Difference between revisions of "Basic Spy strategy"

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{{Quotation|'''The Spy''' |Maybe your colleagues will send a ''man'' next time.|sound=Spy_DominationSoldier01.wav}}
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{{hatnote|This page contains basic strategy for the Spy. For more advanced strategies, see [[Community Spy strategy]]. For how to play against the Spy, see [[Anti-Spy strategy]].}}
The [[Spy]] specializes in deception and excels at punishing mistakes made by the enemy team. Although he is fragile and possesses some of the weakest weapons in the game, he can [[backstab]] enemies and [[Sapper|sap]] Engineer buildings. Additionally, the ability to see enemy names and health levels allows him to pick off weakened foes with his [[Revolver]]. The Spy will almost always operate behind enemy lines, using [[Cloak]]ing and [[disguise]]s to move about undetected. Because of the threat he poses, enemies will frequently [[Spy-check]] their teammates. Although the Spy can hide or blend in with the enemy team, he can easily be exposed through various methods, including the Pyro's flames, [[Jarate]], or even a simple collision with a foe. Through cunning and effective use of his various tools, a good Spy can avoid drawing enemy attention while effectively picking off important targets.  
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{{Quotation|'''The Spy'''|Maybe your colleagues will send a ''man'' next time.|sound=Spy DominationSoldier01.wav}}
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[[File:Spytaunt3.PNG|350px|right]]
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The [[Spy]] specializes in deception and excels at punishing mistakes made by the enemy team. He is the best choice for business behind enemy lines but not direct combat, as he is fragile and has some of the game's weakest weapons. His [[Cloak]]ing and [[disguise]]s allow him to sneak past undetected, where he can then cause havoc. He can approach targets from behind and [[backstab]] them for an instant kill, or [[Sapper|sap]] Engineer [[buildings]] to cripple enemy defenses. Additionally, he can see enemy health levels to determine if a foe is weak enough to be picked off with his [[Revolver]]. Because of the fear he imposes, however, enemies frequently [[Spy checking|Spy-check]] their teammates. Although the Spy can hide and blend in, he can easily be exposed through various methods, including the Pyro's flames or Sniper's [[Jarate]]. Through guile and precision, a good Spy can cause paranoia among the enemy while eliminating important targets that are difficult to kill with direct attacks.
  
 
== Secondary weapons ==
 
== Secondary weapons ==
  
=== [[Revolver]] + reskins ===
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=== [[Revolver]] + [[reskins]] ===
{{icon item|Revolver|100px}} {{icon item|Big Kill|100px}}
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{{icon item|Revolver|100px}} {{icon item|Big Kill|100px}} {{icon item|Festive Revolver|100px|link=Festive weapons}}
  
Although weaker than the primary weapons used by other classes, the [[Revolver]] is extremely accurate, so you can use it to pick off weakened enemies from a distance or should you be discovered. There are several situations where you'll want to choose it for combat over the [[Knife]], such as when your backstab fails, you cannot safely approach a target, or when a [[Sniper]] has a [[Razorback]] equipped.
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Although the [[Revolver]] is weaker than most classes' primary weapons, it is accurate and deals decent damage at medium range. It is best used to finish off weakened enemies or as a last resort should an enemy confront you; three close-range shots is enough to take down light classes. There are several situations where you want to use the Revolver instead of the [[Knife]], such as when your target cannot be backstabbed, you cannot safely approach a target, or when a [[Sniper]] has a [[Razorback]] equipped.
  
=== [[Ambassador]] ===
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=== [[Ambassador]] + reskins ===
{{icon item|Ambassador|100px}}
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{{icon item|Ambassador|100px}} {{icon item|Festive Ambassador|100px|link=Festive weapons}} {{icon item|Australium Ambassador|100px|link=Australium weapons}}
  
The Ambassador comes with small penalties in damage and firing rate but has the ability to headshot enemies. If you are confident about your aim, use your ability to see enemy health as an indicator of which enemies can easily be taken out from a distance. There is a set period after firing where the Ambassador cannot headshot, so it's better to space your shots out instead of firing rapidly.
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The Ambassador comes with penalties in both damage and firing rate, but has the ability to headshot nearby enemies for up to 102 damage. When behind enemy lines, check enemy health levels and decide which targets you can take out with a headshot. There is a cooldown period after firing where the Ambassador cannot headshot, so space your shots out instead of firing rapidly. One headshot and one bodyshot is enough to take out any of the light classes, particularly Snipers who stand still, have their back against a wall, or have the [[Razorback]] equipped.
  
