Difference between revisions of "Spy checking"

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[[File:Spycheck_successful_harvest.png|400px|thumb|right|A [[BLU]] [[Pyro]] successfully spy-checks teammates leaving their spawn on [[Harvest]].]]
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[[File:Spycheck_successful_harvest.png|400px|thumb|right|A [[BLU]] [[Pyro]] (left) Spy-checks teammates leaving their spawn area on [[Harvest]], revealing a Spy (right) disguised as the Demoman (middle) next to him.]]
  
{{Quotation|'''The Scout''' on anti-espionage|Hard ta stab a guy in da back when he's beatin' ya freakin' head in, huh?|sound=Scout_dominationspy03.wav}}
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{{Quotation|'''The Scout''' on anti-espionage.|Hard ta stab a guy in da back when he's beatin' ya freakin' head in, huh?|sound=Scout_dominationspy03.wav}}
  
'''Spy checking''' is the common term for a thorough inquisition made by teammates in order to determine the whereabouts of enemy [[Spies]] and eliminate them. It is important to remember that Spies cannot attack while cloaked, cannot immediately attack or place Sappers after [[Cloak|decloaking]], and can effectively kill by [[Backstab|attacking from behind]]. The process is somewhat complicated since disguised Spies can use the [[Dead Ringer]] to make a hasty escape when discovered.
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'''Spy checking''' is a common term for the investigations players make to determine where or who enemy [[Spies]] are and eliminate them. These investigations are both useful and important because Spies can instantly kill by [[Backstab|attacking from behind]]. The process can be somewhat complicated because disguised Spies can use the [[Dead Ringer]] to make a hasty escape when discovered, or avoid taking fire damage by equipping the [[Spy-cicle]].
  
 
==Identifying Spies==
 
==Identifying Spies==
 
 
===General Strategy===
 
===General Strategy===
* Remember that players on opposite teams cannot pass through each other. Bumping into teammates that cannot be passed through indicates that that player is an enemy Spy.
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* The easiest and most common way to Spy-check is to simply shoot a teammate. Real teammates take no damage at all, while enemy Spies die after a few shots. Pyros excel at this method, as their Flame Thrower can Spy-check multiple teammates at once and will ignite a Spy, instantly ruining his disguise.
  
* Look for teammates that are behaving bizarrely. Players in unusual positions, deliberately avoiding contact with teammates, or hiding in corners should all be Spy-checked.
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* Remember that players on opposing teams cannot pass through each other. Bumping into a teammate indicates that that player is an enemy Spy.
  
* Watch for teammates who are not firing their weapons or going toward resupply areas when hurt. Spies can not fire their weapon without removing their disguise, and they can not enter an enemy respawn area even when disguised.
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* Look for teammates that are behaving suspiciously. Players in unusual positions, moving in the wrong direction, deliberately avoiding contact with teammates, or hiding in corners should all be Spy checked.
  
* Pay attention to the text chat. Spies will sometimes use [[voice command]]s, which will appear to all members of the opposing team as originating from the player that the Spy is disguised as. If you see voice commands originating from your name, alert teammates that the Spy is likely disguised as yourself.
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* Pay special attention to areas with health kits or ammo boxes or corners, nooks, and spots that players usually do not enter. Spies tend to use these areas to hide in while they recharge their [[Cloak and Dagger]].
  
* Keep an eye out for telltale shrouds of smoke that are colored red or blue. When a Spy uses his [[Disguise Kit]], it takes a second for the disguise to equip. At that time, the Spy will be shrouded with his team-colored smoke. While the smoke does not appear if the Spy is already cloaked, it will follow the Spy for a short distance if he uses it before cloaking.
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* Watch for teammates who are not firing their weapons. Spies cannot fire their weapon without removing their disguise. They can pretend to reload their weapons, keep in mind a Spy can switch weapons at the near-end of the reload animation to continuously appear to reload.  
  
* If you have been killed, you can cycle through different camera angles around the map while waiting to respawn. Look out behind teammates or on open points for Spies uncloaking or disguising.
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* Keep an eye out for smoke surrounding players. When a Spy uses the [[Disguise Kit]], it takes a moment for the disguise to activate, during which the Spy will be shrouded in team-colored smoke. Spies can change their disguise much faster than they can apply a new one, however.
<br/>
 
  
===Class-specific strategies===
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* If you are dead, you can cycle through different camera angles around the map while waiting to respawn. Look out behind teammates or on open points for Spies uncloaking or disguising. You can then alert teammates or Spy-check where you last saw the [[Spy]] when you respawn.
  
===={{Class link|Scout}}====
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* For the first few seconds after you respawn, you can see silhouettes of your teammates. If you see one appear from nowhere, it may be an enemy Spy decloaking.
* The Scout is the fastest class. Because of this, one effective strategy is to run around the map and try to bump into fellow teammates. As noted above, any teammate that cannot be passed through is an enemy Spy in disguise.
 
  
* Equip the [[Sandman]] and attempt to stun any teammates suspected to be a Spy. The baseball will stun disguised Spies, but will simply pass through teammates.  
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* If a friendly player is trying to get behind you for no reason, they may be attempting to backstab you. If a player is acting suspiciously, never turn your back on them.
  
* Throw [[Mad Milk]] at at a teammate to Spy-check them. Mad Milk will expose a disguised Spy, similar to [[Jarate]].  
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* Spies disguised as a Spy will always have the disguise mask on.
  
* Two close-range hits from the [[Scattergun]], the [[Force-A-Nature]], or three from the [[Shortstop]] will kill a Spy not equipped with the Dead Ringer.
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===Class-specific strategies===
 
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===={{Class link|Scout}}====
* Fire a single blast from the [[Force-A-Nature]] at close range. Spies will be severely hurt and sent flying by the blast.
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* The Scout is the fastest class. Because of this, one effective strategy is to run around the map and try to bump into fellow teammates. As noted above, any teammate that you cannot pass through is an enemy Spy in disguise.
 
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* Some of the Scout's melee weapons can be used to Spy-check effectively. Refer to these and their individual articles for details.
* Hitting a enemy Spy with the [[Holy Mackerel]] will display a notification in the kill feed.
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* [[Mad Milk]] will reveal disguised and cloaked Spies, since a [[coated]] Spy will be visible by white drips.
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* The [[Boston Basher]], [[Flying Guillotine]], and [[Wrap Assassin]] bauble will cause enemies to bleed when struck. If you hit a teammate and they begin to bleed, you have discovered an enemy Spy. Be warned that with the Boston Basher you will take damage and start bleeding if you miss, so trying to find a cloaked Spy with the Boston Basher is unwise.
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* The [[Fan O'War]] can also mark enemies for death. If you suspect a teammate of being a Spy, and cause a skull and crossbones to appear over them, you have just marked an enemy Spy.
  
 
===={{Class link|Soldier}}====
 
===={{Class link|Soldier}}====
* Fire rockets into teammates and see whether or not they are [[Juggling|juggled]] by the blast. However, keep in mind that the rocket launchers have low ammo counts, so Spy checking in this manner can burn through ammo rather quickly.
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* The Soldier has few particular Spy-check strategies apart from the general ones. Spy-checking by simply shooting rockets at suspicious players is very effective because of the high damage your rockets do at close range. However, disguised enemy Spies will not receive damage knockback from your rockets.
 
 
* The [[Buff Banner]], [[Battalion's Backup]] and [[Concheror]] will not affect enemy Spies, so pay attention to whether or not nearby teammates begin glowing with the appropriate [[particle effect]] by the activation of either of these three weapons.
 
  
* Hitting an enemy Spy with the [[Disciplinary Action]] will bestow neither you nor the Spy with a speed boost.
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* When you activate a banner, nearby teammates that do not emit a glow are Spies.
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** Shooting a disguised Spy will charge a banner's rage meter.
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** The Disciplinary Action will still apply a speed boost, regardless of if the player whipped is a disguised Spy.
  
 
===={{Class link|Pyro}}====
 
===={{Class link|Pyro}}====
* The Pyro's ability to set enemies on [[fire]] with incendiary weapons is perhaps the most useful tool for detecting Spies, since only enemies can be ignited. This is the most reliable method of Spy checking teammates. The team-colored glow produced by a burning player is especially visible when surrounding a cloaked or disguised Spy. It is recommended to use only small bursts to Spy-check, as a Flamethrower requires great amounts of ammunition to function at maximum efficiency.  
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* The Pyro's ability to set enemies on [[fire]] with incendiary weapons is perhaps the most useful tool for detecting Spies, since only enemies can be ignited. This is the most reliable method of Spy checking teammates. The team-colored glow produced by a burning player is especially visible when surrounding a cloaked or disguised Spy. It is recommended to use only small bursts to Spy check to conserve Flame Thrower ammunition.
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* The [[Compression blast]] is also useful in revealing Spies, as well as stopping attempts to escape. Teammates will not be affected by compression blast, so any teammate that can be pushed by it is a Spy. While flames are normally more efficient, compression blasts can be used to push Spies away from your teammates if they are in danger of being backstabbed.
* [[Compression blast]] is also useful in revealing Spies, as well as preventing them from accomplishing objectives. Teammates will not be affected by compression blast, so any teammate that can be juggled is a Spy. It is much recommended that you use the Flamethrower to spy check, as the Compression Blast takes up many ammo, and does not damage the enemy, it actually pushes them back, helping them escape.
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* If a Spy is using the [[Dead Ringer]], they may appear to die instantly from your flames, though the flames will tend to surround them for a little while afterwards, which can show you that they faked their death. Spray fire in the vicinity to try and reignite them, and if you find them, pursue them until they die for real.
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* Know that the [[Spy-cicle]] greatly aids Spies trying to escape or stay hidden. Be aware of its use and counter it with other weapons if necessary.
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** The [[Media:Icicle melt 01.wav|noise]] a Spy-cicle makes when extinguishing flames is very distinct.  Learn to recognize it, both when the Spy is cloaked and when they are disguised as a teammate.
  
 
===={{Class link|Demoman}}====
 
===={{Class link|Demoman}}====
* In close quarters, the melee weapon is probably the most effective method. In particular, the [[Ullapool Caber]], which does not detonate on friendly players, will detonate on Spies. However, remember that the Caber will inflict 100 self-damage upon exploding.
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* Placing Stickybombs over a wide area can cause Spies to hesitate about traversing such minefields. Teammates have no such qualms, and simply walk across these areas.
 
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* Planting a cluster of Stickybombs in an Engineer nest helps to deter the buildings from getting sapped by the Spy. If your Engineers happen to yell out that they are getting sapped, detonate the Stickybombs to catch the Spy red-handed.
* In narrow corridors, a set of grenades from the [[Grenade Launcher]] can serve to force a Spy to clear the area or risk being discovered by blast damage. This tactic, if the Spy's [[Cloak]] is low, can force the Spy to become visible.
 
