Difference between revisions of "Basic Spy strategy"

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The [[Spy]] is a fragile class specializing in sneak attacks. He can [[backstab]], [[Cloak]], [[disguise]], and [[sap]] buildings. His role is to eliminate dangerous or important targets, ruin [[Engineer]] nests, and pick off targets of opportunity.
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{{hatnote|This page contains basic strategy for the Spy. For more advanced strategies, see [[Community Spy strategy]]. For how to play against the Spy, see [[Anti-Spy strategy]].}}
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{{Quotation|'''The Spy'''|Maybe your colleagues will send a ''man'' next time.|sound=Spy DominationSoldier01.wav}}
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[[File:Spytaunt3.PNG|350px|right]]
  
==General==
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The [[Spy]] specializes in deception and excels at punishing mistakes made by the enemy team. He is the best choice for business behind enemy lines but not direct combat, as he is fragile and has some of the game's weakest weapons. His [[Cloak]]ing and [[disguise]]s allow him to sneak past undetected, where he can then cause havoc. He can approach targets from behind and [[backstab]] them for an instant kill, or [[Sapper|sap]] Engineer [[buildings]] to cripple enemy defenses. Additionally, he can see enemy health levels to determine if a foe is weak enough to be picked off with his [[Revolver]]. Because of the fear he imposes, however, enemies frequently [[Spy checking|Spy-check]] their teammates. Although the Spy can hide and blend in, he can easily be exposed through various methods, including the Pyro's flames or Sniper's [[Jarate]]. Through guile and precision, a good Spy can cause paranoia among the enemy while eliminating important targets that are difficult to kill with direct attacks.
*Your [[Cloak]] and [[Disguise]]s take one second to become fully effective. A common error is to step into an enemy's line of sight before the change is complete.
 
  
*Disguises matter; for example, do not disguise as a sniper when you are deep in their base. Try to adjust to where you currently are on the map and which class would make the most sense to be there.
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== Secondary weapons ==
  
*Disguising while cloaked doesn't produce any smoke visible to the enemy team. Don't be afraid to change your disguise while invisible.
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=== [[Revolver]] + [[reskins]] ===
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{{icon item|Revolver|100px}} {{icon item|Big Kill|100px}} {{icon item|Festive Revolver|100px|link=Festive weapons}}
  
*After uncloaking, there is a cooldown period where you cannot use any equipment. Always take this into consideration before uncloaking to start a sap or attack.
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Although the [[Revolver]] is weaker than most classes' primary weapons, it is accurate and deals decent damage at medium range. It is best used to finish off weakened enemies or as a last resort should an enemy confront you; three close-range shots is enough to take down light classes. There are several situations where you want to use the Revolver instead of the [[Knife]], such as when your target cannot be backstabbed, you cannot safely approach a target, or when a [[Sniper]] has a [[Razorback]] equipped.
  
*Any source of ammunition, including metal from destroyed buildings, will recharge Cloak time for the default Invisibility Watch and the Dead Ringer, even if they are active.
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=== [[Ambassador]] + reskins ===
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{{icon item|Ambassador|100px}} {{icon item|Festive Ambassador|100px|link=Festive weapons}} {{icon item|Australium Ambassador|100px|link=Australium weapons}}
  
*Never count on Disguises. [[Spy-checking]] is easy and everyone does it constantly. Only your Cloak keeps you safe.
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The Ambassador comes with penalties in both damage and firing rate, but has the ability to headshot nearby enemies for up to 102 damage. When behind enemy lines, check enemy health levels and decide which targets you can take out with a headshot. There is a cooldown period after firing where the Ambassador cannot headshot, so space your shots out instead of firing rapidly. One headshot and one bodyshot is enough to take out any of the light classes, particularly Snipers who stand still, have their back against a wall, or have the [[Razorback]] equipped.
  
*Your most dangerous counter-class is the [[Pyro]]. When given the opportunity, avoid or take him out first.
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=== [[L'Etranger]] ===
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{{icon item|L'Etranger|100px}}
  
*It's easiest to stab enemies distracted by a fight with your teammates. Don't approach idle players who'll take the opportunity to Spy check you.
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The L'Etranger increases your [[Cloak]] duration by 40%, making it easier to maneuver behind enemy lines. While it deals significantly less damage than other revolvers, it slightly refills your [[Cloak]] whenever you shoot an enemy, exchanging firepower into potential fleeing power. It can be used to safely refill your Cloak from a distance and pairs well with the [[Dead Ringer]], which requires a full Cloak meter to activate.
  