 
=== [[L'Etranger]] ===
 
=== [[L'Etranger]] ===
 
{{icon item|L'Etranger|100px}}
 
{{icon item|L'Etranger|100px}}
  
The L'Etranger primarily increases your [[Cloak]] duration by 40%, making it easier to maneuver behind enemy lines. It combat, it deals reduced damage but slightly refills your [[Cloak]] when you shoot an enemy, converting firepower into potential fleeing power. It can be used to safely refill your Cloak from a distance and pairs well with cloaking devices that have specific recharge methods, like the [[Cloak and Dagger]] or [[Dead Ringer]].
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The L'Etranger increases your [[Cloak]] duration by 40%, making it easier to maneuver behind enemy lines. While it deals significantly less damage than other revolvers, it slightly refills your [[Cloak]] whenever you shoot an enemy, exchanging firepower into potential fleeing power. It can be used to safely refill your Cloak from a distance and pairs well with the [[Dead Ringer]], which requires a full Cloak meter to activate.
  
 
=== [[Enforcer]] ===
 
=== [[Enforcer]] ===
 
{{icon item|Enforcer|100px}}
 
{{icon item|Enforcer|100px}}
  
The Enforcer deals extra damage when attacking while undisguised, making it useful for direct confrontations but not for ambushing. The increased damage is accompanied by a reduced firing speed, so accuracy is rewarded. Because the buff only applies when completely undisguised, the Enforcer should be used with caution, generally as a last resort to force an escape by taking down a pursuing enemy.
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The Enforcer deals 20% extra damage when attacking while disguised, but has a 20% slower firing speed. This makes it inferior to the stock Revolver in direct combat, but allows you to kill light classes in two hits at point-blank range, allowing you to dispatch them before they can react. If an enemy confronts you while you are disguised, you can deal additional damage, which can give you the upper hand. Firing it breaks your disguise, however, so aim carefully - the damage bonus only applies to your first shot. The Enforcer also ignores any defensive bonuses, making it particularly effective against Spies who equip the [[Dead Ringer]] or Medics using the [[Vaccinator]].
  
 
=== [[Diamondback]] ===
 
=== [[Diamondback]] ===
 
{{icon item|Diamondback|100px}}
 
{{icon item|Diamondback|100px}}
  
The Diamondback's decrease in base damage makes it a poor weapon for direct encounters. However, the guaranteed [[critical hit]]s gained upon the destruction of a sapped building allow you to more easily escape from enemy territory after a successful attack. Like when using the [[Ambassador]], use your ability to see enemy health to determine who can be picked off. Work with your allies to ensure that buildings are destroyed; for example, if an Engineer is actively guarding his nest of buildings, simply disable his [[Sentry Gun]] and run interference while your teammates destroy it. You will still receive critical hits, even if the final hit wasn't done by your [[Sapper]].
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The Diamondback deals reduced damage but grants guaranteed [[Critical hits]] upon the destruction of a sapped building or a backstab. This makes the weapon effective for escaping after a successful strike; view enemy health to determine who can be picked off on the way out. You still receive Critical hits even if the building destruction is not credited to your [[Sapper]], so work alongside your allies. If an Engineer is guarding his buildings, disable his [[Sentry Gun]] and prevent him from removing it while your teammates destroy it.
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== Melee weapons ==
  
== Melee weapons==
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=== [[Knife]] + reskins ===
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{{icon item|Knife|100px}} {{icon item|Saxxy|100px}} {{icon item|Sharp Dresser|100px}} {{icon item|Festive Knife|100px|link=Festive weapons}} {{icon item|Black Rose|100px}} {{icon item|Silver Botkiller Knife|100px|link=Botkiller weapons}} {{icon item|Australium Knife|100px|link=Australium weapons}} {{icon item|Golden Frying Pan|100px}} {{icon item|Prinny Machete|100px}}
  
===[[Knife]] + reskins===
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The Knife is typically used to [[backstab]] targets and deals pitiful damage otherwise. To get into position for a backstab, use your [[Cloak]] and [[disguise]]s to maneuver behind your enemies without drawing attention. If your backstab attempt is unsuccessful, decide whether to flee or duel your target with the [[Revolver]].
{{icon item|Knife|100px}} {{icon item|Sharp Dresser|100px}} {{icon item|Saxxy|100px}} {{icon item|Black Rose|100px}}
 
  
The Knife is typically used to [[backstab]] targets and deals pitiful damage otherwise. To get into position for a backstab, use your [[Cloak]] and [[disguise]]s to maneuver behind your enemies without drawing attention to yourself. Switch to your [[Revolver]] in any situation where you can't land a backstab.
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If you were spotted, you can also attempt to [[Backstab#Trickstabs|trick an inexperienced enemy]] into showing his back; a common technique is to flee up a flight of stairs, then jump above and behind your pursuer.
  