 
 
* Placing Stickybombs with the [[Stickybomb Launcher]] on a wide area can cause Spies to hesitate about traversing such a minefield. Teammates will simply travel over the sticky trap, while most Spies will try to navigate around it.  
 
 
 
* A Demoman using the [[Chargin' Targe]] or the [[Splendid Screen]] will be stopped mid-charge when bumping into a Spy.
 
  
 
===={{Class link|Heavy}}====
 
===={{Class link|Heavy}}====
* Heavies can attempt to Spy-check by firing their Minigun on suspicious teammates - a few seconds at close range will make quick work of an enemy Spy. However, make sure to have ammo remaining afterwards.
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* Because movement speed is greatly reduced for a spun-up Heavy, they are tempting backstab targets. This can sometimes be used as a lure to goad enemy Spies to approach. Act unaware, then turn around to surprise a possible Spy.
 
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* As Heavies are often coupled with [[Medic]]s, Spies place great priority upon stabbing the Medic first, then the Heavy, to deny the team the Medic's support. Turn around quickly if you hear your Medic die from a backstab.
* If a teammate eats a dropped [[Sandvich]] and was already at full health, that player is a Spy.
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* Spy-check by focusing your Minigun fire on a teammate. Spies will often die in a few seconds.
 
 
* Because movement speed is greatly reduced, a spun-up Heavy is a tempting Backstab target. This can sometimes be used as a goad for enemy Spies to approach.
 
  
 
===={{Class link|Engineer}}====
 
===={{Class link|Engineer}}====
As an Engineer, Spies are a substantial threat, as they are able to place [[Electro Sapper]]s while disguised. However, this can usually be mitigated if teammates can be asked to constantly patrol the vicinity in order to discourage Spies; this can be especially helpful if Pyros can be recruited for this task. Keep an ear out for Electro Sapper notifications; if one happens while a teammate is standing near the sapped building, that teammate is probably a Spy. Still, it's advised to Spy-check anybody that approaches your buildings with the [[Pistol]] or [[Shotgun]], especially teammates that are approaching friendly buildings under suspicious circumstances. If any teammate is unable to pass through a [[Sentry Gun]] or Dispenser, that teammate is a Spy; the only exceptions are Engineers and their own buildings.
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* Keep an ear out for Sapper notifications; if a teammate is standing near the sapped building, that teammate is probably a Spy.  
 
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* Spy-check suspicious players that approach your buildings with your secondary weapon. Your primary weapon can also be used, but its ammo is often needed for other threats. Avoid chasing the Spy with your [[Wrench]], as it leaves your buildings vulnerable. The Wrench is also bad for Spy-checking since it prioritizes repairs over combat, meaning that buildings will always be hit instead of players next to them.
It is also a good idea to shoot around the immediate area with the Pistol, Shotgun or Wrangler (if equipped) to check for Spies using the Cloak and Dagger. A teammate that starts bleeding upon being hit by the [[Southern Hospitality]] is an enemy Spy. The bleeding effect will also persist when they are cloaking as well.
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* If any teammate is unable to pass through a [[Sentry Gun]] or [[Dispenser]], that teammate is a Spy. Placing these buildings in narrow passages and checking them regularly can severely slow a Spy’s forward progress.
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* The [[Southern Hospitality]] is a good weapon for spychecking thanks to its [[Bleeding|bleed]] attribute.
  
 
===={{Class link|Medic}}====
 
===={{Class link|Medic}}====
Medics are high priority targets for Spies. Always Spy-check a teammate that approaches while asking for healing, unless they already performed an action impossible for a Spy (e.g. shooting or passing through teammates). Remember to frequently turn around and check for approaching players from behind, as Spies love to attack Medics who are already healing another patient. If a Medic uses his [[Amputator]] taunt, disguised Spies won't glow and so a careful look can reveal a disguised Spy but as the Medic has to stand still for his taunt, there is a risk of him being backstabbed.
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* As a Medic, Spies can use you to gain health while disguised. If you are particularly suspicious of a player, do not heal them. Spy-check them with your melee weapon or have your patient deal with them for you.
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* Spies may target you while you are healing a patient. Watch your back while healing. You can also have your patient Spy-check for you, though this may be difficult during intense battles. Your Medi Gun stays locked onto your patient even if you turn away, so check for your team and call out any potential Spies during firefights.
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* Spies may also simply head directly for your patient rather than yourself. If a teammate seems to approaching your patient's back, warn them of a possible Spy.
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* Avoid chasing Spies too much — your ability to heal is generally more useful. Spies can also lure you into a backstab, so be careful. Your patient is generally more suited to killing the Spy than you are.
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* Keep your back to the wall. While not exactly a Spy checking strategy, keeping your back to the wall can be important as a Medic because it makes it harder for Spies to sneak up on you (instead of having to check 360 degrees around you, you only have to check 180 in front of you).
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* When shooting at damaged teammates with the [[Crusader's Crossbow]], listen for the sounds it makes when it hits a teammate. Disguised Spies will make a distinct meat impact sound when hit.
  
 
===={{Class link|Sniper}}====
 
===={{Class link|Sniper}}====
The Sniper is very vulnerable to Spies while scoped, and is traditionally an easy Spy target, though they also have various anti-Spy weaponry that they can employ. Using [[Jarate]] on teammates will immediately reveal enemy Spies and render their Cloak useless, making them easy to identify and eliminate. Arrows from the [[Huntsman]] will also stick to disguised Spies, while simply passing through teammates. Carrying the [[Razorback]] will prevent a single Backstab attempt, which can be used to goad a Spy into attacking and revealing themselves, though most experienced Spies will usually resort to their Revolver when faced with such a Sniper. The [[Tribalman's Shiv]] is also useful, as it inflicts bleeding on enemy Spies, which can render their cloaks useless and expose them to teammates for elimination.  
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* Some Snipers are oblivious to their surroundings while zoomed in. Listen carefully, and check the area you are in after firing a shot.
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* Switch positions frequently and check your surroundings as you do so — newly-respawned Spies will sometimes head for where they last saw you, especially if you have recently killed them.
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* [[Jarate]] is a particularly useful Spy-check weapon, as it reveals both cloaked and disguised Spies. Use it to Spy-check suspicious teammates.
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** Equipping the [[Bushwacka]] allows you to kill a Jarate-soaked Spy instantly. Spies who understand this will often retreat if you hit them with Jarate, allowing you to follow up with a Sniper Rifle shot. Be careful — they may try to take advantage of your damage vulnerability by gunning you down with their Revolver — if you are low on health, consider retreating to heal before confronting the Spy.
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* The [[Razorback]] will prevent a Spy from backstabbing you, but doesn't protect you from being shot! Be careful when separated from your team, even with its protection.
  
 
===={{Class link|Spy}}====
 
===={{Class link|Spy}}====
Even the Spy can do a great job of Spy checking. The easiest way to Spy-check is to simply attack teammates from behind with the Knife; this can sometimes result in successfully backstabbing an enemy Spy. Also remember that when standing behind an enemy player, an enemy Spy disguised as a teammate, or even another cloaked Spy, the knife-raising animation will activate as if about to perform backstab. Furthermore, the Cloak and Dagger can be used to silently patrol areas for enemy Spies, who will often uncloak when no visible enemies are about. Spies positioned behind enemy lines also have a good way to watch enemy Spies disguise, allowing him to relay what class the Spy is disguised as to his team, helping them focus Spy-checks.
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* Spies are generally poor Spy-checkers, because they deal poor ranged damage and use tools to escape quickly. Although their backstab is very useful to protect teammates as it kills instantly, Spies spend their time best among the enemy and rarely encounter one another.
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* If you stand behind a teammate while holding your knife and it raises in the ‘backstab’ position, you have discovered an enemy Spy. Backstabbing a Spy is a guaranteed kill — not even the [[Dead Ringer]] can save them from a backstab.
  
 
==Revealing cloaked Spies==
 
==Revealing cloaked Spies==
  
* When cloaked, Spies will 'flicker' their team color upon being damaged or when bumping into members of the opposite team. Keep an eye out for such flickering figures who appear in the opposite team's color. Try to strafe while navigating corridors in case a Spy is trying to go through that same corridor.
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* When cloaked, Spies will momentarily appear as a team-colored silhouette upon being damaged or when bumping into enemy players. Keep an eye out for when a Spy is revealed this way. Strafing left and right while navigating corridors makes it difficult for a cloaked Spy to pass you safely.
** The Dead Ringer does not have this drawback, however it only lasts for the first 6.5 seconds of the Cloak, after which they will flicker when damaged or bumping into members of the opposite team.
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** Note that The Dead Ringer greatly diminishes this drawback, as they can use it to escape easily.
** Conversely, remember that friendly Spies will always be partially visible to teammates while cloaked.
 
  
* Try to listen for the sounds of decloaking. Spies' Cloaks will emit unique sounds when cloaking and decloaking, such sounds indicate the presence of a Spy.
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* Shooting into common Spy hiding places may reveal an unlucky Spy.
  
* An ammo or health kit, or a dropped weapon that disappears without a player walking over it indicates that it was picked up by a cloaked Spy (exception: if it was a dropped weapon, it may have simply disappeared because it was not picked up in time). Spy-check the immediate area to try to reveal the Spy
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* Try to listen for the sounds Spies make while cloaking and decloaking. If you hear a characteristic cloaking sound, a Spy is nearby. Remember that friendly Spies make this sound as well.
  
* In places with bodies of water, look for floating water drop particle effects. Players exiting bodies of water will be dripping with water, so any cloaked Spies that have recently entered or exited a body of water can be easily identified by this.
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* An ammo box or health pack that disappears without a player picking it up indicates that it was picked up by a cloaked Spy. Spy-check nearby to reveal any careless Spies.
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* In places with water, look for floating water drops. Players climbing out of water will be visibly dripping with it, including cloaked Spies.
  
 
* An automatic door that suddenly opens without any visible player being nearby indicates a cloaked Spy passing through.
 
* An automatic door that suddenly opens without any visible player being nearby indicates a cloaked Spy passing through.
  
* In general, weapons with a wide spread such as a Shotgun or Scattergun should be used to occasionally fire into corners where Spies using the [[Cloak and Dagger]] may be hiding.
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==Protecting an Engineer's buildings==
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Since an Engineer's buildings are a major target for Spies, specific strategies may be more effective around Engineer's buildings:
  
* As a Scout, try to throw [[Mad Milk]] into corners and crevices. It will immediately reveal any cloaked Spies and render their Cloak useless. The Scout's speed also allows players to patrol narrow corridors and bump into Spies attempting to make their way through side paths.
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* Spy-check suspicious players that approach a friendly Engineer's buildings. Spies trying to sap buildings often run straight towards them. You can body-block Spies to prevent them from placing a Sapper.
  
