Difference between revisions of "Basic Spy strategy"

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{{Quotation|'''The Spy''' |Maybe your colleagues will send a ''man'' next time.|sound=Spy_DominationSoldier01.wav}}
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{{hatnote|This page contains basic strategy for the Spy. For more advanced strategies, see [[Community Spy strategy]]. For how to play against the Spy, see [[Anti-Spy strategy]].}}
The [[Spy]] specializes in deception and excels at punishing mistakes made by the enemy team. Although he is fragile and possesses some of the weakest weapons in the game, he can [[backstab]] enemies and [[sap]] Engineer buildings. The Spy will almost always operate behind enemy lines. To aid in this, he can use [[Cloak]]ing and [[disguise]]s to move about undetected. The ability to see enemy names and health levels allows him to pick off weakened foes with his [[Revolver]]. Because of the threat he poses, enemies will frequently [[Spy-check]] their teammates. The Pyro's flames nullify both Cloaking and disguises, making him the most dangerous counter-class to the Spy. A good Spy will use both his Cloaking and Disguise Kit to avoid drawing enemy attention.
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{{Quotation|'''The Spy'''|Maybe your colleagues will send a ''man'' next time.|sound=Spy DominationSoldier01.wav}}
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[[File:Spytaunt3.PNG|350px|right]]
  
==Primary Weapons==
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The [[Spy]] specializes in deception and excels at punishing mistakes made by the enemy team. He is the best choice for business behind enemy lines but not direct combat, as he is fragile and has some of the game's weakest weapons. His [[Cloak]]ing and [[disguise]]s allow him to sneak past undetected, where he can then cause havoc. He can approach targets from behind and [[backstab]] them for an instant kill, or [[Sapper|sap]] Engineer [[buildings]] to cripple enemy defenses. Additionally, he can see enemy health levels to determine if a foe is weak enough to be picked off with his [[Revolver]]. Because of the fear he imposes, however, enemies frequently [[Spy checking|Spy-check]] their teammates. Although the Spy can hide and blend in, he can easily be exposed through various methods, including the Pyro's flames or Sniper's [[Jarate]]. Through guile and precision, a good Spy can cause paranoia among the enemy while eliminating important targets that are difficult to kill with direct attacks.
  
=== [[Revolver]] / [[Big Kill]]===
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== Secondary weapons ==
{{Icon weapon|weapon=Revolver|icon-size=100x100px}} {{Icon weapon|weapon=Big Kill|icon-size=100x100px}}
 
  
Although weaker than other primary weapons, the Revolver is extremely accurate, so you can use it to pick off weakened enemies from a distance. There are several situations where you'll choose it for combat over the Knife, such as when your backstab fails, you cannot safely approach a target, or when a Sniper has a [[Razorback]] equipped.
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=== [[Revolver]] + [[reskins]] ===
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{{icon item|Revolver|100px}} {{icon item|Big Kill|100px}} {{icon item|Festive Revolver|100px|link=Festive weapons}}
  
=== [[Ambassador]] ===
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Although the [[Revolver]] is weaker than most classes' primary weapons, it is accurate and deals decent damage at medium range. It is best used to finish off weakened enemies or as a last resort should an enemy confront you; three close-range shots is enough to take down light classes. There are several situations where you want to use the Revolver instead of the [[Knife]], such as when your target cannot be backstabbed, you cannot safely approach a target, or when a [[Sniper]] has a [[Razorback]] equipped.
{{Icon weapon|weapon=Ambassador|icon-size=100x100px}}
 
  
Use the Ambassador if you are confident about your aim. The ability to headshot lets you take out most classes in only a few shots and pairs well with your ability to see enemy health. There is a set period after firing where the Ambassador cannot headshot, so it's better to space your shots out instead of firing rapidly.
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=== [[Ambassador]] + reskins ===
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{{icon item|Ambassador|100px}} {{icon item|Festive Ambassador|100px|link=Festive weapons}} {{icon item|Australium Ambassador|100px|link=Australium weapons}}
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The Ambassador comes with penalties in both damage and firing rate, but has the ability to headshot nearby enemies for up to 102 damage. When behind enemy lines, check enemy health levels and decide which targets you can take out with a headshot. There is a cooldown period after firing where the Ambassador cannot headshot, so space your shots out instead of firing rapidly. One headshot and one bodyshot is enough to take out any of the light classes, particularly Snipers who stand still, have their back against a wall, or have the [[Razorback]] equipped.
  
