Difference between revisions of "Spy checking"

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[[File:Spycheck_successful_harvest.png|400px|thumb|right|A [[BLU]] [[Pyro]] successfully Spy checks teammates leaving their spawn area on [[Harvest]].]]
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[[File:Spycheck_successful_harvest.png|400px|thumb|right|A [[BLU]] [[Pyro]] (left) Spy-checks teammates leaving their spawn area on [[Harvest]], revealing a Spy (right) disguised as the Demoman (middle) next to him.]]
  
{{Quotation|'''The Scout''' on anti-espionage|Hard ta stab a guy in da back when he's beatin' ya freakin' head in, huh?|sound=Scout_dominationspy03.wav}}
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{{Quotation|'''The Scout''' on anti-espionage.|Hard ta stab a guy in da back when he's beatin' ya freakin' head in, huh?|sound=Scout_dominationspy03.wav}}
  
'''Spy checking''' is the common term for a thorough inquisition made by teammates in order to determine the whereabouts of enemy [[Spies]] and eliminate them. It is important to remember that Spies cannot attack while cloaked, cannot immediately attack or place [[Electro Sapper]]s after [[Cloak|decloaking]], and can effectively kill by [[Backstab|attacking from behind]]. The process is somewhat complicated since disguised Spies can use the [[Dead Ringer]] to make a hasty escape when discovered.
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'''Spy checking''' is a common term for the investigations players make to determine where or who enemy [[Spies]] are and eliminate them. These investigations are both useful and important because Spies can instantly kill by [[Backstab|attacking from behind]]. The process can be somewhat complicated because disguised Spies can use the [[Dead Ringer]] to make a hasty escape when discovered, or avoid taking fire damage by equipping the [[Spy-cicle]].
  
 
==Identifying Spies==
 
==Identifying Spies==
 
===General Strategy===
 
===General Strategy===
* Remember that players on opposite teams cannot pass through each other. Bumping into teammates indicates that that player is an enemy Spy.
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* The easiest and most common way to Spy-check is to simply shoot a teammate. Real teammates take no damage at all, while enemy Spies die after a few shots. Pyros excel at this method, as their Flame Thrower can Spy-check multiple teammates at once and will ignite a Spy, instantly ruining his disguise.
  
* Look for teammates that are behaving bizarrely. Players in unusual positions, moving in the wrong direction, deliberately avoiding contact with teammates, or hiding in corners should all be Spy checked.
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* Remember that players on opposing teams cannot pass through each other. Bumping into a teammate indicates that that player is an enemy Spy.
  
* Watch for teammates who are not firing their weapons or going toward resupply areas when hurt. Spies can not fire their weapon without removing their disguise, and they can not enter an enemy respawn area even when disguised.
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* Look for teammates that are behaving suspiciously. Players in unusual positions, moving in the wrong direction, deliberately avoiding contact with teammates, or hiding in corners should all be Spy checked.
  
* Pay attention to the text chat. Spies will sometimes use [[voice command]]s, which will appear to all members of the opposing team as originating from the player that the Spy is disguised as. If you see voice commands originating from your name, alert teammates that the Spy is likely disguised as yourself.
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* Pay special attention to areas with health kits or ammo boxes or corners, nooks, and spots that players usually do not enter. Spies tend to use these areas to hide in while they recharge their [[Cloak and Dagger]].
  
* Keep an eye out for telltale shrouds of smoke that are colored red or blue. When a Spy uses the [[Disguise Kit]], it takes a second for the disguise to equip. At that time, the Spy will be shrouded with his team-colored smoke. While the smoke does not appear if the Spy is already cloaked, it will follow the Spy for a short distance if he uses it before cloaking.
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* Watch for teammates who are not firing their weapons. Spies cannot fire their weapon without removing their disguise. They can pretend to reload their weapons, keep in mind a Spy can switch weapons at the near-end of the reload animation to continuously appear to reload.  
  
* If you have been killed, you can cycle through different camera angles around the map while waiting to respawn. Look out behind teammates or on open points for Spies uncloaking or disguising. Then you could Spy-Check the last known location of the [[Spy]] and the location around or near it.
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* Keep an eye out for smoke surrounding players. When a Spy uses the [[Disguise Kit]], it takes a moment for the disguise to activate, during which the Spy will be shrouded in team-colored smoke. Spies can change their disguise much faster than they can apply a new one, however.
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===Class-specific strategies===
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* If you are dead, you can cycle through different camera angles around the map while waiting to respawn. Look out behind teammates or on open points for Spies uncloaking or disguising. You can then alert teammates or Spy-check where you last saw the [[Spy]] when you respawn.
===={{Class link|Scout}}====
 
* The Scout is the fastest class. Because of this, one effective strategy is to run around the map and try to bump into fellow teammates. As noted above, any teammate that cannot be passed through is an enemy Spy in disguise.
 
  
* Equip the [[Sandman]] and attempt to stun any teammates suspected to be a Spy. The baseball will stun disguised Spies, but will simply pass through teammates.  
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* For the first few seconds after you respawn, you can see silhouettes of your teammates. If you see one appear from nowhere, it may be an enemy Spy decloaking.
  
* Throw [[Mad Milk]] at at a teammate to Spy check them. Mad Milk will expose a disguised Spy, similar to [[Jarate]].  
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* If a friendly player is trying to get behind you for no reason, they may be attempting to backstab you. If a player is acting suspiciously, never turn your back on them.
  
* Two close-range hits from the [[Scattergun]], the [[Force-A-Nature]], or three from the [[Shortstop]] will kill a Spy not equipped with the Dead Ringer.
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* Spies disguised as a Spy will always have the disguise mask on.
  
*Dead Ringer-equipped Spies can be identified easily if the player equips a [[Candy Cane]], [[Holy Mackerel]], or [[Unarmed Combat]]; a health pack will not drop upon kill with the Candy Cane, while the FISH KILL! and ARM KILL! notices will not appear upon kill with the Holy Mackerel or Unarmed Combat, respectively.
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===Class-specific strategies===
 
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===={{Class link|Scout}}====
* A teammate gets hit by the bauble of your [[Wrap Assassin]] and subsequently [[bleed]]s is a Spy.
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* The Scout is the fastest class. Because of this, one effective strategy is to run around the map and try to bump into fellow teammates. As noted above, any teammate that you cannot pass through is an enemy Spy in disguise.
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* Some of the Scout's melee weapons can be used to Spy-check effectively. Refer to these and their individual articles for details.
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* [[Mad Milk]] will reveal disguised and cloaked Spies, since a [[coated]] Spy will be visible by white drips.
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* The [[Boston Basher]], [[Flying Guillotine]], and [[Wrap Assassin]] bauble will cause enemies to bleed when struck. If you hit a teammate and they begin to bleed, you have discovered an enemy Spy. Be warned that with the Boston Basher you will take damage and start bleeding if you miss, so trying to find a cloaked Spy with the Boston Basher is unwise.
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* The [[Fan O'War]] can also mark enemies for death. If you suspect a teammate of being a Spy, and cause a skull and crossbones to appear over them, you have just marked an enemy Spy.
  
 
===={{Class link|Soldier}}====
 
===={{Class link|Soldier}}====
* Fire rockets into teammates and see whether or not the rocket explodes on contact with them, since rockets will simply pass through teammates. However, keep in mind that the rocket launchers have low ammo counts, so Spy checking in this manner can burn through ammo rather quickly.
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* The Soldier has few particular Spy-check strategies apart from the general ones. Spy-checking by simply shooting rockets at suspicious players is very effective because of the high damage your rockets do at close range. However, disguised enemy Spies will not receive damage knockback from your rockets.
 
 
* The [[Buff Banner]], [[Battalion's Backup]] and [[Concheror]] will not affect enemy Spies, so pay attention to whether or not nearby teammates begin glowing with the appropriate [[particle effect]] by the activation of either of these three weapons.
 
  
* Hitting an enemy Spy with the [[Disciplinary Action]] will bestow neither you nor the Spy with a speed boost.
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* When you activate a banner, nearby teammates that do not emit a glow are Spies.
 
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** Shooting a disguised Spy will charge a banner's rage meter.
* While killing a Spy with the Dead Ringer with the [[Half-Zatoichi]] bloodies the blade and allows you to sheath the weapon, the player will not attain the health boost the katana should grant. Keep an eye out and spray the area with rockets or Shotgun shells.  
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** The Disciplinary Action will still apply a speed boost, regardless of if the player whipped is a disguised Spy.
  
