Difference between revisions of "Offclasses (competitive)"

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[[Image:Pyroblows.png|right|250px]]
 
[[Image:Pyroblows.png|right|250px]]
  
The [[standard competitive lineup]] has two slots designated for '''utilities'''. These are meant to give the team agency independent from the [[combo]] and provide situation-specific support by [[capping (competitive)|capturing points]], getting [[pick]]s, and/or controlling flanks or otherwise vital areas.
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The [[standard competitive lineup]] allows for offclassing where players switch off of their normal classes onto a class more suited for the situation. These are meant to give the team agency independent from the [[combo (competitive)|combo]] and provide situation-specific support by [[capping (competitive)|capturing points]], getting [[pick]]s, and/or controlling flanks or otherwise vital areas.
  
Utility players usually play [[scout (competitive)|Scout]] most frequently by a wide margin, especially for [[mid fight]]s and [[back-cap]]s. Of all members of the standard competitive lineup, utilities generally change classes most, usually doing so to get a specific advantage during a final point standstill with a "[[utility#Situationals|situational]]" utility class. For some strategies, the [[pocket]] slot might switch to a situational utility class.
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The players that generally offclass are the Scouts of the team, although in certain situations the Roaming Soldier can also. Of all members of the standard competitive lineup, utilities generally change classes most, usually doing so to get a specific advantage during a final point standstill with an offclass. By far the most commonly run offclass is the [[Sniper]], followed by the [[Heavy]] and the [[Engineer]].
  
 
==Scout==
 
==Scout==
 
[[Image:Scout.png|right|150px]]
 
[[Image:Scout.png|right|150px]]
 
{{main|Scout (competitive)}}
 
{{main|Scout (competitive)}}
Scout has the most versatility of the utility classes, and it is not uncommon for a utility player to go an entire match without switching out of scout.
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Scout has the most versatility of the utility classes, and it is not uncommon for a utility player to go an entire match without switching off Scout.
  
 
=====Scout Advantages=====
 
=====Scout Advantages=====
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=====Scout Disadvantages=====
 
=====Scout Disadvantages=====
 
* Is generally ineffective at long range.
 
* Is generally ineffective at long range.
* Contributes little to [[spam]].
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* Contributes little to spam.
 
* Has trouble approaching well-guarded areas when there aren't open flanks.
 
* Has trouble approaching well-guarded areas when there aren't open flanks.
 
* Usually can't hold a small area for very long when under fire.
 
* Usually can't hold a small area for very long when under fire.
  
=Situationals=
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=Specialists=
Based on map and game status, some classes can provide unique benefits over scout sufficient to make a class change worthwhile. Utility classes other than scout are oftentimes chosen based on the skills and preferences of the player, as very few situations occur wherein one situational utility is clearly a better choice than all others.
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Based on map and game status, some classes can provide unique benefits over Scout sufficient to make a class change worthwhile. Utility classes other than Scout are oftentimes chosen based on the skills and preferences of the player, as very few situations occur wherein one specialist utility is clearly a better choice than all others.
  
All situational utilities have the following drawbacks:
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All specialist utilities have the following drawbacks:
 
* Usually becomes suboptimal once the situation changes.
 
* Usually becomes suboptimal once the situation changes.
* Cannot get to mid as fast as scout.
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* Cannot get to mid as fast as Scout.
* Cannot cap as fast as scout.
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* Cannot cap as fast as Scout.
* Causes the other scout to lose his partner, giving him less survivability and flanking options.
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* Causes the other Scout to lose his partner, giving him less survivability and flanking options.
  
==Sniper==
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==Pyro==
[[Image:Sniper.png|right|150px]]
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[[Image:Pyro.png|right|150px]]
{{main|Sniper (competitive)}}
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{{main|Pyro (competitive)}}
  
Sniper is the most common situational utility. He can be effective even if opponents are aware of and/or completely expect him, a rarity for situationals. He is an ideal choice when enemies are forced into open spaces, like most [[yard|yards]] and the final points of maps like [[granary (competitive)|Granary]] and [[Yukon]].
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The Pyro has a very specialized form of damage application and so is generally reserved for very specific competitive situations. His ability to ambush groups and cause them to become dispersed and uncoordinated is generally reserved for defense, especially on final points to counter enemy ÜberCharges.
  
