Difference between revisions of "Spy weapons (competitive)"

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(old info)
(Cleanup. Also need confirmation for the C/D values.)
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{{Competitive}}
 
{{Competitive}}
{{update}}
 
  
The '''Spy''' is a class highly dependent on his stealth abilities to infiltrate past enemy defenses and get important [[Pick]]s on key classes such as the [[Medic (competitive)|Medic]], or the [[Demoman (competitive)|Demoman]].
+
The '''Spy''' is a class highly dependent on his stealth abilities to take out enemies behind cover with a backstab.
  
 
== Primary Weapons ==
 
== 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]].
+
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 ===
 
=== Revolver ===
Line 12: Line 11:
 
[[File:Revolver IMG.png|100px|right]]
 
[[File:Revolver IMG.png|100px|right]]
  
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 stock Revolver deals low damage, and can be good to pick of a low-health enemy at range.
  
The [[Big Kill]] is simply a re-skin of the Revolver, thus retains the same exact stats.
+
The [[Big Kill]] has the same stats as the Revolver.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 24: Line 23:
 
|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Revolver]] <br>[[Image:Revolver IMG.png|link=Revolver|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Revolver]] <br>[[Image:Revolver IMG.png|link=Revolver|70x39px]]
| style="background-color:#FFF4CC;" | Point-Blank: 60 <br>512u: 40 <br>1024u+: 21
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical: 120 <br>Point-Blank Mini-Crit: 81 <br>512u+ Mini-Crit: 54
+
* '''Point-Blank:''' 60
| style="background-color:#FFF4CC;" | Attack: 0.58s <br>Reload: 1.16s
+
* '''512 units:''' 40
| style="background-color:#FFF4CC;" | If unfired in the past 1.25 seconds, shot has perfect accuracy.
+
* '''Over 1024 units:''' 21
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 120
 +
* '''Point-Blank Mini-crit:''' 81
 +
* '''Over 512 units Mini-crit:''' 54
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.58s
 +
* '''Reload:''' 1.16s
 +
| style="background-color:#FFF4CC;" |
 +
* Stock primary weapon.
 
|}
 
|}
 
<br>
 
<br>
Line 35: Line 43:
 
[[File:Ambassador.png|100px|right]]
 
[[File:Ambassador.png|100px|right]]
  
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.
+
The Ambassador deals reduced damage, but deals critical damage on a headshot.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Ambassador]] <br>[[Image:Ambassador.png|link=Ambassador|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Ambassador]] <br>[[Image:Ambassador.png|link=Ambassador|70x39px]]
| style="background-color:#FFF4CC;" | Point-Blank: 51 <br>512u: 34 <br>1024u+: 18
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical: 102 <br>Point-Blank Mini-Crit: 69 <br>512u+ Mini-Crit: 46
+
* '''Point-Blank:''' 51  
| style="background-color:#FFF4CC;" | Attack: 0.696 <br>Reload: 1.16 <br>Cooldown: 0.95s
+
* '''512 units:''' 34  
| style="background-color:#FFF4CC;" | Accuracy based on time since last shot. <br>Criticals on headshot when accuracy is perfect.
+
* '''Over 1024 units:''' 18
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 102  
 +
* '''Point-Blank Mini-crit:''' 69  
 +
* '''Over 512 units Mini-crit:''' 46
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.696  
 +
* '''Reload:''' 1.16  
 +
* '''Cooldown until perfect accuracy:''' 0.95s
 +
| style="background-color:#FFF4CC;" |
 +
* Accuracy is based on the time since the last shot.  
 +
* Deals critical damage on an accurate headshot.
 +
* 15% damage penalty.
 +
* 20% slower firing speed.
 
|}
 
|}
 
<br>
 
<br>
Line 56: Line 77:
 
[[File:L'Étranger.png|100px|right]]
 
[[File:L'Étranger.png|100px|right]]
  
