Difference between revisions of "Sapper"

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{{Weapon infobox
+
{{Item infobox
| level-and-type = Level 1 PDA
+
| type              = weapon
| used-by = [[Spy]]
+
| image              = sapper_IMG.png
| weapon-image = sapper_IMG.png
+
| 3d-image-1        = Sapper
| weapon-slot = [[Secondary]]
+
| 3d-image-2        = Sapper Festive
| ammo-loaded = 1
+
| 3d-button-1        = default
| ammo-carried =
+
| 3d-button-2        = colored_pair
| availability = Standard
+
| 3d-viewname-1     = Default
 +
| 3d-viewname-2      = Festive
 +
| used-by           = {{used by|Spy}}
 +
| slot              = building
 +
| availability      = {{avail|stock|crate40-strange|crate78-festive}}
 +
| trade              = no
 +
| gift              = no
 +
| marketable        = yes
 +
| rename            = yes
 +
| numbered          = no
 +
| show-ammo          = off
 +
| reload            = No reload
 +
| loadout            = yes
 +
  | quality          = normal
 +
  | item-kind        = {{item kind|Sapper}}
 +
  | item-level      = 1
 +
  | item-description = {{item description|Sapper}}
 
}}
 
}}
{{Quotation|'''The Engineer'''|Spy's sappin' mah sentry!|sound=Engineer_autoattackedbyspy03.wav}}
 
  
The '''Electro Sapper''', or simply '''Sapper''' (Mentioned by the Sentry Operational Guide as FM/AM Ultra-Sapper), is used by the [[Spy]] to destroy an [[Engineer]]'s [[building]]s. The [[Spy]] selects the weapon, stands near an enemy structure, and uses the primary fire button to place a charge. Prior to placement, a white Sapper outline appears on the structure, indicating that the building is in range to be sapped. Once the charge is placed, the building will slowly be damaged until it is destroyed.  A sapped building will cease to function ([[Sentry Gun]]s will not fire, [[Dispenser]]s will not heal or dispense ammo, [[Teleporter]]s will not spin). When a Sapper is attached to one end of a Teleporter, another Sapper is automatically placed on the other end of the Teleporter, if it exists.
+
{{Other uses|this=the stock building item for the Spy|for=other sappers|Sapper (disambiguation)}}
 +
{{Redirects here|Sapped|Unusual#Scream Fortress XV|l1=the unusual effect}}
  
An [[Engineer]] can remove a Sapper with two hits from his [[Wrench]]. If an Engineer removes a Sapper from a Teleporter, the Sapper at the other end is also removed.  If another Engineer strikes the Sapper first, he can get an [[Kill assist|assist]] for the Sapper kill, and a Medic healing an Engineer can also score an assist in this way. [[Pyro]]s equipped with the [[Homewrecker]] can also destroy Sappers in one hit if they happen upon them, but this happens less frequently, as Pyros receive no alerts regarding friendly buildings (Engineers can also get assists from Pyros in the same way they can from other Engineers).
+
[[File:Sapper Sentry Silhouette.png|thumb|300px|right|The silhouette shows that a Sapper can be applied to the building. Note the needle gauge is in the red.]]
 +
[[File:Sapper Sentry Sapping.png|thumb|300px|right|A level 1 Sentry being sapped.]]
  
A small gauge is visible on the Electro Sapper when it is being carried. It serves no purpose other than aesthetics, although the "meter" will rise if a Spy highlights a building to be sapped. The Sapper has infinite ammunition and no discernible "cooldown" time. It is possible to repeatedly place Sappers on a building faster than an Engineer can remove them, but this tactic seldom works if there are other enemies around.
+
{{Quotation|'''The Engineer'''|Spy's sappin' mah sentry!|sound=Engineer autoattackedbyspy03.wav}}
  