=====Sniper Advantages=====
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=====Pyro Advantages=====
* Can provide area denial/support.
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* Can provide pressure and distraction with ambush flames if in a good position.
* Can contribute immediately upon gaining vision of enemies.
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* Can airblast people off of control points and/or high ground.
* Rarely has to sacrifice himself when going for picks if someone watches his back.
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* Can use airblast to give his team an advantage in spam.
* Can instantly pick medics with either uncharged headshots or full-charged bodyshots.
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* Can reflect critical explosives back against the enemy team.
  
=====Sniper Disadvantages=====
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=====Pyro Disadvantages=====
* Suffers somewhat long transit times wherein he risks being ambushed.
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* Deals very little damage if enemies intercept him before he reaches close range.
* Has relatively poor deathmatch.
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* Has a poor approach when encountering enemies head-on.
* Has trouble dealing with enemies coming from multiple directions/routes.
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* Cannot airblast projectiles as fast as enemies can fire them.
* Is generally less helpful for capping points, especially back-caps.
 
  
 
==Heavy==
 
==Heavy==
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{{main|Heavy (competitive)}}
 
{{main|Heavy (competitive)}}
  
Heavy is used most commonly to defend a final capture point, especially if he has team mates that are dead or respawning. He is ideal when mobility is a bottom priority and the team needs firepower to hold an area.
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A Heavy is used most commonly to defend a final capture point, especially if he has team mates that are dead or respawning. He is ideal when mobility is not a priority and the team needs firepower to hold an area.
  
 
=====Heavy Advantages=====
 
=====Heavy Advantages=====
* Can act as an emergency [[pocket]] if both soldiers are dead or out of reach.
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* Can act as an emergency [[Combo (competitive)|pocket]] if both soldiers are dead or out of reach.
:* Is very good at taking out enemy scouts going for the [[medic (competitive)|medic]].
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* Is very good at taking out enemy Scouts.
:* Makes an ideal defensive [[ÜberCharge|Über]] target because his ammo type and hit points alleviate the need to reload or go for cover as the Über is ending.
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* Makes an ideal defensive [[ÜberCharge]] target because his ammo type and hit points alleviate the need to reload or go for cover as the Über is ending.
 
* Can defend a point with little support firepower.
 
* Can defend a point with little support firepower.
:* Suppresses Scout rushes and back-caps with hitscan spread damage.
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* Can physically stand on a point to block capture for a relatively long time.
:* Can physically stand on a point to block capture for a relatively long time.
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* Can [[knock back]] [[rocket jump]]ing Soldiers away from the point.
:* Can [[knock back]] [[rocket jump|rocketjumpers]] away from the point.
 
  
 
=====Heavy Disadvantages=====
 
=====Heavy Disadvantages=====
* Has extremely slow travel time, which is easily counteracted by the [[Gloves of Running Urgently|GRU's]] speed bonus.
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* Is generally ineffective at long and mid range.
* Is prone to ambushes because of rev time.
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* Has an extremely slow travel time.
* Is too slow and unwieldy to go for picks or do [[cleanup]] in most situations.
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* Has a huge cost to speed if spun up, thus takes speed at the cost of effectiveness.
* Usually requires frequent medic attention.
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* Falls easily to Snipers, Spies, focused fire and [[Kritzkrieg|critical]] attacks.
* Is an easy target for snipers, spies, and Kritzed explosives.
 
* Is very poor at patrolling multiple areas or going for/stopping a surprise back-cap.
 
  
 
==Engineer==
 
==Engineer==
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{{main|Engineer (competitive)}}
 
{{main|Engineer (competitive)}}
  
Engineer is a common choice when a team needs to defend a point and has some time to establish a nest. Unlike heavy, an engineer can usually avoid Kritzed explosives and sniper fire, and his sentry gun can react to flanking scouts almost instantly. He is especially favorable in attack-defend maps with setup time, like [[gravelpit|Gravelpit]].
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An Engineer is a common choice when a team needs to defend a point and has some time to set up. His Sentry Gun takes no extra damage from critical explosives, and has very fast reaction times, allowing it to deal with Soldiers or Scouts. His Teleporters effectively reduce respawn times, which is key on large maps. An Engineer is a common choice on Payload maps.
  