* As a Pyro, try to randomly puff flames while patrolling, as there is always a chance that the flames will ignite a Spy trying to pass through. Puffing into corners and crevices will also usually uncover a Spy that is using the [[Cloak and Dagger]] and is waiting to recharge it. Beware that the [[Dead Ringer]] can put out flames if they are ignited, so if an ignited Spy suddenly drops dead, spray down the area with flames to ignite him again and use the [[compression blast]] to keep him at bay until the charge on his Dead Ringer runs out.
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* As a Pyro, use Dispensers to constantly refill the ammo of your Flame Thrower. You can use this ammo to create a constant firewall that Spies cannot safely pass through or to constantly Spy-check the area. Heavies can also make use of Dispensers in this way.
  
* As a Heavy, spraying an area with the Minigun where a cloaked Spy may be can prove effective in exposing (and killing) him. The Minigun has a wide spread that can reveal Spies at long range.
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* As a Demoman, Stickybombs can be placed around friendly buildings to kill Spies who try to sap them. Place a few bombs around an Engineer's buildings and detonate them when you hear the Engineer announce that his buildings are being sapped. Watch your stickybomb counter, though — if the number begins to decrease, an enemy is destroying them.
  
* As an Engineer, Spies can camp by Dispensers while cloaked for an unlimited time using the [[Invisibility Watch]] or [[Dead Ringer]], or anywhere with the [[Cloak and Dagger]]; try and check above and around friendly buildings to counter this.
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* As an Engineer, if a Teleporter is being sapped from its entrance, you can Spy-check the next player teleporting through once you remove the Sapper. This may be an enemy Spy trying to [[telefrag]] you, so be careful not to stand on top of it. Turning the [[telefrag]] attempt into your own surprise can frustrate enemy Spies.
** The Wrangler is also useful for spraying down areas, similar to how the Heavy can Spy-check with the Minigun.
 
** The Southern Hospitality can be used to melee Spy-check as well. The bleeding effect will render a Spy's Cloak useless, forcing him to decloak and retreat.
 
 
 
* As a Medic, check the ÜberCharge meter upon killing an enemy Spy with the Übersaw; if the charge has not increased, the Spy is using the Dead Ringer. Be sure to keep an ear out for its distinctive decloaking noise, as Medics are high-priority targets for Spies.
 
 
 
* As a Sniper, similar to Scouts using Mad Milk, Jarate can short out an enemy Spy's Cloak, making them easy prey. Always try to throw Jarate into corners and crevices where Spies might be hiding before beginning sniping.
 
 
 
* As with the Southern Hospitality, the Tribalman's Shiv can render a Spy's Cloak useless. Try to hit a Spy with at least one melee hit to reduce his chances of successfully escaping. However, if he has the [[Dead Ringer]] equipped, it will remove the Shiv's bleeding effect.
 
 
 
==Protecting Engineer's buildings==
 
 
 
* In general, simply try to Spy-check anybody approaching a friendly Engineer's buildings. Spies trying to sap a building will usually make a bee-line towards the building they want to sap, so if possible try to body-block the Spy to prevent him from placing an Electro Sapper.
 
 
 
* As a Pyro, use Dispensers to constantly refill the Flamethrower's ammo. This can be used to either create a standing firewall that Spies cannot pass through, or as periodic stops while constantly Spy checking the area.
 
** The [[Homewrecker]] can knock off enemy Electro Sappers with a single hit.
 
 
 
* As a Demoman, the [[Scottish Resistance]] is effective at deterring enemy Spies. Simply place a few bombs around an Engineer's buildings, and detonate them when the Engineer announces that his buildings are being sapped. While this may not be enough to prevent the buildings' destruction, it will at least prevent the Spy from escaping and causing more harm.
 
 
 
* Similar to the Pyro, Heavies can use Dispensers to continuously refill their Minigun ammo, allowing players to Spy-check over greater distances.
 
 
 
* As an Engineer, always try to kill the Spy first before destroying any Electro Sappers placed on friendly buildings, as Spies will usually try to re-sap buildings immediately, or even try to kill the Engineer that is removing the Electro Sappers.
 
** If a Teleporter is being sapped from the Entrance, be sure not to stand on top of the Exit while destroying the Electro Sapper, as some Spies will deliberately try to [[telefrag]] players on the other side. Instead, stand next to the Teleporter Exit and melee the first person that teleports through, as it will likely be the Spy. Furthermore, if the Spy does teleport through but dies on the first hit, he is likely using the Dead Ringer, so try to box him in and continue to attack to prevent him from escaping.
 
  
 
==Identifying enemy Spies==
 
==Identifying enemy Spies==
  
===Signs that ''definitely'' indicate an enemy Spy===
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* Various team-colored indicators definitively determine an enemy Spy or a friendly one, including:
 
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** The flicker a cloaked Spy makes when being bumped or injured.
* Various team-colored indicators will immediately give away an enemy Spy:
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** The fading a cloaked Spy does while cloaking or uncloaking.
** The flicker of a Cloak from being bumped or injured
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** The glow a player on fire makes.
** The fading of a Cloak while cloaking or uncloaking
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** The smoke from a recent use of the Disguise Kit.
** The glow from being set on fire
 
** The smoke from a recent use of the [[Disguise Kit]]
 
** The "+" particle emitted when picking up a source of health
 
 
 
* A teammate that cannot pass through another teammate, or conversely, a teammate that has been observed walking through an enemy.
 
 
 
*A teammate whose weapons are not glowing and crackling with electricity when a critboost occurs e.g. after an intelligence capture by your team.
 
 
 
* A burning Pyro. Real Pyros cannot be ignited.
 
 
 
* A teammate affected by another teammate's weapon that can cause [[knock back]], such as compression blast and explosives.
 
 
 
* Seeing the cloaked sihouette of a non-Spy, or seeing a non-Spy cloaking or uncloaking. Friendly Spies always appear to be Spies, no matter their current disguise; any other cloaked class must be a disguised enemy Spy.
 
 
 
* A teammate who can't enter a friendly resupply room.
 
 
 
* A teammate placing [[Electro Sapper]]s on friendly buildings.
 
 
 
* A friendly Engineer with the [[Hotrod]] flipped over his face but is not holding a toolbox; this is an enemy Spy holding an Electro Sapper.
 
 
 
* A teammate standing on a friendly Sentry Gun or Dispenser, or who cannot pass through them, unless it is the Engineer who owns said building. No other team member can collide with Sentry Guns or Dispensers.
 
 
 
* A teammate with your name.
 
 
 
* Seeing two people in the same area that have the same name. One (or both) of them is a Spy.
 
 
 
* A non-Spy teammate who picks up a health kit while at full health.
 
 
 
* A teammate that is known to be dead or elsewhere (e.g. just respawned).
 
 
 
* A [[Scout]] moving at the Spy's movement [[speed]] (in other words, moving slower than usual).
 
 
 
* A [[Medic]] moving at the Spy's movement speed (very hard to notice but if two Medics are running side by side and one is slowly falling behind, he is a Spy).
 
 
 
* A Soldier with low health holding the [[Equalizer]] moving at normal Soldier speed.
 
 
 
* A Soldier holding the Equalizer and being healed by a Medic.
 
 
 
* A teammate who has a name that does not correspond with his or her current class on the scoreboard. This happens when a Spy disguises as a class not currently on the team. It can also happen if the person has changed class while the Spy was disguised.
 
 
 
* A teammate that can be stunned with the [[Sandman]]'s baseball.
 
 
 
* A teammate who is injured by bolts from the [[Crusader's Crossbow]] instead of healed; when real teammates are hit by a crossbow bolt there is no impact sound.
 
  
* A teammate on an uncontested [[Control Point]] or near the [[cart]] on [[Payload]] maps who does not seem to be capping the point or pushing the cart (unless it is a RED player on an Attack/Defend map).
+
===Signs that ''definitely'' indicate an enemy Spy, or lack thereof===
  
* A microphone indicator that is not connected to a body on an alltalk server (cloaked Spies still display the team-colored "!" indicator).
+
==== Common signs ====
  
* A teammate whose weapon sounds like the Revolver when reloading, making a single clicking sound.
+
* A 'teammate' that cannot pass through another teammate, or conversely, a 'teammate' that has been observed walking through an enemy.
 +
* A 'teammate' that asks for Medic and has the "wrong" cross background colour. For example, a Pyro at full health having its background red like on heavily injured teammates, or a near-dead Heavy having it white.
 +
* A 'teammate' who cannot enter areas open to your team (such as supply rooms), or conversely can enter areas forbidden to your team.
 +
* A 'teammate' placing [[Sapper]]s on friendly buildings.
 +
* A 'teammate' standing on a friendly Sentry Gun or Dispenser, or who cannot pass through them, and is not the [[Engineer]] who owns the building.
 +
* Two people that have the same name. One (or both) of them is a Spy.
 +
* Seeing or hearing a [[voice command]] attributed to yourself without you having used it, or more importantly, seeing "yourself" moving around.
 +
* A 'teammate' that is known to be dead or elsewhere.
 +
* A 'teammate' who has a name that does not correspond with their current class on the scoreboard. This happens when a Spy disguises as a class not currently on the team, or if the person has changed class while the Spy was disguised. Their disguise will be holding the stock weapon for that slot.
 +
* A health or ammo pickup that vanishes without cause; this means a cloaked Spy has stolen it. After a while, ammo pickups dropped by dead players will disappear and it does not mean it's a Spy picking them up.
 +
* A 'teammate' on an uncontested [[Control point (objective)|control point]] or near the [[Payload#Carts|cart]] on [[Payload]] maps who does not seem to be capturing the point or pushing the cart (assuming the point is available for capture by that team).
 +
* A non-Spy 'teammate' that is being ignored by an enemy Sentry Gun.
 +
* A non-Spy 'teammate' that is being healed by an enemy Medic or Dispenser.
 +
* A non-Spy, non-Heavy 'teammate' picking up a health pack at full health.
 +
* Due to bugs, a ‘teammate’ either holding a stock weapon while wearing a wearable weapon of that slot (e.g. the [[Darwin's Danger Shield]] and the [[SMG]]), or holding a weapon without its wearable part (e.g. a Soldier holding a bugle without its backpack).
 +
* A ‘teammate’ with parts of their character model missing, such as a Demoman without legs. This is a glitch surrounding Spy’s disguise — occasionally, the disguise will not display properly on enemy players’ computers.
 +
* A 'teammate' with an impossible health value. For example, a Scout with 300 health.
 +
* A 'teammate' whose name is displaying as an enemy's.
  