*Spies can see enemy names and health. Use this to pick off weak foes.
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=== [[Enforcer]] ===
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{{icon item|Enforcer|100px}}
  
*If you're behaving like a Spy, they'll know you're a Spy. For example, following people without good reason, staring at them, or standing somewhere unusual will make others suspect you.
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The Enforcer deals 20% extra damage when attacking while disguised, but has a 20% slower firing speed. This makes it inferior to the stock Revolver in direct combat, but allows you to kill light classes in two hits at point-blank range, allowing you to dispatch them before they can react. If an enemy confronts you while you are disguised, you can deal additional damage, which can give you the upper hand. Firing it breaks your disguise, however, so aim carefully - the damage bonus only applies to your first shot. The Enforcer also ignores any defensive bonuses, making it particularly effective against Spies who equip the [[Dead Ringer]] or Medics using the [[Vaccinator]].
  
*The more damage you do to the enemy team, the more they will become paranoid of Spies.
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=== [[Diamondback]] ===
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{{icon item|Diamondback|100px}}
  
*Avoid running into enemies while cloaked.
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The Diamondback deals reduced damage but grants guaranteed [[Critical hits]] upon the destruction of a sapped building or a backstab. This makes the weapon effective for escaping after a successful strike; view enemy health to determine who can be picked off on the way out. You still receive Critical hits even if the building destruction is not credited to your [[Sapper]], so work alongside your allies. If an Engineer is guarding his buildings, disable his [[Sentry Gun]] and prevent him from removing it while your teammates destroy it.
  
*A good spy knows when to switch to another class for a while. If the other team is overly paranoid (i.e. Pyro's randomly spychecking everywhere) it is best to take a break and come back a little bit later once the dust has settled.
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== Melee weapons ==
  
==Weapon Specifics==
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=== [[Knife]] + reskins ===
A list of useful tidbits about the Spy's tools.
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{{icon item|Knife|100px}} {{icon item|Saxxy|100px}} {{icon item|Sharp Dresser|100px}} {{icon item|Festive Knife|100px|link=Festive weapons}} {{icon item|Black Rose|100px}} {{icon item|Silver Botkiller Knife|100px|link=Botkiller weapons}} {{icon item|Australium Knife|100px|link=Australium weapons}} {{icon item|Golden Frying Pan|100px}} {{icon item|Prinny Machete|100px}}
  
===[[Revolver]] / [[Big Kill]]===
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The Knife is typically used to [[backstab]] targets and deals pitiful damage otherwise. To get into position for a backstab, use your [[Cloak]] and [[disguise]]s to maneuver behind your enemies without drawing attention. If your backstab attempt is unsuccessful, decide whether to flee or duel your target with the [[Revolver]].
{{Icon weapon|weapon=Revolver|icon-size=100x100px}} {{Icon weapon|weapon=Big Kill|icon-size=100x100px}}
 
*While not as useful as the Knife, the Revolver is an integral part of the Spy's arsenal. Most hits do similar damage to the [[Shotgun]], and Critical hits are 120 damage.
 
  
*Use the Revolver for killing damaged enemies when backstabs are not easy or possible.
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If you were spotted, you can also attempt to [[Backstab#Trickstabs|trick an inexperienced enemy]] into showing his back; a common technique is to flee up a flight of stairs, then jump above and behind your pursuer.
  
*A good scenario for using the Revolver is to sap a lone building, then shoot the [[Engineer]] when he comes to save his [[Building]]. You can also shoot the building after sapping to destroy it quicker.
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=== [[Your Eternal Reward]] + reskins ===
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{{icon item|Your Eternal Reward|100px}} {{icon item|Wanga Prick|100px}}
  
*The Revolver is always 100% accurate (as accurate as a [[Sniper Rifle]] bullet) when putting a delay of 1.25 seconds between shots. Use this feature to snipe at foes.
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Your Eternal Reward makes your backstabs nearly silent. Upon a successful backstab, your victim silently disappears as you instantly disguise as them; no death notice appears to the enemy team and further backstabs do not break your new disguise. The most common applications of this are to take out an Engineer, then his buildings, or to consecutively backstab a line of enemies without their death screams acting as an alert. Do not completely rely on this "silent killer" aspect, as dead players may still communicate with each other with [[Text chat|text]] or [[voice chat]].
  
===[[Ambassador]]===
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Using the Disguise Kit with the Eternal Reward requires and consumes a full Cloak meter. Outside of your spawn room, you need to keep track of where ammo pickups spawn or get used to working without either your Cloak or disguise. If you are stuck with a slow disguise, you can Cloak to move at normal walking speed.
{{Icon weapon|weapon=Ambassador|icon-size=100x100px}}
 
*The Ambassador makes the Razorback almost entirely useless. Assuming that the [[Sniper]] is not overhealed, a single headshot followed by a regular shot is enough to kill him.
 