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.  
+
The L'Etranger deals reduced damage, but provides 15% additional cloak on hit.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 66: Line 87:
 
|-
 
|-
 
! style="background-color:#FFF4CC;" | [[L'Etranger]] <br>[[Image:L'Étranger.png|link=L'Etranger|70x39px]]
 
! style="background-color:#FFF4CC;" | [[L'Etranger]] <br>[[Image:L'Étranger.png|link=L'Etranger|70x39px]]
| style="background-color:#FFF4CC;" | Point-Blank: 48 <br>512u: 32 <br>1024u+: 17
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical: 96 <br>Point-Blank Mini-Crit: 65 <br>512u+ Mini-Crit: 43
+
* '''Point-Blank:''' 48  
| style="background-color:#FFF4CC;" | Attack: 0.58s <br>Reload: 1.16s
+
* '''512 units:''' 32  
| style="background-color:#FFF4CC;" | '''Banned in most leagues for acquisition time.''' <br>If unfired in the past 1.25 seconds, shot has perfect accuracy. <br>Fills [[Cloak]] meter 15% on hit.
+
* '''Over 1024 units:''' 17
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 96  
 +
* '''Point-Blank Mini-crit:''' 65  
 +
* '''Over 512 units Mini-crit:''' 43
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.58s  
 +
* '''Reload:''' 1.16s
 +
| style="background-color:#FFF4CC;" |
 +
* Adds 15% cloak on hit.
 +
* 20% damage penalty.
 
|}
 
|}
 
<br>
 
<br>
Line 77: Line 108:
 
[[File:Backpack Diamondback.png|150px|right]]
 
[[File:Backpack Diamondback.png|150px|right]]
  
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.
+
The Diamondback deals reduced damage, but deals stores and deals critical hits for each building sapped.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 87: Line 118:
 
|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Diamondback]] <br>[[Image:Backpack Diamondback.png|link=Diamondback|140x78px]]
 
! style="background-color:#FFF4CC;" | [[Diamondback]] <br>[[Image:Backpack Diamondback.png|link=Diamondback|140x78px]]
| style="background-color:#FFF4CC;" | Point-Blank: 51 <br>512u: 34 <br>1024u+: 18
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical: 102 <br>Point-Blank Mini-Crit: 69 <br>512u+ Mini-Crit: 46
+
* '''Point-Blank:''' 51  
| style="background-color:#FFF4CC;" | Attack: 0.58s <br>Reload: 1.16s
+
* '''512 units:''' 34  
| style="background-color:#FFF4CC;" |  
+
* '''Over 1024 units:''' 18
*If unfired in the past 1.25 seconds, shot has perfect accuracy.
+
| style="background-color:#FFF4CC;" |
*Gives one guaranteed critical hit for each building destroyed with your sapper attached
+
* '''Critical:''' 102  
*-15% damage penalty
+
* '''Point-Blank Mini-crit:''' 69  
*No random critical hits
+
* '''Over 512 units Mini-crit:''' 46
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.58s  
 +
* '''Reload:''' 1.16s
 +
| style="background-color:#FFF4CC;" |
 +
* Gives one guaranteed critical hit for each building destroyed.
 +
* 15% damage penalty.
  
 
|}
 
|}
 
<br>
 
<br>
 +
 +
=== Enforcer ===
 +
 +
'''Note: The Enforcer is banned or restricted in some leagues.'''
 +
 +
The Enforcer deals increased damage, at the cost of a longer cloak time.
 +
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Diamondback]] <br>[[Image:Backpack Diamondback.png|link=Diamondback|140x78px]]
 +
| style="background-color:#FFF4CC;" |
 +
* '''Point-Blank:''' 72
 +
* '''512 units:''' 48
 +
* '''Over 1024 units:''' 25
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 144
 +
* '''Point-Blank Mini-crit:''' 97
 +
* '''Over 512 units Mini-crit:''' 65
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.58s
 +
* '''Reload:''' 1.16s
 +
| style="background-color:#FFF4CC;" |
 +
* 20% damage bonus.
 +
* +0.5 second increase in cloak time.
 +
** Has no effect on the cloak times of the Dead Ringer.
 +
|}
  
 
===Primary Weapon Usage===
 
===Primary Weapon Usage===
  
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.
+
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 makes it harder for the Spy to escape safely. The Ambassador tends to be used, due to the possibility of increased damage with a headshot, but the stock Revovler sees a lot of use due to consistant damage.
  
