Difference between revisions of "Soldier match-ups"

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(Given the Heavy's slow speed, the Escape Plan isn't as useful here against him as against other classes.)
(general improvements for the first 5 classes. probably going to do the rest later today)
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{{Match-Up|forclass=soldier
 
{{Match-Up|forclass=soldier
 
   | scout-strategy =
 
   | scout-strategy =
'''Relative merits:''' Both you and the Scout are strong at close range. You hold the advantage when you can utilize your rockets' splash damage or if there is high ground you can safely [[rocket jump]] to, but the Scout can typically decide if and where to fight.
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'''Relative merits:''' Both you and the Scout are strong close-quarters combatants. You have an advantage if you can utilize your rockets' splash damage, especially when you have the high ground, but the Scout will typically try to initiate the fight with that in mind.
  
'''Tactics:''' Anticipate the Scout's movements when aiming your rockets to deal splash damage. If he [[double jump]]s to dodge one of your shots, his landing trajectory should be predictable enough for your next rocket. Once the explosion pops him into the air, follow up with another rocket or the [[Shotgun]]. If possible, guard objectives to force the Scout to approach you in tight spaces where he can't maneuver, and rocket jump to high ground that is beyond his double jump.  
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'''Tactics:''' Anticipate the Scout's movements when aiming your rockets. Try to aim at the ground or nearby walls to inflict splash damage, as the Scout's high movement speed makes it difficult to hit him directly. If he [[double jump]]s to dodge one of your shots, the arc of his jump should be predictable enough to aim a rocket where he will land. If possible, attempt to fight the Scout in tight spaces where he can't maneuver, or [[rocket jump]] to high ground that is beyond the reach of his double jump.
 +
 
 +
Because of the Scout's extreme speed, it is difficult for you to retreat. If you have enough health, it is usually better to attempt to rocket jump somewhere out of his reach, such as a distant ledge or through a window, than it is to try to outrun him on the ground.
  
 
'''Useful weapons:'''  
 
'''Useful weapons:'''  
* The [[Liberty Launcher]]'s rockets are faster and retain normal splash radius, which makes hitting a dodgy Scout easier. Its reduced damage is less of a concern when dealing with the Scout's low health pool.
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* A close-ranged shot with the [[Direct Hit]] will instantly kill a full-health Scout, and the increased speed of the rockets makes scoring a direct hit easier. However, the reduced blast radius forces you to rely on direct shots entirely.
* The [[Shotgun]] is a [[hitscan]] weapon that is harder to avoid.
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* The [[Liberty Launcher]]'s rockets are also faster than default and retain the normal splash radius, which makes hitting a dodgy Scout easier. Its reduced damage is less of a concern when dealing with the Scout's low health pool.
 +
* The [[Shotgun]] and its variants are [[hitscan]] weapons that are harder for the Scout to avoid due to their shots traveling instantly.
  
 
   | soldier-strategy =  
 
   | soldier-strategy =  
'''Mirror match-up:''' In a deathmatch against an equally skilled Soldier, positioning and weapon management are key. Observe which primary weapon your opponent has chosen to decide on any playstyle changes to make. Tracking the number of rockets you both have loaded can help you decide whether to approach or take cover.
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'''Mirror match-up:''' In a duel against an equally skilled Soldier, positioning and weapon management are key. Observe which weapons your opponent has chosen and adapt your strategy accordingly. Tracking the number of rockets you both have loaded can help you decide whether to approach or take cover.  
  
