Difference between revisions of "Spy match-ups"

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(Bleh, the engineer one is gonna take a bit longer to go over.)
(Spy and medic move at 320 hu/s while other classes move at 300)
 
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{| class="wikitable grid" cellpadding="0" cellspacing="0"
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{{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_RED.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]]
 
| 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 easily chase you down. The [[Force-A-Nature]]’s [[knockback]], [[Mad Milk]], and the [[Boston Basher]]’s [[bleed]] effect can aid in revealing you further, so it may be best to avoid him whenever possible. If you end up directly fighting a Scout, backpedal erratically while firing your Revolver at his chest; you don’t want to fight him at close range.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy_RED.png|100x100px|link=Spy]]<br>[[Spy]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Soldier.png|100x100px|link=Soldier]]<br>[[Soldier match-ups|Soldier]]
 
| A Soldier who is in the thick of battle is unlikely to notice you until you [[backstab]] him. As long as he isn’t [[rocket jumping]], his slow speed makes him a relatively easy target. However, should your backstab fail or he discover you, flee immediately; at close range, his [[Rocket Launcher]] can deal heavy damage over a wide area. At medium to long range, you can easily dodge his rockets while retaliating with your accurate Revolver. If he rocket jumps toward you, it’s best to simply retreat and let your more bulky teammates cover for you.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy_RED.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 your nightmare. He can use his Flamethrower to easily [[Spy-check]] all of his teammates, nullifying your Cloak and disguise. Additionally, he can use his [[compression blast]] to keep you pinned in a corner once discovered, so avoid him whenever possible. If you are set on fire, uncloak immediately and run for the nearest body of water or source of [[Health]]. If you must directly fight a Pyro, backpedal while firing your Revolver. Even in the midst of combat, his Flamethrower’s large spread may inadvertently reveal you, making him a suboptimal choice to try to backstab. Careful use of the [[Dead Ringer]] can let you extinguish his flames once, giving you some immunity to his routine Spy-checks.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy_RED.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]]
 
| A Demoman will often be too focused on combat or laying Sticky traps to pay attention to you. He moves relatively slowly, allowing you to easily catch up for a backstab. Your [[Cloak]] and [[disguise]] can be used to pass over his Sticky traps with some degree of safety. In a one-on-one encounter, the Demoman holds the advantage at almost all ranges, so it is best to simply retreat. However, if you can stay within medium range but outside melee range, the Demoman will have difficulty aiming and will still be unable to use his melee weapons.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy_RED.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]]
 
| A Heavy is a large, slow target who provides a lot of firepower for his team. He will often be too focused on combat at the frontlines to pay attention to you and thus is your natural prey. Killing him should take much of the pressure off from you as you retreat back to your team. However, if your backstab fails and you are discovered, retreat immediately; his Minigun’s wide spread will easily track your Cloak if the sheer damage doesn’t kill you first.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy_RED.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.
+
{{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.
  
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.
+
'''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.
  
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.
+
The best time to [[backstab]] a Scout is when he is engrossed in a duel, wherein he may backpedal straight into your Knife.
  
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.
+
'''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.
 +
  | soldier-strategy =
 +
'''Relative merits:''' The Soldier walks slowly and brings a large amount of firepower, making him a prime backstab target. He tends to be hard to reach, as he will make use of [[rocket jump]]ing and frequently be ahead of his team or on high ground.
  
[[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.
+
'''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.
  
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:'''
 +
* 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.  
  
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.
+
  | 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]].
  
A final tactic that is very difficult to employ ''does'' allow you to kill Sentry Guns 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-Sentry Guns 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 Gun, 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 Gun, allowing a quick, accurate Revolver attack to play on the element of surprise and take out slower Engineers before they can defend themselves.  
+
'''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.
  
With the Your Eternal Reward, you can use the Sap-n-Stab tactic when the Engineer is away for an easy disguise. If the Sentry is facing away from you and the Engineer is busy working on it, you can use the Stab-n-Sap. By standing behind the Engy and his Sentry Gun, you can get a quick backstab, which will earn you a disguise if you don't already have one. The Sentry will then ignore you if you didn't have a disguise before. If you have a disguise and you backstab an Engineer in plain sight of the Sentry Gun, it will not notice you either, resulting in an easy Stab-n-Sap. This also applies to any other player that you backstab in the presence of a Sentry Gun.
+
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.
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy_RED.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]]
 