 
===={{Class link|Pyro}}====
 
===={{Class link|Pyro}}====
* The Pyro's ability to set enemies on [[fire]] with incendiary weapons is perhaps the most useful tool for detecting Spies, since only enemies can be ignited. This is the most reliable method of Spy checking teammates. The team-colored glow produced by a burning player is especially visible when surrounding a cloaked or disguised Spy. It is recommended to use only small bursts to Spy check, as a Flamethrower requires great amounts of ammunition to fire at a constant rate. Though keep in mind this tactic will not be as effective on Spies equipped with The [[Spy-cicle]]. If you Spy check a teammate and they attempt to run away afterwards, follow them and attempt to light them again, as The Spy-cicle has a 15 second recharge time.
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* The Pyro's ability to set enemies on [[fire]] with incendiary weapons is perhaps the most useful tool for detecting Spies, since only enemies can be ignited. This is the most reliable method of Spy checking teammates. The team-colored glow produced by a burning player is especially visible when surrounding a cloaked or disguised Spy. It is recommended to use only small bursts to Spy check to conserve Flame Thrower ammunition.
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* The [[Compression blast]] is also useful in revealing Spies, as well as stopping attempts to escape. Teammates will not be affected by compression blast, so any teammate that can be pushed by it is a Spy. While flames are normally more efficient, compression blasts can be used to push Spies away from your teammates if they are in danger of being backstabbed.
* The [[Compression blast]] is also useful in revealing Spies, as well as preventing them from accomplishing objectives. Teammates will not be affected by compression blast, so any teammate that can be juggled is a Spy. It is recommended to simply ignite the Spy, as compression blast costs a considerable amount of ammo; however, this can be used to push them away from your teammates if they are in danger of being backstabbed.
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* If a Spy is using the [[Dead Ringer]], they may appear to die instantly from your flames, though the flames will tend to surround them for a little while afterwards, which can show you that they faked their death. Spray fire in the vicinity to try and reignite them, and if you find them, pursue them until they die for real.
 
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* Know that the [[Spy-cicle]] greatly aids Spies trying to escape or stay hidden. Be aware of its use and counter it with other weapons if necessary.
* If a Spy is using the [[Dead Ringer]], they may simply die instantly from a burn. Spray fire in the vicinity to try and reignite a Spy who has feigned death. Pursue them until you are certain of their death.
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** The [[Media:Icicle melt 01.wav|noise]] a Spy-cicle makes when extinguishing flames is very distinct.  Learn to recognize it, both when the Spy is cloaked and when they are disguised as a teammate.
 
 
* The [[Powerjack]] will not give the user a health boost upon killing a Dead Ringer Spy; spray the area with flames to negate this.
 
  
 
===={{Class link|Demoman}}====
 
===={{Class link|Demoman}}====
* In close quarters, the melee weapon is probably the most effective method. In particular, the [[Ullapool Caber]], which does not detonate on friendly players, will detonate on Spies. However, remember that the Ullapool Caber will inflict 100 self-damage upon exploding.
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* Placing Stickybombs over a wide area can cause Spies to hesitate about traversing such minefields. Teammates have no such qualms, and simply walk across these areas.
 
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* Planting a cluster of Stickybombs in an Engineer nest helps to deter the buildings from getting sapped by the Spy. If your Engineers happen to yell out that they are getting sapped, detonate the Stickybombs to catch the Spy red-handed.
* In narrow corridors, a set of grenades from the [[Grenade Launcher]] can serve to force a Spy to clear the area or risk being discovered by blast damage. This tactic, if the Spy's [[Cloak]] is low, can force the Spy to become visible.
 
 
 
* Placing Stickybombs with the [[Stickybomb Launcher]] on a wide area can cause Spies to hesitate about traversing such a minefield. Teammates will simply travel over the sticky trap.  
 
 
 
* A Demoman using the [[Chargin' Targe]] or [[Splendid Screen]] will be stopped mid-charge when bumping into a Spy.
 
 
 
* While killing a Spy with the Dead Ringer with the Half-Zatoichi bloodies the blade and allows you to sheath the weapon, the player will not attain the health boost the katana should grant. Keep an eye out and spray the area with grenades.
 
 
 
* A [[Cloak and Dagger]] Spy can be negated effectively by planting Stickies in corners that you are certain Spies often use, forcing them to move to different positions.
 
  
 
===={{Class link|Heavy}}====
 
===={{Class link|Heavy}}====
* Heavies can attempt to Spy check by firing their Minigun on suspicious teammates - a few seconds at close range will make quick work of an enemy Spy. However, make sure to have ammo remaining afterward.
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* Because movement speed is greatly reduced for a spun-up Heavy, they are tempting backstab targets. This can sometimes be used as a lure to goad enemy Spies to approach. Act unaware, then turn around to surprise a possible Spy.
 
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* As Heavies are often coupled with [[Medic]]s, Spies place great priority upon stabbing the Medic first, then the Heavy, to deny the team the Medic's support. Turn around quickly if you hear your Medic die from a backstab.
* If a teammate eats a dropped [[Sandvich]] and was already at full health, that player is a Spy.
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* Spy-check by focusing your Minigun fire on a teammate. Spies will often die in a few seconds.
 
 
* Because movement speed is greatly reduced, a spun-up Heavy is a tempting backstab target. This can sometimes be used as a goad for enemy Spies to approach.
 
 
 
* As Heavies are often coupled with [[Medic]]s, Spies place great priority upon stabbing the Medic first, then the Heavy as to deny the team the Medic's support. Watch your Medic's back.
 
 
 
* If a Spy dies due to one bullet of your Minigun, spray the area rapidly lest he be using a Dead Ringer. The bullets fan out as well as the Pyro's flames, allowing you to discern the Spy's location.
 
 
 
* A kill on a Dead Ringer Spy will not activate the [[Killing Gloves of Boxing]]'s critical effect.
 
 
 
* A teammate that [[Schadenfreude|laughs]] after being punched by a Heavy with the [[Holiday Punch]] equipped is an enemy Spy.
 
  
 
===={{Class link|Engineer}}====
 
===={{Class link|Engineer}}====
*As an Engineer, Spies are a substantial threat, as they are able to place Electro Sappers while disguised. However, this can usually be mitigated if teammates can be asked to constantly patrol the vicinity in order to discourage Spies; this can be especially helpful if Pyros can be recruited for this task.
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* Keep an ear out for Sapper notifications; if a teammate is standing near the sapped building, that teammate is probably a Spy.  
 
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* Spy-check suspicious players that approach your buildings with your secondary weapon. Your primary weapon can also be used, but its ammo is often needed for other threats. Avoid chasing the Spy with your [[Wrench]], as it leaves your buildings vulnerable. The Wrench is also bad for Spy-checking since it prioritizes repairs over combat, meaning that buildings will always be hit instead of players next to them.
* Keep an ear out for Electro Sapper notifications; if one happens while a teammate is standing near the sapped building, that teammate is probably a Spy.  
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* If any teammate is unable to pass through a [[Sentry Gun]] or [[Dispenser]], that teammate is a Spy. Placing these buildings in narrow passages and checking them regularly can severely slow a Spy’s forward progress.
 
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* The [[Southern Hospitality]] is a good weapon for spychecking thanks to its [[Bleeding|bleed]] attribute.
* Spy check anybody that approaches your buildings with the [[Pistol]], [[Shotgun]], or [[Wrench]], especially teammates that are approaching friendly buildings under suspicious circumstances.
 
 
 
*If any teammate is unable to pass through a [[Sentry Gun]] or [[Dispenser]], that teammate is a Spy; the only exceptions are Engineers and their own buildings.  
 
 
 
*Placing Sentry Guns onto an end of a long 'hall' with the Wrangler is convenient, due to the minor knock-back of the bullets and the Rockets.
 
 
 
* It is also a good idea to shoot around the immediate area with the Pistol, Shotgun or Wrangler (if equipped) to check for Spies using the Cloak and Dagger.
 
 
 
* A teammate that starts bleeding upon being hit by the [[Southern Hospitality]] is an enemy Spy. The bleeding effect will persist when the Spy cloaks.  
 
  
 
===={{Class link|Medic}}====
 
===={{Class link|Medic}}====
*As a Medic, Spies can use you to gain health while disguised. Both your primary weapon and melee weapon can Spy check easily.
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* As a Medic, Spies can use you to gain health while disguised. If you are particularly suspicious of a player, do not heal them. Spy-check them with your melee weapon or have your patient deal with them for you.
 
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* Spies may target you while you are healing a patient. Watch your back while healing. You can also have your patient Spy-check for you, though this may be difficult during intense battles. Your Medi Gun stays locked onto your patient even if you turn away, so check for your team and call out any potential Spies during firefights.
*Spies may target you while you are healing a patient. Watch your back while healing. You can also rely on your patient to Spy check; however, this could prove difficult during battle.
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* Spies may also simply head directly for your patient rather than yourself. If a teammate seems to approaching your patient's back, warn them of a possible Spy.
 