Note that while you may hear a "clamp" sound when you deploy a Sapper onto enemy equipment, this sound is not heard by other players. They do, however, see the Sapper device, the sparks, and hear a hissing noise. The [[Engineer]] who owns the structures will receive a warning in his HUD and will be aware that a [[Spy]] is near his equipment.  The Engineer also says a line of dialog that can be heard by himself and players near him: "Spy's sappin' mah sentry!" for a Sentry Gun, as an example. Also, when disguised, if you attach a Sapper, your disguise slaps down his right hand in front of him (an animation unique to disguised Spies), which is visible to enemy players.
+
The '''Sapper''', mentioned in the ''Sentry Operating Manual'' as the '''AM/FM {{botignore|Ultra-Sapper}}''', is the default [[Weapons#spybuilding|building weapon]] for the [[Spy]]. It is a small electric generator inscribed '{{botignore|ELECTRO-SAPPER}}', with a carrying handle, two long yellow wires and a meter. It also features two clamps that are deployed when used.
  
A destroyed Sapper, by the "Destroy 3 0" command, only drops metal if it was attached to a Dispenser, otherwise no metal is dropped. The metal debris provides 9 metal, 3 for each piece.
+
The sole function of the Sapper is to destroy an [[Engineer]]'s [[buildings]]. Should the player select the weapon and stand near an enemy structure, they are able to see a white outline of the Sapper on the building, indicating that it is in range and can be sapped. Additionally, the needle on the gauge moves to the right red zone. Pressing the primary fire key {{DK|MOUSE1}} attaches the weapon, and the building is slowly damaged until it is destroyed. A sapped building immediately ceases to function; [[Sentry Gun]]s do not fire, [[Dispenser]]s do not heal or dispense ammo, and [[Teleporters]] do not teleport. The Engineer is also unable to use his [[Destruction PDA]] to self-destruct a sapped building. When applied to buildings, the Sapper produces electrical sparks and a [[Media:Sapper timer.wav|loud hissing noise]]. When a Sapper is attached to one end of a Teleporter, another Sapper is automatically placed on the other end of the Teleporter, if it exists and is not in building progress. If the Spy is [[disguise]]d, the disguise class plays a distinct, unique animation of placing the device on the building. Unlike the Spy's other weapons, using a Sapper does not cause him to lose his disguise.
  
==Damage==
+
For each building the Spy player places a Sapper upon, a small window in their [[Heads-up display|HUD]] appears showing both the remaining health of the building sapped and the health of the Sapper on that building.
The Sapper deals 25 damage to buildings per second.
 
  
Destroys:
+
Once the building is being sapped, the Engineer owner is alerted to it in his HUD, and automatically plays a voice clip alerting nearby players of the building's predicament. Engineers can remove a Sapper with two hits from their melee weapon (three with the [[Jag]]). When a Sapper is attacked, the Spy player is notified by a similar alert in their HUD. If an Engineer removes a Sapper from a Teleporter, the Sapper at the other end is also removed. If a Medic is healing the Engineer, he can get an [[Kill assist|assist]] for the Sapper kill. [[Pyro]]s equipped with the [[Homewrecker]] or the [[Maul]] can destroy Sappers in one hit (two with the [[Neon Annihilator]]). Enemies focused on removing Sappers may leave themselves open to a [[backstab]] or [[headshot]], allowing the Spy or a teammate to distract and dispose of enemies in addition to the building in question.
*Level 1 Building (150 health) in 6.00 seconds
 
*Level 2 Building (180 health) in 7.20 seconds
 
*Level 3 Building (216 health) in 8.64 seconds
 
  
Note: Any weapon except a friendly [[Wrench]] or [[Homewrecker]] will decrease the amount of time needed to sap a building by reducing its health. This applies even to classes that aren't normally focused on destroying buildings.
+
The Sapper has infinite ammunition and no discernible "cooldown" time; Sappers can be placed on a building faster than an Engineer can repair the damage each one causes, which guarantees the building's destruction if the Spy is not dealt with.
  