  
*The ability to see enemy health is invaluable with the Ambassador. When it drops below half of its base value, the health meter is shown in red. Against all classes except Heavy, this is a guaranteed headshot kill.
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=== [[Conniver's Kunai]] ===
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{{icon item|Conniver's Kunai|100px}}
  
*A lonely Engineer building a Sentry Gun can be easily killed by the Ambassador. Shooting him first in the head and then on any body part will kill him; afterward, you simply sap the building.
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Upon a successful backstab, the Conniver's Kunai eliminates damaging status effects and steals the health of your victim, [[overheal]]ing you up to 210 health points. You can then use your increased health to flee or to attempt another backstab. The Kunai always heals at least 75 points, so do not worry about killing nearly-dead opponents. As a downside, the weapon reduces your maximum health to 70, so you can be killed by a single stray explosive. Play conservatively and stay away from enemies, even while cloaked. Alternatively, the [[Dead Ringer]] can be used alongside the Conniver's Kunai to survive a hit before you get your first backstab. Do not decloak too close to enemies, however - if you are heard, your decreased health makes surviving much more difficult.
  
*A similar tactic is to find an enemy building outside of the Sentry Gun's field of vision and sap that, then pull out the Ambassador and wait.
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=== [[Big Earner]] ===
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{{icon item|Big Earner|100px}}
  
===[[L'Etranger]]===
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When you kill an enemy with the Big Earner, your [[Cloak]] is refilled by 30% and you gain a speed boost. This speed boost and cloak can then be used to escape or to attempt another backstab. However, your maximum health is reduced to 100 points, which allows powerful weapons like the [[Soldier]]'s [[Rocket Launcher]] to kill you in one hit. As with the Conniver's Kunai, play cautiously until you are in position to land a backstab. This weapon pairs well with the [[Dead Ringer]], which can only be recharged by the [[L'Etranger]] or the Big Earner.
{{Icon weapon|weapon=L'Etranger|icon-size=100x100px}}
 
*L'Etranger converts fire-power into potential fleeing power.
 
  
*The +15% Cloak per hit is applied regardless of the amount of damage you do to the opponent or your distance from him. A clever Spy can recharge his Cloak safely from a distance.
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=== [[Spy-cicle]] ===
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{{icon item|Spy-cicle|100px}}
  
*Don't get too greedy. Three shots is more than enough as it gives almost half your Cloak back.
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If you are attacked by a [[Pyro]], the Spy-cicle protects you from all fire damage for 1 second and from [[Fire|afterburn]] for 10 seconds, giving you time to fight back or escape. The Spy-cicle is consumed in the process, however, and emits a loud sound, alerting enemies to your presence.
  
*As the Cloak and Dagger cannot be recharged by sources of ammo, the L'Etranger can be very useful in providing another source of Cloak.
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While the Spy-cicle does provide some safety against Pyros, keep in mind that some Pyros can intentionally melt it to prevent you from backstabbing their teammates; be prepared to switch to your Revolver. Additionally, victims of the Spy-cicle turn into ice statues and emit a distinctive sound, making it easier for enemies to track you. Keep an eye out for ammo pickups, which recharge this weapon faster.
  
*The L'Etranger pairs well with the Dead Ringer as another source to refill the Cloak quickly.
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== PDA 1 ==
 
 
===[[Electro Sapper]]===
 
{{Icon weapon|weapon=Electro Sapper|icon-size=100x100px}}
 
*The Electro Sapper is a tool used to take down an [[Building|Engineer's buildings]]. There is an unlimited supply of Sappers, and there is no "reload" delay between placing them. Place them as quickly as possible.
 
 
 
*The Electro Sapper has a significant vertical range in addition to its horizontal range. In many instances, the Spy may be able to sap a building from well below or above it, allowing him to confuse the building's Engineer.
 
 
 
*The [[Homewrecker]] allows the Pyro to remove Electro Sappers from Engineer buildings. This, combined with their [[Flamethrower]]'s [[Spy-checking]] ability, will make the Spy's job ''much'' harder.
 
 
 
*When sneaking up on an Engineer using the [[Wrangler]], stab first, then sap. Killing the Engineer will cause his Sentry Gun to become disabled for a few precious seconds, which will be more than enough time to place an Electro Sapper.
 
 
 
*As a Spy, sneak up behind an Engineer repairing his Sentry Gun, backstab him, and quickly sap the gun. The Sentry takes a couple seconds to turn around, giving the Spy an ample amount of time to sap it.
 
 
 
*Another method would be to sap first, then stab. The average Engineer will immediately run to save his buildings before searching for the culprit, leaving himself vulnerable.
 
 
 
*Shooting or stabbing a Sapped building will speed up the destruction, but your weapons will do reduced damage as long as the Electro Sapper is in place.
 