 
== Secondary Weapons ==
 
== Secondary Weapons ==
 +
 +
The Spy has only one secondary weapon.
  
 
=== Electro Sapper ===
 
=== Electro Sapper ===
Line 109: Line 179:
 
[[File:Sapper IMG.png|100px|right]]
 
[[File:Sapper IMG.png|100px|right]]
  
The Spy's only secondary weapon is his [[Electro Sapper]]. This will be rarely used in a competitive environment, as [[Engineer (competitive)|Engineers]] are also rarely used.
+
The Spy's only secondary weapon is the Electro Sapper.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 118: Line 188:
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[Electro Sapper]] <br>[[Image:Sapper IMG.png|link=Electro Sapper|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Electro Sapper]] <br>[[Image:Sapper IMG.png|link=Electro Sapper|70x39px]]
| style="background-color:#fffae7;" | DPS on [[Buildings]]: 25
+
| style="background-color:#FFF4CC;" |
| style="background-color:#fffae7;" | N/A
+
* '''DPS:''' 25
| style="background-color:#fffae7;" | Lv1 [[Buildings]]: 6.00s <br>Lv2 Building: 7.20s <br>Lv3 Building: 8.64s
+
| style="background-color:#FFF4CC;" | N/A
| style="background-color:#fffae7;" | Removed by two [[Engineer weapons (competitive)#Wrench|Wrench]] hits or one hit by the [[Pyro weapons (competitive)#Homewrecker|Homewrecker]]. <br>Reduces Spy's weapon damage to building.
+
| style="background-color:#FFF4CC;" |
 +
* '''Level 1 Building:''' 6.00s  
 +
* '''Level 2 Building:''' 7.20s  
 +
* '''Level 3 Building:''' 8.64s
 +
* '''Combat Mini-sentry:''' 4s
 +
| style="background-color:#FFF4CC;" |
 +
* Removed by two hits from a wrench.
 +
* Removed by one hit from the Maul.
 +
* The Spy's revolvers deal less damage to a building which is being sapped.
 +
* Buildings are disabled while being sapped.
 
|}
 
|}
 
<br>
 
<br>
 +
 +
 +
=== Secondary Weapon Usage ===
 +
 +
The Spy's Electro Sapper is useful for taking down or disabling an Engineer's buildings to allow the team to advance.
  
 
== Melee Weapons ==
 
== Melee Weapons ==
  
The Spy's [[Pick]]ing 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.
+
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 ===
 
=== Knife ===
Line 134: Line 218:
 
[[File:Knife Weapon.png|100px|right]]
 
[[File:Knife Weapon.png|100px|right]]
  
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 stock Knife deals low damage normally, but can backstab for an instant kill.
  
The [[Sharp Dresser]] and the [[Black Rose]] are reskins of the Knife, and therefore have the same stats as the Knife.
+
The [[Sharp Dresser]] and the [[Black Rose]] have the same stats as the Knife.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 146: Line 230:
 
|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Knife]] <br>[[Image:Knife Weapon.png|link=Knife|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Knife]] <br>[[Image:Knife Weapon.png|link=Knife|70x39px]]
| style="background-color:#FFF4CC;" | Melee, Frontal: 40 <br>[[Backstab]]: 600% target HP
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical: 120 <br>Mini-Crit: 54
+
* '''Melee:''' 40  
| style="background-color:#FFF4CC;" | Attack: 0.8s
+
* '''Backstab:''' 6 times the target's health
| style="background-color:#FFF4CC;" | Facestabs and failstabs cause some unpredictability. <br>Without backstab, has lowest DPS of all stock melee. <br>A Dead Ringer-activated Spy cannot die to backstab.
+
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 120  
 +
* '''Mini-crit:''' 54
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.8s
 +
| style="background-color:#FFF4CC;" |
 +
* Stock melee weapon.
 