'''Tactics:''' Predict the enemy Soldier's movements to make each rocket count. Both of you want to [[rocket jump]] to high ground to freely rain down rockets and force the other to land direct hits. If your opponent is too predictable with his rocket jumps, fire a rocket where he is going to land, use precise aim to land an [[aerial]], or chase after him with your own jump and attack from above. If you run out of rockets, consider whether you have time to reload or need to switch to the Shotgun. If you count that he is out of rockets, pursue him or move into a stronger position while he cannot fight back.
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'''Tactics:''' Both you and your opponent are relatively slow on the ground; try to go for direct hits to maximize the damage of each rocket you fire, and move unpredictably to make it difficult for your opponent to do the same. Try to reach high ground, as that will make it easier to both deal and avoid splash damage. If your opponent is too predictable with his rocket jumps, you can fire a rocket where he will land, use precise aim to land an [[Aerial|airshot]], or chase after him with your own rocket jump and attack from above. If you run out of rockets, switch to a different weapon or take cover and reload. If you think that he is out of rockets himself, approach him or move to a stronger position while he's unable to attack you.
  
 
'''Useful weapons:'''  
 
'''Useful weapons:'''  
* The [[Direct Hit]] can be useful for targeting a rocket-jumping Soldier, although you lose out on area control.
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* The Shotgun and its variants are reliable backup weapons for when you run out of loaded rockets.
* The [[Shotgun]] is a reliable backup weapon when you run out of loaded rockets.  
+
* The [[Gunboats]] will reduce the damage you take from rocket jumps, allowing you to reach high ground more often with less risk.
* The [[Reserve Shooter]] deals its bonus damage against targets launched by explosions even when the enemy Soldier rocket jumps.
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* The Direct Hit and [[Reserve Shooter]] deal mini-crit damage to targets launched by explosions. This applies not only to when you launch your opponent with a well-aimed rocket, but also when he rocket jumps.
* The [[Escape Plan]] lets you retreat even if the enemy Soldier rocket jumps after you.
 
  
 
   | pyro-strategy =  
 
   | pyro-strategy =  
'''Relative merits:''' Your weapons outrange the Pyro's Flame Thrower and you can always rocket jump away to favorable terrain. However, the Pyro's [[compression blast]] can reflect your rockets. If he gets too close, he can freely fire away while you risk damaging yourself with rockets.
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'''Relative merits:''' Your weapons outrange the Pyro's [[Flame Thrower]], giving you a significant advantage at medium range. However, the Pyro's [[airblast|compression blast]] can reflect your rockets. Fighting a Pyro is largely about making it as hard for them to reflect your rockets as possible.
 +
 
 +
'''Tactics:''' Avoid firing rockets carelessly, as a skilled Pyro will use them against you. Try to stagger your rate of fire to make it more difficult for the Pyro to predict when you will shoot, and aim at the floor or nearby surfaces to make it more difficult for them to aim a rocket that does get reflected. Attempt to keep the high ground to make it harder for your opponent to hit you with splash damage. If you close the distance on the Pyro, they will have less time to react to and subsequently reflect a rocket; however, avoid getting so close that you can be hit by the Flame Thrower.
  
'''Tactics:''' The [[Shotgun]]'s unreflectable bullets can force a Pyro to approach you directly. From there or without the Shotgun, aim rockets at his feet, around corners, and on terrain to deal splash damage. Stagger your shots and bait out the Pyro's compression blast to avoid having your rockets reflected. In open areas, you can rocket jump into the air and attack from above to make reflecting rockets difficult.
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Aside from the Pyro's ability to reflect rockets, the fight is relatively straightforwards. Stay outside of Flame Thrower range entirely if possible to minimize the damage you will take. [[Fire|Afterburn]] damage can lower your health to the point that you cannot rocket jump, or can just kill you directly. Keep in mind that airblast can not only reflect rockets, but push you around as well; try to avoid being airblasted, as the Pyro will likely try to take advantage of your predictable trajectory and hit you with a secondary weapon such as a Shotgun or [[Flare Gun]].
  