 
 
*Holding the Mouse 1 key will allow the Spy to place an Electro Sapper faster than an Engineer can remove it. If an Engineer continues to prioritize saving his buildings instead of taking out the Spy, the Spy can successfully sap the building with ease.
 
 
 
===[[Knife]]===
 
{{Icon weapon|weapon=Knife|icon-size=100x100px}}
 
*Always remember the Knife does pitiful damage and cannot Crit outside of backstabs and critboosts. In most scenarios, you should switch to the Revolver to fight enemies once you've been discovered.
 
 
 
*However, it's often easier to hit a dodging opponent with your Knife than with your gun. If only a little more damage is required to kill your enemy, the Knife makes a reliable finisher.
 
 
 
*While you can use disguises or binds to remove an enemy disguise, a quick swipe of the Knife into thin air is usually the fastest way to silently drop your disguise.
 
 
 
===[[Your Eternal Reward]]===
 
{{Icon weapon|weapon=Your Eternal Reward|icon-size=100x100px}}
 
*The lack of easy disguises while using this weapon means a greater reliance upon cloaking efficiently and choosing good hiding places.
 
 
 
*This weapon is extremely well-suited for taking out Sentry Gun placements when you already have a disguise. You can backstab the Engineer and the Sentry Gun won't detect your presence between disguises.
 
 
 
*If you do not have the full [[Polycount]] set, it is a good idea to use the original default Cloak, because it produces less noise than the [[Cloak & Dagger]]. However, if you have the full Polycount set, it is a good idea to use [[Cloak & Dagger]] or [[Dead Ringer]].
 
 
 
*Prior to obtaining your first disguise, look for enemies who are separated from the rest of their team. Once you stab them and obtain their identity, approach their front lines from behind.
 
 
 
*If you're stuck with a slower disguise (Soldier, Heavy, Demoman), remember that you can Cloak at any time to move at normal walking speed. Your disguised speed will resume when you uncloak.
 
 
 
*The Cloak and Dagger works well with this knife, since you can search for people to backstab and disguise without having fear of being exposed.
 
 
 
*Use your current disguise to your advantage and act them appropriately. Strike when appropriate and make a quick escape, greediness may result in death!
 
  
 
=== [[Disguise Kit]] ===
 
=== [[Disguise Kit]] ===
{{Icon weapon|weapon=Disguise Kit|icon-size=100x100px}}
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{{icon item|Disguise Kit|100px}}
* The [[Disguise]] Kit is the Spy's major infiltration tool. See the [[Disguise]] page for more details on its use.
 
 
 
=== [[Invisibility Watch]] / [[Enthusiast's Timepiece]] ===
 
{{Icon weapon|weapon=Invisibility Watch|icon-size=100x100px}} {{Icon weapon|weapon=Enthusiast's Timepiece|icon-size=100x100px}}
 
*Compared with the [[Dead Ringer]] and the [[Cloak and Dagger]], the [[Invisibility Watch]] uses the least amount of energy and allows the furthest amount of distance while invisible.
 
 
 
*The margin of error with the Invisibility Watch is small given that you cannot feign your demise as with the Dead Ringer nor hide in plain sight as with the Cloak and Dagger.
 
 
 
*Maintain movement to decrease the likelihood of being detected and cornered.
 
 
 
*When detected, attempt to feign the direction in which you will retreat; begin cloaking while running in one direction, then change your heading the moment you're fully invisible.
 
 
 
*Grab metal where you can, when you can while cloaked. More observant enemies may detect an ammo box inexplicably disappearing but more often than not they will be too preoccupied to notice.
 
  
*When your team destroys an enemy sentry, use the fallen metal to your advantage in order to refill your cloak meter.
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The [[Disguise]] Kit is one of your main infiltration tools. If near allies, it is best to disguise as another friendly class or an enemy [[Spy]] so you do not raise suspicion if seen by an enemy. When choosing a new disguise, you are briefly immersed in a cloud of team-colored smoke, so only disguise while out of enemy view or cloaked. The Disguise Kit takes two seconds to activate, so avoid the common mistake of approaching an enemy before the change is complete. Once behind enemy lines, try to act like an enemy - head towards objectives that the enemy must capture or defend. Reloading your [[Revolver]] while disguised makes your disguise reload as well, allowing you to better blend into an enemy crowd. Keep your distance from enemies, however - bumping into them exposes you as a Spy. Remember that your disguise is only effective for short periods of time; players often [[Spy checking|Spy-check]] their teammates randomly. Attacking breaks your disguise, so find a safe place to re-disguise after escaping.
  
===[[Cloak and Dagger]]===
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== PDA 2 ==
{{Icon weapon|weapon=Cloak and Dagger|icon-size=100x100px}}
 
*Despite being less focused on movement, the Cloak and Dagger can be preferable to take on maps with not enough ammo boxes to get you past a large enemy front.
 
