Spy weapons (competitive)
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The community competitive scene changes frequently. Some or all info may be outdated.
The Spy is a class highly dependent on his stealth abilities to take out enemies behind cover with a backstab.
Primary Weapons
The Spy's primary weapons provide him with his only long-range damage, and are mostly used to cover a retreat. All of the Spy's primary weapons will be perfectly accurate if unfired for 1.25 seconds.
Revolver
The stock Revolver deals decent amounts of damage, and can be good to pick off a low-health enemy at range.
The Big Kill has the same stats as the Revolver.
Weapon | Damage | Critical Damage | Function Times | Special |
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Revolver |
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The Ambassador
The Ambassador deals reduced damage alongside a slower firing speed, but deals critical damage on a Headshot.
Weapon | Damage | Critical hits|Critical Damage | Function Times | Special |
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Ambassador |
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L'Etranger
The L'Etranger deals -20% damage, but provides +40% more of the Spy's total cloak and refills 15% cloak on each successful hit.
Weapon | Damage | Critical Damage | Function Times | Special |
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L'Etranger |
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Diamondback
The Diamondback deals reduced damage, but stores and deals critical hits for every building sapped and every enemy you kill with a Backstab.
Weapon | Damage | Critical Damage | Function Times | Special |
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Diamondback |
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Enforcer
The Enforcer deals increased damage while disguised, at the cost of slower firing speed. The Enforcer is often banned in many leagues.
Weapon | Damage | Critical Damage | Function Times | Special |
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Enforcer |
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Primary Weapon Usage
The stock Revolver can quickly deal with low-health players. The Ambassador can help put damage on, or even take out certain classes with a Headshot. The L'Etranger provides additional Cloak for a better get-away. The Diamondback is useful in the presence of Engineers. The Enforcer provides increased damage, useful for taking down classes with more health, but with a slower shooting speed. The Ambassador tends to be used, due to the possibility of increased damage with a Headshot, but the stock Revolver sees a lot of use due to consistent damage.
Secondary Weapons
The secondary weapons available to the Spy allow him to disable or destroy sentry nests to enable his teammates to help take out enemy buildings. This allows the team to push further and saves having other classes such as the Soldier risk their lives to destroy a troublesome Level 3 Sentry Gun when they are needed for the final stretch of the push.
Sapper
The Spy's stock Sapper gradually reduces the health of a building. When applied to a teleporter, it will sap both the entrance and the exit.
The Ap-Sap has the same stats as the stock Sapper.
Weapon | Damage | Critical Damage | Function Times | Special |
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Sapper |
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N/A |
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Red-Tape Recorder
The Red-Tape Recorder rewinds the building process of buildings. It then reduces the level 1 building into a toolbox, and reduces its health. The toolbox can be collected as a large ammo pickup.
Weapon | Damage | Critical Damage | Function Times | Special |
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Red-Tape Recorder |
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N/A |
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Secondary Weapon Usage
The Spy's Sapper is useful for taking down or disabling an Engineer's buildings to allow the team to advance.
Melee Weapons
The Spy's melee weapons are his primary source of damage. Any hit within the 180º range behind an enemy will register a Backstab, dealing six times the player's health. They deal about 60% the damage of another stock melee weapon, (compare to Scout). All of the Spy's knives except for the Spy-cicle will perform the Fencing taunt.
Knife
The stock Knife deals low damage normally, but can backstab for an instant kill.
The Sharp Dresser and the Black Rose have the same stats as the Knife.
Weapon | Damage | Critical Damage | Function Times | Special |
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Knife |
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Your Eternal Reward
The Your Eternal Reward deals identical damage to the stock Knife, but will cause the death of an enemy to be silent, and disguises the Spy as the fallen teammate instantly. The Spy cannot otherwise disguise.
The Wanga Prick has the same stats as the Your Eternal Reward.
Weapon | Damage | Critical Damage | Function Times | Special |
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Your Eternal Reward |
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Conniver's Kunai
The Conniver's Kunai grants the Spy health on kill, at the cost of initial health. The granted health can provide overheal.