 
=====Engineer Advantages=====
 
=====Engineer Advantages=====
* Has the strongest scout area denial when his level 3 sentry gun is up.
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* Has the strongest Scout area denial when his level 3 Sentry Gun is up.
* Can knock back rocketjumpers without putting himself at risk.
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* Can knock back rocket jumping Soldiers without putting himself at risk.
 
* Can provide health and ammo to his team in areas where pickups are rare (most final points).
 
* Can provide health and ammo to his team in areas where pickups are rare (most final points).
* Can defend against Kritzkrieg comparatively well.
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* Takes no bonus damage from critical hits.
  
 
=====Engineer Disadvantages=====
 
=====Engineer Disadvantages=====
 
* Requires extensive preparation time.
 
* Requires extensive preparation time.
 
* Can be overwhelmed by a Demoman quickly.
 
* Can be overwhelmed by a Demoman quickly.
* Becomes much less effective once his buildings are destroyed or when his team no longer needs to defend the area.
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* Cannot deal strong damage by himself.
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* Is vulnerable to Spies.
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==Sniper==
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[[Image:Sniper.png|right|150px]]
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{{main|Sniper (competitive)}}
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A Sniper is the most common situational utility. He can be effective even if opponents are aware of him. He is an ideal choice when enemies are forced into open spaces, like most yards and the final points of maps like [[Granary (competitive)|Granary]] and [[Yukon (competitive)|Yukon]].
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=====Sniper Advantages=====
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* Can provide area denial/support.
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* Can contribute immediately upon gaining vision of enemies.
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* Rarely has to sacrifice himself when going for picks.
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* Can instantly kill most classes with a quick headshot or a charged bodyshot.
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=====Sniper Disadvantages=====
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* Suffers somewhat long transit times wherein he risks being ambushed.
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* Has poor deathmatch.
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* Has trouble dealing with enemies coming from multiple directions/routes.
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* Is not very helpful for capturing points, especially back-caps.
  
 
==Spy==
 
==Spy==
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{{main|Spy (competitive)}}
 
{{main|Spy (competitive)}}
  
Spy is most helpful for breaking stalemates, particularly during final point standstill. Of all classes, he is the most handicapped when expected or spotted before striking. Because of this, spy is generally used sparingly, oftentimes to sacrifice himself to get the enemy medic in areas where a Sniper can't get a clear shot. He is considered unfavorable when immediate efficacy and combat potential are high priorities.
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A Spy is the most helpful for breaking stalemates, particularly during a final point standstill. Of all of the classes, he is the most handicapped when expected or spotted before striking. Because of this, Spies are generally used sparingly, oftentimes to sacrifice themselves to kill the enemy Medic in areas where a Sniper can't get a clear shot. He is considered unfavorable when immediate efficacy and combat potential are high priorities.
  
 
=====Spy Advantages=====
 
=====Spy Advantages=====
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* Can take out targets even when all flank routes are guarded.
 
* Can take out targets even when all flank routes are guarded.
 
* Is good for final point back-caps.
 
* Is good for final point back-caps.
* Provides [[Spy weapons (competitive)#Sapper|sapper]] support when team mates are pushing into a Sentry nest.
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* Can provide focused cleanup by watching enemy hit points and making use of his revolvers.
* Can provide focused [[cleanup]] by watching enemy hit points and making use of [[Spy weapons (competitive)#Ambassador|Ambassador]].
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* Provides [[Spy weapons (competitive)#Sapper|Sapper]] support when team mates are pushing into a Sentry nest.
* Can use the [[Spy weapons (competitive)#Dead Ringer|Dead Ringer]] for various support roles.
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* Can use the [[Spy weapons (competitive)#Dead Ringer|Dead Ringer]] for various support roles, such as absorbing critical hits or blocking chokes.
:* Can absorb [[Rocket|Rockets]] and critical grenades for his team mates.
 
