Difference between revisions of "Spy weapons (competitive)"

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(Added the Big Earner, made a description for the Conniver's Kunai, and redid the Melee Weapons Usage.)
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{{Competitive}}
 
{{Competitive}}
{{update}}
+
{{hatnote|Some Spy weapons may be banned in your league. For a list of banned weapons, please see the [[Competitive item restrictions#List of restricted items|Weapon Ban List]].}}
 +
The '''Spy''' is a class highly dependent on his stealth abilities to take out enemies behind cover with a backstab.
  
The '''Spy''' is a class highly dependent on his stealth abilities to infiltrate past enemy defenses and get important [[Pick]]s on key classes such as the [[Medic (competitive)|Medic]], or the [[Demoman (competitive)|Demoman]].
+
== Secondary Weapons ==
 
 
== Primary Weapons ==
 
  
If the Spy ever finds himself in a fire fight the Revolver can serve as a very powerful tool in dealing with an enemy. The Ambassador is also a good choice, given the player can reliably land a [[Headshot]].
+
The Spy's secondary weapons provide him with his only long-range damage, and are mostly used to cover a retreat. All of the Spy's secondary weapons will be perfectly accurate if unfired for 1.25 seconds.
  
 
=== Revolver ===
 
=== Revolver ===
  
[[File:Revolver IMG.png|100px|right]]
+
The stock Revolver deals decent amounts of damage, and can be good to pick off a low-health enemy at range.
 
 
The Revolver should never be used to fight the enemy directly. If the Spy manages to get a pick and has been discovered he should always immediately switch to his Revolver to deal with enemies, given the situations that Spies are used he will most likely not escape by cloaking away.  
 
  
The [[Big Kill]] is simply a re-skin of the Revolver, thus retains the same exact stats.
+
The [[Big Kill]] has the same stats as the Revolver.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Revolver]] <br>[[Image:Revolver IMG.png|link=Revolver|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Revolver]] <br>{{Item icon|Revolver}}
| style="background-color:#FFF4CC;" | Point-Blank: 60 <br>512u: 40 <br>1024u+: 21
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical: 120 <br>Point-Blank Mini-Crit: 81 <br>512u+ Mini-Crit: 54
+
* '''Point-Blank:''' 60
| style="background-color:#FFF4CC;" | Attack: 0.58s <br>Reload: 1.16s
+
* '''512 units:''' 40
| style="background-color:#FFF4CC;" | If unfired in the past 1.25 seconds, shot has perfect accuracy.
+
* '''Over 1024 units:''' 21
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 120
 +
* '''Point-Blank Mini-crit:''' 81
 +
* '''Over 512 units Mini-crit:''' 54
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.58s
 +
* '''Reload:''' 1.16s
 +
| style="background-color:#FFF4CC;" |
 +
* Stock econdary weapon.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Revolver in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Revolver]] <br>{{Item icon|Revolver}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
Line 33: Line 48:
 
=== The Ambassador ===
 
=== The Ambassador ===
  
[[File:Ambassador.png|100px|right]]
+
The Ambassador deals reduced damage alongside a slower firing speed, but deals critical damage on a Headshot.
 
 
Most of the Ambassador's power lies with its ability to crit on a successful headshot. Its first shot will always be point blank accurate, but its following shots will have a huge spread area. Due to its lower damage ouput and accuracy, the Revolver is preferred over the Ambassador.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Ambassador]] <br>[[Image:Ambassador.png|link=Ambassador|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Ambassador]] <br>{{Item icon|Ambassador}}
| style="background-color:#FFF4CC;" | Point-Blank: 51 <br>512u: 34 <br>1024u+: 18
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical: 102 <br>Point-Blank Mini-Crit: 69 <br>512u+ Mini-Crit: 46
+
* '''Point-Blank:''' 51  
| style="background-color:#FFF4CC;" | Attack: 0.696 <br>Reload: 1.16 <br>Cooldown: 0.95s
+
* '''512 units:''' 34  
| style="background-color:#FFF4CC;" | Accuracy based on time since last shot. <br>Criticals on headshot when accuracy is perfect.
+
* '''Over 1024 units:''' 18
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 102  
 +
* '''Point-Blank Mini-crit:''' 69  
 +
* '''Over 512 units Mini-crit:''' 46
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.696  
 +
* '''Reload:''' 1.16  
 +
* '''Cooldown until perfect accuracy:''' 0.95s
 +
| style="background-color:#FFF4CC;" |
 +
* Accuracy is based on the time since the last shot.  
 +
* Deals critical damage on an accurate headshot.
 +
* 15% damage penalty.
 +
* 20% slower firing speed.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Ambassador in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Ambassador]] <br>{{Item icon|Ambassador}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
Line 54: Line 89:
 
=== L'Etranger ===
 
=== L'Etranger ===
  
[[File:L'Étranger.png|100px|right]]
+
The L'Etranger deals -20% damage, but provides +40% more of the Spy's total cloak and refills 15% cloak on each successful hit.
 +
 
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[L'Etranger]] <br>{{Item icon|L'Etranger}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''Point-Blank:''' 48
 +
* '''512 units:''' 32
 +
* '''Over 1024 units:''' 17
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 96
 +
* '''Point-Blank Mini-crit:''' 65
 +
* '''Over 512 units Mini-crit:''' 43
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.58s
 +
* '''Reload:''' 1.16s
 +
| style="background-color:#FFF4CC;" |
 +
* Adds 15% Cloak on hit.
 +
* Adds 40% total cloak.
 +
* 20% damage penalty.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the L'Etranger in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[L'Etranger]] <br>{{Item icon|L'Etranger}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
  
'''Note: The L'Etranger is banned or restricted in some leagues.'''
+
===Diamondback===
  