==Related Achievements==
+
Sapped Sentry Guns take 33% less damage from the Spy who applied the Sapper, such as when shooting them with a Revolver. Dispensers and Teleporters take normal damage.
  
===Spy===
+
== Damage and function times ==
 +
{{Damage table
 +
| damage = yes
 +
| base = 25 / s
 +
| function times = yes
 +
| building destroy time = <!--
 +
--><div style="float:left">{{tooltip|Level 1|Level 1 buildings (150 health)}}:</div> 6.00 s<br/><!--
 +
--><div style="float:left">{{tooltip|Level 2|Level 2 buildings (180 health)}}:</div> 7.20 s<br/><!--
 +
--><div style="float:left">{{tooltip|Level 3|Level 3 buildings (216 health)}}:</div> 8.64 s<br/><!--
 +
--><div style="float:left">{{tooltip|Mini-Sentry|Combat Mini-Sentry Gun (100 health)}}:</div> 4.00 s
  
{|width=100% border=0 align=center
+
| recharge = <!--
|[[Image:Tf spy joint operation.png|64px]]
+
--><div style="float:left">{{tooltip|Normal|In game modes other than Mann vs. Machine}}:</div> N/A<br><!--
|width=50%|''' Joint Operation '''
+
--><div style="float:left">{{tooltip|MvM|In Mann vs. Machine only}}:</div> 15 s
Sap an enemy sentry gun within 3 seconds of a teammate sapping another.  
+
}}
 +
 
 +
{{Weapon Demonstration}}
 +
 
 +
== In Mann vs. Machine ==
 +
In [[Mann vs. Machine]], Sappers can be attached to [[robots]], [[stun]]ning them (and, if [[Upgrade Station|upgraded]], any other robots nearby). Robots stunned this way can be [[backstab]]bed from any angle. Sappers do not damage robots - they only disable them for 4-7 seconds depending on how many Robot Sapper Power upgrades have been purchased. Giants, being immune to stun, are only slowed down and can still attack players. Sapping an [[Engineer Robot]]'s buildings works as usual, however only one building can be sapped at a time.
 +
 
 +
Unlike regular multiplayer, sapping either a robot or a building requires the Sapper to recharge for 15 seconds before another one can be deployed.
 +
 
 +
The Sapper can be instantly recharged with a [[Power Up Canteen|Ammo and Clip Refill]] canteen; however, if the Spy has placed a Sapper on a robot or building, he is unable to deploy it until the previous Sapper is no longer active (either all the objects it was applied to are destroyed or the effect time expires).
 +
 
 +
{{Sapper upgrades}}
 +
 
 +
{{Weapon Demonstration|weapon=sapper in mvm|headerlevel=h3}}
 +
 
 +
== Strange variant ==
 +
{{Strange item info
 +
| rankson = buildings sapped
 +
  | item-description = {{item description|Sapper}}
 +
| can deal damage = no
 +
| festive = yes
 +
| can deal gib damage = no
 +
| can headshot = no
 +
| can reflect projectiles = no
 +
| can deal posthumous damage = no
 +
| can extinguish = no
 +
| notes = The Strange '''Sapper''' has a unique set of rankings.
 +
{{Strange Sapper ranks|width=100%}}
 +
}}
 +
 
 +
== Related achievements ==
 +
=== {{Class link|Pyro}} ===
 +
{{Achievement table
 +
| 1 = {{Show achievement|Pyro|Firewall}}
 +
}}
 +
 
 +
 
 +
=== {{Class link|Demoman}} ===
 +
{{Achievement table
 +
| 1 = {{Show achievement|Demoman|Spynal Tap}}
 +
}}
 +
 
 +
 
 +
=== {{Class link|Engineer}} ===
 +
{{Achievement table
 +
| 1 = {{Show achievement|Engineer|Fistful of Sappers}}
 +
      {{Show achievement|Engineer|Get Along!}}
 +
| 2 = {{Show achievement|Engineer|Quick Draw}}
 +
}}
 +
 