| A Medic’s ability to heal his teammates makes him one of your most important targets. He will often be looking behind his allies to check for threats when healing, so you may have to rely on appearing unsuspicious as you approach. Do your best to act like a member of the enemy team as you prepare to backstab the Medic. To avoid retaliation, it is best to backstab him, then his patient. If your backstab fails, it is best to retreat, as even the Medic outshines you in close range combat. If you are particularly devious and the Medic is particularly unaware, you can disguise as a viable [[Medic buddy]] and trick him into following you into a trap or wasting an [[ÜberCharge]] on you.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy_RED.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 will typically be focused on aiming at targets that are far away and will not notice that you’re behind him. If he is wearing the [[Razorback]], simply gun him down with your Revolver.  However, should the Sniper discover you, he can use [[Jarate]] or the [[bleed]] effect from the [[Tribalman's Shiv]] to nullify your Cloak and disguise, leaving you vulnerable to all nearby enemies. Even with his weak close range weapons, a Sniper is capable of defeating you in a one-on-one encounter, especially if he inflicts one of his debuffs on you. If your backstab fails, keep a modest distance while firing your Revolver or simply retreat and try again later.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy_RED.png|100x100px|link=Spy]]<br>[[Spy]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy_RED.png|100x100px|link=Spy]]<br>Spy
 
| Although it is rare for you to backstab another Spy, you can [[Spy-check]] by approaching the backs of teammates with the Knife equipped; if you automatically raise it as if to backstab someone, that "teammate" is a Spy. If you’re in enemy territory, you may have the opportunity to see if an enemy Spy changes his disguise; if you are not in a position to attack him, simply report this information to your team and continue about your usual business. If you end up directly fighting an enemy Spy, dodge his attacks while retaliating with the Revolver.  
 
|}
 
  
== See also ==
+
Should the Pyro be engaged in a fight, predict where they will move in order to land a successful backstab.
*[[Team strategy]]
+
 
 +
'''Useful weapons:'''
 +
* Avoid disguising as an enemy Spy when around an enemy Pyro.
 +
* The [[Dead Ringer]] and the [[Spy-cicle]] can extinguish [[afterburn]] and give you some protection to routine Spy-checks.
 +
* Backstabbing an enemy with the [[Conniver's Kunai]] eliminates afterburn.
 +
 
 +
  | demoman-strategy =  
 +
'''Relative merits:''' A Demoman is often too focused on combat or laying [[Stickybomb Launcher|Sticky]] traps to pay attention to you. He moves relatively slowly and cannot [[Sticky jump]] without sacrificing a sizable portion of health, allowing you to catch up for a backstab.
 +
 
 +
'''Tactics:''' Your Cloak and disguise help you pass over Stickybomb traps a bit more safely while relaying to your team the potential danger.
 +
 
 +
In a direct fight, remain within medium range but outside melee range. The Demoman's explosive projectiles can be dodged and his Stickybombs take time to arm, but he may have a strong melee weapon equipped.
 +
 
 +
'''Useful weapons:'''
 +
* The [[Dead Ringer]]'s damage reduction gives some insurance when passing over a Stickybomb trap.
 +
 
 +
  | heavy-strategy =  
 +
'''Relative merits:''' A Heavy is a large, slow target who provides a lot of firepower for his team; killing him should take some pressure off your team. When firing the [[Minigun]], the Heavy must continuously look at his target, leaving his back exposed.
 +
 
 +
'''Tactics:''' Before attacking, be sure the Heavy is distracted; if you are discovered, his Minigun’s wide spread and fire rate will easily track your Cloak if the sheer damage doesn’t kill you first.
 +
 
 +
If a Heavy is using the [[Huo-Long Heater]], you can jump over the flames and stab him before you land on the ground.
 +
 
 +
'''Useful weapons:'''
 +
* When targeting the Heavy, disguise as a class who would fight alongside him (aside from the Medic, who is expected to start healing).
 +
* The [[Dead Ringer]]'s cloak does not flicker for its first few seconds of activation, leaving you unable to be tracked by the Heavy's Minigun.
 +
 +
  | engineer-strategy =  
 +
'''Relative merits:''' Your [[Sapper]]s can disable Engineer buildings, allowing your team to freely move in. Your Cloak and disguise won't draw the attention of his Sentry Gun. By chaining a backstab with Sapper placement, you can kill the Engineer and destroy his equipment in one fell swoop. The enemy Engineer is keenly aware of this dynamic, likely having been sabotaged many times before.
 +
 