 
=== [[L'Etranger]] ===
 
=== [[L'Etranger]] ===
{{Icon weapon|weapon=L'Etranger|icon-size=100x100px}}
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{{icon item|L'Etranger|100px}}
  
L'Etranger converts firepower into potential fleeing power and can be used to safely refill your Cloak from a distance. It pairs well with the Cloak and Dagger or Dead Ringer, watches that have their recharge methods restricted.  
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The L'Etranger increases your [[Cloak]] duration by 40%, making it easier to maneuver behind enemy lines. While it deals significantly less damage than other revolvers, it slightly refills your [[Cloak]] whenever you shoot an enemy, exchanging firepower into potential fleeing power. It can be used to safely refill your Cloak from a distance and pairs well with the [[Dead Ringer]], which requires a full Cloak meter to activate.
  
 
=== [[Enforcer]] ===
 
=== [[Enforcer]] ===
{{Icon weapon|weapon=Enforcer|icon-size=100x100px}}
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{{icon item|Enforcer|100px}}
  
The Enforcer's increased damage output is useful if you have to fight your way out of enemy lines and makes you a greater threat in one-on-one duels. However, the increased time it takes to activate your Cloak makes it easier to be tracked if an enemy discovers you. The [[Dead Ringer]] is not affected by the Enforcer's downside and will still instantly Cloak you upon taking damage.
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The Enforcer deals 20% extra damage when attacking while disguised, but has a 20% slower firing speed. This makes it inferior to the stock Revolver in direct combat, but allows you to kill light classes in two hits at point-blank range, allowing you to dispatch them before they can react. If an enemy confronts you while you are disguised, you can deal additional damage, which can give you the upper hand. Firing it breaks your disguise, however, so aim carefully - the damage bonus only applies to your first shot. The Enforcer also ignores any defensive bonuses, making it particularly effective against Spies who equip the [[Dead Ringer]] or Medics using the [[Vaccinator]].
  
 
=== [[Diamondback]] ===
 
=== [[Diamondback]] ===
{{Icon weapon|weapon=Diamondback|icon-size=100x100px}}
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{{icon item|Diamondback|100px}}
  
The Diamondback's decrease in base damage makes it a poor weapon for direct encounters. However, the guaranteed [[critical hit]]s gained upon the destruction of a sapped building allow you to more easily escape from enemy territory after a successful attack. Work with your allies to ensure that buildings are destroyed; for example, if an Engineer is actively guarding his nest of buildings, simply disable his Sentry Gun and run interference while your teammates destroy it. You will still receive critical hits, even if the final hit wasn't done by your Electro Sapper.
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The Diamondback deals reduced damage but grants guaranteed [[Critical hits]] upon the destruction of a sapped building or a backstab. This makes the weapon effective for escaping after a successful strike; view enemy health to determine who can be picked off on the way out. You still receive Critical hits even if the building destruction is not credited to your [[Sapper]], so work alongside your allies. If an Engineer is guarding his buildings, disable his [[Sentry Gun]] and prevent him from removing it while your teammates destroy it.
  
==Secondary Weapons==
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== Melee weapons ==
  
=== [[Electro Sapper]] ===
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=== [[Knife]] + reskins ===
{{Icon weapon|weapon=Electro Sapper|icon-size=100x100px}}
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{{icon item|Knife|100px}} {{icon item|Saxxy|100px}} {{icon item|Sharp Dresser|100px}} {{icon item|Festive Knife|100px|link=Festive weapons}} {{icon item|Black Rose|100px}} {{icon item|Silver Botkiller Knife|100px|link=Botkiller weapons}} {{icon item|Australium Knife|100px|link=Australium weapons}} {{icon item|Golden Frying Pan|100px}} {{icon item|Prinny Machete|100px}}
  
The Electro Sapper will instantly disable an Engineer's [[building]] and can only be removed by the Engineer or the Pyro's [[Homewrecker]]. You have an unlimited supply and can place them rapidly on any building within melee range. Typically, you'll first backstab an Engineer, then ''quickly'' sap any nearby buildings to prevent them from firing at you. Your weapons deal reduced damage to any building that has an Electro Sapper on it.
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The Knife is typically used to [[backstab]] targets and deals pitiful damage otherwise. To get into position for a backstab, use your [[Cloak]] and [[disguise]]s to maneuver behind your enemies without drawing attention. If your backstab attempt is unsuccessful, decide whether to flee or duel your target with the [[Revolver]].
==Melee Weapons==
 