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* Avoid chasing Spies too much — your ability to heal is generally more useful. Spies can also lure you into a backstab, so be careful. Your patient is generally more suited to killing the Spy than you are.
*Spies may also simply head directly for your patient rather than yourself. Protect your patient, stop healing and quickly take out the Spy. You can also use the "Spy" voice command to alert them before they get close enough. If they do take out your Medic buddy, try to pedal backwards while firing Syringes to avoid being stabbed yourself.
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* Keep your back to the wall. While not exactly a Spy checking strategy, keeping your back to the wall can be important as a Medic because it makes it harder for Spies to sneak up on you (instead of having to check 360 degrees around you, you only have to check 180 in front of you).
 
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* When shooting at damaged teammates with the [[Crusader's Crossbow]], listen for the sounds it makes when it hits a teammate. Disguised Spies will make a distinct meat impact sound when hit.
*[[Your Eternal Reward]]- or [[Wanga Prick]]-equipped Spies can stab your Medic buddy and will not interrupt your healing. If your Medic buddy suddenly acts suspicious, or if your teammate alerts you to the fact, take out your weapon and kill him.
 
 
 
*When using the [[Crusader's Crossbow]], it may be hard to Spy check. Spies will take damage from your arrows, instead of health. If a teammate is not being healed by your arrows (unless you are right next to your target), the player may be a Spy.
 
 
 
*The [[Übersaw]] can be used on exposed Spies to gain some ÜberCharge. However, the longer swing speed may mean your life if the Spy is agile enough to circle around you.
 
 
 
*When using the [[Amputator]], your taunt heals teammates in close range. Any Spies disguised will not glow the usual team-colour during this taunt. Be wary, though, since you are vulnerable while taunting.
 
  
 
===={{Class link|Sniper}}====
 
===={{Class link|Sniper}}====
*As a Sniper, your lack of mobility means you are an easy Spy target, especially while scoped-in. Use your [[SMG]] to shoot suspicious teammates around you, or douse them in Jarate.  
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* Some Snipers are oblivious to their surroundings while zoomed in. Listen carefully, and check the area you are in after firing a shot.
 
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* Switch positions frequently and check your surroundings as you do so — newly-respawned Spies will sometimes head for where they last saw you, especially if you have recently killed them.
*Many Snipers only look ahead of them to discern any possible targets, and thus do not notice Spies beside them. Make sure to check your surroundings as you switch positions.
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* [[Jarate]] is a particularly useful Spy-check weapon, as it reveals both cloaked and disguised Spies. Use it to Spy-check suspicious teammates.
 
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** Equipping the [[Bushwacka]] allows you to kill a Jarate-soaked Spy instantly. Spies who understand this will often retreat if you hit them with Jarate, allowing you to follow up with a Sniper Rifle shot. Be careful — they may try to take advantage of your damage vulnerability by gunning you down with their Revolver — if you are low on health, consider retreating to heal before confronting the Spy.
*The [[Razorback]] is one of the greatest Spy-stopping tools. Not only will they have to become visible from Cloak, their disguise will be removed if they try and Backstab. They will then become stunned from the shock, making them easy to kill. Many Spies will try to compensate for this by shooting you to death. Spycheck any players that seem to be aiming at you.
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* The [[Razorback]] will prevent a Spy from backstabbing you, but doesn't protect you from being shot! Be careful when separated from your team, even with its protection.
 
 
*While using the [[Huntsman]], an arrow will stick into a Spy, instead of going through them like it would toward a teammate. Use this to Spy check any teammates that are near you.
 
 
 
* While the [[Kukri]] works well on killing Spies, the [[Tribalman's Shiv]] is more effective as the Spy will bleed, even while cloaked.
 
 
 
* The [[Bushwacka]] is a good follow-up to a dousing of Jarate; the quick kill will make sure you won't be too distracted with hunting the Spy down.  
 
 
 
*If using the [[Machina]], bring a weapon that can Spycheck well, such as the Tribalman's Shiv or SMG, as you cannot fire unscoped with the weapon.
 
  
 
===={{Class link|Spy}}====
 
===={{Class link|Spy}}====
*The Spy can do a considerably good job of Spy checking. For example, your [[Knife]], or [[Weapons#spyprimary|its variants]], can be used as an excellent screening tool; if you believe an ally is truly an enemy Spy in disguise, simply approach him/her from behind while your Knife is active. If you raise your Knife into the backstabbing position, you have effectively "seen through" the enemy's disguise. Spy checking someone who is actually a teammate will ''not'' yield this result.
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* Spies are generally poor Spy-checkers, because they deal poor ranged damage and use tools to escape quickly. Although their backstab is very useful to protect teammates as it kills instantly, Spies spend their time best among the enemy and rarely encounter one another.
  
*If you suspect there is a Spy nearby, make use of the Dead Ringer. While active, the Dead Ringer can protect you from a backstab, while at the same time fooling the enemy into believing he has killed you. At this point, you can either relay to your team who the enemy Spy is disguised as, reveal his location, or dispatch him yourself.
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* If you stand behind a teammate while holding your knife and it raises in the ‘backstab’ position, you have discovered an enemy Spy. Backstabbing a Spy is a guaranteed kill — not even the [[Dead Ringer]] can save them from a backstab.
  
* When facing a Spy using the Dead Ringer, remember that upon backstab, the [[Conniver's Kunai]] will not leech health, Your Eternal Reward and the Wanga Prick will neither disguise you nor dissolve the enemy's body, and the [[Big Earner]] will not grant Cloak.
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==Revealing cloaked Spies==
  
* If moving into an area not dominated by one team with the Cloak and Dagger, make sure that the corners do not contain other enemy cloaked Spies that might give away your position.
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* When cloaked, Spies will momentarily appear as a team-colored silhouette upon being damaged or when bumping into enemy players. Keep an eye out for when a Spy is revealed this way. Strafing left and right while navigating corridors makes it difficult for a cloaked Spy to pass you safely.
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** Note that The Dead Ringer greatly diminishes this drawback, as they can use it to escape easily.
  
==Revealing cloaked Spies==
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* Shooting into common Spy hiding places may reveal an unlucky Spy.
* When cloaked, Spies will "flicker" their team color upon being damaged or when bumping into members of the opposite team. Keep an eye out for such flickering figures who appear in the opposite team's color. Try to strafe while navigating corridors in case a Spy is trying to go through that same corridor.
 
** The Dead Ringer does not have this drawback; however, it only lasts for the first 6.5 seconds of the Cloak, after which Spies will flicker when damaged or bumped into by members of the opposite team.
 
** Conversely, remember that friendly Spies will always be partially visible to teammates while cloaked.
 
  
* Try to listen for the sounds of decloaking. Spies' cloaks will emit unique sounds when cloaking and decloaking, and such sounds indicate the presence of a Spy.
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* Try to listen for the sounds Spies make while cloaking and decloaking. If you hear a characteristic cloaking sound, a Spy is nearby. Remember that friendly Spies make this sound as well.
  
* An Ammo box, Health kit, or a dropped weapon that disappears without a player walking over it indicates that it was picked up by a cloaked Spy. (Exception: if it was a dropped weapon, it may have simply disappeared because it was not picked up in time.) Spy check the immediate area to try to reveal the Spy.
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* An ammo box or health pack that disappears without a player picking it up indicates that it was picked up by a cloaked Spy. Spy-check nearby to reveal any careless Spies.
  
* In places with bodies of water, look for floating water drop particle effects. Players exiting bodies of water will be dripping with water, so any cloaked Spies that have recently exited a body of water can be easily identified by this.
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* In places with water, look for floating water drops. Players climbing out of water will be visibly dripping with it, including cloaked Spies.
  
 
* An automatic door that suddenly opens without any visible player being nearby indicates a cloaked Spy passing through.
 
* An automatic door that suddenly opens without any visible player being nearby indicates a cloaked Spy passing through.
  
* In general, weapons with a wide spread such as a Shotgun or Scattergun should be used to occasionally fire into corners where Spies using the [[Cloak and Dagger]] may be hiding.
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==Protecting an Engineer's buildings==
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Since an Engineer's buildings are a major target for Spies, specific strategies may be more effective around Engineer's buildings:
  
* As a Scout, try to throw Mad Milk into corners and crevices. It will immediately reveal any cloaked Spies and render their Cloak useless. The Scout's speed also allows players to patrol narrow corridors and bump into Spies attempting to make their way through side paths.
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* Spy-check suspicious players that approach a friendly Engineer's buildings. Spies trying to sap buildings often run straight towards them. You can body-block Spies to prevent them from placing a Sapper.
  