 +
 
 +
=== {{Class link|Spy}} ===
 +
{{Achievement table
 +
| 1 = {{Show achievement|Spy|Joint Operation}}
 +
      {{Show achievement|Spy|Sap Auteur}}
 +
| 2 = {{Show achievement|Spy|Sapsucker}}
 +
      {{Show achievement|Spy|The Man with the Broken Guns}}
 +
}}
 +
 
 +
 
 +
=== {{Achiev type link|mvm-chievements}} ===
 +
{{Achievement table
 +
| 1 = {{Show achievement|Mann vs. Machievements|Sly Voltage}}
 +
}}
 +
 
 +
== Update history ==
 +
{{Update history|
 +
'''{{Patch name|10|2|2007}}'''
 +
* Fixed server crash related to Spy Sappers.
 +
 
 +
'''{{Patch name|11|7|2007}}'''
 +
* Fixed Spies being able to attach Sappers through thin walls.
 +
 
 +
'''{{Patch name|12|20|2007}}'''
 +
* Sapped buildings now take slightly less damage from the Spy who sapped them.
 +
 
 +
'''{{Patch name|3|1|2008|xbox}}'''
 +
* Fixed exploit attaching Sappers to buildings through walls. 
 +
 
 +
'''{{Patch name|6|23|2008}}'''
 +
* Fixed Sapper viewmodel animation popping.
 +
 
 +
'''{{Patch name|6|8|2009}}'''
 +
* Fixed Spies not being able to sap a building if an enemy player was colliding with the building.
 +
 
 +
'''{{Patch name|8|13|2009}}''' ([[Classless Update]])
 +
* Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists.
 +
 
 +
'''{{Patch name|12|2|2010}}'''
 +
* Fixed Spies being able to destroy Sappers by using the "destroy 3 0" command.
 +
 
 +
'''{{Patch name|3|22|2012}}'''
 +
* {{Undocumented}} Added [[Strange]] quality.
 +
* {{Undocumented}} Made the Sapper [[Name Tag|nameable]].
 +
* {{Undocumented}} The Sapper now appears in [[backpack]] when viewing stock items.
 +
* {{Undocumented}} Fixed Sapper needle animation not properly playing.
 +
 
 +
'''{{Patch name|8|2|2012}}'''
 +
* Fixed Sappers attaching incorrectly to Teleporters that are still building.
 +
 
 +
'''{{Patch name|2|14|2013}}'''
 +
* Fixed "Buildings Sapped" strange counter sometimes incrementing when buildings were destroyed without a Sapper attached.
 +
 
 +
'''{{Patch name|3|12|2013}}'''
 +
* {{Undocumented}} Converted the Sapper and buildings to use c_sapper models.
 +
 
 +
'''{{Patch name|3|19|2013}}'''
 +
* Fixed the Spy not holding Sappers correctly in third person.
 +
 
 +
'''{{Patch name|12|20|2013}}''' ([[Smissmas 2013]])
 +
* {{Undocumented}} Added [[Festive weapons|Festive]] variant.
 +
 
 +
'''{{Patch name|1|9|2014}}'''
 +
* Fixed not being able to gift wrap the Festive Sapper.
 +
 
 +
'''{{Patch name|7|17|2014}}'''
 +
* Fixed the Festive Sapper not having a skin for the Blu team.
 +
 
 +
'''{{Patch name|1|7|2015}}'''
 +
* Updated the Vampire powerup to give health for damage done by Sappers.
 +
 
 +
'''{{Patch name|7|2|2015}} #1''' ([[Gun Mettle Update]])
 +
* Decreased the damage penalty on Sentry Guns sapped by the Spy from -66% to -33% (i.e. shooting a Sentry the Spy sapped with a Revolver is now more effective).
 +
 
 +
'''{{Patch name|9|24|2015}}'''
 +
* Fixed the Spy Sapper not drawing on [[robots]] in [[Mann vs. Machine]] mode.
 +
 