 
'''Useful weapons:'''  
 
'''Useful weapons:'''  
* Faster rockets fired by the [[Liberty Launcher]] are harder to reflect and still deal splash damage.
+
* The Direct Hit's projectile is fast enough that most Pyros will have difficulty reacting in time to reflect it. The smaller blast radius means you are forced to rely on direct hits instead of splash damage, but the same also applies to a Pyro reflecting it.
* The [[Beggar's Bazooka]] and [[Air Strike]] fire multiple rockets faster than the Pyro can reflect them all.
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* The healing from the [[Black Box]] or [[Concheror]] can offset afterburn damage.
 +
* The [[Beggar's Bazooka]] and [[Air Strike]] can fire a volley of rockets fast enough that the Pyro can't reflect them all at once.
 +
* The Shotgun and its variants, as well as the [[Righteous Bison]], cannot have their shots deflected. You can either use them as your main tool against a Pyro, or switch between them and your primary weapon periodically to make it harder for the Pyro to predict when you will actually fire a rocket.
 +
* [[Mantreads]] will almost entirely negate the knockback from airblasts, preventing the Pyro from
  
 
   | demoman-strategy =  
 
   | demoman-strategy =  
'''Relative merits:''' You and the Demoman are matched in damage output. You are more equipped for close range duels and roaming, while the Demoman can spread his damage over a wide area without needing a line of sight. You can both [[explosive jump]] to travel quickly, but [[Sticky jumping]] tends to cost more health.
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'''Relative merits:''' You and the Demoman both specialize in explosives. You are better at close range duels and can roam the map faster, while the Demoman can spread damage over a wide area and attack without direct line of sight. You can both use explosive jumps to travel quickly, but [[sticky jumping]] is slower and costs more health.
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'''Tactics:''' Unlike your rockets, the Demoman's [[Grenade Launcher|grenades]] do not have any damage falloff, but they also do not explode immediately on contact with the environment. Stay at medium range, where you'll have an easier time avoiding direct hits, and steer clear of grenades that have bounced onto the ground. If the Demoman is using the [[Stickybomb Launcher]] instead, move to close range, as stickybombs need time to arm and the Demoman will not be able to hit you without blowing himself up as well.
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 +
If the Demoman has placed a Stickybomb trap, use the Shotgun to destroy the stickies or a well placed rocket to scatter them. Try to avoid pushing the stickybombs towards you or your team. It is possible, albeit unlikely, to push the stickies towards the Demoman and trick him into blowing himself up.
  
'''Tactics:''' If the Demoman maintains a distance or stays behind obstacles, he can shell you with grenades and charged Stickybombs. Rocket jump towards his blind spot, then stay within medium range and maintain a direct line of sight, where you'll have an easier time aiming your Rocket Launcher. To deal with Stickybomb traps, use the Shotgun's pellets to disarm them or a well placed rocket to scatter them. If the Demoman decides to rush you down with [[Chargin’ Targe|one]] of [[Splendid Screen|his]] [[Tide Turner|shields]], use the [[knock back]] from a rocket to pop him into the air and cancel his charge, or quickly rocket jump out of the way.
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A '''Demoknight''' using a [[shield]] secondary such as the [[Chargin' Targe]] does not have a Stickybomb Launcher, but will likely be using a melee weapon with increased melee range, such as the [[Eyelander]], and attempt to [[Charging|charge]] you with it. If he does, shoot the ground in front of him to pop him into the air and cause him to miss you, or quickly rocket jump out of the way.
  
 
'''Useful weapons:'''  
 
'''Useful weapons:'''  
* A shield-wielding Demoman resists explosive damage, but not the Shotgun's [[Hitscan|bullet]] damage.
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* Weapons that increase or restore your health, such as the Black Box or Concheror, will allow you to potentially survive an extra direct hit from a grenade.
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* A shield-wielding Demoknight resists explosive damage, but not the bullet damage of the Shotgun and its variants.
  
 
   | heavy-strategy =  
 
   | heavy-strategy =  
'''Relative merits:''' The Heavy has more firepower and health than you, but very low mobility. He may defend a location, but you can decide when you engage him.
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'''Relative merits:''' You and the Heavy are both among the tankiest classes in the game. Compared to your rockets, the Minigun fires bullets that travel instantly and have a higher damage-per-second, but deal their damage gradually instead of in bursts. The Heavy is also much less mobile than you; he will usually be carefully defending an area, or slowly advancing forwards, allowing you to decide when you engage him.
  