The L'Etranger's functionality lies within its ability to restore clock on a successful hit, but does 20% less damage. In a competitive format going Spy is a suicide mission, as after a pick is gotten the chance of escape is very low. This renders the L'Etranger's cloak restoring abilities near useless because one it is used the other team will be aware that there is a Spy and attempting picks will be much harder.  
+
The Diamondback deals reduced damage, but stores and deals critical hits for every building sapped and every enemy you kill with a [[Backstab]].
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[L'Etranger]] <br>[[Image:L'Étranger.png|link=L'Etranger|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Diamondback]] <br>{{Item icon|Diamondback}}
| style="background-color:#FFF4CC;" | Point-Blank: 48 <br>512u: 32 <br>1024u+: 17
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical: 96 <br>Point-Blank Mini-Crit: 65 <br>512u+ Mini-Crit: 43
+
* '''Point-Blank:''' 51
| style="background-color:#FFF4CC;" | Attack: 0.58s <br>Reload: 1.16s
+
* '''512 units:''' 34
| style="background-color:#FFF4CC;" | '''Banned in most leagues for acquisition time.''' <br>If unfired in the past 1.25 seconds, shot has perfect accuracy. <br>Fills [[Cloak]] meter 15% on hit.
+
* '''Over 1024 units:''' 18
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 102
 +
* '''Point-Blank Mini-crit:''' 69
 +
* '''Over 512 units Mini-crit:''' 46
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.58s  
 +
* '''Reload:''' 1.16s
 +
| style="background-color:#FFF4CC;" |
 +
* Gives one guaranteed critical hit for each building destroyed.
 +
* 15% damage penalty.
 +
*Gives one guaranteed critical hit for each backstab.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Diamondback in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Diamondback]] <br>{{Item icon|Diamondback}}
 +
| style="background-color:#F75D59;" | Banned
 
|}
 
|}
 
<br>
 
<br>
  
===Diamondback===
+
=== Enforcer ===
 
 
[[File:Backpack Diamondback.png|150px|right]]
 
  
The Diamondback is unefficient in competitive play, as it only gives crits for sapped buildings, and as Engineers are particularly rare, and the Diamondback has a damage penalty, the Diamondback should not be considered for competitive play.
+
The Enforcer deals increased damage while disguised, at the cost of slower firing speed. The Enforcer is often banned in many leagues.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Diamondback]] <br>[[Image:Backpack Diamondback.png|link=Revolver|140x78px]]
+
! style="background-color:#FFF4CC;" | [[Enforcer]] <br>{{Item icon|Enforcer}}
| style="background-color:#FFF4CC;" | Point-Blank: 51 <br>512u: 34 <br>1024u+: 18
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical: 102 <br>Point-Blank Mini-Crit: 69 <br>512u+ Mini-Crit: 46
+
* '''Point-Blank:''' 72
| style="background-color:#FFF4CC;" | Attack: 0.58s <br>Reload: 1.16s
+
* '''512 units:''' 48
| style="background-color:#FFF4CC;" |  
+
* '''Over 1024 units:''' 25
*If unfired in the past 1.25 seconds, shot has perfect accuracy.
+
| style="background-color:#FFF4CC;" |
*Gives one guaranteed critical hit for each building destroyed with your sapper attached
+
* '''Critical:''' 144
*-15% damage penalty
+
* '''Point-Blank Mini-crit:''' 97
*No random critical hits
+
* '''Over 512 units Mini-crit:''' 65
 
+
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.696s
 +
* '''Reload:''' 1.16s
 +
| style="background-color:#FFF4CC;" |
 +
* 20% damage bonus while disguised.
 +
* 20% slower firing speed.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Enforcer in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Enforcer]] <br>{{Item icon|Enforcer}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
  
===Primary Weapon Usage===
+
===Secondary Weapon Usage===
 +
 
 +
The stock Revolver can quickly deal with low-health players. The Ambassador can help put damage on, or even take out certain classes with a Headshot. The L'Etranger provides additional Cloak for a better get-away. The Diamondback is useful in the presence of Engineers. The Enforcer provides increased damage, useful for taking down classes with more health, but with a slower shooting speed. The Ambassador tends to be used, due to the possibility of increased damage with a Headshot, but the stock Revolver sees a lot of use due to consistent damage.
 +
 
 +
== Building Weapons ==
 +
 
 +
The building weapons available to the Spy allow him to disable or destroy sentry nests to enable his teammates to help take out enemy buildings. This allows the team to push further and saves having other classes such as the [[Soldier]] risk their lives to destroy a troublesome Level 3 Sentry Gun when they are needed for the final stretch of the push.
 +
 
 +
=== Sapper ===
  
Most leagues have banned the L'Etranger because it was released mid season. As for choosing between the Revolver and the Ambassador, it's mainly personal preference; the Revolver is generally preferred due to the extra damage that it does compared to the Ambassador, however, if you can consistently headshot people then the Ambassador is the gun for you.
+
The Spy's stock Sapper gradually reduces the health of a building. When applied to a teleporter, it will sap both the entrance and the exit.
  
== Secondary Weapons ==
+
The [[Ap-Sap]] and the [[Snack Attack]] have the same stats as the stock Sapper.
  
=== Electro Sapper ===
+
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Sapper]] <br>{{Item icon|Sapper}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''DPS:''' 25
 +
| style="background-color:#FFF4CC;" | N/A
 +
| style="background-color:#FFF4CC;" |
 +
* '''Level 1 Building:''' 6.00s
 +
* '''Level 2 Building:''' 7.20s
 +
* '''Level 3 Building:''' 8.64s
 +
* '''Combat Mini-sentry:''' 4s
 +
| style="background-color:#FFF4CC;" |
 +
* Removed by two hits from a Wrench or Neon Annihilator.
 +
* Removed by one hit from the Homewrecker or Maul.
 +
* The Spy's revolvers deal less damage to a building which is being sapped.
 +
* Buildings are disabled while being sapped.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Sapper in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Sapper]] <br>{{Item icon|Sapper}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
  
[[File:Sapper IMG.png|100px|right]]
+
=== Red-Tape Recorder ===
  
The Spy's only secondary weapon is his [[Electro Sapper]]. This will be rarely used in a competitive environment, as [[Engineer (competitive)|Engineers]] are also rarely used.
+
The Red-Tape Recorder rewinds the building process of buildings. It then reduces the level 1 building into a toolbox, and reduces its health. The toolbox can be collected as a large ammo pickup.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[Electro Sapper]] <br>[[Image:Sapper IMG.png|link=Electro Sapper|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Red-Tape Recorder]] <br>{{Item icon|Red-Tape Recorder}}
| style="background-color:#fffae7;" | DPS on [[Buildings]]: 25
+
| style="background-color:#FFF4CC;" |
| style="background-color:#fffae7;" | N/A
+
* '''DPS:''' 0
| style="background-color:#fffae7;" | Lv1 [[Buildings]]: 6.00s <br>Lv2 Building: 7.20s <br>Lv3 Building: 8.64s
+
| style="background-color:#FFF4CC;" | N/A
| style="background-color:#fffae7;" | Removed by two [[Engineer weapons (competitive)#Wrench|Wrench]] hits or one hit by the [[Pyro weapons (competitive)#Homewrecker|Homewrecker]]. <br>Reduces Spy's [[Spy weapons (competitive)#Damage Reduction|weapon damage to building]].
+
| style="background-color:#FFF4CC;" |
 +
* '''Level 3 Sentry Gun to Level 2:''' 3.4s
 +
* '''Level 2 Sentry Gun to Level 1:''' 3.4s
 +
* '''Level 1 Sentry Gun to Toolbox:''' 10.7s
 +
* '''Combat Mini-sentry to Toolbox:''' 10.5s
 +
* '''Level 3 Dispenser to Level 2:''' 3.4s
 +
* '''Level 2 Dispenser to Level 1:''' 3.4s
 +
* '''Level 1 Dispenser to Toolbox:''' 21.2s
 +
* '''Level 3 Teleporter to Level 2:''' 3.0s
 +
* '''Level 2 Teleporter to Level 1:''' 3.0s
 +
* '''Level 1 Teleporter to Toolbox:''' 21.2s
 +
| style="background-color:#FFF4CC;" |
 +
* Removed by two hits from a Wrench or Neon Annihilator.
 +
* Removed by one hit from the Homewrecker or Maul.
 +
* The Spy's revolvers deal less damage to a building which is being sapped.
 +
* Buildings are disabled while being sapped.
 +
* Sapper gibs can be collected for metal, 3 metal for 4 fragments (12 total).
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Red-Tape Recorder in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Red-Tape Recorder]] <br>{{Item icon|Red-Tape Recorder}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
 +
 +
=== Secondary Weapon Usage ===
 +
 +
The Spy's Sapper is useful for taking down or disabling an Engineer's buildings to allow the team to advance.
  