 
=== [[Your Eternal Reward]] + reskins ===
 
=== [[Your Eternal Reward]] + reskins ===
 
{{icon item|Your Eternal Reward|100px}} {{icon item|Wanga Prick|100px}}
 
{{icon item|Your Eternal Reward|100px}} {{icon item|Wanga Prick|100px}}
  
Your Eternal Reward removes your ability to initially disguise, making you rely more on your [[Cloak]] ability to find good hiding places. Upon a successful backstab, your victim will silently disappear while you instantly take their profile as your disguise; no death notice will appear to the enemy team. Once you obtain a disguise, you are free to approach your enemies from behind as usual. Although backstabs by Your Eternal Reward don't appear in the kill feed, don't rely on the "silent killer" aspect of the weapon; dead enemies will still leave behind weapons and be able to communicate using text or voice chat. If you're stuck with a slow disguise, you can Cloak at any time to move at normal walking speed.
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Your Eternal Reward makes your backstabs nearly silent. Upon a successful backstab, your victim silently disappears as you instantly disguise as them; no death notice appears to the enemy team and further backstabs do not break your new disguise. The most common applications of this are to take out an Engineer, then his buildings, or to consecutively backstab a line of enemies without their death screams acting as an alert. Do not completely rely on this "silent killer" aspect, as dead players may still communicate with each other with [[Text chat|text]] or [[voice chat]].
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Using the Disguise Kit with the Eternal Reward requires and consumes a full Cloak meter. Outside of your spawn room, you need to keep track of where ammo pickups spawn or get used to working without either your Cloak or disguise. If you are stuck with a slow disguise, you can Cloak to move at normal walking speed.
  
 
=== [[Conniver's Kunai]] ===
 
=== [[Conniver's Kunai]] ===
 
{{icon item|Conniver's Kunai|100px}}
 
{{icon item|Conniver's Kunai|100px}}
  
The Conniver's Kunai allows you to steal the health of your victim and eliminate any negative status effects upon a successful backstab. While stolen health can [[overheal]] your health up to 180, the weapon reduces your initial health to 60, meaning that you can be killed by a single stray projectile. When using the Conniver's Kunai, you can either play aggressively, landing continuous backstabs to maintain your health, or pick off single targets and use the stolen health to safely escape.
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Upon a successful backstab, the Conniver's Kunai eliminates damaging status effects and steals the health of your victim, [[overheal]]ing you up to 210 health points. You can then use your increased health to flee or to attempt another backstab. The Kunai always heals at least 75 points, so do not worry about killing nearly-dead opponents. As a downside, the weapon reduces your maximum health to 70, so you can be killed by a single stray explosive. Play conservatively and stay away from enemies, even while cloaked. Alternatively, the [[Dead Ringer]] can be used alongside the Conniver's Kunai to survive a hit before you get your first backstab. Do not decloak too close to enemies, however - if you are heard, your decreased health makes surviving much more difficult.
  
 
=== [[Big Earner]] ===
 
=== [[Big Earner]] ===
 
{{icon item|Big Earner|100px}}
 
{{icon item|Big Earner|100px}}
  
When you kill an enemy with the Big Earner, your [[Cloak]] will be refilled by 30%, regardless of any restrictions for the Cloaking device you are using. However, it comes with a moderate health reduction which allows for stronger weapons like the [[Soldier]]'s [[Rocket Launcher]] to kill you in one shot. Overall, you'll have a smaller margin of error when behind enemy lines but can escape more easily with your Cloak once you kill an enemy.
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When you kill an enemy with the Big Earner, your [[Cloak]] is refilled by 30% and you gain a speed boost. This speed boost and cloak can then be used to escape or to attempt another backstab. However, your maximum health is reduced to 100 points, which allows powerful weapons like the [[Soldier]]'s [[Rocket Launcher]] to kill you in one hit. As with the Conniver's Kunai, play cautiously until you are in position to land a backstab. This weapon pairs well with the [[Dead Ringer]], which can only be recharged by the [[L'Etranger]] or the Big Earner.
  