 +
'''{{Patch name|12|17|2015}}''' ([[Tough Break Update]])
 +
* After removing a Sapper from a Sentry Gun, there is now a 0.5s delay before the sentry is active again.
 +
 
 +
'''{{Patch name|12|18|2015}}'''
 +
* Fixed a bug where the Sapper preview would disable buildings when removed.
 +
 
 +
'''{{Patch name|8|29|2016}}'''
 +
* Fixed Sappers sometimes only being applied to one Engineer teleporter.
  
|[[Image:Tf spy sap auteur.png|64px]]
+
'''{{Patch name|11|2|2016}}'''
|width=50%|''' Sap Auteur '''
+
* Sappers can no longer be used while a truce is active.
Destroy 1000 Engineer buildings with sappers.  
 
  
|-
+
'''{{Patch name|12|21|2016}}''' ([[Smissmas 2016]])
 +
* Fixed not being able to transfer Strange stats between versions of the Sapper.
  
|[[Image:Tf spy sapsucker.png|64px]]
+
'''{{Patch name|9|23|2019}}'''
|width=50%|''' Sapsucker '''
+
* Fixed the Festive Sapper not playing a timer sound while attached to buildings.
Sap an enemy building, then backstab the Engineer who built it within 5 seconds.  
+
}}
  
|[[Image:Tf spy the man with the broken guns.png|64px]]
+
== Unused content ==
|width=50%|''' The Man with the Broken Guns '''
+
* The game files have referenced a [[Taunts|taunt]] for the Sapper since the game's launch; however, the animation is not present in the Spy's animation set.
Backstab an Engineer, then sap 3 of his buildings within 10 seconds.
+
* Prior to the {{Patch name|3|12|2013}}, the Sapper would drop gibs when destroyed; however, this feature was removed, leaving the gib models unused.
|}
 
  
===Demoman===
+
== Bugs ==
 +
* If the Sapper is placed on a building as it upgrades to the next level, an additional Sapper can be placed on the building for a brief period of time. Doing so causes the second Sapper to disappear, and renders the first Sapper indestructible by melee attacks from both Engineers and Pyros equipped with the [[Homewrecker]], [[Maul]], or [[Neon Annihilator]]. Additionally, the sapped building functions as normal, albeit with draining health. [[Buildings#Hauling|Hauling]] the affected building corrects the problem.
 +
* The {{botignore|idle}} animation does not play during a [[replay]], causing the needle to remain still.
 +
* Occasionally, if a Spy saps repeatedly one end of a Teleporter while an Engineer attempts to destroys the Sappers on the other end, the Sapper is removed from the Engineer's end and not from the Spy's end.
 +
* The Sappers and Sapper placement outlines on robots currently do not render, though the bomb carrier's objective border still draws around the invisible model.
 +
* No matter how many buildings the player has sapped, the HUD only shows one sapped building notification at a time.
  
{|
+
== Trivia ==
|[[Image:Tf demoman killxsappingspies.png|64px]]
+
* Sappers are considered by the game to be buildings with 100 health. As such, they are immune to [[Critical hits]] (they are not destroyed in one hit by a single critical Wrench swing) and can be created with the {{code|build}} console command.
|''' Spynal Tap '''
+
* The Festive variant has a note on the right side in French roughly translating to "Merry [[Smissmas 2013|Smissmas]], my friend!".
Kill 20 Spies within 5 seconds of them sapping a friendly building.  
 