  
=== [[Knife]]/[[Saxxy]]===
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If you were spotted, you can also attempt to [[Backstab#Trickstabs|trick an inexperienced enemy]] into showing his back; a common technique is to flee up a flight of stairs, then jump above and behind your pursuer.
{{Icon weapon|weapon=Knife|icon-size=100x100px}}  {{Icon weapon|weapon=Saxxy|icon-size=100x100px}}
 
  
The Knife deals pitiful damage. Unless you can backstab an enemy, you're probably better off using your Revolver in fights, especially after you've been discovered. However, if only a little more damage is required to kill your target, the Knife makes a reliable finisher.
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=== [[Your Eternal Reward]] + reskins ===
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{{icon item|Your Eternal Reward|100px}} {{icon item|Wanga Prick|100px}}
  
=== [[Your Eternal Reward]] ===
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Your Eternal Reward makes your backstabs nearly silent. Upon a successful backstab, your victim silently disappears as you instantly disguise as them; no death notice appears to the enemy team and further backstabs do not break your new disguise. The most common applications of this are to take out an Engineer, then his buildings, or to consecutively backstab a line of enemies without their death screams acting as an alert. Do not completely rely on this "silent killer" aspect, as dead players may still communicate with each other with [[Text chat|text]] or [[voice chat]].
{{Icon weapon|weapon=Your Eternal Reward|icon-size=100x100px}}
 
  
The inability to initially disguise will make you rely more on your Cloak ability to find good hiding places. Once you obtain a disguise, you are free to approach your enemies from behind. Do not rely on the "silent killer" aspect of the weapon; dead enemies will still be able to communicate using text or voice chat. If you're stuck with a slow disguise, you can Cloak or attack at any time to move at normal walking speed.
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Using the Disguise Kit with the Eternal Reward requires and consumes a full Cloak meter. Outside of your spawn room, you need to keep track of where ammo pickups spawn or get used to working without either your Cloak or disguise. If you are stuck with a slow disguise, you can Cloak to move at normal walking speed.
  
 
=== [[Conniver's Kunai]] ===
 
=== [[Conniver's Kunai]] ===
{{Icon weapon|weapon=Conniver's Kunai|icon-size=100x100px}}
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{{icon item|Conniver's Kunai|100px}}
  
The Conniver's Kunai's health reduction will make you very, very frail. Unless you are under the effects of its [[overheal]], you can be killed by just one stray projectile. When using the Conniver's Kunai, play aggressively and try to land continuous backstabs to maintain your health and eliminate any negative status effects such as [[afterburn]]. Using the [[Dead Ringer]] in conjunction with the Conniver's Kunai will allow you to quickly navigate behind enemy lines without dying to a random shot.  
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Upon a successful backstab, the Conniver's Kunai eliminates damaging status effects and steals the health of your victim, [[overheal]]ing you up to 210 health points. You can then use your increased health to flee or to attempt another backstab. The Kunai always heals at least 75 points, so do not worry about killing nearly-dead opponents. As a downside, the weapon reduces your maximum health to 70, so you can be killed by a single stray explosive. Play conservatively and stay away from enemies, even while cloaked. Alternatively, the [[Dead Ringer]] can be used alongside the Conniver's Kunai to survive a hit before you get your first backstab. Do not decloak too close to enemies, however - if you are heard, your decreased health makes surviving much more difficult.
  
 
=== [[Big Earner]] ===
 
=== [[Big Earner]] ===
{{Icon weapon|weapon=Big Earner|icon-size=100x100px}}
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{{icon item|Big Earner|100px}}
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When you kill an enemy with the Big Earner, your [[Cloak]] is refilled by 30% and you gain a speed boost. This speed boost and cloak can then be used to escape or to attempt another backstab. However, your maximum health is reduced to 100 points, which allows powerful weapons like the [[Soldier]]'s [[Rocket Launcher]] to kill you in one hit. As with the Conniver's Kunai, play cautiously until you are in position to land a backstab. This weapon pairs well with the [[Dead Ringer]], which can only be recharged by the [[L'Etranger]] or the Big Earner.
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=== [[Spy-cicle]] ===
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{{icon item|Spy-cicle|100px}}
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If you are attacked by a [[Pyro]], the Spy-cicle protects you from all fire damage for 1 second and from [[Fire|afterburn]] for 10 seconds, giving you time to fight back or escape. The Spy-cicle is consumed in the process, however, and emits a loud sound, alerting enemies to your presence.
  