|}
 
|}
 
<br>
 
<br>
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[[File:RED Eternal Reward.png|100px|right]]
 
[[File:RED Eternal Reward.png|100px|right]]
  
'''Note: Your Eternal Reward is banned or restricted in some leagues.'''
+
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.
 
 
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.
+
The [[Wanga Prick]] has the same stats as the Your Eternal Reward.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 171: Line 259:
 
|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Your Eternal Reward]] <br>[[Image:RED Eternal Reward.png|link=Eternal Reward|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Your Eternal Reward]] <br>[[Image:RED Eternal Reward.png|link=Eternal Reward|70x39px]]
| style="background-color:#FFF4CC;" | Melee, Frontal: 40 <br>Backstab: 600% target HP
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical: 120 <br>Mini-Crit: 54
+
* '''Melee:''' 40  
| style="background-color:#FFF4CC;" | Attack: 0.8s
+
* '''Backstab:''' 6 times the target's health
| style="background-color:#FFF4CC;" | '''Banned in most leagues for acquisition time.''' <br>Disables Disguise Kit. <br>Backstabs are silent and grant user instant disguise of killed foe. <br>Otherwise identical to Knife.
+
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 120  
 +
* '''Mini-crit:''' 54
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.8s
 +
| style="background-color:#FFF4CC;" |
 +
* Disables the Disguise Kit.  
 +
* Backstabs are silent.
 +
** Corpses are hidden.
 +
** Instant disguise as the killed player.
 
|}
 
|}
 
<br>
 
<br>
Line 182: Line 279:
 
[[File:Conniver's Kunai.png|100px|right]]
 
[[File:Conniver's Kunai.png|100px|right]]
  
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.
+
The Conniver's Kunai grants the Spy health on kill, at the cost of initial health. The granted health can provide overheal.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 192: Line 289:
 
|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Conniver's Kunai]] <br>[[Image:Conniver's Kunai.png|link=Conniver's Kunai|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Conniver's Kunai]] <br>[[Image:Conniver's Kunai.png|link=Conniver's Kunai|70x39px]]
| style="background-color:#FFF4CC;" | Melee, Frontal: 40 <br>[[Backstab]]: 600% target HP
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical: 120 <br>Mini-Crit: 54
+
* '''Melee:''' 40  
 +
* '''Backstab:''' 6 times the target's health
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 120  
 +
* '''Mini-crit:''' 54
 
| style="background-color:#FFF4CC;" | Attack: 0.8s
 
| style="background-color:#FFF4CC;" | Attack: 0.8s
| style="background-color:#FFF4CC;" | '''Banned in most leagues for acquisition time.''' <br>On backstab: absorbs the health from your victim. <br>-65 max health on wearer
+
| style="background-color:#FFF4CC;" |
 +
* On backstab, grants the Spy health equivalent to the target's health.
 +
* Maximum health reduced to 60 from 125.
 +
** Maximum overheal reduced from 185 to 90.
 +
** Maximum overheal from backstab is 180.
 +
* Health provided extinguishes fire and bleeding, similar to a health pack.
 
|}
 
|}
 
<br>
 
<br>
Line 203: Line 309:
 
[[File:Backpack Big Earner.png|150px|right]]
 
[[File:Backpack Big Earner.png|150px|right]]
  