* As a Pyro, try to randomly puff flames while patrolling, as there is always a chance that the flames will ignite a Spy trying to pass through. Puffing into corners and crevices will also usually uncover a Spy that is using the Cloak and Dagger and is waiting to recharge it. Beware that the Dead Ringer can put out flames if they are ignited, so if an ignited Spy suddenly drops dead, spray down the area with flames to ignite him again and use the compression blast to keep him at bay until the charge on his Dead Ringer runs out.
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* As a Pyro, use Dispensers to constantly refill the ammo of your Flame Thrower. You can use this ammo to create a constant firewall that Spies cannot safely pass through or to constantly Spy-check the area. Heavies can also make use of Dispensers in this way.
  
* As a Heavy, spraying an area with the Minigun where a cloaked Spy may be can prove effective in exposing (and killing) him. The Minigun has a wide spread that can reveal Spies at long range.
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* As a Demoman, Stickybombs can be placed around friendly buildings to kill Spies who try to sap them. Place a few bombs around an Engineer's buildings and detonate them when you hear the Engineer announce that his buildings are being sapped. Watch your stickybomb counter, though — if the number begins to decrease, an enemy is destroying them.
  
* As an Engineer, Spies can camp by Dispensers while cloaked for an unlimited time using the [[Invisibility Watch]] or Dead Ringer, or anywhere with the Cloak and Dagger. Try and check above and around friendly buildings to counter this.
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* As an Engineer, if a Teleporter is being sapped from its entrance, you can Spy-check the next player teleporting through once you remove the Sapper. This may be an enemy Spy trying to [[telefrag]] you, so be careful not to stand on top of it. Turning the [[telefrag]] attempt into your own surprise can frustrate enemy Spies.
** The Wrangler is also useful for spraying down areas, similar to how the Heavy can Spy check with the Minigun.
 
  
* As a Sniper, similar to Scouts using Mad Milk, Jarate can short out an enemy Spy's Cloak, making him easy prey. Always try to throw Jarate into corners and crevices where Spies might be hiding before beginning sniping.
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==Identifying enemy Spies==
 
 
* As with the Southern Hospitality, the Tribalman's Shiv can render a Spy's Cloak useless. Try to hit a Spy with at least one melee hit to reduce his chances of successfully escaping. However, if he has the Dead Ringer equipped, it will remove the Shiv's bleeding effect.
 
 
 
==Protecting the Engineer's buildings==
 
* In general, simply try to Spy check anybody approaching a friendly Engineer's buildings. Spies trying to sap a building will usually make a bee-line towards the building they want to sap, so if possible, try to body-block the Spy to prevent him from placing an Electro Sapper.
 
 
 
* As a Pyro, use Dispensers to constantly refill the ammo of the [[Weapons#pyroprimary|primary weapon]]. This can be used to either create a standing firewall that Spies cannot pass through, or as periodic stops while constantly Spy checking the area.
 
** The [[Homewrecker]] or [[Maul]] can knock off enemy Electro Sappers with a single hit.
 
 
 
* As a Demoman, the Stickybomb Launcher or [[Scottish Resistance]] is extremely effective at deterring enemy Spies. Simply place a few bombs around an Engineer's buildings and detonate them when the Engineer announces that his buildings are being sapped. While this may not be enough to prevent the buildings' destruction, it will at least prevent the Spy from escaping and causing more harm. It may also force the Spy to go completely around the buildings in fear of detonation by a watchful Demoman.
 
 
 
* Similar to the Pyro, Heavies can use Dispensers to continuously refill their [[Weapons#heavyprimary|primary weapon]]'s ammo, allowing players to Spy check over greater distances.
 
  
* As an Engineer, always try to kill the Spy first before destroying any Electro Sappers placed on friendly buildings, as Spies will usually try to re-sap buildings immediately, or even try to kill the Engineer that is removing the Electro Sappers.
+
* Various team-colored indicators definitively determine an enemy Spy or a friendly one, including:
** If a Teleporter is being sapped from the Entrance, be sure not to stand on top of the Exit while destroying the Electro Sapper; some Spies will deliberately try to [[telefrag]] players on the other side. Instead, stand next to the Teleporter Exit and melee the first person that teleports through, as it will likely be the Spy. If you want to repair your teleporter, stand near it and crouch. Furthermore, if the Spy does teleport through but dies on the first hit, he is likely using the Dead Ringer, so try to box him in and continue to attack to prevent him from escaping.
+
** The flicker a cloaked Spy makes when being bumped or injured.
 
+
** The fading a cloaked Spy does while cloaking or uncloaking.
==Identifying enemy Spies==
+
** The glow a player on fire makes.
===Signs that ''definitely'' indicate an enemy Spy===
 
* Various team-colored indicators will immediately give away an enemy Spy:
 
** The flicker of a Cloak from being bumped or injured.
 
** The fading of a Cloak while cloaking or uncloaking.
 
** The glow from being set on fire.
 
 
** The smoke from a recent use of the Disguise Kit.
 
** The smoke from a recent use of the Disguise Kit.
  
* A 'teammate' that cannot pass through another 'teammate', or conversely, a 'teammate' that has been observed walking through an enemy.
+
===Signs that ''definitely'' indicate an enemy Spy, or lack thereof===
 
 
* A 'teammate' whose weapons are not glowing and crackling with electricity when a team-wide [[crit boost]] occurs, e.g. after an Intelligence capture by your team.
 
 
 
* A burning Pyro. Real Pyros cannot be ignited.
 
 
 
* A 'teammate' affected by another teammate's [[compression blast]].
 
 
 
* Seeing the cloaked silhouette of a non-Spy, or seeing a non-Spy cloaking or uncloaking. Friendly Spies always appear to be Spies, no matter their current disguise; any other cloaked class must be a disguised enemy Spy.
 
 
 
* A 'teammate' who cannot enter a friendly resupply room, or who can enter the enemy's.
 
 
 
* A 'teammate' placing Electro Sappers on friendly buildings.
 
 
 
* A friendly Engineer with the [[Hotrod]] flipped over his face, but is not holding a toolbox; this is an enemy Spy holding an Electro Sapper.
 
 
 
* A 'teammate' standing on a friendly Sentry Gun or Dispenser, or who cannot pass through them, unless it is the Engineer who owns the building. No other team member can collide with Sentry Guns or Dispensers.
 
 
 
* A 'teammate' with your name, or your Medic's name.
 
 
 
* Seeing two people in the same area that have the same name. One (or both) of them is a Spy.
 
 
 
* Seeing or hearing a [[voice command]] attributed to you without having used it.
 
 
 
* A non-Spy 'teammate' who picks up a health kit while at full health (unless it is a friendly Heavy replenishing his Sandvich).
 
 
 
* A teammate that is known to be dead or elsewhere, e.g. just respawned.
 
 
 
* A 'teammate' with the wrong movement [[speed]]:
 
** A Scout or Medic running slower than usual.
 
** A low-health Soldier with the [[Equalizer]], a [[Gas Jockey's Gear]] Pyro, a Demoman with the [[Scotsman's Skullcutter]], or a [[G.R.U.]] Heavy moving at normal speed.
 
 
 
* A Soldier holding the Equalizer and being healed by a Medic.
 
 
 
* A 'teammate' who has a name that does not correspond with his or her current class on the scoreboard. This happens when a Spy disguises as a class not currently on the team. It can also happen if the person has changed class while the Spy was disguised.
 
 
 
* A 'teammate' that can be stunned with a friendly Sandman's baseball or bleeds from a friendly Wrap Assassin's bauble.
 
 
 
* A 'teammate' who is not healed by bolts from the Crusader's Crossbow; when real teammates are hit by a crossbow bolt there is no impact sound.
 
 
 
* A 'teammate' on an uncontested [[Control point (objective)|control point]] or near the [[Payload#Carts|cart]] on [[Payload]] maps who does not seem to be capping the point or pushing the cart (unless it is a RED player on an Attack/Defend map).
 
 
 
A 'teammate' who picks up a health pack and shows an enemy colored cross.
 
 
 
* A health or ammo pickup that vanishes without cause; this means a cloaked Spy has grabbed it.
 
 
 
* A [[stun]] graphic with no attached body; this is sure to be an unlucky invisible Spy.
 
 
 
* A spurt of blood from nowhere accompanied by a cracking noise; this is probably a careless Spy that has just taken [[fall damage]].
 