 
== Melee Weapons ==
 
== Melee Weapons ==
  
The Spy's [[Pick]]ing power lies primarily in his melee weapons. The Knife and Eternal Reward can kill any class instantly through a [[Backstab]], making the Spy an ideal picking class.
+
The Spy's melee weapons are his primary source of damage. Any hit within the 180º range behind an enemy will register a [[Backstab]], dealing six times the player's health. They deal about 60% the damage of another stock melee weapon, (compare to Scout). All of the Spy's knives except for the Spy-cicle will perform the [[Fencing]] taunt.
  
 
=== Knife ===
 
=== Knife ===
  
[[File:Knife Weapon.png|100px|right]]
+
The stock Knife deals low damage normally, but can backstab for an instant kill.
 
 
The Knife is the Spy's standard melee weapon. In direct combat it does minimal damage and should only ever be used for a quick backstab.
 
  
The [[Sharp Dresser]] is a reskin of the Knife, and therefore has the same stats as the Knife.
+
The [[Sharp Dresser]] and the [[Black Rose]] have the same stats as the Knife.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Knife]] <br>[[Image:Knife Weapon.png|link=Knife|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Knife]] <br>{{Item icon|Knife}}
| style="background-color:#FFF4CC;" | Melee, Frontal: 40 <br>[[Backstab]]: 600% target HP
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical: 120 <br>Mini-Crit: 54
+
* '''Melee:''' 40  
| style="background-color:#FFF4CC;" | Attack: 0.8s
+
* '''Backstab:''' 6 times the target's health
| style="background-color:#FFF4CC;" | Facestabs and failstabs cause some unpredictability. <br>Without backstab, has lowest DPS of all stock melee. <br>A [[Spy weapons (competitive)#Dead Ringer|Dead Ringer]]-activated Spy cannot die to backstab.
+
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 120  
 +
* '''Mini-crit:''' 54
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.8s
 +
| style="background-color:#FFF4CC;" |
 +
* Stock melee weapon.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Knife in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Knife]] <br>{{Item icon|Knife}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
Line 157: Line 340:
 
=== Your Eternal Reward ===
 
=== Your Eternal Reward ===
  
[[File:RED Eternal Reward.png|100px|right]]
+
The Your Eternal Reward deals identical damage to the stock Knife, but will cause the death of an enemy to be silent, and disguises the Spy as the fallen teammate instantly. The Spy cannot otherwise disguise.
 
 
'''Note: Your Eternal Reward is banned or restricted in some leagues.'''
 
 
 
Your Eternal Reward has the same stats and damage output that the regular Knife does but does not allow Spies to disguise. This puts the Spy at a disadvantage as they can be immediately found and dealt with. Upon a successful stab the Spy will take the victims identity and the kill will be silent. This is useless in a competitive environment as all teams use vocal communication, thus making the Spy very easily found.
 
  
The [[Wanga Prick]] is a reskin of the Eternal Reward, and therefore has the same stats as the Eternal Reward.
+
The [[Wanga Prick]] has the same stats as the Your Eternal Reward.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Your Eternal Reward]] <br>[[Image:RED Eternal Reward.png|link=Eternal Reward|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Your Eternal Reward]] <br>{{Item icon|Your Eternal Reward}}
| style="background-color:#FFF4CC;" | Melee, Frontal: 40 <br>Backstab: 600% target HP
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical: 120 <br>Mini-Crit: 54
+
* '''Melee:''' 40  
| style="background-color:#FFF4CC;" | Attack: 0.8s
+
* '''Backstab:''' 6 times the target's health
| style="background-color:#FFF4CC;" | '''Banned in most leagues for acquisition time.''' <br>Disables [[Spy weapons (competitive)#Disguise|Disguise Kit]]. <br>Backstabs are silent and grant user instant disguise of killed foe. <br>Otherwise identical to [[Spy weapons (competitive)#Knife|Knife]].
+
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 120  
 +
* '''Mini-crit:''' 54
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.8s
 +
| style="background-color:#FFF4CC;" |
 +
* Disables the Disguise Kit.  
 +
* Backstabs are silent.
 +
** Corpses are hidden.
 +
** Instant disguise as the killed player.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of Your Eternal Reward in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Your Eternal Reward]] <br>{{Item icon|Your Eternal Reward}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
Line 182: Line 379:
 
=== Conniver's Kunai ===
 
=== Conniver's Kunai ===
  
[[File:Conniver's Kunai.png|100px|right]]
+
The Conniver's Kunai grants the Spy health on kill, at the cost of initial health. The granted health can provide overheal.
 
