Spy weapons (competitive)

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Revision as of 15:04, 29 January 2012 by Xierra (talk | contribs) (Melee Weapon Usage: Added some more info about the Spy's melee weapon usage.)
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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 Some or all info may be outdated.

The Spy is a class highly dependent on his stealth abilities to infiltrate past enemy defenses and get important Picks on key classes such as the Medic, or the Demoman.

Primary Weapons

If the Spy ever finds himself in a fire fight the Revolver can serve as a very powerful tool in dealing with an enemy. The Ambassador is also a good choice, given the player can reliably land a Headshot.

Revolver

Revolver IMG.png

The Revolver should never be used to fight the enemy directly. If the Spy manages to get a pick and has been discovered he should always immediately switch to his Revolver to deal with enemies, given the situations that Spies are used he will most likely not escape by cloaking away.

The Big Kill is simply a re-skin of the Revolver, thus retains the same exact stats.

Weapon Damage Critical Damage Function Times Special
Revolver
Revolver IMG.png
Point-Blank: 60
512u: 40
1024u+: 21
Critical: 120
Point-Blank Mini-Crit: 81
512u+ Mini-Crit: 54
Attack: 0.58s
Reload: 1.16s
If unfired in the past 1.25 seconds, shot has perfect accuracy.


The Ambassador

Ambassador.png

Most of the Ambassador's power lies with its ability to crit on a successful headshot. Its first shot will always be point blank accurate, but its following shots will have a huge spread area. Due to its lower damage ouput and accuracy, the Revolver is preferred over the Ambassador.

Weapon Damage Critical hits|Critical Damage Function Times Special
Ambassador
Ambassador.png
Point-Blank: 51
512u: 34
1024u+: 18
Critical: 102
Point-Blank Mini-Crit: 69
512u+ Mini-Crit: 46
Attack: 0.696
Reload: 1.16
Cooldown: 0.95s
Accuracy based on time since last shot.
Criticals on headshot when accuracy is perfect.


L'Etranger

L'Étranger.png

Note: The L'Etranger is banned or restricted in some leagues.

The L'Etranger's functionality lies within its ability to restore clock on a successful hit, but does 20% less damage. In a competitive format going Spy is a suicide mission, as after a pick is gotten the chance of escape is very low. This renders the L'Etranger's cloak restoring abilities near useless because one it is used the other team will be aware that there is a Spy and attempting picks will be much harder.

Weapon Damage Critical Damage Function Times Special
L'Etranger
L'Étranger.png
Point-Blank: 48
512u: 32
1024u+: 17
Critical: 96
Point-Blank Mini-Crit: 65
512u+ Mini-Crit: 43
Attack: 0.58s
Reload: 1.16s
Banned in most leagues for acquisition time.
If unfired in the past 1.25 seconds, shot has perfect accuracy.
Fills Cloak meter 15% on hit.


Diamondback

Backpack Diamondback.png

The Diamondback is unefficient in competitive play, as it only gives crits for sapped buildings, and as Engineers are particularly rare, and the Diamondback has a damage penalty, the Diamondback should not be considered for competitive play.

Weapon Damage Critical Damage Function Times Special
Diamondback
Backpack Diamondback.png
Point-Blank: 51
512u: 34
1024u+: 18
Critical: 102
Point-Blank Mini-Crit: 69
512u+ Mini-Crit: 46
Attack: 0.58s
Reload: 1.16s
  • If unfired in the past 1.25 seconds, shot has perfect accuracy.
  • Gives one guaranteed critical hit for each building destroyed with your sapper attached
  • -15% damage penalty
  • No random critical hits


Primary Weapon Usage

Most leagues have banned the L'Etranger because it was released mid season. As for choosing between the Revolver and the Ambassador, it's mainly personal preference; the Revolver is generally preferred due to the extra damage that it does compared to the Ambassador, however, if you can consistently headshot people then the Ambassador is the gun for you.

Secondary Weapons

Electro Sapper

Sapper IMG.png

The Spy's only secondary weapon is his Electro Sapper. This will be rarely used in a competitive environment, as Engineers are also rarely used.

Weapon Damage Critical Damage Function Times Special
Electro Sapper
Sapper IMG.png
DPS on Buildings: 25 N/A Lv1 Buildings: 6.00s
Lv2 Building: 7.20s
Lv3 Building: 8.64s
Removed by two Wrench hits or one hit by the Homewrecker.
Reduces Spy's weapon damage to building.


Melee Weapons

The Spy's Picking power lies primarily in his melee weapons. The Knife and Eternal Reward can kill any class instantly through a Backstab, making the Spy an ideal picking class.

Knife

Knife Weapon.png

The Knife is the Spy's standard melee weapon. In direct combat it does minimal damage and should only ever be used for a quick backstab.

The Sharp Dresser is a reskin of the Knife, and therefore has the same stats as the Knife.

Weapon Damage Critical Damage Function Times Special
Knife
Knife Weapon.png
Melee, Frontal: 40
Backstab: 600% target HP
Critical: 120
Mini-Crit: 54
Attack: 0.8s Facestabs and failstabs cause some unpredictability.
Without backstab, has lowest DPS of all stock melee.
A Dead Ringer-activated Spy cannot die to backstab.


Your Eternal Reward

RED Eternal Reward.png

Note: Your Eternal Reward is banned or restricted in some leagues.

Your Eternal Reward has the same stats and damage output that the regular Knife does but does not allow Spies to disguise. This puts the Spy at a disadvantage as they can be immediately found and dealt with. Upon a successful stab the Spy will take the victims identity and the kill will be silent. This is useless in a competitive environment as all teams use vocal communication, thus making the Spy very easily found.