|}
 
  
==Trivia==
+
== Gallery ==
*When the Sapper is held with a left-handed view model, the text on the front of the Sapper will be displayed backwards.
+
<gallery>
*The view model for the Sapper depicts the Spy holding it with his right hand, yet the world model has him holding it with both hands.
+
File:Electro Sapper 1st person red.png|[[RED]] first-person view.
*In the TF2 "Sentry Operation Manual" the Sapper is named as the "FM/AM Ultra-Sapper".
+
File:Electro Sapper 1st person blu.png|[[BLU]] first-person view.
*Although it was sped up severely, the Spy would slowly flick a switch on the Sapper's interface. This did not affect gameplay, however, and did not add onto the duration of the weapon switching animation, so the reason for its speeding up is unknown.
+
File:Sapperattach.png|Electro Sapper with its attachment wires.
*The Sapper is one of only two items in Team Fortress 2 that only has an effect on one class (The [[Engineer]]),the other item being the [[Razorback]].  
+
File:Sapper.png|Broken Electro Sapper ([[Gibs|Gib]]).
 +
File:Festive Sapper 1st Person RED.png|RED [[Festive weapons|Festive]] variant.
 +
File:Festive Sapper 1st Person BLU.png|BLU Festive variant.
 +
File:Festive Sapper Attached.png|RED Festive variant with its attachment wires.
 +
File:Festive Sapper BLU Attached.png|BLU Festive variant with its attachment wires.
 +
File:SapperHUD.png|The HUD image displayed when using the Sapper on a building. Displays Sapper health and building health.
 +
File:Robot being sapped.jpg|A Robot Demoknight being sapped.
 +
</gallery>
  
==See also==
+
== See also ==
*[[Spy strategy#Electro Sapper|Sapper Strategy]]
+
* [[Basic Spy strategy#Sapper + reskins|Sapper strategy]]
*[[Spy#Sapping_Times|Sapping Times]]
+
* [[Festive weapons]]
  
 +
{{Standard Weapons Nav}}
 
{{Allweapons Nav}}
 
{{Allweapons Nav}}
<br/>
 
 
{{Spy Nav}}
 
{{Spy Nav}}
 
{{Languages}}
 
 
__NOTOC__
 
[[Category:Secondary weapons]][[Category:Buildings]]
 

Latest revision as of 11:38, 26 October 2024

This article is about the stock building item for the Spy. For other sappers, see Sapper (disambiguation).
"Sapped" redirects here. You may have been looking for the unusual effect.
The silhouette shows that a Sapper can be applied to the building. Note the needle gauge is in the red.
A level 1 Sentry being sapped.
Spy's sappin' mah sentry!
The Engineer

The Sapper, mentioned in the Sentry Operating Manual as the AM/FM Ultra-Sapper, is the default building weapon for the Spy. It is a small electric generator inscribed 'ELECTRO-SAPPER', with a carrying handle, two long yellow wires and a meter. It also features two clamps that are deployed when used.

The sole function of the Sapper is to destroy an Engineer's buildings. Should the player select the weapon and stand near an enemy structure, they are able to see a white outline of the Sapper on the building, indicating that it is in range and can be sapped. Additionally, the needle on the gauge moves to the right red zone. Pressing the primary fire key (default key: MOUSE1) attaches the weapon, and the building is slowly damaged until it is destroyed. A sapped building immediately ceases to function; Sentry Guns do not fire, Dispensers do not heal or dispense ammo, and Teleporters do not teleport. The Engineer is also unable to use his Destruction PDA to self-destruct a sapped building. When applied to buildings, the Sapper produces electrical sparks and a loud hissing noise. When a Sapper is attached to one end of a Teleporter, another Sapper is automatically placed on the other end of the Teleporter, if it exists and is not in building progress. If the Spy is disguised, the disguise class plays a distinct, unique animation of placing the device on the building. Unlike the Spy's other weapons, using a Sapper does not cause him to lose his disguise.

For each building the Spy player places a Sapper upon, a small window in their HUD appears showing both the remaining health of the building sapped and the health of the Sapper on that building.