:* Can body block pushing enemies going through chokes.
 
:* Can get an enemy Demoman to detonate his stickies to clear up a push route or cap a point.
 
  
 
=====Spy Disadvantages=====
 
=====Spy Disadvantages=====
* Relatively poor deathmatch.
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* Has poor deathmatch against opponents with high health.
 
* Takes a long time to set up picks that are usually far from guaranteed.
 
* Takes a long time to set up picks that are usually far from guaranteed.
 
* Is very likely to die once he is spotted or gets a pick.
 
* Is very likely to die once he is spotted or gets a pick.
* Is prone to suffer from glitches with backstab mechanics.
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* Spy checking is very common, making Spy play harder.
 
 
==Pyro==
 
[[Image:Pyro.png|right|150px]]
 
{{main|Pyro (competitive)}}
 
 
 
Pyro has a very specialized form of damage application and so is generally reserved for very specific competitive situations. His ability to ambush groups and cause them to become dispersed and uncoordinated is generally reserved for defense, especially on final points to counter enemy ÜberCharges.
 
 
 
=====Pyro Advantages=====
 
* Provides pressure and distraction with ambush flames and afterburn.
 
* Can airblast people off of control points and/or high ground.
 
* Can use airblast to give his team an advantage in spam.
 
* Can airblast kritzed explosives back onto the enemy team.
 
 
 
=====Pyro Disadvantages=====
 
* Deals very little damage if enemies intercept him before he reaches close range.
 
* Has a poor approach when encountering enemies head-on.
 
* Cannot airblast projectiles as fast as enemies can fire them.
 
* Has unreliable fire particles.
 

Latest revision as of 23:56, 7 February 2020

This article is for competitive play, based on the standard community competitive format.
The community competitive scene changes frequently. Some or all info may be outdated.
Airblast.png

The standard competitive lineup allows for offclassing where players switch off of their normal classes onto a class more suited for the situation. These are meant to give the team agency independent from the combo and provide situation-specific support by capturing points, getting picks, and/or controlling flanks or otherwise vital areas.

The players that generally offclass are the Scouts of the team, although in certain situations the Roaming Soldier can also. Of all members of the standard competitive lineup, utilities generally change classes most, usually doing so to get a specific advantage during a final point standstill with an offclass. By far the most commonly run offclass is the Sniper, followed by the Heavy and the Engineer.

Scout

Scout.png
Main article: Scout (competitive)

Scout has the most versatility of the utility classes, and it is not uncommon for a utility player to go an entire match without switching off Scout.

Scout Advantages
  • Usually reaches mid quickly.
  • Can quickly capture points alone and in pairs.
  • Quickly and easily moves between areas and levels of elevation, allowing for quick flanking.
  • Has strong deathmatch capability at close-mid range and can use mobility to survive at mid-long range, both with relatively little healing.
  • Has high damage output and many options when attacking, allowing for quick surprise picks and successful chasing.
Scout Disadvantages
  • Is generally ineffective at long range.
  • Contributes little to spam.
  • Has trouble approaching well-guarded areas when there aren't open flanks.
  • Usually can't hold a small area for very long when under fire.

Specialists

Based on map and game status, some classes can provide unique benefits over Scout sufficient to make a class change worthwhile. Utility classes other than Scout are oftentimes chosen based on the skills and preferences of the player, as very few situations occur wherein one specialist utility is clearly a better choice than all others.

All specialist utilities have the following drawbacks:

  • Usually becomes suboptimal once the situation changes.
  • Cannot get to mid as fast as Scout.
  • Cannot cap as fast as Scout.
  • Causes the other Scout to lose his partner, giving him less survivability and flanking options.

Pyro

Pyro.png
Main article: Pyro (competitive)

The Pyro has a very specialized form of damage application and so is generally reserved for very specific competitive situations. His ability to ambush groups and cause them to become dispersed and uncoordinated is generally reserved for defense, especially on final points to counter enemy ÜberCharges.