 
=== [[Spy-cicle]] ===
 
=== [[Spy-cicle]] ===
 
{{icon item|Spy-cicle|100px}}
 
{{icon item|Spy-cicle|100px}}
  
Like [[Your Eternal Reward]], the Spy-cicle does not announce a death notice to the enemy team upon a successful backstab. Additionally, you retain the ability to manually disguise. Unlike Your Eternal Reward, backstabs visibly turn victims into ice, alerting enemies that you are nearby. If you are hit by [[fire]] while the Spy-cicle is your active weapon, it will make a distinct sound and melt, temporarily disabling its use but protecting you from being ignited again for two seconds; this allows you to extinguish yourself while invisible by changing weapons. Pairing the Spy-cicle with the [[Dead Ringer]] can give you some immunity to the routine Spy-checks made by enemy [[Pyro]]s.
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If you are attacked by a [[Pyro]], the Spy-cicle protects you from all fire damage for 1 second and from [[Fire|afterburn]] for 10 seconds, giving you time to fight back or escape. The Spy-cicle is consumed in the process, however, and emits a loud sound, alerting enemies to your presence.
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While the Spy-cicle does provide some safety against Pyros, keep in mind that some Pyros can intentionally melt it to prevent you from backstabbing their teammates; be prepared to switch to your Revolver. Additionally, victims of the Spy-cicle turn into ice statues and emit a distinctive sound, making it easier for enemies to track you. Keep an eye out for ammo pickups, which recharge this weapon faster.
  
 
== PDA 1 ==
 
== PDA 1 ==
Line 61: Line 70:
 
{{icon item|Disguise Kit|100px}}
 
{{icon item|Disguise Kit|100px}}
  
The [[Disguise]] Kit is one of your major infiltration tools. If near allies, it's best to disguise as another friendly class or an enemy [[Spy]] so if seen by an enemy you won't raise suspicion. Upon donning a disguise, you will be briefly immersed in a cloud of team-colored smoke. This can easily alert the enemy to your team affiliation and whereabouts,so when changing your disguise make sure you are out of enemy vision or cloaked. A disguise takes one second to become effective, so avoid the common mistake of approaching an enemy before the change is complete. Once you have successfully navigated behind enemy lines, try to not behave like a Spy; for example, reloading your [[Revolver]] while disguised will mimic your disguise's reload animation, allowing you to better blend into an enemy crowd. Even if you're disguised, don't linger in front of enemies for too long, as you are still vulnerable to [[Spy-check]]ing. Attacking with the [[Revolver]] or [[Knife]] will cause your disguise to disappear, so find a safe place to redisguise afterwards.
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The [[Disguise]] Kit is one of your main infiltration tools. If near allies, it is best to disguise as another friendly class or an enemy [[Spy]] so you do not raise suspicion if seen by an enemy. When choosing a new disguise, you are briefly immersed in a cloud of team-colored smoke, so only disguise while out of enemy view or cloaked. The Disguise Kit takes two seconds to activate, so avoid the common mistake of approaching an enemy before the change is complete. Once behind enemy lines, try to act like an enemy - head towards objectives that the enemy must capture or defend. Reloading your [[Revolver]] while disguised makes your disguise reload as well, allowing you to better blend into an enemy crowd. Keep your distance from enemies, however - bumping into them exposes you as a Spy. Remember that your disguise is only effective for short periods of time; players often [[Spy checking|Spy-check]] their teammates randomly. Attacking breaks your disguise, so find a safe place to re-disguise after escaping.
  
 
== PDA 2 ==
 
== PDA 2 ==
  
=== [[Invisibility Watch]] + reskins ===
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=== [[Invis Watch]] + reskins ===
 
{{icon item|Invisibility Watch|100px}} {{icon item|Enthusiast's Timepiece|100px}} {{icon item|Quäckenbirdt|100px}}
 
{{icon item|Invisibility Watch|100px}} {{icon item|Enthusiast's Timepiece|100px}} {{icon item|Quäckenbirdt|100px}}
  
Out of all your watches, the Invisibility Watch has the quietest decloaking sound and allows you to cover the furthest distance while invisible. However, its limited Cloak meter and delayed activation time give you the smallest margin of error to work with when in enemy territory. To keep your Cloak filled and ready for emergencies, deactivate it when in safe areas and frequently grab metal [[pickup]]s and weapons from dead players. Although you are invisible, you are not invincible; upon seeing an ammo box disappear, competent enemies may Spy-check the area. If in enemy territory, always stay on the move to decrease the chances of you being detected or cornered.
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Out of all your watches, the Invis Watch has the quietest decloaking sound and allows you to cover the farthest distance while invisible. However, its Cloak only lasts 10 seconds, so manage it carefully while in enemy territory. While you gain 20% damage resistance when cloaked, this does not make you invincible. To keep your Cloak filled and ready for emergencies, deactivate it when in safe areas and frequently collect metal [[pickups]] and ammo boxes from dead players, which you can do while invisible. Do so out of sight of the enemy - seeing an ammo box disappear alerts competent enemies, who may Spy-check the area. If in enemy territory, always stay on the move to decrease the chances of being detected or cornered.
  