  
*The Cloak drain is based on how fast you are moving.
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=== [[Invis Watch]] + reskins ===
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{{icon item|Invisibility Watch|100px}} {{icon item|Enthusiast's Timepiece|100px}} {{icon item|Quäckenbirdt|100px}}
  
*Don't haunt the same area too long. It encourages enemies to Spy check for you.
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Out of all your watches, the Invis Watch has the quietest decloaking sound and allows you to cover the farthest distance while invisible. However, its Cloak only lasts 10 seconds, so manage it carefully while in enemy territory. While you gain 20% damage resistance when cloaked, this does not make you invincible. To keep your Cloak filled and ready for emergencies, deactivate it when in safe areas and frequently collect metal [[pickups]] and ammo boxes from dead players, which you can do while invisible. Do so out of sight of the enemy - seeing an ammo box disappear alerts competent enemies, who may Spy-check the area. If in enemy territory, always stay on the move to decrease the chances of being detected or cornered.
  
*Be patient: if your cloak meter is running low, it is best to wait for a couple of seconds for it to recuperate.
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=== [[Cloak and Dagger]] ===
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{{icon item|Cloak and Dagger|100px}}
  
*When recharging your cloak, try to find isolated corners or seek higher ground such as crates, etc. This allows you to be safe even when in a heated situation while recharging.
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As long as you remain still, the Cloak and Dagger can be used to remain invisible indefinitely, allowing you to camp an area to pick off important targets such as enemy [[Medic]]s. Its meter drains based on your average movement speed; traveling the same distance drains a certain amount of Cloak, regardless of whether you move steadily or in quick bursts. The Cloak and Dagger only refills Cloak from metal or ammo [[pickups]] if you are uncloaked, so you have to put yourself at risk to get a Cloak refill. The Cloak and Dagger's decloaking sound, while quiet, is distinct and noticeable, so refrain from decloaking within the range of any enemies. While the Cloak and Dagger allows you to control an area, change positions from time to time - enemies are encouraged to [[Spy checking|Spy-check]] if you stay in the same place too long. Do not just use the Cloak and Dagger to stay out of harm's way; hiding from enemies the entire round makes you useless to your team.
  
=== [[Dead Ringer]]===
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=== [[Dead Ringer]] ===
{{Icon weapon|weapon=Dead Ringer|icon-size=100x100px}}
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{{icon item|Dead Ringer|100px}}
*The Dead Ringer makes a distinctive sound that lets all the enemies in the vicinity know that you are using the item. Try to uncloak in a safe location, then move in for the kill.
 
  
*While cloaked with the Dead Ringer, you take 90% less damage, and you do not flicker from enemy shots. Use this to your advantage when crossing chokepoints with a large amount of enemy fire.
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While you cannot Cloak on demand with the Dead Ringer, it instantly Cloaks you upon taking any type of damage. This also produces a fake corpse and displays a fake kill notification to the enemy team. Upon Cloaking, you take greatly reduced damage and gain afterburn immunity and a speed boost for 3 seconds. You can still be revealed by effects such as [[fire]], [[bleeding]], or [[Jarate]], however. The Dead Ringer has an extremely loud decloaking sound, so use your feigned death to find a safe location before decloaking. Try to make your "death" believable - seeing a full-health teammate die to [[fall damage]] can alert competent players. To make your feign death more convincing, consider disguising as an ally or letting the enemy damage you for a bit before arming the Dead Ringer, giving them a false sense of security. The Dead Ringer cannot be refilled with ammo pickups; if you struggle with managing your Cloak, consider equipping the L'Etranger or Big Earner, which can recharge the Dead Ringer.
  
*You can recharge your Cloak with ammo, even while cloaked. However, after 5 seconds you no longer take a reduced 90% damage.
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== Buildings ==
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=== [[Sapper]] + reskins ===
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{{icon item|Sapper|100px}} {{icon item|Ap-Sap|100px}} {{icon item|Festive Sapper|100px|link=Festive weapons}} {{icon item|Snack Attack|100px}}
  
*When on fire, don't immediately pull out the Dead Ringer. Unless you were at extremely low health, an immediate death due to fire will look suspicious, and Pyros will more than likely set you on fire again while cloaked.
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The Sapper instantly disables an [[Engineer]]'s [[Buildings|building]], damaging it over time before destroying it. It can only be removed by the Engineer's [[Wrench]] or the Pyro's [[Homewrecker]] or [[Neon Annihilator]]. Typically, you backstab an Engineer first, then ''quickly'' sap any nearby buildings; you want to begin with [[Sentry Gun]]s to prevent them from attacking you. You can further attack a building to speed up its destruction, though your weapons deal less damage against sapped buildings. If you cannot backstab the Engineer, communicate with your team and coordinate a push as you sap the Engineer's buildings, leaving him helpless against your team's assault. If in a one-vs-one encounter, remember that you have an unlimited supply of Sappers and can place them faster than the Engineer can remove them. Use the time that the Sentry is disabled to attack the Engineer - he will almost certainly attack you directly before destroying the Sapper.
  