Pyro Advantages
  • Can provide pressure and distraction with ambush flames if in a good position.
  • Can airblast people off of control points and/or high ground.
  • Can use airblast to give his team an advantage in spam.
  • Can reflect critical explosives back against the enemy team.
Pyro Disadvantages
  • Deals very little damage if enemies intercept him before he reaches close range.
  • Has a poor approach when encountering enemies head-on.
  • Cannot airblast projectiles as fast as enemies can fire them.

Heavy

Heavy.png
Main article: Heavy (competitive)

A Heavy is used most commonly to defend a final capture point, especially if he has team mates that are dead or respawning. He is ideal when mobility is not a priority and the team needs firepower to hold an area.

Heavy Advantages
  • Can act as an emergency pocket if both soldiers are dead or out of reach.
  • Is very good at taking out enemy Scouts.
  • Makes an ideal defensive ÜberCharge target because his ammo type and hit points alleviate the need to reload or go for cover as the Über is ending.
  • Can defend a point with little support firepower.
  • Can physically stand on a point to block capture for a relatively long time.
  • Can knock back rocket jumping Soldiers away from the point.
Heavy Disadvantages
  • Is generally ineffective at long and mid range.
  • Has an extremely slow travel time.
  • Has a huge cost to speed if spun up, thus takes speed at the cost of effectiveness.
  • Falls easily to Snipers, Spies, focused fire and critical attacks.

Engineer

Engineer.png
Main article: Engineer (competitive)

An Engineer is a common choice when a team needs to defend a point and has some time to set up. His Sentry Gun takes no extra damage from critical explosives, and has very fast reaction times, allowing it to deal with Soldiers or Scouts. His Teleporters effectively reduce respawn times, which is key on large maps. An Engineer is a common choice on Payload maps.

Engineer Advantages
  • Has the strongest Scout area denial when his level 3 Sentry Gun is up.
  • Can knock back rocket jumping Soldiers without putting himself at risk.
  • Can provide health and ammo to his team in areas where pickups are rare (most final points).
  • Takes no bonus damage from critical hits.
Engineer Disadvantages
  • Requires extensive preparation time.
  • Can be overwhelmed by a Demoman quickly.
  • Cannot deal strong damage by himself.
  • Is vulnerable to Spies.

Sniper

Sniper.png
Main article: Sniper (competitive)

A Sniper is the most common situational utility. He can be effective even if opponents are aware of him. He is an ideal choice when enemies are forced into open spaces, like most yards and the final points of maps like Granary and Yukon.

Sniper Advantages
  • Can provide area denial/support.
  • Can contribute immediately upon gaining vision of enemies.
  • Rarely has to sacrifice himself when going for picks.
  • Can instantly kill most classes with a quick headshot or a charged bodyshot.
Sniper Disadvantages
  • Suffers somewhat long transit times wherein he risks being ambushed.
  • Has poor deathmatch.
  • Has trouble dealing with enemies coming from multiple directions/routes.
  • Is not very helpful for capturing points, especially back-caps.

Spy

Spy.png
Main article: Spy (competitive)

A Spy is the most helpful for breaking stalemates, particularly during a final point standstill. Of all of the classes, he is the most handicapped when expected or spotted before striking. Because of this, Spies are generally used sparingly, oftentimes to sacrifice themselves to kill the enemy Medic in areas where a Sniper can't get a clear shot. He is considered unfavorable when immediate efficacy and combat potential are high priorities.

Spy Advantages
  • Can get picks with little or no support.
  • Can reach targets that are behind cover.
  • Can take out targets even when all flank routes are guarded.
  • Is good for final point back-caps.
  • Can provide focused cleanup by watching enemy hit points and making use of his revolvers.
  • Provides Sapper support when team mates are pushing into a Sentry nest.
  • Can use the Dead Ringer for various support roles, such as absorbing critical hits or blocking chokes.
Spy Disadvantages
  • Has poor deathmatch against opponents with high health.
  • Takes a long time to set up picks that are usually far from guaranteed.
  • Is very likely to die once he is spotted or gets a pick.
  • Spy checking is very common, making Spy play harder.