two points.
The Spy is not used during most of the game, because of his inability to get to locations quickly, which is needed during the start of the game. The Spy is also not used because of his inability to put out damage equal to the Scout or Soldier who would play Spy.
Attack-Defend Strategies
A defending team on an Attack/Defend map such as Gravel Pit will almost never switch out one of their Utility players for a Spy. This is due to the fact that a Spy cannot contribute to spam and help defend an area like other utilities can, and their role is reduced to backstabbing key targets, something that is already very difficult in a setting where players constantly turn around and check their backs. Spies on defending teams are thus generally not the best use of player slots. The attacking team may use a Spy instead of a Scout if a strong defense that may be assisted by a well-placed Sentry Gun needs to be disrupted, without the use of a ÜberCharge. The Spy will attempt to eliminate the Sentry Gun or a key player, and distract the enemy team to allow his own team to break the enemy's defense without spending the time to build up a ÜberCharge.
Usage in Highlander
General
In Highlander, the Spy is used for both offensive and defensive roles on the battlefield. The Spy is one of the 9 classes in Highlander, which uses one of each class to complete the objective. A Spy switches between 2 key roles which will vary depending on the situation. One common method is using the Invis Watch or the Cloak and Dagger to sneak behind enemy lines to go for crucial kills to have the opposing team at a disadvantage. Another common method is staying back and watching from high positions while using the Cloak and Dagger to give informative whereabouts on where the opposing team may be on the map to help out your team. Most tactics used in Highlander can also be applied to the 6v6 format.
Anti-Spy Classes
Pyro
A Pyro is the best class for Spy-checking, as a single blast of fire can ignite the Spy and give away their cloak. This can be mitigated by the Spycicle, but it may not be a good idea to attempt to backstab a Pyro.
Scout
The Scout is the hardest class to backstab, given his high mobility and damage output at close range, where a Spy would want to be most. Avoid encounters with Scouts in most situations where you and him are alone unless he is at low health or distracted, of which in either situation you may be able to pick him off with your Revolver or knife.
See also
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