The Big Earner's health reduction does not make you as frail as the [[Conniver's Kunai]] but still allows you to instantly be killed by stronger weapons like the Soldier's [[Rocket Launcher]]. Play aggressively and get multiple kills to rapidly charge your Cloak for an easy escape. It pairs well with the [[Cloak and Dagger]], which cannot be recharged using [[pickups]], as well as the [[Dead Ringer]], which will allow you to navigate behind enemy lines without dying to a random shot.  
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While the Spy-cicle does provide some safety against Pyros, keep in mind that some Pyros can intentionally melt it to prevent you from backstabbing their teammates; be prepared to switch to your Revolver. Additionally, victims of the Spy-cicle turn into ice statues and emit a distinctive sound, making it easier for enemies to track you. Keep an eye out for ammo pickups, which recharge this weapon faster.
  
==PDA 1==
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== PDA 1 ==
  
 
=== [[Disguise Kit]] ===
 
=== [[Disguise Kit]] ===
{{Icon weapon|weapon=Disguise Kit|icon-size=100x100px}}
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{{icon item|Disguise Kit|100px}}
  
The [[Disguise]] Kit is one of your major infiltration tools. If near allies, it's best to disguise as another friendly class or an enemy Spy so that even if seen by an enemy, you will draw less attention. You can safely change your disguise while cloaked to throw off enemy suspicion. A disguise takes one second to become effective, so avoid the common mistake of approaching an enemy before the change is complete. Once you have successfully navigated behind enemy lines, try to not behave like a Spy; for example, reloading your Revolver while disguised will mimic your disguise's reload animation, allowing you to better blend into an enemy crowd. Even if you're disguised, don't linger in front of enemies for too long, as you are still vulnerable to [[Spy-check]]ing.
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The [[Disguise]] Kit is one of your main infiltration tools. If near allies, it is best to disguise as another friendly class or an enemy [[Spy]] so you do not raise suspicion if seen by an enemy. When choosing a new disguise, you are briefly immersed in a cloud of team-colored smoke, so only disguise while out of enemy view or cloaked. The Disguise Kit takes two seconds to activate, so avoid the common mistake of approaching an enemy before the change is complete. Once behind enemy lines, try to act like an enemy - head towards objectives that the enemy must capture or defend. Reloading your [[Revolver]] while disguised makes your disguise reload as well, allowing you to better blend into an enemy crowd. Keep your distance from enemies, however - bumping into them exposes you as a Spy. Remember that your disguise is only effective for short periods of time; players often [[Spy checking|Spy-check]] their teammates randomly. Attacking breaks your disguise, so find a safe place to re-disguise after escaping.
  
==PDA 2==
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== PDA 2 ==
  
=== [[Invisibility Watch]] / [[Enthusiast's Timepiece]] ===
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=== [[Invis Watch]] + reskins ===
{{Icon weapon|weapon=Invisibility Watch|icon-size=100x100px}} {{Icon weapon|weapon=Enthusiast's Timepiece|icon-size=100x100px}}
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{{icon item|Invisibility Watch|100px}} {{icon item|Enthusiast's Timepiece|100px}} {{icon item|Quäckenbirdt|100px}}
  
Out of all your watches, the Invisibility Watch has the smallest margin of error but allows you to cover the furthest distance while invisible. To keep your Cloak filled and ready for emergencies, deactivate it when in safe areas and frequently grab metal [[pickup]]s. Although you are invisible, you are not invincible; upon seeing an ammo box disappear, competent enemies may Spy-check the area. If in enemy territory, always stay on the move to decrease the chances of you being detected or cornered. It should also be noted that out of the three watches, that the Invisibility Watch is the only one without the aid of Saharan Spy that is whisper quiet, allowing one to de-Cloak close and strike fast.
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Out of all your watches, the Invis Watch has the quietest decloaking sound and allows you to cover the farthest distance while invisible. However, its Cloak only lasts 10 seconds, so manage it carefully while in enemy territory. While you gain 20% damage resistance when cloaked, this does not make you invincible. To keep your Cloak filled and ready for emergencies, deactivate it when in safe areas and frequently collect metal [[pickups]] and ammo boxes from dead players, which you can do while invisible. Do so out of sight of the enemy - seeing an ammo box disappear alerts competent enemies, who may Spy-check the area. If in enemy territory, always stay on the move to decrease the chances of being detected or cornered.
  