*When you're [[bleed]]ing with the Dead Ringer active, you won't flicker from the damage. However, the bleeding effect will still show, revealing your location to enemies.
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=== [[Red-Tape Recorder]] ===
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{{icon item|Red-Tape Recorder|100px}}
  
*When falling short distances that you can survive, don't ready the Ringer. If it activates, most people will realize that you're a Spy.
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The Red-Tape Recorder can reverse the construction of [[Engineer]] [[buildings]]. However, it takes far longer to destroy buildings than the stock [[Sapper]], making it inferior in most cases. However, it can downgrade buildings to their level-one versions in seconds, wasting the Engineer's time and metal. If you are having trouble dismantling a vigilant Engineer's nest, coordinate with teammates and have them attack as you sap the buildings. They then have an easier time destroying a Level 2 Sentry Gun as opposed to a Level 3. This weapon can be especially useful against an Engineer not near his buildings, such as one using the [[Gunslinger]], or one that relies on the destruction of his buildings, such as one using the [[Frontier Justice]].
  
===[[Item sets#Spy|The Saharan Spy]]===
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{{Class Strategy Nav}}
{{item icon|L'Etranger|100px}}
 
{{item icon|Your Eternal Reward|100px}}
 
{{item icon|Familiar Fez|100px}}
 
 
 
*The uncloak volume reduction this set grants you is invaluable when using the Dead Ringer.
 
 
 
*If an enemy sees you undisguised with the Familiar Fez equipped, they may assume you are using the full set, and they usually assume you are using the [[Dead Ringer]] or [[Your Eternal Reward]].
 
 
 
*When using the [[Dead Ringer]] in conjunction with the Saharan Spy Set, an easy way to get behind enemy lines is take fall damage to activate the Dead Ringer, then move from ammo source to ammo source until a suitable backstab target can be found.
 
 
 
* When approaching a group of targets from behind, try to stab a faster moving class such as a Pyro, Demoman, Medic, or Sniper first. This will maintain your speed and allow you to chase down slower classes without having to drop your disguise.
 
 
 
== See also ==
 
*[[Team strategy]]
 
 
 
{{Class strategy}}
 
 
{{Spy Nav}}
 
{{Spy Nav}}
  
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[[Category:Spy]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]
[[Category:Spy]]
 

Latest revision as of 17:40, 16 December 2024

This page contains basic strategy for the Spy. For more advanced strategies, see Community Spy strategy. For how to play against the Spy, see Anti-Spy strategy.
Spytaunt3.PNG

The Spy specializes in deception and excels at punishing mistakes made by the enemy team. He is the best choice for business behind enemy lines but not direct combat, as he is fragile and has some of the game's weakest weapons. His Cloaking and disguises allow him to sneak past undetected, where he can then cause havoc. He can approach targets from behind and backstab them for an instant kill, or sap Engineer buildings to cripple enemy defenses. Additionally, he can see enemy health levels to determine if a foe is weak enough to be picked off with his Revolver. Because of the fear he imposes, however, enemies frequently Spy-check their teammates. Although the Spy can hide and blend in, he can easily be exposed through various methods, including the Pyro's flames or Sniper's Jarate. Through guile and precision, a good Spy can cause paranoia among the enemy while eliminating important targets that are difficult to kill with direct attacks.

Secondary weapons

Revolver + reskins

Revolver Big Kill Festive Revolver

Although the Revolver is weaker than most classes' primary weapons, it is accurate and deals decent damage at medium range. It is best used to finish off weakened enemies or as a last resort should an enemy confront you; three close-range shots is enough to take down light classes. There are several situations where you want to use the Revolver instead of the Knife, such as when your target cannot be backstabbed, you cannot safely approach a target, or when a Sniper has a Razorback equipped.

Ambassador + reskins

Ambassador Festive Ambassador Australium Ambassador

The Ambassador comes with penalties in both damage and firing rate, but has the ability to headshot nearby enemies for up to 102 damage. When behind enemy lines, check enemy health levels and decide which targets you can take out with a headshot. There is a cooldown period after firing where the Ambassador cannot headshot, so space your shots out instead of firing rapidly. One headshot and one bodyshot is enough to take out any of the light classes, particularly Snipers who stand still, have their back against a wall, or have the Razorback equipped.