 
 
* A microphone indicator that is not connected to a body on an alltalk server (cloaked Spies still display the team-colored '!' indicator).
 
 
 
* A microphone indicator belonging to an opponent that is connected to a teammate on an alltalk server.
 
 
 
* A 'teammate' that is using their microphone but has no corresponding microphone indicator.
 
 
 
* A 'teammate' whose weapon sounds like the Revolver when reloading, making a single clicking sound.
 
  
* A 'teammate' who is overhealed when there are no friendly Medics on the team.
+
==== Common signs ====
  
 +
* A 'teammate' that cannot pass through another teammate, or conversely, a 'teammate' that has been observed walking through an enemy.
 +
* A 'teammate' that asks for Medic and has the "wrong" cross background colour. For example, a Pyro at full health having its background red like on heavily injured teammates, or a near-dead Heavy having it white.
 +
* A 'teammate' who cannot enter areas open to your team (such as supply rooms), or conversely can enter areas forbidden to your team.
 +
* A 'teammate' placing [[Sapper]]s on friendly buildings.
 +
* A 'teammate' standing on a friendly Sentry Gun or Dispenser, or who cannot pass through them, and is not the [[Engineer]] who owns the building.
 +
* Two people that have the same name. One (or both) of them is a Spy.
 +
* Seeing or hearing a [[voice command]] attributed to yourself without you having used it, or more importantly, seeing "yourself" moving around.
 +
* A 'teammate' that is known to be dead or elsewhere.
 +
* A 'teammate' who has a name that does not correspond with their current class on the scoreboard. This happens when a Spy disguises as a class not currently on the team, or if the person has changed class while the Spy was disguised. Their disguise will be holding the stock weapon for that slot.
 +
* A health or ammo pickup that vanishes without cause; this means a cloaked Spy has stolen it. After a while, ammo pickups dropped by dead players will disappear and it does not mean it's a Spy picking them up.
 +
* A 'teammate' on an uncontested [[Control point (objective)|control point]] or near the [[Payload#Carts|cart]] on [[Payload]] maps who does not seem to be capturing the point or pushing the cart (assuming the point is available for capture by that team).
 
* A non-Spy 'teammate' that is being ignored by an enemy Sentry Gun.
 
* A non-Spy 'teammate' that is being ignored by an enemy Sentry Gun.
 +
* A non-Spy 'teammate' that is being healed by an enemy Medic or Dispenser.
 +
* A non-Spy, non-Heavy 'teammate' picking up a health pack at full health.
 +
* Due to bugs, a ‘teammate’ either holding a stock weapon while wearing a wearable weapon of that slot (e.g. the [[Darwin's Danger Shield]] and the [[SMG]]), or holding a weapon without its wearable part (e.g. a Soldier holding a bugle without its backpack).
 +
* A ‘teammate’ with parts of their character model missing, such as a Demoman without legs. This is a glitch surrounding Spy’s disguise — occasionally, the disguise will not display properly on enemy players’ computers.
 +
* A 'teammate' with an impossible health value. For example, a Scout with 300 health.
 +
* A 'teammate' whose name is displaying as an enemy's.
  
* A non-Spy 'teammate' being healed by an enemy Medic or Dispenser.
+
==== Class- or item-based signs ====
 
 
* A 'teammate' being affected by an enemy Medic's Amputator healing effect or, conversely, not being affected by a friendly [[Medic]]'s [[Amputator]].
 
  
* The Medic's Amputator taunt buff appearing without a player, representing a cloaked enemy Spy.
+
* A [[Scout]] running at an average speed while not having the [[Baby Face Blaster]] equipped.
 +
* A 'teammate' running at normal speed while holding a weapon like the [[Gloves of Running Urgently]] or [[Powerjack]].
 +
* A 'teammate' having normal class health while having a weapon like the [[Sandman]] or [[Bootlegger]] equipped
 +
* A 'teammate' being soaked by friendly [[Jarate]] or [[Mad Milk]], or not being affected by the enemy's.
 +
* An [[Engineer]] with his [[Hotrod]] down despite not carrying a building.
 +
* If the Spy is disguised as an Engineer equipped with a [[Beep Boy]], the facial expression on the Beep Boy will always be sad.
 +
* A 'teammate' with an incorrectly coloured [[Grandmaster]].
 +
* A Spy who does not move at the speed of his disguise.
 +
* A Soldier or Demoman whose [[B.A.S.E. Jumper]] renders incorrectly as a scrunched-up parachute.
 +
* A disguised Spy shot with the [[Huntsman]], [[Rescue Ranger]] or [[Crusader's Crossbow]] will make the same noise as an enemy being hit.
  
* A 'teammate' being soaked by friendly Jarate or Mad Milk, or not being affected by the enemy's.
+
===Signs that ''suggest'' an enemy Spy===
 
+
None of these indicators are conclusive proof of a Spy, but all of them would be a good time to Spy check:
* A 'teammate' who appears unaffected by the Disciplinary Action instead of getting a speed boost.
 
 
 
* A 'teammate' with any non-stock weapon or hat/misc item equipped, but you cannot shuffle through their loadout with the "Inspect Player" key (F by default).
 
 
 
* A 'teammate' holding a weapon they cannot have, such as a Sniper with the Razorback holding the SMG. This can occur when the Spy tries to switch to a weapon slot containing a passive item.
 
 
 
* A 'teammate' holding a weapon you know they are not using, such as a Sniper holding the default Sniper Rifle when you know the player always uses the Huntsman.
 
 
 
* A 'teammate' who can switch from the Half-Zatoichi to another weapon without the sword being bloodied.
 
 
 
* A 'teammate' that laughs when punched with the Holiday Punch.
 
 
 
===Signs that ''possibly'' indicate an enemy Spy===
 
None of these indicators are conclusive proof of a Spy, but all of them would make a good time to run a Spy check:
 
  
 +
==== Common signs ====
 
* A teammate trying to stay behind other teammates, as if trying to backstab them.
 
* A teammate trying to stay behind other teammates, as if trying to backstab them.
 
 
* A teammate not firing at the enemy.
 
* A teammate not firing at the enemy.
 
* A Scout that doesn't double-jump.
 
 
 
* A teammate who is in the direct firing line of an enemy but is not being fired at.
 
* A teammate who is in the direct firing line of an enemy but is not being fired at.
 +
* A teammate who retreats backward upon seeing other teammates, while still facing those teammates.
 +
* A teammate who appears to be dodging your team's attacks or backpedals immediately after seeing loose grenades or a carpet of friendly Stickybombs.
 +
* A teammate that deliberately avoids walking through other teammates, especially in tight corridors. Spies will strafe and dodge other players to avoid bumping into them.
 +
* A teammate with an entirely stock loadout (occurs when a Spy disguises as a class the team does not have).
 +
* A teammate being attacked or accused by real teammates who believe the player is a Spy.
 +
* A teammate holding their primary weapon for longer than they should. In particular, it is unusual to see Spies, Engineers, Medics, and Demomen holding their primary weapons for long, as they will usually switch to other weapons.
 +
* A teammate hanging around areas that are advantageous to Spies, such as dark corners and nooks.
 +
* A teammate that isn't displaying the player's usual behavior.
 +
* Someone standing still. This could be a Spy trying to line up an [[Ambassador]] headshot.
 +
* A teammate that appears to be looking more at your team than at the battle. Note that this is normal behaviour for Medics.
 +
* Being suddenly blocked for no apparent reason. This may indicate a cloaked Spy passing through.
 +
* A teammate suspiciously near Sentry Guns or Teleporter Exits, especially if they are attempting to move behind the Engineer tending them.
 +
* A teammate acting inappropriately for their class, such as an Engineer with no nearby buildings or a Sniper near the [[Intelligence]] but not scoped in.
  
* Someone who retreats backward upon seeing teammates, while still facing that teammate.
+
==== Class- or item-based signs ====
 
+
* A full health Soldier who doesn’t Rocket Jump to the front lines.
* A teammate that deliberately avoids walking through other teammates in tight corridors. Many Spies will strafe walk and dodge other players to avoid bumping into them.
+
* A burning Pyro (only the [[Gas Passer]] can burn Pyros for that long).
 
+
* A full health Demoman who doesn’t Sticky Jump to the front lines.
* A teammate deliberately trying to avoid friendly Pyros.
+
* A Heavy that does not spin his primary weapon, even when enemies appear.
 
+
* An Engineer that does not appear to be upgrading or repairing buildings.
* A teammate that appears from behind an object such as a barrel or a large rock.
+
* A Medic without any Übercharge built up.
 
 
 
* A Medic who isn't healing anyone.
 