 
The only advantage of the Conniver's Kunai is that upon a backstab, it absorbs all of the health from the victim. While this sounds useful, it has a 65% health penalty, leaving the player with only 60 health, making discovery of the player deadly. Because of this, and the fact that the enemy often becomes aware of the player after a backstab, the Conniver's Kunai is very hard to use.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Conniver's Kunai]] <br>[[Image:Conniver's Kunai.png|link=Conniver's Kunai|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Conniver's Kunai]] <br>{{Item icon|Conniver's Kunai}}
| style="background-color:#FFF4CC;" | Melee, Frontal: 40 <br>[[Backstab]]: 600% target HP
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical: 120 <br>Mini-Crit: 54
+
* '''Melee:''' 40  
 +
* '''Backstab:''' 6 times the target's health
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 120  
 +
* '''Mini-crit:''' 54
 
| style="background-color:#FFF4CC;" | Attack: 0.8s
 
| style="background-color:#FFF4CC;" | Attack: 0.8s
| style="background-color:#FFF4CC;" | '''Banned in most leagues for acquisition time.''' <br>On backstab: absorbs the health from your victim. <br>-65 max health on wearer
+
| style="background-color:#FFF4CC;" |
 +
* On backstab, grants the Spy health equivalent to the target's health.
 +
* Maximum health reduced to 75 from 125.
 +
** Maximum overheal reduced from 185 to 115.
 +
** Maximum overheal from backstab is 210.
 +
* Health provided extinguishes fire and bleeding, similar to a health pack.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Conniver's Kunai in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Conniver's Kunai]] <br>{{Item icon|Conniver's Kunai}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
Line 203: Line 416:
 
=== The Big Earner ===
 
=== The Big Earner ===
  
[[File:Backpack Big Earner.png|150px|right]]
+
The Big Earner provides the Spy with 30% Cloak on backstab and a temporary speed boost, but reduces his maximum health by 25.
 +
 
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Big Earner]] <br>{{Item icon|Big Earner}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''Melee:''' 40
 +
* '''Backstab:''' 6 times the target's health
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 120
 +
* '''Mini-crit:''' 54
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.8s
 +
| style="background-color:#FFF4CC;" |
 +
* 30% Cloak granted on kill.
 +
* Speed boost for 3 seconds on kill.
 +
* Maximum health reduced to 100 from 125.
 +
** Maximum overheal reduced from 185 to 150.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Big Earner in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Big Earner]] <br>{{Item icon|Big Earner}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
 +
 
 +
=== Spy-cicle ===
  
The Big Earner's 30% cloak regeneration upon backstab is useful for quickly gaining some cloak if enemies approach. However, its health reduction penalty makes a firefight somewhat more lethal than normal, making this only efficient equipped with the [[Cloak and Dagger]].
+
The Spy-cicle kills players silently, and freezes their bodies with the [[Jiggle Bones]] effect, which is similar to the [[Saxxy]], the [[Golden Wrench]], and the [[Golden Pan]], but the frozen body is made of ice, instead of Australium. If the Spy is lit on fire, or taking afterburn with it active, it will extinguish the fire, prevent additional fire damage for 1 second and [[afterburn]] damage for 10 seconds, but disable the knife for 15 seconds.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Big Earner]] <br>[[Image:Backpack Big Earner.png|link=Big Earner|210x117px]]
+
! style="background-color:#FFF4CC;" | [[Spy-cicle]] <br>{{Item icon|Spy-cicle}}
| style="background-color:#FFF4CC;" | Melee, Frontal: 40 <br>[[Backstab]]: 600% target HP
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical: 120 <br>Mini-Crit: 54
+
* '''Melee:''' 40  
| style="background-color:#FFF4CC;" | Attack: 0.8s
+
* '''Backstab:''' 6 times the target's health
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 120  
 +
* '''Mini-crit:''' 54
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.8s
 +
* '''Fire prevention time:''' 1s
 +
* '''Afterburn prevention time:''' 10s
 +
* '''Recharge time:''' 15s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
*+30% cloak on kill
+
* Kills silently.
*-25 max health on wearer
+
** Leaves ice statues rather than corpses.
 +
* Will stop and prevent fire damage for 1 second after it's active.
 +
** Prevents after burn for 10 seconds afterwards.
 +
** Disables the knife after doing so.
 +
* Uses the Revolver taunt as opposed to the [[Fencing]] taunt.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Spy-cicle in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Spy-cicle]] <br>{{Item icon|Spy-cicle}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
Line 226: Line 495:
 
===Melee Weapon Usage===
 
===Melee Weapon Usage===
  
The Eternal Reward leaves no opportunity of disguising, which means it should only be used by players who have practiced with it thoroughly. The Conniver's Kunai shouldn't even be considered, due to its lethal health penalty. This leaves the standard Knife, without any drawbacks, and the Big Earner, useful for Spies needing a bit more cloak.
+
The stock Knife has no health penalty, and allows the Disguise Kit. The Your Eternal Reward allows for a Spy to take out enemies silently, but voice communication can supersede this. The Conniver's Kunai can help a Spy survive after a backstab, but makes the Spy highly vulnerable. The Big Earner is useful for a better getaway, and the Spy-cicle is helpful to avoid fire damage. The stock Knife tends to be a favorite choice for its lack of downsides, although some confident players may use the Conniver's Kunai to help extinguish fire damage.
  
 
== PDA Items ==
 
== PDA Items ==
Line 232: Line 501:
 
=== Disguise Kit ===
 
=== Disguise Kit ===
  
[[File:PDA disguise.png|100px|right]]
+
The Disguise Kit allows the Spy to disguise as any other player in the game.
 
 
The Disguise Kit is a marginally important tool in fooling the enemy. In a competitive environment players will be more aware of their teammates, but a disguise will still raise questionable suspicion rather than immediate. During fire fights players can sometimes be more easily tricked as Spies are not used often in competitive play, thus letting the Spy easily weave through his enemies without a cloak.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[Disguise Kit]] <br>[[Image:PDA disguise.png|link=Disguise Kit|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Disguise Kit]] <br>{{Item icon|Disguise Kit}}
| style="background-color:#fffae7;" | N/A
+
| style="background-color:#FFF4CC;" | N/A
| style="background-color:#fffae7;" | N/A
+
| style="background-color:#FFF4CC;" | N/A
| style="background-color:#fffae7;" | Disguise Time: 2s <br>Smoke Duration: 3s
+
| style="background-color:#FFF4CC;" |
| style="background-color:#fffae7;" | Friendly Spy disguise drops any disguise instantly. <br>Grants [[knockback]] immunity, even with friendly disguise. <br>Reduces move speed to match disguise, but can't increase it.
+
* '''Disguise Time:''' 2s  
 +
* '''Smoke Duration:''' 3s
 +
| style="background-color:#FFF4CC;" |
 +
* Smoke will be invisible if disguising while cloaked.
 +
* Disguising as a friendly Spy will drop any disguise.
 +
* Speed will be reduced to match a slower speed disguised class.
 +
** This occurs when disguising as a Heavy, Demoman, or Soldier.
 +
** Cannot speed up the Spy to match the speed of a Medic or Scout.
 +
** Speed is not affected by weapons such as the [[Eyelander]], [[Gloves of Running Urgently]], or the [[Buffalo Steak Sandvich]].
 +
* By re-disguising as the same class, the Spy will adjust his apparently active weapon to match the slot of the one he is using.
 +
** PDA items cannot be mimicked in this way.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Disguise Kit in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Disguise Kit]] <br>{{Item icon|Disguise Kit}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
Line 253: Line 539:
 
=== Invisibility Watch ===
 
=== Invisibility Watch ===
  
[[File:Invisibilitywatch.PNG|100px|right]]
+
The stock Invisibility Watch provides a rudimentary Cloak which can be refueled with ammunition, and drains while active.
 