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]].
+
The Big Earner provides the Spy with 30% cloak on backstab, but reduces his maximum health by 25.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 213: Line 319:
 
|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Big Earner]] <br>[[Image:Backpack Big Earner.png|link=Big Earner|210x117px]]
 
! style="background-color:#FFF4CC;" | [[Big Earner]] <br>[[Image:Backpack Big Earner.png|link=Big Earner|210x117px]]
| style="background-color:#FFF4CC;" | Melee, Frontal: 40 <br>[[Backstab]]: 600% target HP
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical: 120 <br>Mini-Crit: 54
+
* '''Melee:''' 40  
| style="background-color:#FFF4CC;" | Attack: 0.8s
+
* '''Backstab:''' 6 times the target's health
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 120  
 +
* '''Mini-crit:''' 54
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.8s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
*+30% cloak on kill
+
* 30% cloak granted on kill.
*-25 max health on wearer
+
* Maximum health reduced to 100 from 125.
 +
** Maximum overheal reduced from 185 to 150.
 
|}
 
|}
 
<br>
 
<br>
 +
 +
=== Spy-cicle ===
 +
 +
[[File:Backpack Spy-cicle.png|150px|right]]
 +
 +
'''Note: The Spy-cicle is banned or restricted in some leagues.'''
 +
 +
The Spy-cicle kills players silently, but freezes their bodies in ice, akin to the [[Saxxy]]. 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.
 +
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Spy-cicle]] <br>[[Image:Backpack Spy-cicle.png|link=Spy-cicle|210x117px]]
 +
| style="background-color:#FFF4CC;" |
 +
* '''Melee:''' 40
 +
* '''Backstab:''' 6 times the target's health
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 120
 +
* '''Mini-crit:''' 54
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.8s
 +
* '''Fire prevention time:''' 2s
 +
* '''Recharge time:''' 15s
 +
| style="background-color:#FFF4CC;" |
 +
* Kills silently.
 +
** Leaves ice statues rather than corpses.
 +
* Will stop and prevent fire damage while active.
 +
** Can prevent afterburn.
 +
** Disables the knife after doing so.
 +
* Uses the Revovler taunt as opposed to the [[Fencing]] taunt.
 +
|}
  
 
===Melee Weapon Usage===
 
===Melee Weapon Usage===
Even though it's a melee weapon, this is the weapon slot that Spies use most, because Spies are 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.
+
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 ==
 
== PDA Items ==
Line 233: Line 379:
 
[[File:PDA disguise.png|100px|right]]
 
[[File:PDA disguise.png|100px|right]]
  
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.
+
The Disguise Kit allows the Spy to disguise as any other player in the game.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[Disguise Kit]] <br>[[Image:PDA disguise.png|link=Disguise Kit|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Disguise Kit]] <br>[[Image:PDA disguise.png|link=Disguise Kit|70x39px]]
| style="background-color:#fffae7;" | N/A
+
| style="background-color:#FFF4CC;" | N/A
| style="background-color:#fffae7;" | N/A
+
| style="background-color:#FFF4CC;" | N/A
| style="background-color:#fffae7;" | Disguise Time: 2s <br>Smoke Duration: 3s
+
| style="background-color:#FFF4CC;" |
| style="background-color:#fffae7;" | Friendly Spy disguise drops any disguise instantly. <br>Grants [[knockback]] immunity, even with friendly disguise. <br>Reduces move speed to match disguise, but can't increase it.
+
* '''Disguise Time:''' 2s  
 +
* '''Smoke Duration:''' 3s
 +
| style="background-color:#FFF4CC;" |
 +
* Smoke will be invisible if disguising while cloaked.
 +
* Disguising as a friendly Spy will drop any disguise.
 +
* Speed will be reduced to match a slower speed disguised class.
 +
** This occurs when disguising as a Heavy, Demoman, or Soldier.
 +
** Cannot speed up the Spy to match the speed of a Medic or Scout.
 +
** Speed is not affected by weapons such as the [[Eyelander]], [[Gloves of Running Urgently]], or the [[Buffalo Steak Sandvich]].
 +
* By re-disguising as the same class, the spy will adjust his apparently active weapon to match the slot of the one he is using.
 +
** The Electro Sapper or any PDA items cannot be mimicked in this way.
 