 
=== [[Cloak and Dagger]] ===
 
=== [[Cloak and Dagger]] ===
{{Icon weapon|weapon=Cloak and Dagger|icon-size=100x100px}}
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{{icon item|Cloak and Dagger|100px}}
  
The Cloak and Dagger is best used in areas with few metal [[pickups]]. By remaining still, you can stay invisible indefinitely, allowing you to camp an area to pick off important targets, such as enemy [[Medic]]s. When traveling to a location over a set period of time, moving slowly or in quick bursts will drain the same amount of Cloak. Continue to be mobile; enemies will be encouraged to [[Spy-check]] if you stay in the same area too long. Likewise, don't just use the Cloak and Dagger to stay out of harm's way; being alive does not necessarily mean being useful. De-cloaking close to enemies however can pose a risk, as the process emits a small but significant sound upon full de-Cloak, alerting seasoned enemies to your presence, and should be used with discretion.
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As long as you remain still, the Cloak and Dagger can be used to remain invisible indefinitely, allowing you to camp an area to pick off important targets such as enemy [[Medic]]s. Its meter drains based on your average movement speed; traveling the same distance drains a certain amount of Cloak, regardless of whether you move steadily or in quick bursts. The Cloak and Dagger only refills Cloak from metal or ammo [[pickups]] if you are uncloaked, so you have to put yourself at risk to get a Cloak refill. The Cloak and Dagger's decloaking sound, while quiet, is distinct and noticeable, so refrain from decloaking within the range of any enemies. While the Cloak and Dagger allows you to control an area, change positions from time to time - enemies are encouraged to [[Spy checking|Spy-check]] if you stay in the same place too long. Do not just use the Cloak and Dagger to stay out of harm's way; hiding from enemies the entire round makes you useless to your team.
  
 
=== [[Dead Ringer]] ===
 
=== [[Dead Ringer]] ===
{{Icon weapon|weapon=Dead Ringer|icon-size=100x100px}}
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{{icon item|Dead Ringer|100px}}
 
 
Simply "dying" from [[fall damage]] is a sure sign that you're a Spy. To make your feign death more convincing, consider letting the enemy damage you for a bit before taking out the Dead Ringer. Even if you make your feign death completely obvious, the Dead Ringer's damage reduction while cloaked allows you to easily navigate across battlefields and behind enemy lines. While enemies will not see you if you bump into them, you are still vulnerable to revealing effects such as [[fire]], [[bleeding]], and [[Jarate]]. Know where metal [[pickups]] are so that you can quickly refill your Cloak for emergencies. The de-Cloak itself is the loudest of all three of its counterparts, emitting a noise that can be heard from very long distances and through multiple levels of any nearby structure, so progression through enemy territory to a hiding spot is a must for survival.
 
 
 
==Item sets==
 
  
===[[Item sets#Spy|The Saharan Spy]]===
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While you cannot Cloak on demand with the Dead Ringer, it instantly Cloaks you upon taking any type of damage. This also produces a fake corpse and displays a fake kill notification to the enemy team. Upon Cloaking, you take greatly reduced damage and gain afterburn immunity and a speed boost for 3 seconds. You can still be revealed by effects such as [[fire]], [[bleeding]], or [[Jarate]], however. The Dead Ringer has an extremely loud decloaking sound, so use your feigned death to find a safe location before decloaking. Try to make your "death" believable - seeing a full-health teammate die to [[fall damage]] can alert competent players. To make your feign death more convincing, consider disguising as an ally or letting the enemy damage you for a bit before arming the Dead Ringer, giving them a false sense of security. The Dead Ringer cannot be refilled with ammo pickups; if you struggle with managing your Cloak, consider equipping the L'Etranger or Big Earner, which can recharge the Dead Ringer.
{{item icon|L'Etranger|100px}}
 