 
The Spy's ability to turn invisible is his core mechanic. The Invisibility Watch is his standard cloak, allowing him to wander around invisible; It is regenerated through metal or slowly over time. If a pick is being attempted with the Invisibility Watch it must be made once the cloak has run out due to its very slow regeneration.
 
  
The [[Enthusiast's Timepiece]] is a reskin of the Invis Watch, and therefore has the same stats as the Invis Watch.
+
The [[Enthusiast's Timepiece]] and the [[Quackenbirdt]] have the same stats as the Invisibility Watch.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Invisibility Watch|Invisibility<br/>Watch]] <br>[[Image:Invisibilitywatch.PNG|link=Invisibility Watch|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Invisibility Watch]] <br>{{Item icon|Invisibility Watch}}
 
| style="background-color:#FFF4CC;" | N/A
 
| style="background-color:#FFF4CC;" | N/A
 
| style="background-color:#FFF4CC;" | N/A
 
| style="background-color:#FFF4CC;" | N/A
| style="background-color:#FFF4CC;" | Cloak Duration: 10s <br>Recharge Wait: 33.5s <br>Cloak Initialize: 1.2s <br>Decloak Time: 2.2s
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | [[Cloak]] flickers when damaged or touched by enemy. <br>Can be refilled with ammo and metal. <br>Cloak prevents new disguise smoke; doesn't hide old smoke. <br>Revealed by [[fire]], deep water, [[Sniper weapons (competitive)#Jarate|Jarate]], and [[Scout weapons (competitive)#Mad Milk|Mad Milk]].
+
* '''Cloak duration:''' 10s  
 +
* '''Recharge time:''' 33.5s  
 +
* '''Cloak enable time:''' 1.2s  
 +
* '''Cloak disable time:''' 2.2s
 +
| style="background-color:#FFF4CC;" |
 +
* Can be refilled with ammunition.
 +
* If disguising while cloaked, the associated smoke will be hidden.
 +
* Afterburn, bleeding, [[Jarate]], [[Mad Milk]], and water effects will be visible while cloaked.
 +
* Cloak will flicker if the Spy bumps into an enemy player, or takes damage of any kind.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Invisibility Watch in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Invisibility Watch]] <br>{{Item icon|Invisibility Watch}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
Line 276: Line 577:
 
=== Cloak and Dagger ===
 
=== Cloak and Dagger ===
  
[[File:Cloak and Dagger.PNG|100px|right]]
+
The Cloak and Dagger has less overall Cloak than the stock Invisibility Watch, but allows the Spy to regenerate Cloak by not moving and by picking up ammo while uncloaked.
 
 
The Cloak and Dagger is an ideal cloak for attempting target specific picks. Because it is motion sensitive, a Spy can wait for the opportune time to attack his target. This is best done when the enemy is pressured by spam or retreating to the [[Medic (competitive)|Medic]] for health.
 
 
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Cloak and Dagger]] <br>[[Image:Cloak and Dagger.PNG|link=Cloak and Dagger|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Cloak and Dagger]] <br>{{Item icon|Cloak and Dagger}}
 
| style="background-color:#FFF4CC;" | N/A
 
| style="background-color:#FFF4CC;" | N/A
 
| style="background-color:#FFF4CC;" | N/A
 
| style="background-color:#FFF4CC;" | N/A
| style="background-color:#FFF4CC;" | Duration, Running: 6.8s <br>Duration, Crawling: 66.5s <br>Recharge Wait: 18.2s <br>Cloak Initialize: 1.2s <br>Decloak Time: 2.2s
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Cannot be refilled with ammo or metal. <br>Recharges based on lack of movement. <br>Loses charge when moving while cloaked. <br>Cloak flickers when moving while out of charge. <br>Otherwise identical to [[Spy weapons (competitive)#Invisibility Watch|Invisibility Watch]] and its Cloak.
+
* '''Walking duration:''' 6.2s
 +
* '''Crouch-walking duration:''' 60s
 +
* '''Recharge time:''' 15s
 +
* '''Cloak enable time:''' 1.2s
 +
* '''Cloak disable time:''' 2.2s
 +
| style="background-color:#FFF4CC;" |
 +
* Can only be refilled by ammunition while uncloaked.
 +
* Cloak duration based on movement speed.
 +
* Cloak will flash identically to the stock Invisibility Watch.
 +
** If the Cloak meter runs out while cloaked, the Cloak will flash as if the Spy had been bumped.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Cloak and Dagger in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Cloak and Dagger]] <br>{{Item icon|Cloak and Dagger}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
  
 
=== Dead Ringer ===
 
=== Dead Ringer ===
 
[[File:Dead Ringer.png|100px|right]]
 
  
 
The Dead Ringer can be a useful tool into tricking the enemy that they have killed you or have gotten an important pick. A pick can be attempted with the enemy fooled that they have killed you, making the second attempt very easy. The Dead Ringer's loud ring can sometimes be muffled down by voice communication, but can still be easily heard by anyone completely aware that a Spy is still around. A common tactic to use with the Dead Ringer is to disguise as an important pick target of your own team, such as a [[Demoman (competitive)|Demoman]], or Medic, while playing Gravel Pit offense and run out the spawn gates with it activated to fool an enemy Demoman camping the gates at the start of the round to blow his stickies.
 
The Dead Ringer can be a useful tool into tricking the enemy that they have killed you or have gotten an important pick. A pick can be attempted with the enemy fooled that they have killed you, making the second attempt very easy. The Dead Ringer's loud ring can sometimes be muffled down by voice communication, but can still be easily heard by anyone completely aware that a Spy is still around. A common tactic to use with the Dead Ringer is to disguise as an important pick target of your own team, such as a [[Demoman (competitive)|Demoman]], or Medic, while playing Gravel Pit offense and run out the spawn gates with it activated to fool an enemy Demoman camping the gates at the start of the round to blow his stickies.
Line 305: Line 619:
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Dead Ringer]] <br>[[Image:Dead Ringer.png|link=Dead Ringer|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Dead Ringer]] <br>{{Item icon|Dead Ringer}}
 