 
=== [[Cloak and Dagger]] ===
 
=== [[Cloak and Dagger]] ===
 
{{icon item|Cloak and Dagger|100px}}
 
{{icon item|Cloak and Dagger|100px}}
  
As long as you remain still, the Cloak and Dagger can be used to remain invisible indefinitely, allowing you to camp an area to pick off important targets, such as enemy [[Medic]]s. Its meter drains based on your average movement speed; traveling a certain distance over a set period of time will drain a certain amount of Cloak, regardless of whether you move slowly and steadily or in quick bursts. The Cloak and Dagger cannot be recharged by collecting metal [[pickups]] or dropped weapons, making it more difficult for you to escape from enemies once discovered. The Cloak and Dagger's decloaking sound, while still fairly quiet, is distinct and noticeable, so refrain from decloaking within the range of any enemies. Continue to be mobile, even when remaining in one area; enemies will be encouraged to [[Spy-check]] if you stay in the same place too long. Likewise, don't just use the Cloak and Dagger to stay out of harm's way; being alive does not necessarily equate to being useful.
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As long as you remain still, the Cloak and Dagger can be used to remain invisible indefinitely, allowing you to camp an area to pick off important targets such as enemy [[Medic]]s. Its meter drains based on your average movement speed; traveling the same distance drains a certain amount of Cloak, regardless of whether you move steadily or in quick bursts. The Cloak and Dagger only refills Cloak from metal or ammo [[pickups]] if you are uncloaked, so you have to put yourself at risk to get a Cloak refill. The Cloak and Dagger's decloaking sound, while quiet, is distinct and noticeable, so refrain from decloaking within the range of any enemies. While the Cloak and Dagger allows you to control an area, change positions from time to time - enemies are encouraged to [[Spy checking|Spy-check]] if you stay in the same place too long. Do not just use the Cloak and Dagger to stay out of harm's way; hiding from enemies the entire round makes you useless to your team.
  
 
=== [[Dead Ringer]] ===
 
=== [[Dead Ringer]] ===
 
{{icon item|Dead Ringer|100px}}
 
{{icon item|Dead Ringer|100px}}
  
While you cannot manually Cloak with the Dead Ringer active, it will instantly Cloak should you take any type of damage. This also produces a fake corpse, displays a fake kill notification to the enemy team, and shields you from 90% of further incoming damage while cloaked. Simply "dying" from [[fall damage]] is a sure sign that you're a Spy. To make your feign death more convincing, consider disguising as an ally or letting the enemy damage you for a bit before taking out the Dead Ringer. If disguised as an enemy, the fake corpse will look like you, alerting them to your presence. If disguised as an ally, it will look like the ally you are disguised as, allowing you to give your enemies a false sense of security as you change disguises. Once cloaked, the Dead Ringer's damage reduction allows you to safely navigate across battlefields and behind enemy lines. Prioritize navigating away from fire, as further damage taken while cloaked will decrease your cloak time. While enemies will not see you upon getting hit or being collided with, they can still reveal you using effects such as [[fire]], [[bleeding]], or [[Jarate]]. Although collecting metal can prolong your Cloak, taking damage will decrease it. Thus, the increased Cloak drain rate and loud decloak noise means that finding a safe area is a priority.
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While you cannot Cloak on demand with the Dead Ringer, it instantly Cloaks you upon taking any type of damage. This also produces a fake corpse and displays a fake kill notification to the enemy team. Upon Cloaking, you take greatly reduced damage and gain afterburn immunity and a speed boost for 3 seconds. You can still be revealed by effects such as [[fire]], [[bleeding]], or [[Jarate]], however. The Dead Ringer has an extremely loud decloaking sound, so use your feigned death to find a safe location before decloaking. Try to make your "death" believable - seeing a full-health teammate die to [[fall damage]] can alert competent players. To make your feign death more convincing, consider disguising as an ally or letting the enemy damage you for a bit before arming the Dead Ringer, giving them a false sense of security. The Dead Ringer cannot be refilled with ammo pickups; if you struggle with managing your Cloak, consider equipping the L'Etranger or Big Earner, which can recharge the Dead Ringer.
  
 
== Buildings ==
 
== Buildings ==
 
=== [[Sapper]] + reskins ===
 
=== [[Sapper]] + reskins ===
{{icon item|Sapper|100px}} {{icon item|Ap-Sap|100px}}
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{{icon item|Sapper|100px}} {{icon item|Ap-Sap|100px}} {{icon item|Festive Sapper|100px|link=Festive weapons}} {{icon item|Snack Attack|100px}}
  