|}
 
|}
 
<br>
 
<br>
Line 254: Line 410:
 
[[File:Invisibilitywatch.PNG|100px|right]]
 
[[File:Invisibilitywatch.PNG|100px|right]]
  
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 stock Invisibility Watch provides a rudimentary cloak which can be refueled with ammunition, and drains while active.
  
The [[Enthusiast's Timepiece]] is a reskin of the Invis Watch, and therefore has the same stats as the Invis Watch.
+
The [[Enthusiast's Timepiece]] has the same stats as the Invisibility Watch.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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| style="background-color:#FFF4CC;" | N/A
 
| style="background-color:#FFF4CC;" | N/A
 
| style="background-color:#FFF4CC;" | N/A
 
| style="background-color:#FFF4CC;" | N/A
| style="background-color:#FFF4CC;" | Cloak Duration: 10s <br>Recharge Wait: 33.5s <br>Cloak Initialize: 1.2s <br>Decloak Time: 2.2s
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | [[Cloak]] flickers when damaged or touched by enemy. <br>Can be refilled with ammo and metal. <br>Cloak prevents new disguise smoke; doesn't hide old smoke. <br>Revealed by [[fire]], deep water, [[Sniper weapons (competitive)#Jarate|Jarate]], and [[Scout weapons (competitive)#Mad Milk|Mad Milk]].
+
* '''Cloak duration:''' 10s  
 +
* '''Recharge time:''' 33.5s  
 +
* '''Cloak enable time:''' 1.2s  
 +
* '''Cloak disable time:''' 2.2s
 +
| style="background-color:#FFF4CC;" |
 +
* Can be refilled with ammunition.
 +
* If disguising while cloaked, the associated smoke will be hidden.
 +
* Afterburn, bleeding, [[Jarate]], [[Mad Milk]], and water effects will be visible while cloaked.
 +
* Cloak will flicker if the Spy bumps into an enemy player, or takes damage of any kind.
 
|}
 
|}
 
<br>
 
<br>
Line 277: Line 441:
 
[[File:Cloak and Dagger.PNG|100px|right]]
 
[[File:Cloak and Dagger.PNG|100px|right]]
  
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 (competitive)|Medic]] for health.
+
The Cloak and Dagger has less overall cloak than the stock Invisibility Watch, but allows the Spy to regenerate cloak by not moving.
 
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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| style="background-color:#FFF4CC;" | N/A
 
| style="background-color:#FFF4CC;" | N/A
 
| style="background-color:#FFF4CC;" | N/A
 
| style="background-color:#FFF4CC;" | N/A
| style="background-color:#FFF4CC;" | Duration, Running: 6.8s <br>Duration, Crawling: 66.5s <br>Recharge Wait: 18.2s <br>Cloak Initialize: 1.2s <br>Decloak Time: 2.2s
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Cannot be refilled with ammo or metal. <br>Recharges based on lack of movement. <br>Loses charge when moving while cloaked. <br>Cloak flickers when moving while out of charge. <br>Otherwise identical to Invisibility Watch and its Cloak.
+
* '''Walking duration:''' 6.8s  
 +
* '''Crouch-walking duration:''' 66.5s <!--Confirm-->
 +
* '''Recharge time:''' 18.2s <!--Confirm-->
 +
* '''Recharge time while cloaked but not moving:''' ???
 +
* '''Cloak enable time:''' 1.2s  
 +
* '''Cloak disable time:''' 2.2s
 +
| style="background-color:#FFF4CC;" |
 +
* Cannot be refilled with ammunition.
 +
* Cloak duration based on movement speed.
 +
* Cloak will flash identically to the stock Invisibility Watch.
 +
** If the cloak meter runs out while cloaked, the cloak will flash as if the Spy had been bumped.
 