'''Tactics:''' Avoid being directly targeted by the Heavy's [[Minigun]]. If it is already spun up, harass him from behind cover, using rocket jumps to take the high ground. Otherwise, you should be able to defeat him at close range by unleashing rockets and Shotgun blasts.
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'''Tactics:''' Attempt to catch the Heavy unaware - when his Minigun isn't spun up, from behind, or both. If he's spun up and trying to shoot you, peek in and out of cover to fire rockets, minimizing your exposure to his Minigun while still dealing constant damage yourself. Because he is a big, slow target, it is very easy to hit him with direct shots, especially when he's spun up. Try to keep a modest distance, as the Minigun is deadliest at close range; attacking from high ground both increases your distance from him and gives you more cover from Minigun fire.
  
 
'''Useful weapons:'''  
 
'''Useful weapons:'''  
* The Heavy is the largest and slowest class, so the [[Direct Hit]] can be particularly effective.
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* The Heavy is the largest and slowest class, making it much easier to land shots with the Direct Hit.
* The [[Buff Banner]]'s guaranteed mini-crits can give your team enough damage output to power through the Heavy's large health pool.
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* A well-aimed barrage from the Beggar's Bazooka or Air Strike can potentially kill a Heavy before he has time to spin up his Minigun at all.
 +
* The [[Buff Banner]]'s guaranteed mini-crits increase your damage output, allowing you to power through the Heavy's large health pool.
  
 
   | engineer-strategy =  
 
   | engineer-strategy =  

Revision as of 16:08, 25 June 2021

I am going to enjoy killing each and every one of you sorry sacks of scum!
The Soldier on class match-ups
Class Strategy
Soldier.png
Soldier
vs. Scout.png
Scout
Relative merits: Both you and the Scout are strong close-quarters combatants. You have an advantage if you can utilize your rockets' splash damage, especially when you have the high ground, but the Scout will typically try to initiate the fight with that in mind.

Tactics: Anticipate the Scout's movements when aiming your rockets. Try to aim at the ground or nearby walls to inflict splash damage, as the Scout's high movement speed makes it difficult to hit him directly. If he double jumps to dodge one of your shots, the arc of his jump should be predictable enough to aim a rocket where he will land. If possible, attempt to fight the Scout in tight spaces where he can't maneuver, or rocket jump to high ground that is beyond the reach of his double jump.

Because of the Scout's extreme speed, it is difficult for you to retreat. If you have enough health, it is usually better to attempt to rocket jump somewhere out of his reach, such as a distant ledge or through a window, than it is to try to outrun him on the ground.

Useful weapons:

  • A close-ranged shot with the Direct Hit will instantly kill a full-health Scout, and the increased speed of the rockets makes scoring a direct hit easier. However, the reduced blast radius forces you to rely on direct shots entirely.
  • The Liberty Launcher's rockets are also faster than default and retain the normal splash radius, which makes hitting a dodgy Scout easier. Its reduced damage is less of a concern when dealing with the Scout's low health pool.
  • The Shotgun and its variants are hitscan weapons that are harder for the Scout to avoid due to their shots traveling instantly.
Soldier.png
Soldier
vs. Soldier.png
Soldier
Mirror match-up: In a duel against an equally skilled Soldier, positioning and weapon management are key. Observe which weapons your opponent has chosen and adapt your strategy accordingly. Tracking the number of rockets you both have loaded can help you decide whether to approach or take cover.

Tactics: Both you and your opponent are relatively slow on the ground; try to go for direct hits to maximize the damage of each rocket you fire, and move unpredictably to make it difficult for your opponent to do the same. Try to reach high ground, as that will make it easier to both deal and avoid splash damage. If your opponent is too predictable with his rocket jumps, you can fire a rocket where he will land, use precise aim to land an airshot, or chase after him with your own rocket jump and attack from above. If you run out of rockets, switch to a different weapon or take cover and reload. If you think that he is out of rockets himself, approach him or move to a stronger position while he's unable to attack you.

