Anti-Spy strategy
“ | That's what my daddy taught me to do to backstabbers.
Click to listen
— The Engineer
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” |
The Spy is a cunningly swift espionage agent bent on stabbing everyone's back. The Spy's primary attack is his backstab ability which allows him to instantly kill any class in one hit from behind. The best defense against a Spy is good observational skills; Spies only have so many ways to infiltrate your team and experienced players can usually detect them if there is little to no combat occurring at the time. When caught, most Spies will try and escape rather than engage in a fight because of their limited attack capability. Keep in mind that Spies have different ways of cloaking and backstabbing, including the ability to fake their own death. Pyros are generally considered the first defense against enemy Spies due to their great Spy checking ability.
Contents
General
Attributes | Anti-Spy strategy |
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Role |
Spies will usually try to get behind your team with his ability to Cloak and Disguise. Run and fire around corners and props in order to expose any cloaked Spies; should you find one, alert your team and try to kill him before he does any damage. Disguised Spies will not act like your teammates do; Spy-check often to avoid becoming the victim of an unnoticed enemy Spy. |
Health |
The Spy is quite weak, with only 125 health points. Once he is spotted, he should not be difficult to kill. However, he may fake his death using the Dead Ringer, so remain on guard. |
Speed |
Spies move at the speed of the class that they are disguised as, unless that class is faster than they are. |
Power |
The Spy is quite weak by himself, but if he passes by undetected, he can kill players instantly with a backstab. He also has the ability to see the health of enemy players, allowing him to pick off weakened enemies with his Revolver. |
Weapon Specific
A list of useful tidbits about the Spy's tools, and how to counter them.
Primary Weapons
Weapon | Anti-Spy strategy |
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Revolver / Big Kill |
The Revolver fires quickly and accurately; make yourself a more difficult target by strafing from side to side. Increase the distance between you and the Spy so that his Revolver deals less damage. |
Ambassador |
A Spy using this weapon will use similar tactics to a Sniper using his Sniper Rifle. Use cover and make erratic movements to reduce your chances of getting headshot. Take advantage of the Spy's increased vulnerability due to the Ambassador's emphesis on aiming for the head, as well as its slower firing speed. |
L'Etranger |
Spies using the L'Etranger often use hit-and-run tactics, making them particularly elusive. Once you find a Spy, light him on fire or douse him in Jarate/Mad Milk to render cloaking useless. |
Enforcer |
A Spy equipped with the Enforcer must wait an extra 0.5 seconds to cloak; this can make the difference between killing the Spy and losing track of him. Prevent the Spy from resorting to this weapon, as its 20% damage bonus will give him the upper hand. |
Diamondback |
The Diamondback will only store crits if the Spy successfully saps a building; Engineers and Pyros equipped with the Homewrecker must be extra diligent in protecting buildings from Sappers. |
Secondary Weapons
Weapon | Anti-Spy strategy |
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Sapper |
A Spy can quickly replace any Sappers removed from the target building(s); locate the Spy (who is most likely in disguise) and kill him before removing his Electro Sapper(s). An Engineer who needs to leave his buildings should have another Engineer or a Pyro guard them while he is away. Keep special notice of the Teleporters of you and your teammates. Left unguarded, a Spy can place an Electro Sapper on one end and continue to replace those that are removed by the other end, eventually sapping more health that an Engineer can repair and destroying both ends. This can deal a huge blow to your team. |
Melee Weapons
Weapon | Anti-Spy strategy |
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Knife |
If you hear the screams of teammates behind you and notice their deaths as backstabs on the kill feed, turn around immediately to avoid being the next victim of a Spy ambush. The Knife does less damage than most other classes' melee weapons, so attack a Spy head on to discourage him from switching to his Revolver. Always keep an eye on the Spy while in close quarters combat; one false turn will give him a chance to backstab you. |
Your Eternal Reward |
Be careful traveling alone, as a Spy using this weapon can instantly replace you without your team realizing it. Traveling in a line is also very dangerous, especially if no one watches the back. Communication is a vital countermeasure against Your Eternal Reward. As this weapon prevents use of the Disguise Kit, have your team set up multiple Sentry Guns to limit where enemy Spies can lurk for their first backstab(s). |
Conniver's Kunai |
The Conniver's Kunai reduces a Spy's max health to 60 HP, but it allows the Spy to receive the health of whomever the Spy backstabs - up to an overheal of 180 Hit Points. If he has just left his team's base, he should be relatively easy to kill; if left unchecked, he could become a more formidable foe. You can locate one of these Spies by the presence of Overheal on an injured "teammate." |
Big Earner |
The Big Earner is similar to the L'Etranger, where a Spy will use either one (or both) to use hit-and-run tactics against your team; he becomes even more problematic if he also uses the Dead Ringer. Burn or douse him to render cloaking useless; killing the Spy should take less time, since the Big Earner reduces his health to 100 HP. |
PDA Weapon
Weapon | Anti-Spy strategy |
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Disguise Kit |
Walk into your teammates; if you cannot pass through one, he is an enemy Spy in disguise. Occasionally attack your teammates, preferrably with fire, Jarate, Mad Milk, or weapons that cause bleed damage; disguised enemy Spies will immediately be affected. For more info, see Spy checking. |
Cloaking Devices
- Cloaked Spies can be revealed if they are doused, lit, or bleeding. Try using Jarate, Mad Milk, Flamethrowers, and melee weapons that cause bleed damage in areas where you suspect a Spy is hiding.
- Emerging from water also compromises a Spy's invisibility. Try chasing a Spy in and out of water.
- The Invisibility Watch and Dead Ringer can be recharged by picking up ammo; Spies can pick up ammo even while they're cloaked. If health kits and ammo boxes are mysteriously disappearing nearby, there may be a cloaked Spy trying to elude you.
- The Invisi Watch and the Cloak and Dagger will show a silhouette of a cloaked Spy if he bumps into an enemy or is hurt (even by a fall); if a Spy's silhouette is revealed, press against him and/or attack to keep him visible until he is killed.
- Disguised Spies can recieve health and ammo from enemy Dispensers, even while they are cloaked. Check near and on top of Dispensers occasionally.
- If you hear an excessive amount of voice responses near you from an unknown source, check the area around you for Spies trying to spook you while cloaked.
- Spies make a fairly loud, distinct noise when they uncloak. Be sure to scan the area around you if you hear it, and spycheck teammates that appear shortly after the sound was made.
- If you see a Spy disappear, alert your team and tell them (in team-only chat, so the Spy won't notice and flee) exactly where you are. If there are teammates nearby, call for help and spycheck them just in case.
Weapon | Anti-Spy strategy |
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Invisibility Watch / Enthusiast's Timepiece |
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Cloak and Dagger |
Spies using the Cloak and Dagger will often wait in corners or secluded areas to recharge their Cloak. Check those areas if you think a Spy is nearby. A Spy may also choose to hide near you, yet at a different elevation; anywhere you can reach, a Spy may be lying in wait there to try to catch you off guard. The Cloak and Dagger cannot pickup ammo to replenish cloak; while this limits the distance he can travel, it can also make it harder for you to notice a Spy's presence. |
Dead Ringer |
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Class Set
Set | Anti-Spy strategy |
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Try to check your back at all times, especially when you are by yourself, for a Spy who decloaks while equipped with this set will be practically silent. If a Saharan Spy is not using the Dead Ringer, his cloak will blink a half-second longer if he bumps into enemy players; have your team populate key pathways to make it easier for these Spies to become exposed, and keep hurting or pressing up against any that flee to make them obvious to nearby teammates. | |
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See also
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