* A teammate who is overhealed when there are no friendly Medics on the team (unless it is a friendly Pyro who has just killed an enemy with the [[Powerjack]], a friendly [[Demoman]] who has reached the head health limit and has just killed an enemy with [[Eyelander]], [[Horseless Headless Horsemann's Headtaker]], or [[Nessie's Nine Iron]], a friendly Heavy losing his 50 additional health points 30 seconds after eating a [[Dalokohs Bar]] or [[Fishcake]], or a friendly Spy that has recently achieved a backstab with the [[Conniver's Kunai]]).
+
==== Class- or item-based signs ====
  
* A non-Spy teammate that is being ignored by an enemy Sentry Gun, even when said teammate is the closest to the Sentry Gun and thus, most likely to be targeted.
+
* A [[Scout]] running at an average speed while not having the [[Baby Face Blaster]] equipped.
 +
* A 'teammate' running at normal speed while holding a weapon like the [[Gloves of Running Urgently]] or [[Powerjack]].
 +
* A 'teammate' having normal class health while having a weapon like the [[Sandman]] or [[Bootlegger]] equipped
 +
* A 'teammate' being soaked by friendly [[Jarate]] or [[Mad Milk]], or not being affected by the enemy's.
 +
* An [[Engineer]] with his [[Hotrod]] down despite not carrying a building.
 +
* If the Spy is disguised as an Engineer equipped with a [[Beep Boy]], the facial expression on the Beep Boy will always be sad.
 +
* A 'teammate' with an incorrectly coloured [[Grandmaster]].
 +
* A Spy who does not move at the speed of his disguise.
 +
* A Soldier or Demoman whose [[B.A.S.E. Jumper]] renders incorrectly as a scrunched-up parachute.
 +
* A disguised Spy shot with the [[Huntsman]], [[Rescue Ranger]] or [[Crusader's Crossbow]] will make the same noise as an enemy being hit.
  
* A non-Spy teammate being healed by an enemy Medic or Dispenser.
+
===Signs that ''suggest'' an enemy Spy===
 
+
None of these indicators are conclusive proof of a Spy, but all of them would be a good time to Spy check:
* A teammate entering/exiting the enemy resupply room.
 
 
 
* A friendly teammate being affected by an enemy [[Medic]]'s [[Amputator]] healing effect or, conversely, not being affected by a friendly [[Medic]]'s [[Amputator]].
 
 
 
* The [[Medic]]'s [[Amputator]] taunt buff appearing without a player, representing a cloaked enemy Spy.
 
 
 
* A teammate being soaked by friendly [[Jarate]] or [[Mad Milk]], or not being affected by the enemy's.
 
 
 
* A non-Spy teammate not under the effects of an ÜberCharge not picking up the enemy Intelligence when touching it. Or similarly, a friendly Spy who does not pick up the Intelligence while uncloaked.
 
 
 
* A teammate using [[Voice chat]], and a speech bubble not appearing above them.
 
 
 
* A teammate that deliberately avoids walking through other teammates in tight corridors. Many Spies will strafe walk and dodge other players to avoid bumping.
 
 
 
===Signs that ''possibly'' indicate an enemy Spy===
 
 
 
None of these indicators are conclusive proof of a Spy, but all of them would make a good time to run a Spy-check:
 
  
 +
==== Common signs ====
 
* A teammate trying to stay behind other teammates, as if trying to backstab them.
 
* A teammate trying to stay behind other teammates, as if trying to backstab them.
 
 
* A teammate not firing at the enemy.
 
* A teammate not firing at the enemy.
 
*A Scout that doesn't double-jump.
 
 
 
* A teammate who is in the direct firing line of an enemy but is not being fired at.
 
* A teammate who is in the direct firing line of an enemy but is not being fired at.
 +
* A teammate who retreats backward upon seeing other teammates, while still facing those teammates.
 +
* A teammate who appears to be dodging your team's attacks or backpedals immediately after seeing loose grenades or a carpet of friendly Stickybombs.
 +
* A teammate that deliberately avoids walking through other teammates, especially in tight corridors. Spies will strafe and dodge other players to avoid bumping into them.
 +
* A teammate with an entirely stock loadout (occurs when a Spy disguises as a class the team does not have).
 +
* A teammate being attacked or accused by real teammates who believe the player is a Spy.
 +
* A teammate holding their primary weapon for longer than they should. In particular, it is unusual to see Spies, Engineers, Medics, and Demomen holding their primary weapons for long, as they will usually switch to other weapons.
 +
* A teammate hanging around areas that are advantageous to Spies, such as dark corners and nooks.
 +
* A teammate that isn't displaying the player's usual behavior.
 +
* Someone standing still. This could be a Spy trying to line up an [[Ambassador]] headshot.
 +
* A teammate that appears to be looking more at your team than at the battle. Note that this is normal behaviour for Medics.
 +
* Being suddenly blocked for no apparent reason. This may indicate a cloaked Spy passing through.
 +
* A teammate suspiciously near Sentry Guns or Teleporter Exits, especially if they are attempting to move behind the Engineer tending them.
 +
* A teammate acting inappropriately for their class, such as an Engineer with no nearby buildings or a Sniper near the [[Intelligence]] but not scoped in.
  
* Someone who retreats backward upon seeing teammates, while still facing that teammate.
+
==== Class- or item-based signs ====
 +
* A full health Soldier who doesn’t Rocket Jump to the front lines.
 +
* A burning Pyro (only the [[Gas Passer]] can burn Pyros for that long).
 +
* A full health Demoman who doesn’t Sticky Jump to the front lines.
 +
* A Heavy that does not spin his primary weapon, even when enemies appear.
 +
* An Engineer that does not appear to be upgrading or repairing buildings.
 +
* A Medic without any Übercharge built up.
 +
* A Medic who isn't healing anyone.
 +
* A Sniper who does not stop to zoom in.
 +
* A Spy who is not behind the enemy.
 +
* A Spy that ignores targets that were in a prime position to be taken care of, such as not Backstabbing unaware enemies or sapping unattended buildings.
 +
* A person you know that is using a weapon that they don't normally use (i.e. a friend who normally uses the Huntsman, but appears as using the stock Sniper Rifle; meaning a Spy is disguised as a Sniper when your team doesn't have any) or not wearing hats if they wear them (again, a Spy disguised as a class your team doesn't have).
  
* A teammate deliberately trying to avoid friendly Pyros.
+
*A teammate holding an inappropriate weapon, such as a Medic holding (but not firing) a Syringe Gun while there are teammates around.
  
* A Medic who isn't healing anyone. Note that Spies are also slightly slower than Medics, so a sluggish Medic may be a Spy.
+
===Signs that indicate a teammate is ''not'' an enemy Spy===
 +
These actions prove that a teammate is definitely not an enemy Spy. Performing any of these is a good way to inform your teammates that you are not an enemy Spy.
  
* An apparently injured teammate running around the spawn area doing nothing or calling for a Medic, instead of getting health from the resupply.
+
==== Common signs ====
 +
* Any usage of a weapon or item ([[taunt]]ing, shooting, swinging, scoping, eating, drinking, etc). This does not apply to reloading, however, as Spies are able to imitate a reload by reloading their Revolver whilst disguised. However, they can only pretend to ‘reload’ once — a class with an individual reload weapon out reloading two or more shots is real.
 +
* A teammate that passes through other teammates, or yourself, as opposed to being blocked. (However, this can also happen if both ‘teammates’ are enemy Spies).
 +
* A teammate entering an area forbidden to the enemy, such as resupply rooms.
 +
* A teammate who appears to take damage from enemy fire.
 +
* A player who can pass through friendly buildings.
 +
* A teammate that is carrying the enemy team's [[Capture the Flag#Intelligence|Intelligence]] or capturing a control point for your team.
 +
* A teammate using certain [[response]]s which a Spy cannot imitate himself.
 +
* A teammate that can be spectated while dead. Note that spectating through the menu moves you to a new team and that a few servers allow spectating enemy players.
 +
* In [[Mann vs. Machine]] mode, a teammate that jumps. [[Spy Robot]]s never jump.
  
* Someone hiding in the shadows while in friendly territory (or where no enemies can be seen).
+
==== Class- or item-based signs ====
 +
* Any usage of class-specific abilities, e.g. Scouts double jumping, Heavies spinning their Minigun, Snipers that are scoped in, etc.
 +
* A Scout moving at his normal movement speed.
 +
* An Engineer holding the Destruction PDA or a toolbox.
 +
* A Medic with any amount of Übercharge built up.
 +
* A Spy holding their Sapper. If a Spy disguises as an enemy Spy, the disguise can never hold the Sapper.
 +
* A Spy without a disguise on. If a Spy disguises as an enemy Spy, the disguise will always have a disguise on.
  
* A teammate calling for a Medic while at full health, while approaching friendly forces from enemy lines.
+
==Spy-checking Spies with items==
 +
{{main|Anti-Spy strategy}}
  
* Anyone hovering near Sentry Guns or Dispensers, especially if they are attempting to move behind the Engineer tending them, or are at full health.
 
 
* Anyone running in an unexpected direction - a friendly Pyro, with full or nearly full health, running away from the enemies, is possibly a Spy.
 
** Anyone who comes from an unexpected place - a Sniper coming from the grate in [[2Fort]] may be a Spy that recently uncloaked.
 
 
* Someone acting inappropriately - a Pyro who stays near the Snipers, a Demoman who is near a Control Point but has not placed Stickybombs, etc.
 
 
* An idle Sniper with the Sniper Rifle or [[Sydney Sleeper]] who is not zoomed in (Spies cannot use the rifle's scope with their disguise).
 
 
* Someone who hesitates before running past friendly Snipers with the [[Razorback]].
 
 
* A teammate that is going towards the friendly Intelligence room without a reason (Usually only Spy checking Pyros, Demomen with Stickybomb Launchers, Engineers and players who are carrying the enemy Intelligence have a reason to go to the Intelligence room).
 
 
* A teammate who takes unusual routes without reason. (e.g. Going through the gap behind the house on [[Dustbowl]] Stage 2 after the first point has been captured may suggest a Spy)
 
 
* A teammate that doesn't switch weapons much or has out a weapon that is not suitable for the situation. (e.g. A Soldier with his Shovel out while trying to get past enemies)
 
 
===Signs that indicate a teammate is ''not'' a Spy===
 
These actions prove that a teammate is definitely not a Spy, and may also be performed to inform teammates that you are not an enemy Spy.
 
 
* Can pass through teammates, as opposed to being stopped. (Beware that both teammates may be, in fact, Spies.)
 
 
* Isn't soaked by friendly [[Jarate]] or [[Mad Milk]].
 
 
* Any usage of a weapon or item (shooting, swinging, eating, drinking, etc).
 
** Any usage of class-specific abilities (Scouts double jumping, Heavies spinning their Minigun, Snipers that are scoped in, etc).
 
 
* A Scout moving at the normal Scout movement speed.
 
 
* A Scout under the effects of Bonk! Atomic Punch or Crit-a-Cola.
 
 
* A Sniper with the Huntsman. Spies cannot hold the Huntsman while disguised.
 
 
* On fire and glowing the friendly team's color.
 
 
* A friendly Spy cloaking with the friendly team's color.
 
 
* A player entering a friendly resupply/respawn area.
 
 
* [[Taunt]]ing (Disguised Spies cannot taunt).
 
 
* If being fired at by enemies and is taking [[damage]], e.g. bleeding.
 
 
* Being able to pass through friendly buildings save for the Engineer who built them.
 
 
* Carrying the enemy team's [[Intelligence]] (Also, Spies cannot disguise while holding the Intelligence).
 