{{item icon|Your Eternal Reward|100px}}
 
{{item icon|Familiar Fez|100px}}
 
  
Your Eternal Reward removes your ability to disguise, forcing you to rely on your Cloak, while the Saharan Spy item set's increased Cloak blink time makes you visible for a longer period of time if an enemy manages to temporarily reveal you. However, if you can successfully get behind your enemies without being caught, the significantly reduced decloak volume makes finding suitable hiding places easier. The [[Dead Ringer]] is not affected by the item set's downsides, as its Cloak never shimmers.
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== Buildings ==
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=== [[Sapper]] + reskins ===
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{{icon item|Sapper|100px}} {{icon item|Ap-Sap|100px}} {{icon item|Festive Sapper|100px|link=Festive weapons}} {{icon item|Snack Attack|100px}}
  
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The Sapper instantly disables an [[Engineer]]'s [[Buildings|building]], damaging it over time before destroying it. It can only be removed by the Engineer's [[Wrench]] or the Pyro's [[Homewrecker]] or [[Neon Annihilator]]. Typically, you backstab an Engineer first, then ''quickly'' sap any nearby buildings; you want to begin with [[Sentry Gun]]s to prevent them from attacking you. You can further attack a building to speed up its destruction, though your weapons deal less damage against sapped buildings. If you cannot backstab the Engineer, communicate with your team and coordinate a push as you sap the Engineer's buildings, leaving him helpless against your team's assault. If in a one-vs-one encounter, remember that you have an unlimited supply of Sappers and can place them faster than the Engineer can remove them. Use the time that the Sentry is disabled to attack the Engineer - he will almost certainly attack you directly before destroying the Sapper.
  
===[[Item sets#Spy|The Man of Honor]]===
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=== [[Red-Tape Recorder]] ===
{{item icon|Enforcer|100px}}
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{{icon item|Red-Tape Recorder|100px}}
{{item icon|Big Earner|100px}}
 
{{item icon|Made Man|100px}}
 
{{item icon|Cosa Nostra Cap|100px}}
 
  
The Man of Honor set item focuses on an aggressive playstyle. The [[Big Earner]] allows you refill and repeatably use your Cloak when on a killing spree while the [[Enforcer]]'s increased damage makes directly fighting enemies easier.  
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The Red-Tape Recorder can reverse the construction of [[Engineer]] [[buildings]]. However, it takes far longer to destroy buildings than the stock [[Sapper]], making it inferior in most cases. However, it can downgrade buildings to their level-one versions in seconds, wasting the Engineer's time and metal. If you are having trouble dismantling a vigilant Engineer's nest, coordinate with teammates and have them attack as you sap the buildings. They then have an easier time destroying a Level 2 Sentry Gun as opposed to a Level 3. This weapon can be especially useful against an Engineer not near his buildings, such as one using the [[Gunslinger]], or one that relies on the destruction of his buildings, such as one using the [[Frontier Justice]].
  
{{Class strategy}}
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{{Class Strategy Nav}}
 
{{Spy Nav}}
 
{{Spy Nav}}
  
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[[Category:Spy]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]
[[Category:Spy]]
 

Latest revision as of 17:40, 16 December 2024

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

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

Secondary weapons

Revolver + reskins

Revolver Big Kill Festive Revolver

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

Ambassador + reskins

Ambassador Festive Ambassador Australium Ambassador

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

L'Etranger

L'Etranger

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

Enforcer

Enforcer

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

Diamondback

Diamondback

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

Melee weapons

Knife + reskins

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

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

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

Your Eternal Reward + reskins

Your Eternal Reward Wanga Prick

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

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

Conniver's Kunai

Conniver's Kunai

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

Big Earner

Big Earner

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

Spy-cicle

Spy-cicle

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

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

PDA 1

Disguise Kit

Disguise Kit

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

PDA 2

Invis Watch + reskins

Invisibility Watch Enthusiast's Timepiece Quäckenbirdt

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

Cloak and Dagger

Cloak and Dagger

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

Dead Ringer

Dead Ringer

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

Buildings

Sapper + reskins

Sapper Ap-Sap Festive Sapper Snack Attack

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

Red-Tape Recorder

Red-Tape Recorder

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