The Sapper will instantly disable an [[Engineer]]'s [[building]], destroying it over time. It can only be removed by the Engineer's melee weapon, the [[Pyro]]'s [[Homewrecker]], or the [[Neon Annihilator]]. You have an unlimited supply and can place them extremely rapidly on any building within melee range. Typically, you'll first backstab an Engineer, then ''quickly'' sap any nearby buildings; you'll want to begin with [[Sentry Gun]]s to prevent them from attacking you. While your weapons deal reduced damage to any building that has your Sapper on it, it may be worth further attacking a building to speed up its destruction.
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The Sapper instantly disables an [[Engineer]]'s [[Buildings|building]], damaging it over time before destroying it. It can only be removed by the Engineer's [[Wrench]] or the Pyro's [[Homewrecker]] or [[Neon Annihilator]]. Typically, you backstab an Engineer first, then ''quickly'' sap any nearby buildings; you want to begin with [[Sentry Gun]]s to prevent them from attacking you. You can further attack a building to speed up its destruction, though your weapons deal less damage against sapped buildings. If you cannot backstab the Engineer, communicate with your team and coordinate a push as you sap the Engineer's buildings, leaving him helpless against your team's assault. If in a one-vs-one encounter, remember that you have an unlimited supply of Sappers and can place them faster than the Engineer can remove them. Use the time that the Sentry is disabled to attack the Engineer - he will almost certainly attack you directly before destroying the Sapper.
  
 
=== [[Red-Tape Recorder]] ===
 
=== [[Red-Tape Recorder]] ===
 
{{icon item|Red-Tape Recorder|100px}}
 
{{icon item|Red-Tape Recorder|100px}}
  
The Red-Tape Recorder is capable of reversing the construction of [[Engineer]] buildings. When compared to the standard [[Sapper]], it takes moderately longer to destroy any Engineer building. However, it takes a very short amount of time to downgrade [[buildings]] to their level one version. If you're having trouble dismantling a guarded Engineer nest, use the Red-Tape Recorder to weaken instead of destroy it and allow teammates to clean up.
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The Red-Tape Recorder can reverse the construction of [[Engineer]] [[buildings]]. However, it takes far longer to destroy buildings than the stock [[Sapper]], making it inferior in most cases. However, it can downgrade buildings to their level-one versions in seconds, wasting the Engineer's time and metal. If you are having trouble dismantling a vigilant Engineer's nest, coordinate with teammates and have them attack as you sap the buildings. They then have an easier time destroying a Level 2 Sentry Gun as opposed to a Level 3. This weapon can be especially useful against an Engineer not near his buildings, such as one using the [[Gunslinger]], or one that relies on the destruction of his buildings, such as one using the [[Frontier Justice]].
  
 
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{{Class Strategy Nav}}
{{Class strategy}}
 
 
{{Spy Nav}}
 
{{Spy Nav}}
  
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[[Category:Spy]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]
[[Category:Spy]]
 

Latest revision as of 17:40, 16 December 2024

This page contains basic strategy for the Spy. For more advanced strategies, see Community Spy strategy. For how to play against the Spy, see Anti-Spy strategy.
Spytaunt3.PNG

The Spy specializes in deception and excels at punishing mistakes made by the enemy team. He is the best choice for business behind enemy lines but not direct combat, as he is fragile and has some of the game's weakest weapons. His Cloaking and disguises allow him to sneak past undetected, where he can then cause havoc. He can approach targets from behind and backstab them for an instant kill, or sap Engineer buildings to cripple enemy defenses. Additionally, he can see enemy health levels to determine if a foe is weak enough to be picked off with his Revolver. Because of the fear he imposes, however, enemies frequently Spy-check their teammates. Although the Spy can hide and blend in, he can easily be exposed through various methods, including the Pyro's flames or Sniper's Jarate. Through guile and precision, a good Spy can cause paranoia among the enemy while eliminating important targets that are difficult to kill with direct attacks.

Secondary weapons

Revolver + reskins

Revolver Big Kill Festive Revolver

Although the Revolver is weaker than most classes' primary weapons, it is accurate and deals decent damage at medium range. It is best used to finish off weakened enemies or as a last resort should an enemy confront you; three close-range shots is enough to take down light classes. There are several situations where you want to use the Revolver instead of the Knife, such as when your target cannot be backstabbed, you cannot safely approach a target, or when a Sniper has a Razorback equipped.

Ambassador + reskins

Ambassador Festive Ambassador Australium Ambassador

The Ambassador comes with penalties in both damage and firing rate, but has the ability to headshot nearby enemies for up to 102 damage. When behind enemy lines, check enemy health levels and decide which targets you can take out with a headshot. There is a cooldown period after firing where the Ambassador cannot headshot, so space your shots out instead of firing rapidly. One headshot and one bodyshot is enough to take out any of the light classes, particularly Snipers who stand still, have their back against a wall, or have the Razorback equipped.