 
* A friendly player who is using their microphone, whose voice icon is the same color as the friendly team: A symbol appears over the player's head. In servers with [[Voice chat|sv_alltalk]] enabled, the symbol is tinted red or blue according to the player's true team allegiance.
 
 
* Engineers carrying PDAs or toolboxes, or hauling a building.
 
 
* A [[Demoman]]'s eye is glowing from decapitating enemies with the [[Eyelander]].
 
 
* A Soldier with an active [[Buff Banner]], [[Battalion's Backup]] or [[Concheror]] flag on his back.
 
 
* A teammate being boosted by a friendly [[Buff Banner]], [[Battalion's Backup]] or [[Concheror]].
 
 
* Spies with their [[Electro Sapper]] or [[Disguise Kit]] out.
 
 
* Spies without a mask on (not disguised).
 
 
* An Engineer [[Wrangler|Wrangling]] a Sentry Gun, but only if the Sentry Gun's laser sight is visibly following the Engineer's aim.
 
 
* A Medic that is healing.
 
 
* Any teammate dying and leaving a [[ragdoll]] of the friendly team's color.
 
 
* A friendly player who does not get stunned by [[taunts]] or the [[Sandman]].
 
 
* A teammate who can be healed by the [[Crusader's Crossbow]]; when real teammates are hit with a friendly crossbow bolt, there is no impact sound of the arrow.
 
 
* A friendly Soldier and a teammate receiving a speed boost when the former uses the [[Disciplinary Action]] on the latter.
 
 
* A teammate who owns a headgear that has an [[Particle effects#Unusual effects|Unusual Particle Effect]] attached to it.
 
 
==Specific anti-Spy strategies==
 
{{main|Anti-Spy strategy}}
 
 
===Dealing with the [[Dead Ringer]]===
 
===Dealing with the [[Dead Ringer]]===
 +
The Spy has the ability to feign death with one of his unlockable items, the Dead Ringer, so always be wary upon killing enemy Spies, as they may still be alive elsewhere. Thus, it's best to know some of the signs that tell that the Spy may not really be dead. Spies using the Dead Ringer cannot manually Cloak, and cannot use any weapons while invisible.
  
The Spy has the ability to feign death with one of his unlockable items, the Dead Ringer, so always be wary upon killing enemy Spies as they may still be alive elsewhere. Thus, it's best to know some of the signs that tell that the Spy may not really be dead. Spies using the Dead Ringer cannot manually Cloak, and cannot use any weapons while the Dead Ringer is out.
+
* If an enemy dies to a single weak hit while approaching friendly lines without firing his weapon, it is most probably an enemy Spy disguised as one of his teammates. Most players don't run in with such low health, and a Spy disguised as a teammate will drop a corpse of the class he was disguised as.
 
+
** Similarly, if an enemy Spy disguised as a teammate approaches the front lines from the enemy's position, he is most likely using the Dead Ringer, even if he doesn't ‘die’ from the first hit. Remember that the Dead Ringer cannot Cloak at will, so a Dead Ringer Spy will rely on opponents' fire activating his feign death in order to become invisible.
* If an enemy dies upon the first hit while approaching friendly lines without firing his weapon, it is most probably an enemy Spy disguised as one of his teammates. Most players don't run in with such low health, and a Spy disguised as a teammate will drop a corpse of the class he was disguised as.
+
** In general, if a player that has been identified to be an enemy Spy seems to be approaching a teammate suicidality, he is probably trying to get damaged so that his Dead Ringer will be activated, so try to track him down and kill him.
** Similarly, if an obvious enemy Spy disguised as a teammate approaches the front lines from the enemy's position, he is most likely using the Dead Ringer, even if he doesn't die from the first hit. Remember that the Dead Ringer cannot Cloak at will, so a Dead Ringer Spy will rely on opponents' fire activating his feign death in order to become invisible.
 
** In general, if a player that has been identified to be an enemy Spy seems to be approaching a teammate suicidally, he is probably trying to get damaged so that his Dead Ringer will be activated, so don't be fooled.
 
  
* A Spy must take the time to pull out his Dead Ringer before it becomes active, and cannot attack while he has it out. If a Spy suddenly stops attacking before dying on the next hit, he is probably using the Dead Ringer.
+
* The decloaking sound of the Dead Ringer is very distinctive but requires players to be within a certain distance to hear it. Listen for it.
  
* The decloaking sound of the Dead Ringer is highly distinctive, but requires players to be within a certain radius to hear it. Try to patrol near rarely-traversed areas to ambush a Spy decloaking in an area that he thinks is safe.
+
* When a Spy is killed, check to see if their username is darker. If their username becomes normally colored after 3 seconds or less, that means they feigned their death.
  
* Picking up the Spy's dropped weapon does not replenish ammo or metal. This is an easy way to double-check if a recently-killed Spy is using the Dead Ringer or not.
+
* Picking up the Spy's dropped ammo box does not replenish ammo or metal. This is an easy way to double-check if a recently-killed Spy is using the Dead Ringer or not.
 +
** However, health packs dropped by a Spy which has activated the Dead Ringer (e.g. faking death in [[Medieval Mode]]) will still return health.
  
* Spies with the Dead Ringer will not flicker when damaged or walking into enemies while cloaked for the first 6.5 seconds of the Cloak, however, they still cannot be clipped through. Being stopped while moving and not bumping into any visible objects means that a Spy whose Dead Ringer was activated is trying to pass through.
+
* Being stopped while moving and not bumping into any visible objects can indicate that a Spy whose Dead Ringer was activated is trying to pass through.
  
* If the Spy uses his Disguise Kit shortly before being "killed," the smoke effects will follow the Spy for the time that it takes for the Disguise to be equipped. Therefore, try to track any smoke that continues to move after an enemy Spy was killed.
+
* If the Spy uses his Disguise Kit shortly before being "killed," the smoke effects will follow the Spy for the time that it takes for the Disguise to be equipped. Try to track any smoke that continues to move after an enemy Spy was killed.
  
* When playing as an Engineer, if your Sentry Gun's kill counter does not increase after killing an enemy, he is probably a Spy. Remember that it may be hard to judge if the Spy was using the Dead Ringer since Sentry Guns will generally kill their targets very quickly.
+
* If it is safe to do so, stand still or use a cancellable taunt after "killing" a Spy known to use the Dead Ringer. This may provoke the Spy into uncloaking nearby and making himself vulnerable. You can also check the scoreboard during this time, to see if the Spy "respawns" much faster than they should be able to.
 
* When playing as a Pyro, even when the corpse drops after being ignited, the colored team glow will follow the Spy for a second. Use this to help alert others to the Spy, and to continue to chase and/or kill them. [[Jarate]] also works in a similar way.
 
  
* As a Pyro, the compression blast is the most useful tool for dealing with Dead Ringer Spies. After igniting a cloaked Dead Ringer Spy, simply push the Spy away from any ammo sources until the Cloak runs out.
+
* Ragdoll physics not reacting proportionally to damage dealt.
  
 
===Dealing with the [[Cloak and Dagger]]===
 
===Dealing with the [[Cloak and Dagger]]===
 
 
The Spy's Cloak and Dagger allows him to stay cloaked indefinitely, and to hide in unconventional places while waiting for the right time to strike. An area that may seem impossible for a Spy to hide in may be sheltering a particularly cunning Spy who knows where the enemy team will not check for Spies.
 
The Spy's Cloak and Dagger allows him to stay cloaked indefinitely, and to hide in unconventional places while waiting for the right time to strike. An area that may seem impossible for a Spy to hide in may be sheltering a particularly cunning Spy who knows where the enemy team will not check for Spies.
  
 
* In general, most Cloak and Dagger Spies will try to hide in corners in order to avoid being bumped into as they recharge their Cloak. Try to occasionally fire into corners or vantage points with wide fields of view.
 
* In general, most Cloak and Dagger Spies will try to hide in corners in order to avoid being bumped into as they recharge their Cloak. Try to occasionally fire into corners or vantage points with wide fields of view.
  
* One brute-force method for dealing with the Cloak and Dagger is to simply repeatedly check an area where the Spy is hiding. As the Cloak and Dagger has an extremely short charge meter, the Spy cannot make too many movements or their Cloak will run out.
+
* One brute-force method for dealing with the Cloak and Dagger is to simply repeatedly check an area where the Spy is hiding. As the Cloak and Dagger has a relatively short charge meter, the Spy cannot make too many movements or their Cloak will run out and show their silhouette. If the Spy has [[L'Etranger]] equipped, however, chasing him down will be harder, as he will benefit from the extended cloak time, allowing him to dodge your attacks or simply sneak off elsewhere.
  
* Some unconventional Spies will hide out in the open rather than against walls or in corners. This allows them to maneuver easily to avoid detection, and easily avoids the most often checked areas of a map. Try to keep this in mind if a Spy is suspected to be in the area.
+
* Some unconventional Spies will hide out in the open rather than against walls or in corners. This allows them to maneuver easily to avoid detection, and easily avoids the most often checked areas of a map. Try to keep this in mind if you suspect that a Spy is in the area.
  
 
===Dealing with [[Your Eternal Reward]]===
 
===Dealing with [[Your Eternal Reward]]===
 +
An enemy Spy using the Your Eternal Reward will instantly disguise as a teammate upon backstab without leaving a corpse. A Spy using [[Your Eternal Reward]] can be difficult to detect even when he is killing teammates nearby.
  
While Spies using Your Eternal Reward cannot use their Disguise Kit at will, they make up for this by being able to quietly Backstabbing any enemies and leaving no body for their teammates to find. A Spy using Your Eternal Reward can be impossible to detect even when he is killing teammates nearby.
+
* If one of your teammates gets backstabbed without appearing on your kill feed, identify their name and class, and by extension the Spy's disguise. Note that the Spy can manually change his disguise at the cost of the entire cloak meter.
 
 
* Because they cannot use their Disguise Kit, simply identifying the last player that the Spy Backstabbed will let teammates know which player and class may be the Spy. Note that Spies with Your Eternal Reward equipped can still change their disguise weapon.
 
  
* If backstabbed by the Spy, clearly announce this to teammates, as well as the class that the Spy is now disguised as, to make sure that they know who the Spy is disguised as.
+
* If you get backstabbed by the Spy, clearly announce this to teammates, as well as the class that the Spy is now disguised as, to make sure that they know who he is disguised as. Again, beware that the Spy can manually change his disguise at the cost of the entire cloak meter.
  
* The Spy's victims make no sound and leave no body behind to discover, but the body is still visible for a short time before disappearing. If players suddenly die noiselessly in the distance, it means that the Spy is there, so make sure to warn players as needed.
+
* When the Spy backstabs with Your Eternal Reward, the faint sound of the melee hit can be heard if close enough. This can serve as a key warning that a Spy might be killing your teammates in your immediate vicinity.
  
