Difference between revisions of "Spy match-ups"

From Team Fortress Wiki
Jump to: navigation, search
m
(I know it was Valve's original intentions for the class, but could we please stop perpetuating this myth that the Pyro counters the Spy?)
Line 18: Line 18:
 
| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro match-ups|Pyro]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro match-ups|Pyro]]
| The Pyro, with his [[fire]], is your nightmare and direct counter. He can use his Flamethrower to easily [[Spy-check]] all of his teammates, nullifying your Cloak and disguise. Additionally, he can use his [[compression blast]] to keep you pinned in a corner once discovered, so avoid him whenever possible. If you are set on fire, uncloak immediately and run for the nearest body of water or source of [[Health]]. If you must directly fight a Pyro, backpedal while firing your Revolver, outside of his flamethrower range, your Revolver more powerful than his secondary weapons. Even in the midst of combat, his Flamethrower’s large spread may inadvertently reveal you, making him a suboptimal choice to try to backstab. Careful use of the [[Dead Ringer]] or [[Spycicle]], items that can extinguish [[afterburn]], can give you some immunity to his routine Spy-checks.
+
| The Pyro, with his [[fire]], is sometimes considered a counter to the [[Spy]]. He can use his Flamethrower to [[Spy-check]] all of his teammates, and he can use his [[compression blast]] to keep you pinned in a corner once you've been discovered. However, his primary source of damage, the Flamethrower, is very directonal and has a short range. Outside of his Flamethrower range, a steady aim can eliminate him before he ever gets close enough to be a threat, as your Revolver is more powerful than any of his secondary weapons. To kill you, the Pyro will have to come within very close range, opening him up to [[backstab]]s if he gets overconfident and comes too close. You can strafe in one direction, to force him to turn and follow you, then strafe back in the other direction and stab his exposed back. After you've dealt with him, if you are set on fire, run for the nearest body of water or source of [[Health]], as afterburn renders your Cloak and disguises useless. If you are having trouble with an enemy Pyro, consider the [[Dead Ringer]] or the [[Spycicle]]. These items can extinguish fires on you, and give you some immunity to his routine Spy-checks.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy_RED.png|100x100px|link=Spy]]<br>[[Spy]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy_RED.png|100x100px|link=Spy]]<br>[[Spy]]

Revision as of 17:27, 28 March 2013

I'm going to gut you like a Cornish game hen.
The Spy on his battle plan
Class Strategy
Spy.png
Spy
vs Scout.png
Scout
A typical Scout rarely stands still and is difficult to hit with any of your weapons, making him a poor target for a backstab. With his speed, he can simply bump into you to Spy-check and easily chase you down. The Force-A-Nature’s knockback, Mad Milk, and the Boston Basher’s bleed effect can aid in revealing you further, so it may be best to avoid him whenever possible. Additionally, the Scout's damage is superior to yours. If you end up directly fighting a Scout, backpedal erratically while firing your Revolver; you don’t want to fight him at close range.
Spy.png
Spy
vs Soldier.png
Soldier
The Soldier walks slowly and brings a large amount of firepower to his team, making him a prime backstab target. However, he tends to be hard to reach on the battlefield, where he will make use of rocket jumping and frequently be ahead of his team or at high ground. With his mobility and the Rocket Launcher's high damage output, being caught by a Soldier almost guarantees your death. Should your backstab fail or he discover you, it's best to flee; your Revolver does not deal much damage relative to his large health pool.
Spy.png
Spy
vs Pyro.png
Pyro
The Pyro, with his fire, is sometimes considered a counter to the Spy. He can use his Flamethrower to Spy-check all of his teammates, and he can use his compression blast to keep you pinned in a corner once you've been discovered. However, his primary source of damage, the Flamethrower, is very directonal and has a short range. Outside of his Flamethrower range, a steady aim can eliminate him before he ever gets close enough to be a threat, as your Revolver is more powerful than any of his secondary weapons. To kill you, the Pyro will have to come within very close range, opening him up to backstabs if he gets overconfident and comes too close. You can strafe in one direction, to force him to turn and follow you, then strafe back in the other direction and stab his exposed back. After you've dealt with him, if you are set on fire, run for the nearest body of water or source of Health, as afterburn renders your Cloak and disguises useless. If you are having trouble with an enemy Pyro, consider the Dead Ringer or the Spycicle. These items can extinguish fires on you, and give you some immunity to his routine Spy-checks.
Spy.png
Spy
vs Demoman.png
Demoman
A Demoman will often be too focused on combat or laying Sticky traps to pay attention to you. He moves relatively slowly and cannot frequently Sticky jump without sacrificing a sizable portion of health, allowing you to easily catch up for a backstab. Your Cloak and disguise can be used to pass over his Sticky traps with some degree of safety. While the Demoman can deal more damage than you at all ranges, his explosive projectiles can be dodged while, his Stickybombs take time to arm, and his weapons reload slowly. If fighting the Demoman directly, remain within medium range but outside melee range, especially if he has a shield equipped; the Demoman will have some difficultly aiming yet be unable to use his melee weapon.
Spy.png
Spy
vs Heavy.png
Heavy
A Heavy is a large, slow target who provides a lot of firepower for his team, making him your natural prey. Due to the nature of the Minigun, a Heavy must continuously look at his target. Before attacking, be sure that he is focused on combat; if you are discovered, his Minigun’s wide spread will easily track your Cloak if the sheer damage doesn’t kill you first. Specifically killing him should take much of the pressure off from you as you retreat back to your team.
Spy.png
Spy
vs Engineer.png
Engineer
The Spy has the potential to kill the Engineer and destroy his equipment in one fell swoop. While the two of you are about even in a one-on-one encounter, the Engineer will typically be near his Sentry Gun, which can easily mow down whatever it targets. However, your Cloak and disguise won't draw the attention of his Sentry Gun, allowing you to approach and disable his buildings with your Electro Sappers. If there are no other enemies in the area, you can place Electro Sappers faster than he can remove them, forcing him to abandon his buildings and attack you. If you constantly dodge his fire, his buildings will eventually fall.