| style="background-color:#FFF4CC;" | N/A
 
| style="background-color:#FFF4CC;" | N/A
 
| style="background-color:#FFF4CC;" | N/A
 
| style="background-color:#FFF4CC;" | N/A
| style="background-color:#FFF4CC;" | Supercloak Duration: 6.5s <br>Decloak Time: 2.2s <br>Recharge from 0%: 16s <br>Recharge from 40%: 9.6s <br>Recharge from 75%: 4s
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Cloak triggers from any damage, which is subject to supercloak effects. <br>Trigger fakes death (corpses drop enemy disguises), ending on decloak. <br>Provides supercloak in
+
* '''Supercloak Duration:''' 6.5s  
normal duration and regular Cloak during extensions. <br>Supercloak provides 90% damage reduction. <br>Cloaking extinguishes fire but does not prevent additional fire. <br>Decloaking reduces charge to 40% if higher. <br>Pickups cannot refill more than 35% charge. <br>Otherwise identical to Invisibility Watch and its Cloak.
+
* '''Cloak enable time:''' 0s
 +
* '''Cloak disable time:''' 2.2s  
 +
* '''Recharge time:''' 16s  
 +
| style="background-color:#FFF4CC;" |
 +
* Can only be activated at 100% charge.
 +
** When activated, the Dead Ringer has no immediate effect, but prevents attacks by the Spy.
 +
** If the Spy is damaged in any way while active, it triggers Cloak and drops a fake corpse.
 +
*** The first 6.5 seconds of the Cloak are a Supercloak.
 +
**** Supercloak is not subject to flashes, but it will show Jarate, Mad Milk, Afterburn, and water effects.
 +
**** Extinguishes afterburn when activated.
 +
**** Reduces damage taken by 90%.
 +
*** Cloak can be extended with ammunition, but will not be Supercloak.
 +
* Cloak drains 60% faster.
 +
* Decloaking reduces the overall Cloak amount to 40% or lower.
 +
* Ammunition pickups cannot refill more than 35% charge.
 +
** Large and Medium pickups will refill 35%.
 +
** Small pickups will refill 25%.
 +
* Cloak recharges 80% faster otherwise.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Dead Ringer in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Dead Ringer]] <br>{{Item icon|Dead Ringer}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
  
== See also ==
+
===PDA Items Usage===
* [[Spy (competitive)]]
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* [[Utility]]
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The PDA items are the Spies' essential tool to do his trickery, especially his Disguise Kit, or to conceal himself temporarily (or indefinitely, with Cloak & Dagger).
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* The Invisibility Watch travels furthest, but the duration is timed, so it's best to pick the route carefully before doing so, and pick up ammo boxes to travel even further, or to refill the Cloak meter.
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* The Cloak & Dagger is best used to get past large stretches with limited ammunition. It allows the Spy to maintain Cloak for a theoretically infinite duration, but has reduced distance and cannot be refilled quickly. It can also be used for better reconnaissance, to get a read on health and Übercharge levels.
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* The Dead Ringer allows a Spy to bypass an otherwise impassable wall, as the supercloak functionality is extremely useful. However, it has an even shorter Cloak duration, and makes a very loud decloak noise. It can be refilled only to a limited measure by ammo, but recharges naturally at an increased rate.
  
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The Invisibility Watch is most commonly seen, as a Spy rarely has time to sit around, and the Dead Ringer has too many erroneous mechanics and is too suspicious to be viable.
  
 
{{Class competitive Nav}}
 
{{Class competitive Nav}}
[[Category:Competitive]]
 

Latest revision as of 00:35, 15 November 2019

This article is for competitive play, based on the standard community competitive format.
The community competitive scene changes frequently. Some or all info may be outdated.
Some Spy weapons may be banned in your league. For a list of banned weapons, please see the Weapon Ban List.

The Spy is a class highly dependent on his stealth abilities to take out enemies behind cover with a backstab.

Secondary Weapons

The Spy's secondary weapons provide him with his only long-range damage, and are mostly used to cover a retreat. All of the Spy's secondary weapons will be perfectly accurate if unfired for 1.25 seconds.

Revolver

The stock Revolver deals decent amounts of damage, and can be good to pick off a low-health enemy at range.

The Big Kill has the same stats as the Revolver.

Weapon Damage Critical Damage Function Times Special
Revolver
Revolver
  • Point-Blank: 60
  • 512 units: 40
  • Over 1024 units: 21
  • Critical: 120
  • Point-Blank Mini-crit: 81
  • Over 512 units Mini-crit: 54
  • Attack: 0.58s
  • Reload: 1.16s
  • Stock econdary weapon.


Below is a table displaying the availability of the Revolver in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Revolver
Revolver
Allowed


The Ambassador

The Ambassador deals reduced damage alongside a slower firing speed, but deals critical damage on a Headshot.

Weapon Damage Critical hits|Critical Damage Function Times Special
Ambassador
Ambassador
  • Point-Blank: 51
  • 512 units: 34
  • Over 1024 units: 18
  • Critical: 102
  • Point-Blank Mini-crit: 69
  • Over 512 units Mini-crit: 46
  • Attack: 0.696
  • Reload: 1.16
  • Cooldown until perfect accuracy: 0.95s
  • Accuracy is based on the time since the last shot.
  • Deals critical damage on an accurate headshot.
  • 15% damage penalty.
  • 20% slower firing speed.


Below is a table displaying the availability of the Ambassador in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Ambassador
Ambassador
Allowed


L'Etranger

The L'Etranger deals -20% damage, but provides +40% more of the Spy's total cloak and refills 15% cloak on each successful hit.

Weapon Damage Critical Damage Function Times Special
L'Etranger
L'Etranger
  • Point-Blank: 48
  • 512 units: 32
  • Over 1024 units: 17
  • Critical: 96
  • Point-Blank Mini-crit: 65
  • Over 512 units Mini-crit: 43
  • Attack: 0.58s
  • Reload: 1.16s
  • Adds 15% Cloak on hit.
  • Adds 40% total cloak.
  • 20% damage penalty.


Below is a table displaying the availability of the L'Etranger in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
L'Etranger
L'Etranger
Allowed


Diamondback

The Diamondback deals reduced damage, but stores and deals critical hits for every building sapped and every enemy you kill with a Backstab.

Weapon Damage Critical Damage Function Times Special
Diamondback
Diamondback
  • Point-Blank: 51
  • 512 units: 34
  • Over 1024 units: 18
  • Critical: 102
  • Point-Blank Mini-crit: 69
  • Over 512 units Mini-crit: 46
  • Attack: 0.58s
  • Reload: 1.16s
  • Gives one guaranteed critical hit for each building destroyed.
  • 15% damage penalty.
  • Gives one guaranteed critical hit for each backstab.


Below is a table displaying the availability of the Diamondback in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Diamondback
Diamondback
Banned


Enforcer

The Enforcer deals increased damage while disguised, at the cost of slower firing speed. The Enforcer is often banned in many leagues.