Once the building is being sapped, the Engineer owner is alerted to it in his HUD, and automatically plays a voice clip alerting nearby players of the building's predicament. Engineers can remove a Sapper with two hits from their melee weapon (three with the Jag). When a Sapper is attacked, the Spy player is notified by a similar alert in their HUD. If an Engineer removes a Sapper from a Teleporter, the Sapper at the other end is also removed. If a Medic is healing the Engineer, he can get an assist for the Sapper kill. Pyros equipped with the Homewrecker or the Maul can destroy Sappers in one hit (two with the Neon Annihilator). Enemies focused on removing Sappers may leave themselves open to a backstab or headshot, allowing the Spy or a teammate to distract and dispose of enemies in addition to the building in question.

The Sapper has infinite ammunition and no discernible "cooldown" time; Sappers can be placed on a building faster than an Engineer can repair the damage each one causes, which guarantees the building's destruction if the Spy is not dealt with.

Sapped Sentry Guns take 33% less damage from the Spy who applied the Sapper, such as when shooting them with a Revolver. Dispensers and Teleporters take normal damage.

Damage and function times

See also: Damage
Damage and function times
Damage
Base damage 100% 25 / s
Function times
Recharge time
Normal:
N/A
MvM:
15 s
Building destroy time
Level 1:
6.00 s
Level 2:
7.20 s
Level 3:
8.64 s
Mini-Sentry:
4.00 s
Values are approximate and determined by community testing.

Demonstration

In Mann vs. Machine

In Mann vs. Machine, Sappers can be attached to robots, stunning them (and, if upgraded, any other robots nearby). Robots stunned this way can be backstabbed from any angle. Sappers do not damage robots - they only disable them for 4-7 seconds depending on how many Robot Sapper Power upgrades have been purchased. Giants, being immune to stun, are only slowed down and can still attack players. Sapping an Engineer Robot's buildings works as usual, however only one building can be sapped at a time.

Unlike regular multiplayer, sapping either a robot or a building requires the Sapper to recharge for 15 seconds before another one can be deployed.

The Sapper can be instantly recharged with a Ammo and Clip Refill canteen; however, if the Spy has placed a Sapper on a robot or building, he is unable to deploy it until the previous Sapper is no longer active (either all the objects it was applied to are destroyed or the effect time expires).

Sapper Power Upgrade Points Stun/Slowdown Duration Radius of Effect
0 4 s 0 HU
1 4 s 200 HU
2 5.5 s 225 HU
3 7 s 250 HU

Demonstration

Strange variant


Related achievements

Leaderboard class pyro.png Pyro

Firewall
Firewall
Ignite 5 Spies who have a sapper on a friendly building.


Leaderboard class demoman.png Demoman

Spynal Tap
Spynal Tap
Kill 20 Spies within 5 seconds of them sapping a friendly building.


Leaderboard class engineer.png Engineer

Fistful of Sappers
Fistful of Sappers
Destroy 25 sappers on buildings built by other team members.


Get Along!
Get Along!
Manage to get to, and then remove, a sapper placed on your building while you were several meters away.
Quick Draw
Quick Draw
Kill a Spy and two sappers within 10 seconds.


Leaderboard class spy.png Spy

Joint Operation
Joint Operation
Sap an enemy sentry gun within 3 seconds of a teammate sapping another.


Sap Auteur
Sap Auteur
Destroy 1000 Engineer buildings with sappers.
Sapsucker
Sapsucker
Sap an enemy building, then backstab the Engineer who built it within 5 seconds.


The Man with the Broken Guns
The Man with the Broken Guns
Backstab an Engineer, then sap 3 of his buildings within 10 seconds.


Mvm navicon.png Mann vs. Machievements

Sly Voltage
Sly Voltage
As a Spy, sap 10 robots at once.

Update history

October 2, 2007 Patch
  • Fixed server crash related to Spy Sappers.

November 7, 2007 Patch

  • Fixed Spies being able to attach Sappers through thin walls.

December 20, 2007 Patch

  • Sapped buildings now take slightly less damage from the Spy who sapped them.

March 1, 2008 Patch (Xbox)

  • Fixed exploit attaching Sappers to buildings through walls.