Weapon | Damage | Critical Damage | Function Times | Special |
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Conniver's Kunai |
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Attack: 0.8s |
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The Big Earner
The Big Earner provides the Spy with 30% Cloak on backstab and a temporary speed boost, but reduces his maximum health by 25.
Weapon | Damage | Critical Damage | Function Times | Special |
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Big Earner |
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Spy-cicle
The Spy-cicle kills players silently, and freezes their bodies with the Jiggle Bones effect, which is similar to the Saxxy, the Golden Wrench, and the Golden Pan, but the frozen body is made of ice, instead of Australium. If the Spy is lit on fire, or taking afterburn with it active, it will extinguish the fire, prevent additional fire damage for two seconds, but disable the knife for 15 seconds.
Weapon | Damage | Critical Damage | Function Times | Special |
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Spy-cicle |
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Melee Weapon Usage
The stock Knife has no health penalty, and allows the Disguise Kit. The Your Eternal Reward allows for a Spy to take out enemies silently, but voice communication can supersede this. The Conniver's Kunai can help a Spy survive after a backstab, but makes the Spy highly vulnerable. The Big Earner is useful for a better getaway, and the Spy-cicle is helpful to avoid fire damage. The stock Knife tends to be a favorite choice for its lack of downsides, although some confident players may use the Conniver's Kunai to help extinguish fire damage.
PDA Items
Disguise Kit
The Disguise Kit allows the Spy to disguise as any other player in the game.
Weapon | Damage | Critical Damage | Function Times | Special |
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Disguise Kit |
N/A | N/A |
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Invisibility Watch
The stock Invisibility Watch provides a rudimentary Cloak which can be refueled with ammunition, and drains while active.
The Enthusiast's Timepiece and the Quackenbirdt have the same stats as the Invisibility Watch.
Weapon | Damage | Critical Damage | Function Times | Special |
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Invisibility Watch |
N/A | N/A |
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Cloak and Dagger
The Cloak and Dagger has less overall Cloak than the stock Invisibility Watch, but allows the Spy to regenerate Cloak by not moving.
Weapon | Damage | Critical Damage | Function Times | Special |
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Cloak and Dagger |
N/A | N/A |
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Dead Ringer
The Dead Ringer can be a useful tool into tricking the enemy that they have killed you or have gotten an important pick. A pick can be attempted with the enemy fooled that they have killed you, making the second attempt very easy. The Dead Ringer's loud ring can sometimes be muffled down by voice communication, but can still be easily heard by anyone completely aware that a Spy is still around. A common tactic to use with the Dead Ringer is to disguise as an important pick target of your own team, such as a Demoman, or Medic, while playing Gravel Pit offense and run out the spawn gates with it activated to fool an enemy Demoman camping the gates at the start of the round to blow his stickies.
Weapon | Damage | Critical Damage | Function Times | Special |
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Dead Ringer |
N/A | N/A |
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PDA Items Usage
The PDA items were the Spies' essential tool to do his trickery, especially his Disguise Kit, or to conceal himself temporarily (Except Cloak & Dagger, which makes the possibility to Cloak indefinitely).
- The Invisibility Watch travels furthest, but the duration is timed, so it's best to pick the route carefully before doing so, and pick up ammo boxes to travel even further, or to refill the Cloak meter.
- The Cloak & Dagger is best used to get past large stretches with limited ammunition. It allows the Spy to maintain Cloak for a theoretically infinite duration, but has reduced distance and cannot be refilled quickly. It can also be used for better reconnaissance, to get a read on health and Übercharge levels.
- The Dead Ringer allows a Spy to bypass an otherwise impassable wall, as the supercloak functionality is extremely useful. However, it has an even shorter Cloak duration, and makes a very loud decloak noise. It can be refilled only to a limited measure by ammo, but recharges naturally at an increased rate.
The Invisibility Watch is most commonly seen, as a Spy rarely has time to sit around, and the Dead Ringer has too many erroneous mechanics and is too suspicious to be viable.
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