Weapon Damage Critical Damage Function Times Special
Enforcer
Enforcer
  • Point-Blank: 72
  • 512 units: 48
  • Over 1024 units: 25
  • Critical: 144
  • Point-Blank Mini-crit: 97
  • Over 512 units Mini-crit: 65
  • Attack: 0.696s
  • Reload: 1.16s
  • 20% damage bonus while disguised.
  • 20% slower firing speed.


Below is a table displaying the availability of the Enforcer in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Enforcer
Enforcer
Allowed


Secondary Weapon Usage

The stock Revolver can quickly deal with low-health players. The Ambassador can help put damage on, or even take out certain classes with a Headshot. The L'Etranger provides additional Cloak for a better get-away. The Diamondback is useful in the presence of Engineers. The Enforcer provides increased damage, useful for taking down classes with more health, but with a slower shooting speed. The Ambassador tends to be used, due to the possibility of increased damage with a Headshot, but the stock Revolver sees a lot of use due to consistent damage.

Building Weapons

The building weapons available to the Spy allow him to disable or destroy sentry nests to enable his teammates to help take out enemy buildings. This allows the team to push further and saves having other classes such as the Soldier risk their lives to destroy a troublesome Level 3 Sentry Gun when they are needed for the final stretch of the push.

Sapper

The Spy's stock Sapper gradually reduces the health of a building. When applied to a teleporter, it will sap both the entrance and the exit.

The Ap-Sap and the Snack Attack have the same stats as the stock Sapper.

Weapon Damage Critical Damage Function Times Special
Sapper
Sapper
  • DPS: 25
N/A
  • Level 1 Building: 6.00s
  • Level 2 Building: 7.20s
  • Level 3 Building: 8.64s
  • Combat Mini-sentry: 4s
  • Removed by two hits from a Wrench or Neon Annihilator.
  • Removed by one hit from the Homewrecker or Maul.
  • The Spy's revolvers deal less damage to a building which is being sapped.
  • Buildings are disabled while being sapped.


Below is a table displaying the availability of the Sapper in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Sapper
Sapper
Allowed


Red-Tape Recorder

The Red-Tape Recorder rewinds the building process of buildings. It then reduces the level 1 building into a toolbox, and reduces its health. The toolbox can be collected as a large ammo pickup.

Weapon Damage Critical Damage Function Times Special
Red-Tape Recorder
Red-Tape Recorder
  • DPS: 0
N/A
  • Level 3 Sentry Gun to Level 2: 3.4s
  • Level 2 Sentry Gun to Level 1: 3.4s
  • Level 1 Sentry Gun to Toolbox: 10.7s
  • Combat Mini-sentry to Toolbox: 10.5s
  • Level 3 Dispenser to Level 2: 3.4s
  • Level 2 Dispenser to Level 1: 3.4s
  • Level 1 Dispenser to Toolbox: 21.2s
  • Level 3 Teleporter to Level 2: 3.0s
  • Level 2 Teleporter to Level 1: 3.0s
  • Level 1 Teleporter to Toolbox: 21.2s
  • Removed by two hits from a Wrench or Neon Annihilator.
  • Removed by one hit from the Homewrecker or Maul.
  • The Spy's revolvers deal less damage to a building which is being sapped.
  • Buildings are disabled while being sapped.
  • Sapper gibs can be collected for metal, 3 metal for 4 fragments (12 total).


Below is a table displaying the availability of the Red-Tape Recorder in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Red-Tape Recorder
Red-Tape Recorder
Allowed


Secondary Weapon Usage

The Spy's Sapper is useful for taking down or disabling an Engineer's buildings to allow the team to advance.

Melee Weapons

The Spy's melee weapons are his primary source of damage. Any hit within the 180º range behind an enemy will register a Backstab, dealing six times the player's health. They deal about 60% the damage of another stock melee weapon, (compare to Scout). All of the Spy's knives except for the Spy-cicle will perform the Fencing taunt.

Knife

The stock Knife deals low damage normally, but can backstab for an instant kill.

The Sharp Dresser and the Black Rose have the same stats as the Knife.

Weapon Damage Critical Damage Function Times Special
Knife
Knife
  • Melee: 40
  • Backstab: 6 times the target's health
  • Critical: 120
  • Mini-crit: 54
  • Attack: 0.8s
  • Stock melee weapon.


Below is a table displaying the availability of the Knife in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Knife
Knife
Allowed


Your Eternal Reward

The Your Eternal Reward deals identical damage to the stock Knife, but will cause the death of an enemy to be silent, and disguises the Spy as the fallen teammate instantly. The Spy cannot otherwise disguise.

The Wanga Prick has the same stats as the Your Eternal Reward.

Weapon Damage Critical Damage Function Times Special
Your Eternal Reward
Your Eternal Reward
  • Melee: 40
  • Backstab: 6 times the target's health
  • Critical: 120
  • Mini-crit: 54
  • Attack: 0.8s
  • Disables the Disguise Kit.
  • Backstabs are silent.
    • Corpses are hidden.
    • Instant disguise as the killed player.


Below is a table displaying the availability of Your Eternal Reward in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Your Eternal Reward
Your Eternal Reward
Allowed


Conniver's Kunai

The Conniver's Kunai grants the Spy health on kill, at the cost of initial health. The granted health can provide overheal.

Weapon Damage Critical Damage Function Times Special
Conniver's Kunai
Conniver's Kunai
  • Melee: 40
  • Backstab: 6 times the target's health
  • Critical: 120
  • Mini-crit: 54
Attack: 0.8s
  • On backstab, grants the Spy health equivalent to the target's health.
  • Maximum health reduced to 75 from 125.
    • Maximum overheal reduced from 185 to 115.
    • Maximum overheal from backstab is 210.
  • Health provided extinguishes fire and bleeding, similar to a health pack.


Below is a table displaying the availability of the Conniver's Kunai in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Conniver's Kunai
Conniver's Kunai
Allowed


The Big Earner

The Big Earner provides the Spy with 30% Cloak on backstab and a temporary speed boost, but reduces his maximum health by 25.

Weapon Damage Critical Damage Function Times Special
Big Earner
Big Earner
  • Melee: 40
  • Backstab: 6 times the target's health
  • Critical: 120
  • Mini-crit: 54
  • Attack: 0.8s
  • 30% Cloak granted on kill.
  • Speed boost for 3 seconds on kill.
  • Maximum health reduced to 100 from 125.
    • Maximum overheal reduced from 185 to 150.


Below is a table displaying the availability of the Big Earner in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Big Earner
Big Earner
Allowed


Spy-cicle

The Spy-cicle kills players silently, and freezes their bodies with the Jiggle Bones effect, which is similar to the Saxxy, the Golden Wrench, and the Golden Pan, but the frozen body is made of ice, instead of Australium. If the Spy is lit on fire, or taking afterburn with it active, it will extinguish the fire, prevent additional fire damage for 1 second and afterburn damage for 10 seconds, but disable the knife for 15 seconds.