 +
'''Tactics:''' The Engineer is typically near his [[Sentry Gun]]. If the Engineer is working on his buildings or the area is heavily guarded, decide whether you want to "sap and stab" or "stab and sap". If you disable the Sentry Gun first and then stab the Engineer, you have more space to maneuver but he has more time to react. On the other hand, stabbing the Engineer then ''quickly'' [[Sapper|sapping]] his Sentry Gun before it can attack you is more efficient but risky. It is best to "stab and sap" while the Sentry Gun is facing away from you or in the midst of upgrading. If you are unable to quickly dispatch both the Engineer and his buildings, sap his Sentry and give him pressure with your Revolver to buy yourself time and make him decide whether to fight you or repair his buildings.
 +
 
 +
If there are too many enemies guarding the area, coordinate with your teammates. Ideally, your team can engage the enemy team. Then, merely disable all nearby buildings so your allies can destroy them, or allow your team to draw the Sentry Gun's fire while you take care of the Engineer. Other strategies include targeting the Engineer's [[Dispenser]] to deny him metal or [[Teleporters|Teleporter]] system to slow enemy reinforcements and split his attention.
 +
 
 +
If an Engineer is between you and his Sentry Gun, it is possible to bait the Sentry Gun into firing at its owner by revealing yourself.
 +
 
 +
'''Useful weapons:'''
 +
* Disguising as a friendly Pyro who is "helping out" can shake off some suspicion.
 +
* [[Your Eternal Reward]] allows you to maintain a disguise immediately following a backstab, so you can backstab the Engineer without drawing his Sentry Gun's attention.
 +
* You can place Sappers faster than the Engineer can remove them, forcing him to abandon his buildings and attack you.
 +
* Use the [[Red-Tape Recorder]] to quickly downgrade a nest of buildings from multiple Engineers, or force a Gunslinger Engineer to waste significant time replacing a Mini-Sentry.
 +
 
 +
  | medic-strategy =  
 +
'''Relative merits:''' The Medic's ability to heal his teammates makes him one of your most important targets. He is often backed up by his teammates, allowing him to keep an eye out for you.
 +
 
 +
'''Tactics:''' Approach from behind when the Medic and his patient are distracted. In order, backstab the Medic, then his patient, who won't immediately be looking backward. If you are discovered, Cloak and retreat, as several enemies will now be looking for you.
 +
 
 +
If the Medic Spy-checks you with the [[Ubersaw]], you can prevent him from gaining charge by not removing your disguise. If you are feeling particularly devious, you can disguise as a viable [[Medic buddy]] and trick him into healing you, following you into a trap, or wasting an [[ÜberCharge]] on you.
 +
 
 +
'''Useful weapons:'''
 +
* Use a disguise such as Spy, Scout or Medic himself that lets you retain full movement speed to keep up with the Medic, or disguise as an enemy the Medic would prioritize healing to draw less suspicion.
 +
* Decide which cloaking device lets you reliably approach the Medic. The [[Invis Watch]] provides the most mobility, the [[Cloak and Dagger]] lets you wait for the Medic to come your way, and the [[Dead Ringer]]'s feign death can give you a second chance if you are found out and attacked.
 +
 +
  | sniper-strategy =
 +
'''Relative merits:''' Your Cloak and disguises allow you to get behind the enemy Sniper easily enough, as he is typically focused on targets that are far away. However, he has a few tools to deter him from being a completely free kill, especially if he discovers you.
 +
 
 +
'''Tactics:''' As the enemy Sniper focuses on your teammates, sneak up on him. Consider how the enemy team will react to a dead teammate, then either backstab or gun the Sniper down. The Sniper may take chip damage from your allies who harass him, so observe his health; If he goes below 102 health points, a headshot from the Ambassador or a crit from the Diamondback will put him down quickly. Should the Sniper discover you, keep a modest distance while firing your Revolver or retreat to try again later. If you stick around too long, the Sniper can use [[Jarate]] or [[Bleeding|bleed]] from the [[Tribalman's Shiv]] to leave you visible to all nearby enemies.
 +
 
 +
Be wary of crossing open areas that you know the Sniper is watching over; he could decide to Spy-check you with a fully charged shot, which will instantly kill you.
 +
 
 +
'''Useful weapons:'''
 +
* The [[Ambassador]], [[Enforcer]], and [[Diamondback]] have situational damage increases that are useful when the Sniper equips a [[Razorback]] to prevent backstabs.
 +
 
 +
  | spy-strategy =
 +
'''Mirror match-up:''' You and the enemy Spy will likely be with each other's team, leaving you fewer chances to interact. What you observe on the enemy's side of the map can help your team discern the enemy Spy and other threats.
 +
 
 +
'''Tactics:''' If you see an enemy Spy, report his disguise and whereabouts to your teammates, then continue about your business without breaking character. If you end up directly fighting an enemy Spy, dodge his attacks while retaliating with your Revolver.
  
[[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