* When the Spy Backstabs his victim, the faint sound of the melee hit can be heard if close enough. This can serve as a key warning that a Spy might be killing teammates in the immediate vicinity.
+
* Remember that any backstabs made using Your Eternal Reward will not appear on the opposite team's kill feed. Pay very close attention to teammates' movements and listen for any melee hit sounds nearby.
  
* Remember that any kills made using Your Eternal Reward will not generate kill reports for the opposite team. Pay very close attention to teammates' movements and listen for any melee hit sounds nearby.
+
* When a Spy with the Eternal Reward backstabs a teammate, their body disappears, but their weapon remains sitting on the ground. If you see one of your teammates and their weapon on the ground, it's not a bad idea to Spy check them.
  
 
== Related achievements ==
 
== Related achievements ==
=== [[File:Pumpkin.png|20px|link=Scarechievements{{if lang}}]] [[Scarechievements]] ===
+
=== {{Achiev type link|scarechievements}} ===
 
{{Achievement table
 
{{Achievement table
|1 = {{Show achievement|Halloween|Costume Contest}}
+
| 1 = {{Show achievement|Halloween|Costume Contest}}
 
}}
 
}}
  
==={{Class link|soldier}}===
+
 
 +
=== {{Class link|Soldier}} ===
 
{{Achievement table
 
{{Achievement table
|1 = {{Show achievement|Soldier|War Crime Spybunal}}
+
| 1 = {{Show achievement|Soldier|War Crime Spybunal}}
 
}}
 
}}
  
==={{Class link|pyro}}===
+
 
 +
=== {{Class link|Pyro}} ===
 
{{Achievement table
 
{{Achievement table
|1 = {{Show achievement|Pyro|Firewall}}
+
| 1 = {{Show achievement|Pyro|Firewall}}
|2 = {{Show achievement|Pyro|Got A Light?}}
+
      {{Show achievement|Pyro|I Fry}}
 +
| 2 = {{Show achievement|Pyro|Got A Light?}}
 +
      {{Show achievement|Pyro|Spontaneous Combustion}}
 
}}
 
}}
 +
 +
 +
=== {{Class link|Demoman}} ===
 
{{Achievement table
 
{{Achievement table
|1 = {{Show achievement|Pyro|I Fry}}
+
| 1 = {{Show achievement|Demoman|Shorn Connery}}
|2 = {{Show achievement|Pyro|Spontaneous Combustion}}
+
| 2 = {{Show achievement|Demoman|Spynal Tap}}
 
}}
 
}}
  
==={{Class link|demoman}}===
+
 
 +
=== {{Class link|Heavy}} ===
 
{{Achievement table
 
{{Achievement table
|1 = {{Show achievement|Demoman|Shorn Connery}}
+
| 1 = {{Show achievement|Heavy|Spyalectical Materialism}}
|2 =  {{Show achievement|Demoman|Spynal Tap}}
 
 
}}
 
}}
  
==={{Class link|heavy}}===
 
{{Achievement table
 
|1 =  {{Show achievement|Heavy|Spyalectical Materialism}}
 
}}
 
  
==={{Class link|engineer}} ===
+
=== {{Class link|Engineer}} ===
 
{{Achievement table
 
{{Achievement table
|1 = {{Show achievement|Engineer|Fistful of Sappers}}
+
| 1 = {{Show achievement|Engineer|Fistful of Sappers}}
 +
      {{Show achievement|Engineer|Quick Draw}}
 +
      {{Show achievement|Engineer|The Wrench Connection}}
 
|2 =  {{Show achievement|Engineer|Get Along!}}
 
|2 =  {{Show achievement|Engineer|Get Along!}}
 +
      {{Show achievement|Engineer|Search Engine}}
 
}}
 
}}
 +
 +
 +
=== {{Class link|Medic}} ===
 
{{Achievement table
 
{{Achievement table
|1 = {{Show achievement|Engineer|Quick Draw}}
+
| 1 = {{Show achievement|Medic|FYI I am a Medic}}
|2 = {{Show achievement|Engineer|Search Engine}}
+
| 2 = {{Show achievement|Medic|Hypocritical Oath}}
}}
 
{{Achievement table
 
|1 =  {{Show achievement|Engineer|The Wrench Connection}}
 
 
}}
 
}}
  
==={{Class link|medic}}===
+
 
 +
=== {{Class link|Sniper}} ===
 
{{Achievement table
 
{{Achievement table
|1 = {{Show achievement|Medic|FYI I am a Medic}}
+
| 1 = {{Show achievement|Sniper|Consolation Prize}}
|2 = {{Show achievement|Medic|Hypocritical Oath}}
+
      {{Show achievement|Sniper|Kook the Spook}}
 +
      {{Show achievement|Sniper|Shoot the Breeze}}
 +
| 2 = {{Show achievement|Sniper|Jarring Transition}}
 +
      {{Show achievement|Sniper|Shock Treatment}}
 
}}
 
}}
  
==={{Class link|sniper}}===
 
{{Achievement table
 
|1 =  {{Show achievement|Sniper|Consolation Prize}}
 
|2 =  {{Show achievement|Sniper|Jarring Transition}}
 
}}
 
{{Achievement table
 
|1 =  {{Show achievement|Sniper|Kook the Spook}}
 
|2 =  {{Show achievement|Sniper|Shock Treatment}}
 
}}
 
{{Achievement table
 
|1 =  {{Show achievement|Sniper|Shoot the Breeze}}
 
}}
 
  
==={{Class link|spy}} ===
+
=== {{Class link|Spy}} ===
{{Achievement table
 
|1 =  {{Show achievement|Spy|A Cut Above}}
 
|2 =  {{Show achievement|Spy|Counter Espionage}}
 
}}
 
 
{{Achievement table
 
{{Achievement table
|1 = {{Show achievement|Spy|Spies Like Us}}
+
| 1 = {{Show achievement|Spy|A Cut Above}}
 +
      {{Show achievement|Spy|Spies Like Us}}
 +
| 2 = {{Show achievement|Spy|Counter Espionage}}
 +
      {{Show achievement|Spy|FYI I Am a Spy}}
 
}}
 
}}
  
 +
{{Spy Nav}}
  
{{Spy Nav}}
+
[[Category:Glossary]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]
[[Category:Glossary]]
 

Latest revision as of 17:53, 2 October 2024

A BLU Pyro (left) Spy-checks teammates leaving their spawn area on Harvest, revealing a Spy (right) disguised as the Demoman (middle) next to him.
Hard ta stab a guy in da back when he's beatin' ya freakin' head in, huh?
The Scout on anti-espionage.

Spy checking is a common term for the investigations players make to determine where or who enemy Spies are and eliminate them. These investigations are both useful and important because Spies can instantly kill by attacking from behind. The process can be somewhat complicated because disguised Spies can use the Dead Ringer to make a hasty escape when discovered, or avoid taking fire damage by equipping the Spy-cicle.

Identifying Spies

General Strategy

  • The easiest and most common way to Spy-check is to simply shoot a teammate. Real teammates take no damage at all, while enemy Spies die after a few shots. Pyros excel at this method, as their Flame Thrower can Spy-check multiple teammates at once and will ignite a Spy, instantly ruining his disguise.
  • Remember that players on opposing teams cannot pass through each other. Bumping into a teammate indicates that that player is an enemy Spy.
  • Look for teammates that are behaving suspiciously. Players in unusual positions, moving in the wrong direction, deliberately avoiding contact with teammates, or hiding in corners should all be Spy checked.
  • Pay special attention to areas with health kits or ammo boxes or corners, nooks, and spots that players usually do not enter. Spies tend to use these areas to hide in while they recharge their Cloak and Dagger.
  • Watch for teammates who are not firing their weapons. Spies cannot fire their weapon without removing their disguise. They can pretend to reload their weapons, keep in mind a Spy can switch weapons at the near-end of the reload animation to continuously appear to reload.
  • Keep an eye out for smoke surrounding players. When a Spy uses the Disguise Kit, it takes a moment for the disguise to activate, during which the Spy will be shrouded in team-colored smoke. Spies can change their disguise much faster than they can apply a new one, however.
  • If you are dead, you can cycle through different camera angles around the map while waiting to respawn. Look out behind teammates or on open points for Spies uncloaking or disguising. You can then alert teammates or Spy-check where you last saw the Spy when you respawn.
  • For the first few seconds after you respawn, you can see silhouettes of your teammates. If you see one appear from nowhere, it may be an enemy Spy decloaking.
  • If a friendly player is trying to get behind you for no reason, they may be attempting to backstab you. If a player is acting suspiciously, never turn your back on them.
  • Spies disguised as a Spy will always have the disguise mask on.

Class-specific strategies

Leaderboard class scout.png Scout

  • The Scout is the fastest class. Because of this, one effective strategy is to run around the map and try to bump into fellow teammates. As noted above, any teammate that you cannot pass through is an enemy Spy in disguise.
  • Some of the Scout's melee weapons can be used to Spy-check effectively. Refer to these and their individual articles for details.
  • Mad Milk will reveal disguised and cloaked Spies, since a coated Spy will be visible by white drips.
  • The Boston Basher, Flying Guillotine, and Wrap Assassin bauble will cause enemies to bleed when struck. If you hit a teammate and they begin to bleed, you have discovered an enemy Spy. Be warned that with the Boston Basher you will take damage and start bleeding if you miss, so trying to find a cloaked Spy with the Boston Basher is unwise.
  • The Fan O'War can also mark enemies for death. If you suspect a teammate of being a Spy, and cause a skull and crossbones to appear over them, you have just marked an enemy Spy.

Leaderboard class soldier.png Soldier

  • The Soldier has few particular Spy-check strategies apart from the general ones. Spy-checking by simply shooting rockets at suspicious players is very effective because of the high damage your rockets do at close range. However, disguised enemy Spies will not receive damage knockback from your rockets.
  • When you activate a banner, nearby teammates that do not emit a glow are Spies.
    • Shooting a disguised Spy will charge a banner's rage meter.
    • The Disciplinary Action will still apply a speed boost, regardless of if the player whipped is a disguised Spy.

Leaderboard class pyro.png Pyro

  • The Pyro's ability to set enemies on fire with incendiary weapons is perhaps the most useful tool for detecting Spies, since only enemies can be ignited. This is the most reliable method of Spy checking teammates. The team-colored glow produced by a burning player is especially visible when surrounding a cloaked or disguised Spy. It is recommended to use only small bursts to Spy check to conserve Flame Thrower ammunition.
  • The Compression blast is also useful in revealing Spies, as well as stopping attempts to escape. Teammates will not be affected by compression blast, so any teammate that can be pushed by it is a Spy. While flames are normally more efficient, compression blasts can be used to push Spies away from your teammates if they are in danger of being backstabbed.
  • If a Spy is using the Dead Ringer, they may appear to die instantly from your flames, though the flames will tend to surround them for a little while afterwards, which can show you that they faked their death. Spray fire in the vicinity to try and reignite them, and if you find them, pursue them until they die for real.
  • Know that the Spy-cicle greatly aids Spies trying to escape or stay hidden. Be aware of its use and counter it with other weapons if necessary.
    • The noise a Spy-cicle makes when extinguishing flames is very distinct. Learn to recognize it, both when the Spy is cloaked and when they are disguised as a teammate.