L'Etranger

L'Etranger

The L'Etranger increases your Cloak duration by 40%, making it easier to maneuver behind enemy lines. While it deals significantly less damage than other revolvers, it slightly refills your Cloak whenever you shoot an enemy, exchanging firepower into potential fleeing power. It can be used to safely refill your Cloak from a distance and pairs well with the Dead Ringer, which requires a full Cloak meter to activate.

Enforcer

Enforcer

The Enforcer deals 20% extra damage when attacking while disguised, but has a 20% slower firing speed. This makes it inferior to the stock Revolver in direct combat, but allows you to kill light classes in two hits at point-blank range, allowing you to dispatch them before they can react. If an enemy confronts you while you are disguised, you can deal additional damage, which can give you the upper hand. Firing it breaks your disguise, however, so aim carefully - the damage bonus only applies to your first shot. The Enforcer also ignores any defensive bonuses, making it particularly effective against Spies who equip the Dead Ringer or Medics using the Vaccinator.

Diamondback

Diamondback

The Diamondback deals reduced damage but grants guaranteed Critical hits upon the destruction of a sapped building or a backstab. This makes the weapon effective for escaping after a successful strike; view enemy health to determine who can be picked off on the way out. You still receive Critical hits even if the building destruction is not credited to your Sapper, so work alongside your allies. If an Engineer is guarding his buildings, disable his Sentry Gun and prevent him from removing it while your teammates destroy it.

Melee weapons

Knife + reskins

Knife Saxxy Sharp Dresser Festive Knife Black Rose Silver Botkiller Knife Australium Knife Golden Frying Pan Prinny Machete

The Knife is typically used to backstab targets and deals pitiful damage otherwise. To get into position for a backstab, use your Cloak and disguises to maneuver behind your enemies without drawing attention. If your backstab attempt is unsuccessful, decide whether to flee or duel your target with the Revolver.

If you were spotted, you can also attempt to trick an inexperienced enemy into showing his back; a common technique is to flee up a flight of stairs, then jump above and behind your pursuer.

Your Eternal Reward + reskins

Your Eternal Reward Wanga Prick

Your Eternal Reward makes your backstabs nearly silent. Upon a successful backstab, your victim silently disappears as you instantly disguise as them; no death notice appears to the enemy team and further backstabs do not break your new disguise. The most common applications of this are to take out an Engineer, then his buildings, or to consecutively backstab a line of enemies without their death screams acting as an alert. Do not completely rely on this "silent killer" aspect, as dead players may still communicate with each other with text or voice chat.

Using the Disguise Kit with the Eternal Reward requires and consumes a full Cloak meter. Outside of your spawn room, you need to keep track of where ammo pickups spawn or get used to working without either your Cloak or disguise. If you are stuck with a slow disguise, you can Cloak to move at normal walking speed.

Conniver's Kunai

Conniver's Kunai

Upon a successful backstab, the Conniver's Kunai eliminates damaging status effects and steals the health of your victim, overhealing you up to 210 health points. You can then use your increased health to flee or to attempt another backstab. The Kunai always heals at least 75 points, so do not worry about killing nearly-dead opponents. As a downside, the weapon reduces your maximum health to 70, so you can be killed by a single stray explosive. Play conservatively and stay away from enemies, even while cloaked. Alternatively, the Dead Ringer can be used alongside the Conniver's Kunai to survive a hit before you get your first backstab. Do not decloak too close to enemies, however - if you are heard, your decreased health makes surviving much more difficult.

Big Earner

Big Earner

When you kill an enemy with the Big Earner, your Cloak is refilled by 30% and you gain a speed boost. This speed boost and cloak can then be used to escape or to attempt another backstab. However, your maximum health is reduced to 100 points, which allows powerful weapons like the Soldier's Rocket Launcher to kill you in one hit. As with the Conniver's Kunai, play cautiously until you are in position to land a backstab. This weapon pairs well with the Dead Ringer, which can only be recharged by the L'Etranger or the Big Earner.

Spy-cicle

Spy-cicle

If you are attacked by a Pyro, the Spy-cicle protects you from all fire damage for 1 second and from afterburn for 10 seconds, giving you time to fight back or escape. The Spy-cicle is consumed in the process, however, and emits a loud sound, alerting enemies to your presence.

While the Spy-cicle does provide some safety against Pyros, keep in mind that some Pyros can intentionally melt it to prevent you from backstabbing their teammates; be prepared to switch to your Revolver. Additionally, victims of the Spy-cicle turn into ice statues and emit a distinctive sound, making it easier for enemies to track you. Keep an eye out for ammo pickups, which recharge this weapon faster.