Useful weapons:

  • The Shotgun and its variants are reliable backup weapons for when you run out of loaded rockets.
  • The Gunboats will reduce the damage you take from rocket jumps, allowing you to reach high ground more often with less risk.
  • The Direct Hit and Reserve Shooter deal mini-crit damage to targets launched by explosions. This applies not only to when you launch your opponent with a well-aimed rocket, but also when he rocket jumps.
Soldier.png
Soldier
vs. Pyro.png
Pyro
Relative merits: Your weapons outrange the Pyro's Flame Thrower, giving you a significant advantage at medium range. However, the Pyro's compression blast can reflect your rockets. Fighting a Pyro is largely about making it as hard for them to reflect your rockets as possible.

Tactics: Avoid firing rockets carelessly, as a skilled Pyro will use them against you. Try to stagger your rate of fire to make it more difficult for the Pyro to predict when you will shoot, and aim at the floor or nearby surfaces to make it more difficult for them to aim a rocket that does get reflected. Attempt to keep the high ground to make it harder for your opponent to hit you with splash damage. If you close the distance on the Pyro, they will have less time to react to and subsequently reflect a rocket; however, avoid getting so close that you can be hit by the Flame Thrower.

Aside from the Pyro's ability to reflect rockets, the fight is relatively straightforwards. Stay outside of Flame Thrower range entirely if possible to minimize the damage you will take. Afterburn damage can lower your health to the point that you cannot rocket jump, or can just kill you directly. Keep in mind that airblast can not only reflect rockets, but push you around as well; try to avoid being airblasted, as the Pyro will likely try to take advantage of your predictable trajectory and hit you with a secondary weapon such as a Shotgun or Flare Gun.

Useful weapons:

  • The Direct Hit's projectile is fast enough that most Pyros will have difficulty reacting in time to reflect it. The smaller blast radius means you are forced to rely on direct hits instead of splash damage, but the same also applies to a Pyro reflecting it.
  • The healing from the Black Box or Concheror can offset afterburn damage.
  • The Beggar's Bazooka and Air Strike can fire a volley of rockets fast enough that the Pyro can't reflect them all at once.
  • The Shotgun and its variants, as well as the Righteous Bison, cannot have their shots deflected. You can either use them as your main tool against a Pyro, or switch between them and your primary weapon periodically to make it harder for the Pyro to predict when you will actually fire a rocket.
  • Mantreads will almost entirely negate the knockback from airblasts, preventing the Pyro from
Soldier.png
Soldier
vs. Demoman.png
Demoman
Relative merits: You and the Demoman both specialize in explosives. You are better at close range duels and can roam the map faster, while the Demoman can spread damage over a wide area and attack without direct line of sight. You can both use explosive jumps to travel quickly, but sticky jumping is slower and costs more health.

Tactics: Unlike your rockets, the Demoman's grenades do not have any damage falloff, but they also do not explode immediately on contact with the environment. Stay at medium range, where you'll have an easier time avoiding direct hits, and steer clear of grenades that have bounced onto the ground. If the Demoman is using the Stickybomb Launcher instead, move to close range, as stickybombs need time to arm and the Demoman will not be able to hit you without blowing himself up as well.

If the Demoman has placed a Stickybomb trap, use the Shotgun to destroy the stickies or a well placed rocket to scatter them. Try to avoid pushing the stickybombs towards you or your team. It is possible, albeit unlikely, to push the stickies towards the Demoman and trick him into blowing himself up.

A Demoknight using a shield secondary such as the Chargin' Targe does not have a Stickybomb Launcher, but will likely be using a melee weapon with increased melee range, such as the Eyelander, and attempt to charge you with it. If he does, shoot the ground in front of him to pop him into the air and cause him to miss you, or quickly rocket jump out of the way.