The Wanga Prick is a reskin of the Eternal Reward, and therefore has the same stats as the Eternal Reward.

Weapon Damage Critical Damage Function Times Special
Your Eternal Reward
RED Eternal Reward.png
Melee, Frontal: 40
Backstab: 600% target HP
Critical: 120
Mini-Crit: 54
Attack: 0.8s Banned in most leagues for acquisition time.
Disables Disguise Kit.
Backstabs are silent and grant user instant disguise of killed foe.
Otherwise identical to Knife.


Conniver's Kunai

Conniver's Kunai.png

The only advantage of the Conniver's Kunai is that upon a backstab, it absorbs all of the health from the victim. While this sounds useful, it has a 65 health penalty, leaving the player with only 60 health, making discovery of the player deadly. Because of this, and the fact that the enemy often becomes aware of the player after a backstab, the Conniver's Kunai is very hard to use.

Weapon Damage Critical Damage Function Times Special
Conniver's Kunai
Conniver's Kunai.png
Melee, Frontal: 40
Backstab: 600% target HP
Critical: 120
Mini-Crit: 54
Attack: 0.8s Banned in most leagues for acquisition time.
On backstab: absorbs the health from your victim.
-65 max health on wearer


The Big Earner

Backpack Big Earner.png

The Big Earner's 30% cloak regeneration upon backstab is useful for quickly gaining some cloak if enemies approach. However, its health reduction penalty makes a firefight somewhat more lethal than normal, making this only efficient equipped with the Cloak and Dagger.

Weapon Damage Critical Damage Function Times Special
Big Earner
Backpack Big Earner.png
Melee, Frontal: 40
Backstab: 600% target HP
Critical: 120
Mini-Crit: 54
Attack: 0.8s
  • +30% cloak on kill
  • -25 max health on wearer


Melee Weapon Usage

Even though it's a melee weapon, this is the weapon slot that Spies use most, because spies is made to backstab enemies, and thus making it a primary weapon, while having the Revolvers and the Electro Sapper as his secondaries.

The Eternal Reward leaves no opportunity of disguising, which means it should only be used by players who have practiced with it thoroughly. The Conniver's Kunai shouldn't even be considered, due to its lethal health penalty. This leaves the standard Knife, without any drawbacks, and the Big Earner, useful for Spies needing a bit more cloak, but with less lethal health penalty.

PDA Items

Disguise Kit

PDA disguise.png

The Disguise Kit is a marginally important tool in fooling the enemy. In a competitive environment players will be more aware of their teammates, but a disguise will still raise questionable suspicion rather than immediate. During fire fights players can sometimes be more easily tricked as Spies are not used often in competitive play, thus letting the Spy easily weave through his enemies without a cloak.

Weapon Damage Critical Damage Function Times Special
Disguise Kit
PDA disguise.png
N/A N/A Disguise Time: 2s
Smoke Duration: 3s
Friendly Spy disguise drops any disguise instantly.
Grants knockback immunity, even with friendly disguise.
Reduces move speed to match disguise, but can't increase it.


Invisibility Watch

Invisibilitywatch.PNG

The Spy's ability to turn invisible is his core mechanic. The Invisibility Watch is his standard cloak, allowing him to wander around invisible; It is regenerated through metal or slowly over time. If a pick is being attempted with the Invisibility Watch it must be made once the cloak has run out due to its very slow regeneration.

The Enthusiast's Timepiece is a reskin of the Invis Watch, and therefore has the same stats as the Invis Watch.

Weapon Damage Critical Damage Function Times Special
Invisibility
Watch

Invisibilitywatch.PNG
N/A N/A Cloak Duration: 10s
Recharge Wait: 33.5s
Cloak Initialize: 1.2s
Decloak Time: 2.2s
Cloak flickers when damaged or touched by enemy.
Can be refilled with ammo and metal.
Cloak prevents new disguise smoke; doesn't hide old smoke.
Revealed by fire, deep water, Jarate, and Mad Milk.


Cloak and Dagger

Cloak and Dagger.PNG

The Cloak and Dagger is an ideal cloak for attempting target specific picks. Because it is motion sensitive, a Spy can wait for the opportune time to attack his target. This is best done when the enemy is pressured by spam or retreating to the Medic for health.


Weapon Damage Critical Damage Function Times Special
Cloak and Dagger
Cloak and Dagger.PNG
N/A N/A Duration, Running: 6.8s
Duration, Crawling: 66.5s
Recharge Wait: 18.2s
Cloak Initialize: 1.2s
Decloak Time: 2.2s
Cannot be refilled with ammo or metal.
Recharges based on lack of movement.
Loses charge when moving while cloaked.
Cloak flickers when moving while out of charge.
Otherwise identical to Invisibility Watch and its Cloak.


Dead Ringer

Dead Ringer.png

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
Dead Ringer
Dead Ringer.png
N/A N/A Supercloak Duration: 6.5s
Decloak Time: 2.2s
Recharge from 0%: 16s
Recharge from 40%: 9.6s
Recharge from 75%: 4s
Cloak triggers from any damage, which is subject to supercloak effects.
Trigger fakes death (corpses drop enemy disguises), ending on decloak.
Provides supercloak in

normal duration and regular Cloak during extensions.
Supercloak provides 90% damage reduction.
Cloaking extinguishes fire but does not prevent additional fire.
Decloaking reduces charge to 40% if higher.
Pickups cannot refill more than 35% charge.
Otherwise identical to Invisibility Watch and its Cloak.


See also