June 23, 2008 Patch

  • Fixed Sapper viewmodel animation popping.

June 8, 2009 Patch

  • Fixed Spies not being able to sap a building if an enemy player was colliding with the building.

August 13, 2009 Patch (Classless Update)

  • Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists.

December 2, 2010 Patch

  • Fixed Spies being able to destroy Sappers by using the "destroy 3 0" command.

March 22, 2012 Patch

  • [Undocumented] Added Strange quality.
  • [Undocumented] Made the Sapper nameable.
  • [Undocumented] The Sapper now appears in backpack when viewing stock items.
  • [Undocumented] Fixed Sapper needle animation not properly playing.

August 2, 2012 Patch

  • Fixed Sappers attaching incorrectly to Teleporters that are still building.

February 14, 2013 Patch

  • Fixed "Buildings Sapped" strange counter sometimes incrementing when buildings were destroyed without a Sapper attached.

March 12, 2013 Patch

  • [Undocumented] Converted the Sapper and buildings to use c_sapper models.

March 19, 2013 Patch

  • Fixed the Spy not holding Sappers correctly in third person.

December 20, 2013 Patch (Smissmas 2013)

  • [Undocumented] Added Festive variant.

January 9, 2014 Patch

  • Fixed not being able to gift wrap the Festive Sapper.

July 17, 2014 Patch

  • Fixed the Festive Sapper not having a skin for the Blu team.

January 7, 2015 Patch

  • Updated the Vampire powerup to give health for damage done by Sappers.

July 2, 2015 Patch #1 (Gun Mettle Update)

  • Decreased the damage penalty on Sentry Guns sapped by the Spy from -66% to -33% (i.e. shooting a Sentry the Spy sapped with a Revolver is now more effective).

September 24, 2015 Patch

December 17, 2015 Patch (Tough Break Update)

  • After removing a Sapper from a Sentry Gun, there is now a 0.5s delay before the sentry is active again.

December 18, 2015 Patch

  • Fixed a bug where the Sapper preview would disable buildings when removed.

August 29, 2016 Patch

  • Fixed Sappers sometimes only being applied to one Engineer teleporter.

November 2, 2016 Patch

  • Sappers can no longer be used while a truce is active.

December 21, 2016 Patch (Smissmas 2016)

  • Fixed not being able to transfer Strange stats between versions of the Sapper.

September 23, 2019 Patch

  • Fixed the Festive Sapper not playing a timer sound while attached to buildings.

Unused content

  • The game files have referenced a taunt for the Sapper since the game's launch; however, the animation is not present in the Spy's animation set.
  • Prior to the March 12, 2013 Patch, the Sapper would drop gibs when destroyed; however, this feature was removed, leaving the gib models unused.

Bugs

  • If the Sapper is placed on a building as it upgrades to the next level, an additional Sapper can be placed on the building for a brief period of time. Doing so causes the second Sapper to disappear, and renders the first Sapper indestructible by melee attacks from both Engineers and Pyros equipped with the Homewrecker, Maul, or Neon Annihilator. Additionally, the sapped building functions as normal, albeit with draining health. Hauling the affected building corrects the problem.
  • The idle animation does not play during a replay, causing the needle to remain still.
  • Occasionally, if a Spy saps repeatedly one end of a Teleporter while an Engineer attempts to destroys the Sappers on the other end, the Sapper is removed from the Engineer's end and not from the Spy's end.
  • The Sappers and Sapper placement outlines on robots currently do not render, though the bomb carrier's objective border still draws around the invisible model.
  • No matter how many buildings the player has sapped, the HUD only shows one sapped building notification at a time.

Trivia

  • Sappers are considered by the game to be buildings with 100 health. As such, they are immune to Critical hits (they are not destroyed in one hit by a single critical Wrench swing) and can be created with the build console command.
  • The Festive variant has a note on the right side in French roughly translating to "Merry Smissmas, my friend!".

Gallery

See also