L'Etranger

L'Etranger

The L'Etranger increases your Cloak duration by 40%, making it easier to maneuver behind enemy lines. While it deals significantly less damage than other revolvers, it slightly refills your Cloak whenever you shoot an enemy, exchanging firepower into potential fleeing power. It can be used to safely refill your Cloak from a distance and pairs well with the Dead Ringer, which requires a full Cloak meter to activate.

Enforcer

Enforcer

The Enforcer deals 20% extra damage when attacking while disguised, but has a 20% slower firing speed. This makes it inferior to the stock Revolver in direct combat, but allows you to kill light classes in two hits at point-blank range, allowing you to dispatch them before they can react. If an enemy confronts you while you are disguised, you can deal additional damage, which can give you the upper hand. Firing it breaks your disguise, however, so aim carefully - the damage bonus only applies to your first shot. The Enforcer also ignores any defensive bonuses, making it particularly effective against Spies who equip the Dead Ringer or Medics using the Vaccinator.

Diamondback

Diamondback

The Diamondback deals reduced damage but grants guaranteed Critical hits upon the destruction of a sapped building or a backstab. This makes the weapon effective for escaping after a successful strike; view enemy health to determine who can be picked off on the way out. You still receive Critical hits even if the building destruction is not credited to your Sapper, so work alongside your allies. If an Engineer is guarding his buildings, disable his Sentry Gun and prevent him from removing it while your teammates destroy it.

Melee weapons

Knife + reskins

Knife Saxxy Sharp Dresser Festive Knife Black Rose Silver Botkiller Knife Australium Knife Golden Frying Pan Prinny Machete

The Knife is typically used to backstab targets and deals pitiful damage otherwise. To get into position for a backstab, use your Cloak and disguises to maneuver behind your enemies without drawing attention. If your backstab attempt is unsuccessful, decide whether to flee or duel your target with the Revolver.

If you were spotted, you can also attempt to trick an inexperienced enemy into showing his back; a common technique is to flee up a flight of stairs, then jump above and behind your pursuer.

Your Eternal Reward + reskins

Your Eternal Reward Wanga Prick

Your Eternal Reward makes your backstabs nearly silent. Upon a successful backstab, your victim silently disappears as you instantly disguise as them; no death notice appears to the enemy team and further backstabs do not break your new disguise. The most common applications of this are to take out an Engineer, then his buildings, or to consecutively backstab a line of enemies without their death screams acting as an alert. Do not completely rely on this "silent killer" aspect, as dead players may still communicate with each other with text or voice chat.

Using the Disguise Kit with the Eternal Reward requires and consumes a full Cloak meter. Outside of your spawn room, you need to keep track of where ammo pickups spawn or get used to working without either your Cloak or disguise. If you are stuck with a slow disguise, you can Cloak to move at normal walking speed.

Conniver's Kunai

Conniver's Kunai

Upon a successful backstab, the Conniver's Kunai eliminates damaging status effects and steals the health of your victim, overhealing you up to 210 health points. You can then use your increased health to flee or to attempt another backstab. The Kunai always heals at least 75 points, so do not worry about killing nearly-dead opponents. As a downside, the weapon reduces your maximum health to 70, so you can be killed by a single stray explosive. Play conservatively and stay away from enemies, even while cloaked. Alternatively, the Dead Ringer can be used alongside the Conniver's Kunai to survive a hit before you get your first backstab. Do not decloak too close to enemies, however - if you are heard, your decreased health makes surviving much more difficult.

Big Earner

Big Earner

When you kill an enemy with the Big Earner, your Cloak is refilled by 30% and you gain a speed boost. This speed boost and cloak can then be used to escape or to attempt another backstab. However, your maximum health is reduced to 100 points, which allows powerful weapons like the Soldier's Rocket Launcher to kill you in one hit. As with the Conniver's Kunai, play cautiously until you are in position to land a backstab. This weapon pairs well with the Dead Ringer, which can only be recharged by the L'Etranger or the Big Earner.

Spy-cicle

Spy-cicle

If you are attacked by a Pyro, the Spy-cicle protects you from all fire damage for 1 second and from afterburn for 10 seconds, giving you time to fight back or escape. The Spy-cicle is consumed in the process, however, and emits a loud sound, alerting enemies to your presence.

While the Spy-cicle does provide some safety against Pyros, keep in mind that some Pyros can intentionally melt it to prevent you from backstabbing their teammates; be prepared to switch to your Revolver. Additionally, victims of the Spy-cicle turn into ice statues and emit a distinctive sound, making it easier for enemies to track you. Keep an eye out for ammo pickups, which recharge this weapon faster.