If the Engineer is working on his buildings or the area is too heavily guarded, employ the “Stab then sap” strategy: backstab him, quickly sap his Sentry Gun before it can attack you, then flee. It is best to attempt this while the Sentry Gun is facing away from you or in the midst of upgrading; otherwise, you might take significant damage following the backstab. If an Engineer is between you and his Sentry Gun, it is possible to bait the Sentry Gun into firing at its owner by revealing yourself.

If you are having difficulty approaching a Sentry Gun, Your Eternal Reward will allow you to maintain a disguise immediately following a backstab, which may make it easier to enter sapping range. If there are too many enemies guarding the area, it’s best to coordinate with your teammates; you can simply disable all nearby buildings, allowing your allies to destroy them.

Spy.png
Spy
vs Medic.png
Medic
A Medic’s ability to heal his teammates makes him one of your most important targets. He will often be looking behind his allies to check for threats when healing, so you may have to rely on appearing unsuspicious as you approach. Do your best to act like a member of the enemy team as you prepare to backstab the Medic. To avoid retaliation, it is best to backstab him, then his patient. If your backstab fails, it is best to retreat, as even the Medic outshines you in close range combat. If you are particularly devious and the Medic is particularly unaware, you can disguise as a viable Medic buddy and trick him into following you into a trap or wasting an ÜberCharge on you.
Spy.png
Spy
vs Sniper.png
Sniper
A Sniper will typically be focused on aiming at targets that are far away and will not notice that you’re behind him. If he is wearing the Razorback, simply gun him down with your primary weapon before he can retaliate. However, should the Sniper discover you, he can use Jarate or the bleed effect from the Tribalman's Shiv to nullify your Cloak and disguise, leaving you vulnerable to all nearby enemies. Even with his weak close range weapons, a Sniper is capable of defeating you in a one-on-one encounter, especially if he inflicts one of his debuffs on you. If your backstab fails, keep a modest distance while firing your Revolver or simply retreat and try again later.
Spy.png
Spy
vs Spy.png
Spy
Although it is rare for you to backstab another Spy, you can Spy-check by approaching the backs of teammates with the Knife active; if you automatically raise it as if to backstab someone, that "teammate" is a Spy. If you’re in enemy territory, you may have the opportunity to see if an enemy Spy changes his disguise; if you are not in a position to attack him, simply report this information to your team and continue about your usual business. If you end up directly fighting an enemy Spy, dodge his attacks while retaliating with the Revolver.

See also