Useful weapons:

  • Weapons that increase or restore your health, such as the Black Box or Concheror, will allow you to potentially survive an extra direct hit from a grenade.
  • A shield-wielding Demoknight resists explosive damage, but not the bullet damage of the Shotgun and its variants.
Soldier.png
Soldier
vs. Heavy.png
Heavy
Relative merits: You and the Heavy are both among the tankiest classes in the game. Compared to your rockets, the Minigun fires bullets that travel instantly and have a higher damage-per-second, but deal their damage gradually instead of in bursts. The Heavy is also much less mobile than you; he will usually be carefully defending an area, or slowly advancing forwards, allowing you to decide when you engage him.

Tactics: Attempt to catch the Heavy unaware - when his Minigun isn't spun up, from behind, or both. If he's spun up and trying to shoot you, peek in and out of cover to fire rockets, minimizing your exposure to his Minigun while still dealing constant damage yourself. Because he is a big, slow target, it is very easy to hit him with direct shots, especially when he's spun up. Try to keep a modest distance, as the Minigun is deadliest at close range; attacking from high ground both increases your distance from him and gives you more cover from Minigun fire.

Useful weapons:

  • The Heavy is the largest and slowest class, making it much easier to land shots with the Direct Hit.
  • A well-aimed barrage from the Beggar's Bazooka or Air Strike can potentially kill a Heavy before he has time to spin up his Minigun at all.
  • The Buff Banner's guaranteed mini-crits increase your damage output, allowing you to power through the Heavy's large health pool.
Soldier.png
Soldier
vs. Engineer.png
Engineer
Relative merits: Rockets always deal full damage to buildings, making you great at taking down Engineer buildings.

Tactics: Aim your rockets so they damage both Engineer and Sentry Gun via splash damage. Unless you are pressured by the enemy team, you can freely stay out of range or peek out of cover to drain the Engineer's metal supply. Take cover between shots so that the Sentry Gun can't lock on to you, especially if Engineer is using the Wrangler.

Useful weapons:

Soldier.png
Soldier
vs. Medic.png
Medic
Relative merits: A lone Medic is an easy target and should flee from you, but will typically be guarded by his teammates.

Tactics: Killing the enemy Medic takes priority to eliminate his team's source of healing. In a direct fight, use your Rocket Launcher’s splash damage to both attack the Medic and his patient at once. Alternatively, rocket jump above and past the Medic's allies to dive-bomb him. If the Medic retreats, you may be able to pursue him with a rocket jump.

Useful weapons:

  • If you dive-bomb the enemy Medic, use a primary weapon with enough clip size and damage potential to quickly finish him off.
Soldier.png
Soldier
vs. Sniper.png
Sniper
Relative merits: The Sniper tends to oversee wide, open areas that you might rocket jump through.

Tactics: If you can navigate to the high ground where a Sniper typically nests, you make short work of him. For a direct approach, move erratically, fire rockets to force him behind cover, and aim at nearby objects to deal splash damage. You can rocket jump to quickly close the distance, but air-strafe to keep your trajectory inconsistent and avoid being shot out of the air.

Useful weapons:

  • Speedy rockets from the Liberty Launcher can force the Sniper to take cover before he can take a single shot.
  • The activatable auras from the Battalion's Backup and Concheror negate critical hits and grant movement speed respectively, allowing your team to cross into a Sniper's sightline more safely.
  • The Mantreads give increased air maneuverability when rocket jumping, which helps in safely reaching the Sniper's perch.
Soldier.png
Soldier
vs. Spy.png
Spy
Relative merits: Your slow speed and heavy damage make you a prime target for any enemy Spy. You are more likely to encounter an enemy Spy when directly fighting alongside your team rather than roaming around with rocket jumps.

Tactics: Identify the Spy before he strikes. Use the Rocket Launcher to Spy-check suspicious teammates, or the Shotgun to avoid self-damage if they're too close, then splash the area with your Rocket Launcher if he tries to escape by cloaking. To reduce the risk of self-damage or accidentally being backstabbed, keep the fight outside of melee range.

Useful weapons:

  • Rocket launchers with the normal splash radius are your best option for tracking a Cloaked Spy.
  • If you are using the Buff Banner or its variants, shooting a disguised Spy will still fill your Rage meter.


See also