Leaderboard class demoman.png Demoman

  • Placing Stickybombs over a wide area can cause Spies to hesitate about traversing such minefields. Teammates have no such qualms, and simply walk across these areas.
  • Planting a cluster of Stickybombs in an Engineer nest helps to deter the buildings from getting sapped by the Spy. If your Engineers happen to yell out that they are getting sapped, detonate the Stickybombs to catch the Spy red-handed.

Leaderboard class heavy.png Heavy

  • Because movement speed is greatly reduced for a spun-up Heavy, they are tempting backstab targets. This can sometimes be used as a lure to goad enemy Spies to approach. Act unaware, then turn around to surprise a possible Spy.
  • As Heavies are often coupled with Medics, Spies place great priority upon stabbing the Medic first, then the Heavy, to deny the team the Medic's support. Turn around quickly if you hear your Medic die from a backstab.
  • Spy-check by focusing your Minigun fire on a teammate. Spies will often die in a few seconds.

Leaderboard class engineer.png Engineer

  • Keep an ear out for Sapper notifications; if a teammate is standing near the sapped building, that teammate is probably a Spy.
  • Spy-check suspicious players that approach your buildings with your secondary weapon. Your primary weapon can also be used, but its ammo is often needed for other threats. Avoid chasing the Spy with your Wrench, as it leaves your buildings vulnerable. The Wrench is also bad for Spy-checking since it prioritizes repairs over combat, meaning that buildings will always be hit instead of players next to them.
  • If any teammate is unable to pass through a Sentry Gun or Dispenser, that teammate is a Spy. Placing these buildings in narrow passages and checking them regularly can severely slow a Spy’s forward progress.
  • The Southern Hospitality is a good weapon for spychecking thanks to its bleed attribute.

Leaderboard class medic.png Medic

  • As a Medic, Spies can use you to gain health while disguised. If you are particularly suspicious of a player, do not heal them. Spy-check them with your melee weapon or have your patient deal with them for you.
  • Spies may target you while you are healing a patient. Watch your back while healing. You can also have your patient Spy-check for you, though this may be difficult during intense battles. Your Medi Gun stays locked onto your patient even if you turn away, so check for your team and call out any potential Spies during firefights.
  • Spies may also simply head directly for your patient rather than yourself. If a teammate seems to approaching your patient's back, warn them of a possible Spy.
  • Avoid chasing Spies too much — your ability to heal is generally more useful. Spies can also lure you into a backstab, so be careful. Your patient is generally more suited to killing the Spy than you are.
  • Keep your back to the wall. While not exactly a Spy checking strategy, keeping your back to the wall can be important as a Medic because it makes it harder for Spies to sneak up on you (instead of having to check 360 degrees around you, you only have to check 180 in front of you).
  • When shooting at damaged teammates with the Crusader's Crossbow, listen for the sounds it makes when it hits a teammate. Disguised Spies will make a distinct meat impact sound when hit.

Leaderboard class sniper.png Sniper

  • Some Snipers are oblivious to their surroundings while zoomed in. Listen carefully, and check the area you are in after firing a shot.
  • Switch positions frequently and check your surroundings as you do so — newly-respawned Spies will sometimes head for where they last saw you, especially if you have recently killed them.
  • Jarate is a particularly useful Spy-check weapon, as it reveals both cloaked and disguised Spies. Use it to Spy-check suspicious teammates.
    • Equipping the Bushwacka allows you to kill a Jarate-soaked Spy instantly. Spies who understand this will often retreat if you hit them with Jarate, allowing you to follow up with a Sniper Rifle shot. Be careful — they may try to take advantage of your damage vulnerability by gunning you down with their Revolver — if you are low on health, consider retreating to heal before confronting the Spy.
  • The Razorback will prevent a Spy from backstabbing you, but doesn't protect you from being shot! Be careful when separated from your team, even with its protection.

Leaderboard class spy.png Spy

  • Spies are generally poor Spy-checkers, because they deal poor ranged damage and use tools to escape quickly. Although their backstab is very useful to protect teammates as it kills instantly, Spies spend their time best among the enemy and rarely encounter one another.
  • If you stand behind a teammate while holding your knife and it raises in the ‘backstab’ position, you have discovered an enemy Spy. Backstabbing a Spy is a guaranteed kill — not even the Dead Ringer can save them from a backstab.

Revealing cloaked Spies

  • When cloaked, Spies will momentarily appear as a team-colored silhouette upon being damaged or when bumping into enemy players. Keep an eye out for when a Spy is revealed this way. Strafing left and right while navigating corridors makes it difficult for a cloaked Spy to pass you safely.
    • Note that The Dead Ringer greatly diminishes this drawback, as they can use it to escape easily.
  • Shooting into common Spy hiding places may reveal an unlucky Spy.
  • Try to listen for the sounds Spies make while cloaking and decloaking. If you hear a characteristic cloaking sound, a Spy is nearby. Remember that friendly Spies make this sound as well.
  • An ammo box or health pack that disappears without a player picking it up indicates that it was picked up by a cloaked Spy. Spy-check nearby to reveal any careless Spies.
  • In places with water, look for floating water drops. Players climbing out of water will be visibly dripping with it, including cloaked Spies.
  • An automatic door that suddenly opens without any visible player being nearby indicates a cloaked Spy passing through.

Protecting an Engineer's buildings

Since an Engineer's buildings are a major target for Spies, specific strategies may be more effective around Engineer's buildings:

  • Spy-check suspicious players that approach a friendly Engineer's buildings. Spies trying to sap buildings often run straight towards them. You can body-block Spies to prevent them from placing a Sapper.
  • As a Pyro, use Dispensers to constantly refill the ammo of your Flame Thrower. You can use this ammo to create a constant firewall that Spies cannot safely pass through or to constantly Spy-check the area. Heavies can also make use of Dispensers in this way.
  • As a Demoman, Stickybombs can be placed around friendly buildings to kill Spies who try to sap them. Place a few bombs around an Engineer's buildings and detonate them when you hear the Engineer announce that his buildings are being sapped. Watch your stickybomb counter, though — if the number begins to decrease, an enemy is destroying them.
  • As an Engineer, if a Teleporter is being sapped from its entrance, you can Spy-check the next player teleporting through once you remove the Sapper. This may be an enemy Spy trying to telefrag you, so be careful not to stand on top of it. Turning the telefrag attempt into your own surprise can frustrate enemy Spies.

Identifying enemy Spies

  • Various team-colored indicators definitively determine an enemy Spy or a friendly one, including:
    • The flicker a cloaked Spy makes when being bumped or injured.
    • The fading a cloaked Spy does while cloaking or uncloaking.
    • The glow a player on fire makes.
    • The smoke from a recent use of the Disguise Kit.

Signs that definitely indicate an enemy Spy, or lack thereof

Common signs

  • A 'teammate' that cannot pass through another teammate, or conversely, a 'teammate' that has been observed walking through an enemy.
  • A 'teammate' that asks for Medic and has the "wrong" cross background colour. For example, a Pyro at full health having its background red like on heavily injured teammates, or a near-dead Heavy having it white.
  • A 'teammate' who cannot enter areas open to your team (such as supply rooms), or conversely can enter areas forbidden to your team.
  • A 'teammate' placing Sappers on friendly buildings.
  • A 'teammate' standing on a friendly Sentry Gun or Dispenser, or who cannot pass through them, and is not the Engineer who owns the building.
  • Two people that have the same name. One (or both) of them is a Spy.
  • Seeing or hearing a voice command attributed to yourself without you having used it, or more importantly, seeing "yourself" moving around.
  • A 'teammate' that is known to be dead or elsewhere.
  • A 'teammate' who has a name that does not correspond with their current class on the scoreboard. This happens when a Spy disguises as a class not currently on the team, or if the person has changed class while the Spy was disguised. Their disguise will be holding the stock weapon for that slot.
  • A health or ammo pickup that vanishes without cause; this means a cloaked Spy has stolen it. After a while, ammo pickups dropped by dead players will disappear and it does not mean it's a Spy picking them up.
  • A 'teammate' on an uncontested control point or near the cart on Payload maps who does not seem to be capturing the point or pushing the cart (assuming the point is available for capture by that team).
  • A non-Spy 'teammate' that is being ignored by an enemy Sentry Gun.
  • A non-Spy 'teammate' that is being healed by an enemy Medic or Dispenser.
  • A non-Spy, non-Heavy 'teammate' picking up a health pack at full health.
  • Due to bugs, a ‘teammate’ either holding a stock weapon while wearing a wearable weapon of that slot (e.g. the Darwin's Danger Shield and the SMG), or holding a weapon without its wearable part (e.g. a Soldier holding a bugle without its backpack).
  • A ‘teammate’ with parts of their character model missing, such as a Demoman without legs. This is a glitch surrounding Spy’s disguise — occasionally, the disguise will not display properly on enemy players’ computers.
  • A 'teammate' with an impossible health value. For example, a Scout with 300 health.
  • A 'teammate' whose name is displaying as an enemy's.

Class- or item-based signs

  • A Scout running at an average speed while not having the Baby Face Blaster equipped.
  • A 'teammate' running at normal speed while holding a weapon like the Gloves of Running Urgently or Powerjack.
  • A 'teammate' having normal class health while having a weapon like the Sandman or Bootlegger equipped
  • A 'teammate' being soaked by friendly Jarate or Mad Milk, or not being affected by the enemy's.
  • An Engineer with his Hotrod down despite not carrying a building.
  • If the Spy is disguised as an Engineer equipped with a Beep Boy, the facial expression on the Beep Boy will always be sad.
  • A 'teammate' with an incorrectly coloured Grandmaster.
  • A Spy who does not move at the speed of his disguise.
  • A Soldier or Demoman whose B.A.S.E. Jumper renders incorrectly as a scrunched-up parachute.
  • A disguised Spy shot with the Huntsman, Rescue Ranger or Crusader's Crossbow will make the same noise as an enemy being hit.