Weapon Damage Critical Damage Function Times Special
Spy-cicle
Spy-cicle
  • Melee: 40
  • Backstab: 6 times the target's health
  • Critical: 120
  • Mini-crit: 54
  • Attack: 0.8s
  • Fire prevention time: 1s
  • Afterburn prevention time: 10s
  • Recharge time: 15s
  • Kills silently.
    • Leaves ice statues rather than corpses.
  • Will stop and prevent fire damage for 1 second after it's active.
    • Prevents after burn for 10 seconds afterwards.
    • Disables the knife after doing so.
  • Uses the Revolver taunt as opposed to the Fencing taunt.


Below is a table displaying the availability of the Spy-cicle in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Spy-cicle
Spy-cicle
Allowed


Melee Weapon Usage

The stock Knife has no health penalty, and allows the Disguise Kit. The Your Eternal Reward allows for a Spy to take out enemies silently, but voice communication can supersede this. The Conniver's Kunai can help a Spy survive after a backstab, but makes the Spy highly vulnerable. The Big Earner is useful for a better getaway, and the Spy-cicle is helpful to avoid fire damage. The stock Knife tends to be a favorite choice for its lack of downsides, although some confident players may use the Conniver's Kunai to help extinguish fire damage.

PDA Items

Disguise Kit

The Disguise Kit allows the Spy to disguise as any other player in the game.

Weapon Damage Critical Damage Function Times Special
Disguise Kit
Disguise Kit
N/A N/A
  • Disguise Time: 2s
  • Smoke Duration: 3s
  • Smoke will be invisible if disguising while cloaked.
  • Disguising as a friendly Spy will drop any disguise.
  • Speed will be reduced to match a slower speed disguised class.
  • By re-disguising as the same class, the Spy will adjust his apparently active weapon to match the slot of the one he is using.
    • PDA items cannot be mimicked in this way.


Below is a table displaying the availability of the Disguise Kit in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Disguise Kit
Disguise Kit
Allowed


Invisibility Watch

The stock Invisibility Watch provides a rudimentary Cloak which can be refueled with ammunition, and drains while active.

The Enthusiast's Timepiece and the Quackenbirdt have the same stats as the Invisibility Watch.

Weapon Damage Critical Damage Function Times Special
Invisibility Watch
Invisibility Watch
N/A N/A
  • Cloak duration: 10s
  • Recharge time: 33.5s
  • Cloak enable time: 1.2s
  • Cloak disable time: 2.2s
  • Can be refilled with ammunition.
  • If disguising while cloaked, the associated smoke will be hidden.
  • Afterburn, bleeding, Jarate, Mad Milk, and water effects will be visible while cloaked.
  • Cloak will flicker if the Spy bumps into an enemy player, or takes damage of any kind.


Below is a table displaying the availability of the Invisibility Watch in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Invisibility Watch
Invisibility Watch
Allowed


Cloak and Dagger

The Cloak and Dagger has less overall Cloak than the stock Invisibility Watch, but allows the Spy to regenerate Cloak by not moving and by picking up ammo while uncloaked.

Weapon Damage Critical Damage Function Times Special
Cloak and Dagger
Cloak and Dagger
N/A N/A
  • Walking duration: 6.2s
  • Crouch-walking duration: 60s
  • Recharge time: 15s
  • Cloak enable time: 1.2s
  • Cloak disable time: 2.2s
  • Can only be refilled by ammunition while uncloaked.
  • Cloak duration based on movement speed.
  • Cloak will flash identically to the stock Invisibility Watch.
    • If the Cloak meter runs out while cloaked, the Cloak will flash as if the Spy had been bumped.


Below is a table displaying the availability of the Cloak and Dagger in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Cloak and Dagger
Cloak and Dagger
Allowed


Dead Ringer

The Dead Ringer can be a useful tool into tricking the enemy that they have killed you or have gotten an important pick. A pick can be attempted with the enemy fooled that they have killed you, making the second attempt very easy. The Dead Ringer's loud ring can sometimes be muffled down by voice communication, but can still be easily heard by anyone completely aware that a Spy is still around. A common tactic to use with the Dead Ringer is to disguise as an important pick target of your own team, such as a Demoman, or Medic, while playing Gravel Pit offense and run out the spawn gates with it activated to fool an enemy Demoman camping the gates at the start of the round to blow his stickies.

Weapon Damage Critical Damage Function Times Special
Dead Ringer
Dead Ringer
N/A N/A
  • Supercloak Duration: 6.5s
  • Cloak enable time: 0s
  • Cloak disable time: 2.2s
  • Recharge time: 16s
  • Can only be activated at 100% charge.
    • When activated, the Dead Ringer has no immediate effect, but prevents attacks by the Spy.
    • If the Spy is damaged in any way while active, it triggers Cloak and drops a fake corpse.
      • The first 6.5 seconds of the Cloak are a Supercloak.
        • Supercloak is not subject to flashes, but it will show Jarate, Mad Milk, Afterburn, and water effects.
        • Extinguishes afterburn when activated.
        • Reduces damage taken by 90%.
      • Cloak can be extended with ammunition, but will not be Supercloak.
  • Cloak drains 60% faster.
  • Decloaking reduces the overall Cloak amount to 40% or lower.
  • Ammunition pickups cannot refill more than 35% charge.
    • Large and Medium pickups will refill 35%.
    • Small pickups will refill 25%.
  • Cloak recharges 80% faster otherwise.


Below is a table displaying the availability of the Dead Ringer in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Dead Ringer
Dead Ringer
Allowed


PDA Items Usage

The PDA items are the Spies' essential tool to do his trickery, especially his Disguise Kit, or to conceal himself temporarily (or indefinitely, with Cloak & Dagger).

  • The Invisibility Watch travels furthest, but the duration is timed, so it's best to pick the route carefully before doing so, and pick up ammo boxes to travel even further, or to refill the Cloak meter.
  • The Cloak & Dagger is best used to get past large stretches with limited ammunition. It allows the Spy to maintain Cloak for a theoretically infinite duration, but has reduced distance and cannot be refilled quickly. It can also be used for better reconnaissance, to get a read on health and Übercharge levels.
  • The Dead Ringer allows a Spy to bypass an otherwise impassable wall, as the supercloak functionality is extremely useful. However, it has an even shorter Cloak duration, and makes a very loud decloak noise. It can be refilled only to a limited measure by ammo, but recharges naturally at an increased rate.

The Invisibility Watch is most commonly seen, as a Spy rarely has time to sit around, and the Dead Ringer has too many erroneous mechanics and is too suspicious to be viable.