PDA 1

Disguise Kit

Disguise Kit

The Disguise Kit is one of your main infiltration tools. If near allies, it is best to disguise as another friendly class or an enemy Spy so you do not raise suspicion if seen by an enemy. When choosing a new disguise, you are briefly immersed in a cloud of team-colored smoke, so only disguise while out of enemy view or cloaked. The Disguise Kit takes two seconds to activate, so avoid the common mistake of approaching an enemy before the change is complete. Once behind enemy lines, try to act like an enemy - head towards objectives that the enemy must capture or defend. Reloading your Revolver while disguised makes your disguise reload as well, allowing you to better blend into an enemy crowd. Keep your distance from enemies, however - bumping into them exposes you as a Spy. Remember that your disguise is only effective for short periods of time; players often Spy-check their teammates randomly. Attacking breaks your disguise, so find a safe place to re-disguise after escaping.

PDA 2

Invis Watch + reskins

Invisibility Watch Enthusiast's Timepiece Quäckenbirdt

Out of all your watches, the Invis Watch has the quietest decloaking sound and allows you to cover the farthest distance while invisible. However, its Cloak only lasts 10 seconds, so manage it carefully while in enemy territory. While you gain 20% damage resistance when cloaked, this does not make you invincible. To keep your Cloak filled and ready for emergencies, deactivate it when in safe areas and frequently collect metal pickups and ammo boxes from dead players, which you can do while invisible. Do so out of sight of the enemy - seeing an ammo box disappear alerts competent enemies, who may Spy-check the area. If in enemy territory, always stay on the move to decrease the chances of being detected or cornered.

Cloak and Dagger

Cloak and Dagger

As long as you remain still, the Cloak and Dagger can be used to remain invisible indefinitely, allowing you to camp an area to pick off important targets such as enemy Medics. Its meter drains based on your average movement speed; traveling the same distance drains a certain amount of Cloak, regardless of whether you move steadily or in quick bursts. The Cloak and Dagger only refills Cloak from metal or ammo pickups if you are uncloaked, so you have to put yourself at risk to get a Cloak refill. The Cloak and Dagger's decloaking sound, while quiet, is distinct and noticeable, so refrain from decloaking within the range of any enemies. While the Cloak and Dagger allows you to control an area, change positions from time to time - enemies are encouraged to Spy-check if you stay in the same place too long. Do not just use the Cloak and Dagger to stay out of harm's way; hiding from enemies the entire round makes you useless to your team.

Dead Ringer

Dead Ringer

While you cannot Cloak on demand with the Dead Ringer, it instantly Cloaks you upon taking any type of damage. This also produces a fake corpse and displays a fake kill notification to the enemy team. Upon Cloaking, you take greatly reduced damage and gain afterburn immunity and a speed boost for 3 seconds. You can still be revealed by effects such as fire, bleeding, or Jarate, however. The Dead Ringer has an extremely loud decloaking sound, so use your feigned death to find a safe location before decloaking. Try to make your "death" believable - seeing a full-health teammate die to fall damage can alert competent players. To make your feign death more convincing, consider disguising as an ally or letting the enemy damage you for a bit before arming the Dead Ringer, giving them a false sense of security. The Dead Ringer cannot be refilled with ammo pickups; if you struggle with managing your Cloak, consider equipping the L'Etranger or Big Earner, which can recharge the Dead Ringer.

Buildings

Sapper + reskins

Sapper Ap-Sap Festive Sapper Snack Attack

The Sapper instantly disables an Engineer's building, damaging it over time before destroying it. It can only be removed by the Engineer's Wrench or the Pyro's Homewrecker or Neon Annihilator. Typically, you backstab an Engineer first, then quickly sap any nearby buildings; you want to begin with Sentry Guns to prevent them from attacking you. You can further attack a building to speed up its destruction, though your weapons deal less damage against sapped buildings. If you cannot backstab the Engineer, communicate with your team and coordinate a push as you sap the Engineer's buildings, leaving him helpless against your team's assault. If in a one-vs-one encounter, remember that you have an unlimited supply of Sappers and can place them faster than the Engineer can remove them. Use the time that the Sentry is disabled to attack the Engineer - he will almost certainly attack you directly before destroying the Sapper.

Red-Tape Recorder

Red-Tape Recorder

The Red-Tape Recorder can reverse the construction of Engineer buildings. However, it takes far longer to destroy buildings than the stock Sapper, making it inferior in most cases. However, it can downgrade buildings to their level-one versions in seconds, wasting the Engineer's time and metal. If you are having trouble dismantling a vigilant Engineer's nest, coordinate with teammates and have them attack as you sap the buildings. They then have an easier time destroying a Level 2 Sentry Gun as opposed to a Level 3. This weapon can be especially useful against an Engineer not near his buildings, such as one using the Gunslinger, or one that relies on the destruction of his buildings, such as one using the Frontier Justice.