Signs that suggest an enemy Spy

None of these indicators are conclusive proof of a Spy, but all of them would be a good time to Spy check:

Common signs

  • A teammate trying to stay behind other teammates, as if trying to backstab them.
  • A teammate not firing at the enemy.
  • A teammate who is in the direct firing line of an enemy but is not being fired at.
  • A teammate who retreats backward upon seeing other teammates, while still facing those teammates.
  • A teammate who appears to be dodging your team's attacks or backpedals immediately after seeing loose grenades or a carpet of friendly Stickybombs.
  • A teammate that deliberately avoids walking through other teammates, especially in tight corridors. Spies will strafe and dodge other players to avoid bumping into them.
  • A teammate with an entirely stock loadout (occurs when a Spy disguises as a class the team does not have).
  • A teammate being attacked or accused by real teammates who believe the player is a Spy.
  • A teammate holding their primary weapon for longer than they should. In particular, it is unusual to see Spies, Engineers, Medics, and Demomen holding their primary weapons for long, as they will usually switch to other weapons.
  • A teammate hanging around areas that are advantageous to Spies, such as dark corners and nooks.
  • A teammate that isn't displaying the player's usual behavior.
  • Someone standing still. This could be a Spy trying to line up an Ambassador headshot.
  • A teammate that appears to be looking more at your team than at the battle. Note that this is normal behaviour for Medics.
  • Being suddenly blocked for no apparent reason. This may indicate a cloaked Spy passing through.
  • A teammate suspiciously near Sentry Guns or Teleporter Exits, especially if they are attempting to move behind the Engineer tending them.
  • A teammate acting inappropriately for their class, such as an Engineer with no nearby buildings or a Sniper near the Intelligence but not scoped in.

Class- or item-based signs

  • A full health Soldier who doesn’t Rocket Jump to the front lines.
  • A burning Pyro (only the Gas Passer can burn Pyros for that long).
  • A full health Demoman who doesn’t Sticky Jump to the front lines.
  • A Heavy that does not spin his primary weapon, even when enemies appear.
  • An Engineer that does not appear to be upgrading or repairing buildings.
  • A Medic without any Übercharge built up.
  • A Medic who isn't healing anyone.
  • A Sniper who does not stop to zoom in.
  • A Spy who is not behind the enemy.
  • A Spy that ignores targets that were in a prime position to be taken care of, such as not Backstabbing unaware enemies or sapping unattended buildings.
  • A person you know that is using a weapon that they don't normally use (i.e. a friend who normally uses the Huntsman, but appears as using the stock Sniper Rifle; meaning a Spy is disguised as a Sniper when your team doesn't have any) or not wearing hats if they wear them (again, a Spy disguised as a class your team doesn't have).
  • A teammate holding an inappropriate weapon, such as a Medic holding (but not firing) a Syringe Gun while there are teammates around.

Signs that indicate a teammate is not an enemy Spy

These actions prove that a teammate is definitely not an enemy Spy. Performing any of these is a good way to inform your teammates that you are not an enemy Spy.

Common signs

  • Any usage of a weapon or item (taunting, shooting, swinging, scoping, eating, drinking, etc). This does not apply to reloading, however, as Spies are able to imitate a reload by reloading their Revolver whilst disguised. However, they can only pretend to ‘reload’ once — a class with an individual reload weapon out reloading two or more shots is real.
  • A teammate that passes through other teammates, or yourself, as opposed to being blocked. (However, this can also happen if both ‘teammates’ are enemy Spies).
  • A teammate entering an area forbidden to the enemy, such as resupply rooms.
  • A teammate who appears to take damage from enemy fire.
  • A player who can pass through friendly buildings.
  • A teammate that is carrying the enemy team's Intelligence or capturing a control point for your team.
  • A teammate using certain responses which a Spy cannot imitate himself.
  • A teammate that can be spectated while dead. Note that spectating through the menu moves you to a new team and that a few servers allow spectating enemy players.
  • In Mann vs. Machine mode, a teammate that jumps. Spy Robots never jump.

Class- or item-based signs

  • Any usage of class-specific abilities, e.g. Scouts double jumping, Heavies spinning their Minigun, Snipers that are scoped in, etc.
  • A Scout moving at his normal movement speed.
  • An Engineer holding the Destruction PDA or a toolbox.
  • A Medic with any amount of Übercharge built up.
  • A Spy holding their Sapper. If a Spy disguises as an enemy Spy, the disguise can never hold the Sapper.
  • A Spy without a disguise on. If a Spy disguises as an enemy Spy, the disguise will always have a disguise on.

Spy-checking Spies with items

Main article: Anti-Spy strategy

Dealing with the Dead Ringer

The Spy has the ability to feign death with one of his unlockable items, the Dead Ringer, so always be wary upon killing enemy Spies, as they may still be alive elsewhere. Thus, it's best to know some of the signs that tell that the Spy may not really be dead. Spies using the Dead Ringer cannot manually Cloak, and cannot use any weapons while invisible.

  • If an enemy dies to a single weak hit while approaching friendly lines without firing his weapon, it is most probably an enemy Spy disguised as one of his teammates. Most players don't run in with such low health, and a Spy disguised as a teammate will drop a corpse of the class he was disguised as.
    • Similarly, if an enemy Spy disguised as a teammate approaches the front lines from the enemy's position, he is most likely using the Dead Ringer, even if he doesn't ‘die’ from the first hit. Remember that the Dead Ringer cannot Cloak at will, so a Dead Ringer Spy will rely on opponents' fire activating his feign death in order to become invisible.
    • In general, if a player that has been identified to be an enemy Spy seems to be approaching a teammate suicidality, he is probably trying to get damaged so that his Dead Ringer will be activated, so try to track him down and kill him.
  • The decloaking sound of the Dead Ringer is very distinctive but requires players to be within a certain distance to hear it. Listen for it.
  • When a Spy is killed, check to see if their username is darker. If their username becomes normally colored after 3 seconds or less, that means they feigned their death.
  • Picking up the Spy's dropped ammo box does not replenish ammo or metal. This is an easy way to double-check if a recently-killed Spy is using the Dead Ringer or not.
    • However, health packs dropped by a Spy which has activated the Dead Ringer (e.g. faking death in Medieval Mode) will still return health.
  • Being stopped while moving and not bumping into any visible objects can indicate that a Spy whose Dead Ringer was activated is trying to pass through.
  • If the Spy uses his Disguise Kit shortly before being "killed," the smoke effects will follow the Spy for the time that it takes for the Disguise to be equipped. Try to track any smoke that continues to move after an enemy Spy was killed.
  • If it is safe to do so, stand still or use a cancellable taunt after "killing" a Spy known to use the Dead Ringer. This may provoke the Spy into uncloaking nearby and making himself vulnerable. You can also check the scoreboard during this time, to see if the Spy "respawns" much faster than they should be able to.
  • Ragdoll physics not reacting proportionally to damage dealt.

Dealing with the Cloak and Dagger

The Spy's Cloak and Dagger allows him to stay cloaked indefinitely, and to hide in unconventional places while waiting for the right time to strike. An area that may seem impossible for a Spy to hide in may be sheltering a particularly cunning Spy who knows where the enemy team will not check for Spies.

  • In general, most Cloak and Dagger Spies will try to hide in corners in order to avoid being bumped into as they recharge their Cloak. Try to occasionally fire into corners or vantage points with wide fields of view.
  • One brute-force method for dealing with the Cloak and Dagger is to simply repeatedly check an area where the Spy is hiding. As the Cloak and Dagger has a relatively short charge meter, the Spy cannot make too many movements or their Cloak will run out and show their silhouette. If the Spy has L'Etranger equipped, however, chasing him down will be harder, as he will benefit from the extended cloak time, allowing him to dodge your attacks or simply sneak off elsewhere.
  • Some unconventional Spies will hide out in the open rather than against walls or in corners. This allows them to maneuver easily to avoid detection, and easily avoids the most often checked areas of a map. Try to keep this in mind if you suspect that a Spy is in the area.

Dealing with Your Eternal Reward

An enemy Spy using the Your Eternal Reward will instantly disguise as a teammate upon backstab without leaving a corpse. A Spy using Your Eternal Reward can be difficult to detect even when he is killing teammates nearby.

  • If one of your teammates gets backstabbed without appearing on your kill feed, identify their name and class, and by extension the Spy's disguise. Note that the Spy can manually change his disguise at the cost of the entire cloak meter.
  • If you get backstabbed by the Spy, clearly announce this to teammates, as well as the class that the Spy is now disguised as, to make sure that they know who he is disguised as. Again, beware that the Spy can manually change his disguise at the cost of the entire cloak meter.
  • When the Spy backstabs with Your Eternal Reward, the faint sound of the melee hit can be heard if close enough. This can serve as a key warning that a Spy might be killing your teammates in your immediate vicinity.
  • Remember that any backstabs made using Your Eternal Reward will not appear on the opposite team's kill feed. Pay very close attention to teammates' movements and listen for any melee hit sounds nearby.
  • When a Spy with the Eternal Reward backstabs a teammate, their body disappears, but their weapon remains sitting on the ground. If you see one of your teammates and their weapon on the ground, it's not a bad idea to Spy check them.

Related achievements

Pumpkin.png Scarechievements

Costume Contest
Costume Contest
Kill a Spy disguised as your current class.


Leaderboard class soldier.png Soldier

War Crime Spybunal
War Crime Spybunal
Kill a Spy who just backstabbed a teammate.


Leaderboard class pyro.png Pyro

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


I Fry
I Fry
Ignite 10 disguised Spies.
Got A Light?
Got A Light?
Ignite an enemy Spy while he's flicking a cigarette.


Spontaneous Combustion
Spontaneous Combustion
Ignite 10 cloaked Spies.


Leaderboard class demoman.png Demoman

Shorn Connery
Shorn Connery
Decapitate a cloaked Spy.
Spynal Tap
Spynal Tap
Kill 20 Spies within 5 seconds of them sapping a friendly building.


Leaderboard class heavy.png Heavy

Spyalectical Materialism
Spyalectical Materialism
Kill or assist in killing 10 cloaked Spies.


Leaderboard class engineer.png Engineer

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


Quick Draw
Quick Draw
Kill a Spy and two sappers within 10 seconds.


The Wrench Connection
The Wrench Connection
Kill a disguised spy with your Wrench.
Get Along!
Get Along!
Manage to get to, and then remove, a sapper placed on your building while you were several meters away.


Search Engine
Search Engine
Kill 3 cloaked Spies with a sentry gun under control of your Wrangler.


Leaderboard class medic.png Medic

FYI I am A Medic
FYI I am A Medic
Use your bonesaw to kill a spy who has been calling for 'Medic!'.
Hypocritical Oath
Hypocritical Oath
Kill an enemy Spy that you have been healing.


Leaderboard class sniper.png Sniper

Consolation Prize
Consolation Prize
Get backstabbed 50 times.


Kook the Spook
Kook the Spook
Kill 10 Spies with your Kukri.


Shoot the Breeze
Shoot the Breeze
Kill a fully invisible Spy in a single hit.
Jarring Transition
Jarring Transition
Use Jarate to reveal a cloaked Spy.


Shock Treatment
Shock Treatment
Kill a spy whose backstab attempt was blocked by your Razorback.


Leaderboard class spy.png Spy

A Cut Above
A Cut Above
Kill a gun-wielding Spy with your knife.


Spies Like Us
Spies Like Us
While cloaked, bump into an enemy cloaked Spy.
Counter Espionage
Counter Espionage
Backstab a disguised Spy.


FYI I am a Spy
FYI I am a Spy
Backstab a Medic who has healed you in the last 5 seconds.