PDA 1

Disguise Kit

Disguise Kit

The Disguise Kit is one of your main infiltration tools. If near allies, it is best to disguise as another friendly class or an enemy Spy so you do not raise suspicion if seen by an enemy. When choosing a new disguise, you are briefly immersed in a cloud of team-colored smoke, so only disguise while out of enemy view or cloaked. The Disguise Kit takes two seconds to activate, so avoid the common mistake of approaching an enemy before the change is complete. Once behind enemy lines, try to act like an enemy - head towards objectives that the enemy must capture or defend. Reloading your Revolver while disguised makes your disguise reload as well, allowing you to better blend into an enemy crowd. Keep your distance from enemies, however - bumping into them exposes you as a Spy. Remember that your disguise is only effective for short periods of time; players often Spy-check their teammates randomly. Attacking breaks your disguise, so find a safe place to re-disguise after escaping.

PDA 2

Invis Watch + reskins

Invisibility Watch Enthusiast's Timepiece Quäckenbirdt

Out of all your watches, the Invis Watch has the quietest decloaking sound and allows you to cover the farthest distance while invisible. However, its Cloak only lasts 10 seconds, so manage it carefully while in enemy territory. While you gain 20% damage resistance when cloaked, this does not make you invincible. To keep your Cloak filled and ready for emergencies, deactivate it when in safe areas and frequently collect metal pickups and ammo boxes from dead players, which you can do while invisible. Do so out of sight of the enemy - seeing an ammo box disappear alerts competent enemies, who may Spy-check the area. If in enemy territory, always stay on the move to decrease the chances of being detected or cornered.

Cloak and Dagger

Cloak and Dagger

As long as you remain still, the Cloak and Dagger can be used to remain invisible indefinitely, allowing you to camp an area to pick off important targets such as enemy Medics. Its meter drains based on your average movement speed; traveling the same distance drains a certain amount of Cloak, regardless of whether you move steadily or in quick bursts. The Cloak and Dagger only refills Cloak from metal or ammo pickups if you are uncloaked, so you have to put yourself at risk to get a Cloak refill. The Cloak and Dagger's decloaking sound, while quiet, is distinct and noticeable, so refrain from decloaking within the range of any enemies. While the Cloak and Dagger allows you to control an area, change positions from time to time - enemies are encouraged to Spy-check if you stay in the same place too long. Do not just use the Cloak and Dagger to stay out of harm's way; hiding from enemies the entire round makes you useless to your team.

Dead Ringer

Dead Ringer

While you cannot Cloak on demand with the Dead Ringer, it instantly Cloaks you upon taking any type of damage. This also produces a fake corpse and displays a fake kill notification to the enemy team. Upon Cloaking, you take greatly reduced damage and gain afterburn immunity and a speed boost for 3 seconds. You can still be revealed by effects such as fire, bleeding, or Jarate, however. The Dead Ringer has an extremely loud decloaking sound, so use your feigned death to find a safe location before decloaking. Try to make your "death" believable - seeing a full-health teammate die to fall damage can alert competent players. To make your feign death more convincing, consider disguising as an ally or letting the enemy damage you for a bit before arming the Dead Ringer, giving them a false sense of security. The Dead Ringer cannot be refilled with ammo pickups; if you struggle with managing your Cloak, consider equipping the L'Etranger or Big Earner, which can recharge the Dead Ringer.

Buildings

Sapper + reskins

Sapper Ap-Sap Festive Sapper Snack Attack

The Sapper instantly disables an Engineer's building, damaging it over time before destroying it. It can only be removed by the Engineer's Wrench or the Pyro's Homewrecker or Neon Annihilator. Typically, you backstab an Engineer first, then quickly sap any nearby buildings; you want to begin with Sentry Guns to prevent them from attacking you. You can further attack a building to speed up its destruction, though your weapons deal less damage against sapped buildings. If you cannot backstab the Engineer, communicate with your team and coordinate a push as you sap the Engineer's buildings, leaving him helpless against your team's assault. If in a one-vs-one encounter, remember that you have an unlimited supply of Sappers and can place them faster than the Engineer can remove them. Use the time that the Sentry is disabled to attack the Engineer - he will almost certainly attack you directly before destroying the Sapper.

Red-Tape Recorder

Red-Tape Recorder

The Red-Tape Recorder can reverse the construction of Engineer buildings. However, it takes far longer to destroy buildings than the stock Sapper, making it inferior in most cases. However, it can downgrade buildings to their level-one versions in seconds, wasting the Engineer's time and metal. If you are having trouble dismantling a vigilant Engineer's nest, coordinate with teammates and have them attack as you sap the buildings. They then have an easier time destroying a Level 2 Sentry Gun as opposed to a Level 3. This weapon can be especially useful against an Engineer not near his buildings, such as one using the Gunslinger, or one that relies on the destruction of his buildings, such as one using the Frontier Justice.