* A Medic who isn't healing anyone.
 +
* A Sniper who does not stop to zoom in.
 +
* A Spy who is not behind the enemy.
 +
* A Spy that ignores targets that were in a prime position to be taken care of, such as not Backstabbing unaware enemies or sapping unattended buildings.
 +
* A person you know that is using a weapon that they don't normally use (i.e. a friend who normally uses the Huntsman, but appears as using the stock Sniper Rifle; meaning a Spy is disguised as a Sniper when your team doesn't have any) or not wearing hats if they wear them (again, a Spy disguised as a class your team doesn't have).
  
* An apparently injured teammate running around the spawn area doing nothing or calling for a Medic, instead of getting health from the resupply.
+
*A teammate holding an inappropriate weapon, such as a Medic holding (but not firing) a Syringe Gun while there are teammates around.
 
 
* A teammate that isn't displaying the player's usual mannerisms. Maybe a player always advances with their secondary weapon out, or spams the "Move up!" voice command, or jumps constantly - if they are seen doing otherwise, they may be a Spy.
 
 
 
* Someone hiding in the shadows while in friendly territory (or where no enemies can be seen).
 
 
 
* Someone standing still at a distance from the rest of the team. This could be a Spy trying to line up an [[Ambassador]] headshot.
 
 
 
* A teammate that appears to be looking more at your team than at the battle.
 
 
 
* A teammate calling for a Medic while at full health, while approaching friendly forces from enemy lines.
 
 
 
* Anyone hovering near Sentry Guns or Dispensers, especially if they are attempting to move behind the Engineer tending them, or are at full health and do not seem to be collecting ammo.
 
 
 
* An Engineer or Homewrecker/Maul Pyro that doesn't appear to be attacking Sappers.
 
 
 
* Anyone running in an unexpected direction - a friendly Pyro, with full or nearly full health, running away from the enemies, is possibly a Spy.
 
** Anyone who comes from an unexpected place - a Sniper coming down from the grate in [[2Fort]] may be a Spy that recently uncloaked.
 
 
 
* Someone acting inappropriately - a Pyro who stays near the Snipers without lighting their arrows, a Demoman who is near a control point and has not placed Stickybombs, etc.
 
 
 
* A Heavy that does not spin his primary weapon when enemies appear, or is not spinning his gun when standing next to a [[Dispenser]] with the team expecting an attack.
 
 
 
* An idle Sniper who is not zoomed in.
 
 
 
* Someone who hesitates before running past friendly Snipers with the Razorback.
 
 
 
* An Engineer that does not appear to be upgrading his buildings (or helping others upgrade theirs) when it is a good time to do so.
 
 
 
* An Engineer holding the Wrangler without a Sentry Gun following his aim. While the Engineer could just not have a Sentry built, switching to the Wrangler without one is very rare.
 
 
 
* A teammate that is going towards the friendly Intelligence room without a reason (Usually only Spy checking Pyros, Demomen with Stickybomb Launchers, Engineers, and players who are carrying the enemy Intelligence have a reason to go to the Intelligence room).
 
 
 
* A teammate who takes unusual routes without reason, e.g. going through the gap behind the house on [[Dustbowl]] Stage 2 after the first point has been captured may suggest a Spy.
 
 
 
* A teammate that doesn't switch weapons much or is holding a weapon that is not suitable for the situation, e.g. a Soldier with the Shovel out while trying to get past enemies.
 
 
 
* A series of dropped weapons or building [[gib]]s disappearing in staggered intervals. While they could be disappearing naturally, it's also possible a Spy is picking them up.
 
 
 
* A player being attacked by real teammates who believe the player is a Spy.
 
 
 
* A teammate who hasn't fought yet and is picking up ammo could be a Spy picking up cloak ammo.
 
 
 
===Signs that indicate a teammate is ''not'' a Spy===
 
These actions prove that a teammate is definitely not a Spy, and may also be performed to inform teammates that you are not an enemy Spy.
 
 
 
* Can pass through teammates, as opposed to being stopped. (Beware that both teammates may be, in fact, Spies.)
 
 
 
* Isn't soaked by friendly Jarate or Mad Milk.
 
 
 
* Any usage of a weapon or item (shooting, swinging, eating, drinking, etc).
 
** Any usage of class-specific abilities, e.g. Scouts double jumping, Heavies spinning their Minigun, Snipers that are scoped in, etc.
 
 
 
* A Scout or Medic moving at his normal movement speed.
 
** A low-health Soldier with the [[Equalizer]], a [[Gas Jockey's Gear]] Pyro, or a [[G.R.U.]] Heavy moving faster, and a Demoman with the [[Scotsman's Skullcutter]] moving at a reduced speed.
 
 
 
* A Scout under the effects of [[Bonk! Atomic Punch]] or [[Crit-a-Cola]].
 
  
* On fire and glowing the friendly team's color.
+
===Signs that indicate a teammate is ''not'' an enemy Spy===
 +
These actions prove that a teammate is definitely not an enemy Spy. Performing any of these is a good way to inform your teammates that you are not an enemy Spy.
  
* A friendly Spy cloaking with the friendly team's color.
+
==== Common signs ====
 +
* Any usage of a weapon or item ([[taunt]]ing, shooting, swinging, scoping, eating, drinking, etc). This does not apply to reloading, however, as Spies are able to imitate a reload by reloading their Revolver whilst disguised. However, they can only pretend to ‘reload’ once — a class with an individual reload weapon out reloading two or more shots is real.
 +
* A teammate that passes through other teammates, or yourself, as opposed to being blocked. (However, this can also happen if both ‘teammates’ are enemy Spies).
 +
* A teammate entering an area forbidden to the enemy, such as resupply rooms.
 +
* A teammate who appears to take damage from enemy fire.
 +
* A player who can pass through friendly buildings.
 +
* A teammate that is carrying the enemy team's [[Capture the Flag#Intelligence|Intelligence]] or capturing a control point for your team.
 +
* A teammate using certain [[response]]s which a Spy cannot imitate himself.
 +
* A teammate that can be spectated while dead. Note that spectating through the menu moves you to a new team and that a few servers allow spectating enemy players.
 +
* In [[Mann vs. Machine]] mode, a teammate that jumps. [[Spy Robot]]s never jump.
  
* A player entering a friendly resupply/respawn area.
+
==== Class- or item-based signs ====
 +
* Any usage of class-specific abilities, e.g. Scouts double jumping, Heavies spinning their Minigun, Snipers that are scoped in, etc.
 +
* A Scout moving at his normal movement speed.
 +
* An Engineer holding the Destruction PDA or a toolbox.
 +
* A Medic with any amount of Übercharge built up.
 +
* A Spy holding their Sapper. If a Spy disguises as an enemy Spy, the disguise can never hold the Sapper.
 +
* A Spy without a disguise on. If a Spy disguises as an enemy Spy, the disguise will always have a disguise on.
  
* [[Taunt]]ing (Disguised Spies cannot taunt).
+
==Spy-checking Spies with items==
 
 
* If being fired at by enemies and is taking [[damage]], e.g. bleeding.
 
 
 
* Being able to pass through friendly buildings save for the Engineer who built them.
 
 
 
* Carrying the enemy team's [[Capture the Flag#Intelligence|Intelligence]].
 
 
 
* A friendly player who is using their microphone, whose voice icon is the same color as the friendly team: A symbol appears over the player's head. In servers with [[Voice chat|sv_alltalk]] enabled, the symbol is tinted red or blue according to the player's true team allegiance.
 
 
 
* A player saying certain [[response]]s, such as an Engineer saying his buildings are being sapped.
 
 
 
* An Engineer holding a PDA or toolbox.
 
 
 
* A Demoman's eye glowing from decapitating enemies with the [[Eyelander]] or any of its variants.
 
 
 
* A Soldier with an active banner flag on his back.
 
 
 
* A teammate being boosted by a friendly [[banner]].
 
 
 
* Spies with their Disguise Kit out.
 
 
 
* Spies without a mask on (not disguised).
 
 
 
* An Engineer Wrangling a Sentry Gun, provided the Sentry Gun's laser sight is visibly following the Engineer's aim.
 
 
 
* Any teammate dying and leaving a [[ragdoll]] of the friendly team's color.
 
 
 
* A friendly player who does not get stunned by taunts or the Sandman.
 
 
 
* A teammate who can be healed by the Crusader's Crossbow.
 
 
 
* A friendly Soldier and a teammate receiving a speed boost when the former strikes the latter with the Disciplinary Action.
 
 
 
* A teammate whom you can perform the "Inspect Player" function on (F Key by default).
 
 
 
* A teammate that can be spectated.
 
 
 
==Specific anti-Spy strategies==
 
 
{{main|Anti-Spy strategy}}
 
{{main|Anti-Spy strategy}}
  
 
===Dealing with the [[Dead Ringer]]===
 
===Dealing with the [[Dead Ringer]]===
The Spy has the ability to feign death with one of his unlockable items, the Dead Ringer, so always be wary upon killing enemy Spies as they may still be alive elsewhere. Thus, it's best to know some of the signs that tell that the Spy may not really be dead. Spies using the Dead Ringer cannot manually Cloak, and cannot use any weapons while the Dead Ringer is out.
+
The Spy has the ability to feign death with one of his unlockable items, the Dead Ringer, so always be wary upon killing enemy Spies, as they may still be alive elsewhere. Thus, it's best to know some of the signs that tell that the Spy may not really be dead. Spies using the Dead Ringer cannot manually Cloak, and cannot use any weapons while invisible.
 
 
* If an enemy dies upon the first hit while approaching friendly lines without firing his weapon, it is most probably an enemy Spy disguised as one of his teammates. Most players don't run in with such low health, and a Spy disguised as a teammate will drop a corpse of the class he was disguised as.
 
** Similarly, if an obvious enemy Spy disguised as a teammate approaches the front lines from the enemy's position, he is most likely using the Dead Ringer, even if he doesn't die from the first hit. Remember that the Dead Ringer cannot Cloak at will, so a Dead Ringer Spy will rely on opponents' fire activating his feign death in order to become invisible.
 
** In general, if a player that has been identified to be an enemy Spy seems to be approaching a teammate suicidally, he is probably trying to get damaged so that his Dead Ringer will be activated, so don't be fooled.
 
  
* A Spy must take the time to pull out his Dead Ringer before it becomes active, and cannot attack while he has it out. If a Spy suddenly stops attacking before dying on the next hit, he is probably using the Dead Ringer.
+
* If an enemy dies to a single weak hit while approaching friendly lines without firing his weapon, it is most probably an enemy Spy disguised as one of his teammates. Most players don't run in with such low health, and a Spy disguised as a teammate will drop a corpse of the class he was disguised as.
 +
** Similarly, if an enemy Spy disguised as a teammate approaches the front lines from the enemy's position, he is most likely using the Dead Ringer, even if he doesn't ‘die’ from the first hit. Remember that the Dead Ringer cannot Cloak at will, so a Dead Ringer Spy will rely on opponents' fire activating his feign death in order to become invisible.
 +
** In general, if a player that has been identified to be an enemy Spy seems to be approaching a teammate suicidality, he is probably trying to get damaged so that his Dead Ringer will be activated, so try to track him down and kill him.
  
* The decloaking sound of the Dead Ringer is highly distinctive, but requires players to be within a certain radius to hear it. Try to patrol near rarely-traversed areas to ambush a Spy decloaking in an area that he thinks is safe.
+
* The decloaking sound of the Dead Ringer is very distinctive but requires players to be within a certain distance to hear it. Listen for it.
  
* Picking up the Spy's dropped weapon does not replenish ammo or metal. This is an easy way to double-check if a recently-killed Spy is using the Dead Ringer or not.
+
* When a Spy is killed, check to see if their username is darker. If their username becomes normally colored after 3 seconds or less, that means they feigned their death.
  
* Spies with the Dead Ringer will not flicker when damaged or walking into enemies while cloaked for the first 6.5 seconds of the Cloak, however, they still cannot be clipped through. Being stopped while moving and not bumping into any visible objects means that a Spy whose Dead Ringer was activated is trying to pass through.
+
* Picking up the Spy's dropped ammo box does not replenish ammo or metal. This is an easy way to double-check if a recently-killed Spy is using the Dead Ringer or not.
 +
** However, health packs dropped by a Spy which has activated the Dead Ringer (e.g. faking death in [[Medieval Mode]]) will still return health.
  
* If the Spy uses his Disguise Kit shortly before being "killed," the smoke effects will follow the Spy for the time that it takes for the Disguise to be equipped. Therefore, try to track any smoke that continues to move after an enemy Spy was killed.
+
* Being stopped while moving and not bumping into any visible objects can indicate that a Spy whose Dead Ringer was activated is trying to pass through.
  
* When playing as an Engineer, if your Sentry Gun's kill counter does not increase after killing an enemy, he is probably a Spy. Remember that it may be hard to judge if the Spy was using the Dead Ringer since Sentry Guns will generally kill their targets very quickly.
+
* If the Spy uses his Disguise Kit shortly before being "killed," the smoke effects will follow the Spy for the time that it takes for the Disguise to be equipped. Try to track any smoke that continues to move after an enemy Spy was killed.
 
* When playing as a Pyro, even when the corpse drops after being ignited, the colored team glow will follow the Spy for a second. Use this to help alert others to the Spy, and to continue to chase and/or kill them. Jarate and Mad Milk also works in a similar way.
 
  
* As a Pyro, the compression blast is the most useful tool for dealing with Dead Ringer Spies. After igniting a cloaked Dead Ringer Spy, simply push the Spy away from any ammo sources until the Cloak runs out.
+
* If it is safe to do so, stand still or use a cancellable taunt after "killing" a Spy known to use the Dead Ringer. This may provoke the Spy into uncloaking nearby and making himself vulnerable. You can also check the scoreboard during this time, to see if the Spy "respawns" much faster than they should be able to.
  
* By pressing tab, a player can view the scoreboard. In the bottom left of the scoreboard, you can view how many kills you have. You can check your kills after every kill, and if the kill count does not go up after "killing" someone, there is a Dead Ringer Spy around.
+
* Ragdoll physics not reacting proportionally to damage dealt.
  
 
===Dealing with the [[Cloak and Dagger]]===
 
===Dealing with the [[Cloak and Dagger]]===
Line 421: Line 242:
 
* In general, most Cloak and Dagger Spies will try to hide in corners in order to avoid being bumped into as they recharge their Cloak. Try to occasionally fire into corners or vantage points with wide fields of view.
 
* In general, most Cloak and Dagger Spies will try to hide in corners in order to avoid being bumped into as they recharge their Cloak. Try to occasionally fire into corners or vantage points with wide fields of view.
  
* One brute-force method for dealing with the Cloak and Dagger is to simply repeatedly check an area where the Spy is hiding. As the Cloak and Dagger has an extremely short charge meter, the Spy cannot make too many movements or their Cloak will run out.
+
* One brute-force method for dealing with the Cloak and Dagger is to simply repeatedly check an area where the Spy is hiding. As the Cloak and Dagger has a relatively short charge meter, the Spy cannot make too many movements or their Cloak will run out and show their silhouette. If the Spy has [[L'Etranger]] equipped, however, chasing him down will be harder, as he will benefit from the extended cloak time, allowing him to dodge your attacks or simply sneak off elsewhere.
  
* Some unconventional Spies will hide out in the open rather than against walls or in corners. This allows them to maneuver easily to avoid detection, and easily avoids the most often checked areas of a map. Try to keep this in mind if a Spy is suspected to be in the area.
+
* Some unconventional Spies will hide out in the open rather than against walls or in corners. This allows them to maneuver easily to avoid detection, and easily avoids the most often checked areas of a map. Try to keep this in mind if you suspect that a Spy is in the area.
  
 
===Dealing with [[Your Eternal Reward]]===
 
===Dealing with [[Your Eternal Reward]]===
While Spies using Your Eternal Reward cannot use their Disguise Kit at will, they make up for this by being able to quietly Backstabbing any enemies and leaving no body for their teammates to find. A Spy using Your Eternal Reward can be impossible to detect even when he is killing teammates nearby.
+
An enemy Spy using the Your Eternal Reward will instantly disguise as a teammate upon backstab without leaving a corpse. A Spy using [[Your Eternal Reward]] can be difficult to detect even when he is killing teammates nearby.
  
* Because they cannot use their Disguise Kit, simply identifying the last player that the Spy Backstabbed will let teammates know which player and class may be the Spy. Note that Spies with Your Eternal Reward equipped can still change their disguise weapon.
+
* If one of your teammates gets backstabbed without appearing on your kill feed, identify their name and class, and by extension the Spy's disguise. Note that the Spy can manually change his disguise at the cost of the entire cloak meter.
  
* If backstabbed by the Spy, clearly announce this to teammates, as well as the class that the Spy is now disguised as, to make sure that they know who the Spy is disguised as.
+
* If you get backstabbed by the Spy, clearly announce this to teammates, as well as the class that the Spy is now disguised as, to make sure that they know who he is disguised as. Again, beware that the Spy can manually change his disguise at the cost of the entire cloak meter.
  
* The Spy's victims make no sound and leave no body behind to discover, but the body is still visible for a short time before disappearing. If players suddenly die noiselessly in the distance, it means that the Spy is there, so make sure to warn players as needed.
+
* When the Spy backstabs with Your Eternal Reward, the faint sound of the melee hit can be heard if close enough. This can serve as a key warning that a Spy might be killing your teammates in your immediate vicinity.
  
* When the Spy Backstabs his victim, the faint sound of the melee hit can be heard if close enough. This can serve as a key warning that a Spy might be killing teammates in the immediate vicinity.
+
* Remember that any backstabs made using Your Eternal Reward will not appear on the opposite team's kill feed. Pay very close attention to teammates' movements and listen for any melee hit sounds nearby.
  
* Remember that any kills made using Your Eternal Reward will not generate kill reports for the opposite team. Pay very close attention to teammates' movements and listen for any melee hit sounds nearby.
+
* When a Spy with the Eternal Reward backstabs a teammate, their body disappears, but their weapon remains sitting on the ground. If you see one of your teammates and their weapon on the ground, it's not a bad idea to Spy check them.
 
 
* When a Spy with the Eternal Reward backstabs a teammate, the teammate's body disappears. However, their weapon remains sitting on the ground. If you see one of your teammates and their weapon on the ground, it's not a bad idea to Spy check him.
 
  
 
== Related achievements ==
 
== Related achievements ==
=== [[File:Pumpkin.png|20px|link=Scarechievements{{if lang}}]] [[Scarechievements]] ===
+
=== {{Achiev type link|scarechievements}} ===
 
{{Achievement table
 
{{Achievement table
|1 = {{Show achievement|Halloween|Costume Contest}}
+
| 1 = {{Show achievement|Halloween|Costume Contest}}
 
}}
 
}}
  
==={{Class link|soldier}}===
+
 
 +
=== {{Class link|Soldier}} ===
 
{{Achievement table
 
{{Achievement table
|1 = {{Show achievement|Soldier|War Crime Spybunal}}
+
| 1 = {{Show achievement|Soldier|War Crime Spybunal}}
 
}}
 
}}
  
==={{Class link|pyro}}===
+
 
 +
=== {{Class link|Pyro}} ===
 
{{Achievement table
 
{{Achievement table
|1 = {{Show achievement|Pyro|Firewall}}
+
| 1 = {{Show achievement|Pyro|Firewall}}
|2 = {{Show achievement|Pyro|Got A Light?}}
+
      {{Show achievement|Pyro|I Fry}}
 +
| 2 = {{Show achievement|Pyro|Got A Light?}}
 +
      {{Show achievement|Pyro|Spontaneous Combustion}}
 
}}
 
}}
 +
 +
 +
=== {{Class link|Demoman}} ===
 
{{Achievement table
 
{{Achievement table
|1 = {{Show achievement|Pyro|I Fry}}
+
| 1 = {{Show achievement|Demoman|Shorn Connery}}
|2 = {{Show achievement|Pyro|Spontaneous Combustion}}
+
| 2 = {{Show achievement|Demoman|Spynal Tap}}
 
}}
 
}}
  
==={{Class link|demoman}}===
+
 
 +
=== {{Class link|Heavy}} ===
 
{{Achievement table
 
{{Achievement table
|1 = {{Show achievement|Demoman|Shorn Connery}}
+
| 1 = {{Show achievement|Heavy|Spyalectical Materialism}}
|2 =  {{Show achievement|Demoman|Spynal Tap}}
 
 
}}
 
}}
  
==={{Class link|heavy}}===
 
{{Achievement table
 
|1 =  {{Show achievement|Heavy|Spyalectical Materialism}}
 
}}
 
  
==={{Class link|engineer}} ===
+
=== {{Class link|Engineer}} ===
 
{{Achievement table
 
{{Achievement table
|1 = {{Show achievement|Engineer|Fistful of Sappers}}
+
| 1 = {{Show achievement|Engineer|Fistful of Sappers}}
 +
      {{Show achievement|Engineer|Quick Draw}}
 +
      {{Show achievement|Engineer|The Wrench Connection}}
 
|2 =  {{Show achievement|Engineer|Get Along!}}
 
|2 =  {{Show achievement|Engineer|Get Along!}}
 +
      {{Show achievement|Engineer|Search Engine}}
 
}}
 
}}
 +
 +
 +
=== {{Class link|Medic}} ===
 
{{Achievement table
 
{{Achievement table
|1 = {{Show achievement|Engineer|Quick Draw}}
+
| 1 = {{Show achievement|Medic|FYI I am a Medic}}
|2 = {{Show achievement|Engineer|Search Engine}}
+
| 2 = {{Show achievement|Medic|Hypocritical Oath}}
}}
 
{{Achievement table
 
|1 =  {{Show achievement|Engineer|The Wrench Connection}}
 
 
}}
 
}}
  
==={{Class link|medic}}===
+
 
 +
=== {{Class link|Sniper}} ===
 
{{Achievement table
 
{{Achievement table
|1 = {{Show achievement|Medic|FYI I am a Medic}}
+
| 1 = {{Show achievement|Sniper|Consolation Prize}}
|2 = {{Show achievement|Medic|Hypocritical Oath}}
+
      {{Show achievement|Sniper|Kook the Spook}}
 +
      {{Show achievement|Sniper|Shoot the Breeze}}
 +
| 2 = {{Show achievement|Sniper|Jarring Transition}}
 +
      {{Show achievement|Sniper|Shock Treatment}}
 
}}
 
}}
  
==={{Class link|sniper}}===
 
{{Achievement table
 
|1 =  {{Show achievement|Sniper|Consolation Prize}}
 
|2 =  {{Show achievement|Sniper|Jarring Transition}}
 
}}
 
{{Achievement table
 
|1 =  {{Show achievement|Sniper|Kook the Spook}}
 
|2 =  {{Show achievement|Sniper|Shock Treatment}}
 
}}
 
{{Achievement table
 
|1 =  {{Show achievement|Sniper|Shoot the Breeze}}
 
}}
 
  
==={{Class link|spy}} ===
+
=== {{Class link|Spy}} ===
 
{{Achievement table
 
{{Achievement table
|1 = {{Show achievement|Spy|A Cut Above}}
+
| 1 = {{Show achievement|Spy|A Cut Above}}
|2 = {{Show achievement|Spy|Counter Espionage}}
+
      {{Show achievement|Spy|Spies Like Us}}
}}
+
| 2 = {{Show achievement|Spy|Counter Espionage}}
{{Achievement table
+
      {{Show achievement|Spy|FYI I Am a Spy}}
|1 =  {{Show achievement|Spy|Spies Like Us}}
 
 
}}
 
}}
  
 
{{Spy Nav}}
 
{{Spy Nav}}
  
 +
[[Category:Glossary]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]
[[Category:Glossary]]
 

Latest revision as of 17:53, 2 October 2024

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

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

Identifying Spies

General Strategy

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

Class-specific strategies

Leaderboard class scout.png Scout

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

Leaderboard class soldier.png Soldier

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

Leaderboard class pyro.png Pyro

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

Leaderboard class demoman.png Demoman

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

Leaderboard class heavy.png Heavy

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

Leaderboard class engineer.png Engineer

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

Leaderboard class medic.png Medic

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

Leaderboard class sniper.png Sniper

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

Leaderboard class spy.png Spy

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

Revealing cloaked Spies

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

Protecting an Engineer's buildings

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

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

Identifying enemy Spies

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

Signs that definitely indicate an enemy Spy, or lack thereof

Common signs

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

Class- or item-based signs

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

Signs that suggest an enemy Spy

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

Common signs

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

Class- or item-based signs

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

Signs that indicate a teammate is not an enemy Spy

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

Common signs

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

Class- or item-based signs

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

Spy-checking Spies with items

Main article: Anti-Spy strategy

Dealing with the Dead Ringer

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

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

Dealing with the Cloak and Dagger

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

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

Dealing with Your Eternal Reward

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

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

Related achievements

Pumpkin.png Scarechievements

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


Leaderboard class soldier.png Soldier

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


Leaderboard class pyro.png Pyro

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


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


Spontaneous Combustion
Spontaneous Combustion
Ignite 10 cloaked Spies.


Leaderboard class demoman.png Demoman

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


Leaderboard class heavy.png Heavy

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


Leaderboard class engineer.png Engineer

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


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


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


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


Leaderboard class medic.png Medic

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


Leaderboard class sniper.png Sniper

Consolation Prize
Consolation Prize
Get backstabbed 50 times.


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


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


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


Leaderboard class spy.png Spy

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


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


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