|}
 
|}
 
<br>
 
<br>
Line 311: Line 484:
 
| style="background-color:#FFF4CC;" | N/A
 
| style="background-color:#FFF4CC;" | N/A
 
| style="background-color:#FFF4CC;" | N/A
 
| style="background-color:#FFF4CC;" | N/A
| style="background-color:#FFF4CC;" | Supercloak Duration: 6.5s <br>Decloak Time: 2.2s <br>Recharge from 0%: 16s <br>Recharge from 40%: 9.6s <br>Recharge from 75%: 4s
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Cloak triggers from any damage, which is subject to supercloak effects. <br>Trigger fakes death (corpses drop enemy disguises), ending on decloak. <br>Provides supercloak in
+
* '''Supercloak Duration:''' 6.5s  
normal duration and regular Cloak during extensions. <br>Supercloak provides 90% damage reduction. <br>Cloaking extinguishes fire but does not prevent additional fire. <br>Decloaking reduces charge to 40% if higher. <br>Pickups cannot refill more than 35% charge. <br>Otherwise identical to Invisibility Watch and its Cloak.
+
* '''Cloak enable time:''' 0s
 +
* '''Cloak disable time:''' 2.2s  
 +
* '''Recharge time:''' 16s  
 +
| style="background-color:#FFF4CC;" |
 +
* Can only be activated at 100% charge.
 +
** When activated, the Dead Ringer has no immediate effect, but prevents attacks by the Spy.
 +
** If the Spy is damaged in any way while active, it triggers cloak and drops a fake corpse.
 +
*** The first 6.5 seconds of the cloak are a Supercloak.
 +
**** Supercloak is not subject to flashes, but it will show Jarate, Mad Milk, Afterburn, and water effects.
 +
**** Extinguishes afterburn when activated.
 +
**** Reduces damage taken by 90%.
 +
*** Cloak can be extended with ammunition, but will not be Supercloak.
 +
* Cloak drains 60% faster.
 +
* Decloaking reduces the overall cloak amount to 40% or lower.
 +
* Ammunition pickups cannot refill more than 35% charge.
 +
** Large and Medium pickups will refill 35%.
 +
** Small pickups will refill 25%.
 +
* Cloak recharges 80% faster otherwise.
 
|}
 
|}
 
<br>
 
<br>
  
 +
===PDA Items Usage===
  
===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 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).  
  

Revision as of 22:47, 29 February 2012

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 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

Revolver IMG.png

The stock Revolver deals low damage, and can be good to pick of a low-health enemy at range.

The Big Kill has the same stats as the Revolver.

Weapon Damage Critical Damage Function Times Special
Revolver
Revolver IMG.png
  • Point-Blank: 60
  • 512 units: 40
  • Over 1024 units: 21
  • Critical: 120
  • Point-Blank Mini-crit: 81
  • Over 512 units Mini-crit: 54
  • Attack: 0.58s
  • Reload: 1.16s
  • Stock primary weapon.


The Ambassador

Ambassador.png

The Ambassador deals reduced damage, but deals critical damage on a headshot.

Weapon Damage Critical hits|Critical Damage Function Times Special
Ambassador
Ambassador.png
  • Point-Blank: 51
  • 512 units: 34
  • Over 1024 units: 18
  • Critical: 102
  • Point-Blank Mini-crit: 69
  • Over 512 units Mini-crit: 46
  • Attack: 0.696
  • Reload: 1.16
  • Cooldown until perfect accuracy: 0.95s
  • Accuracy is based on the time since the last shot.
  • Deals critical damage on an accurate headshot.
  • 15% damage penalty.
  • 20% slower firing speed.


L'Etranger

L'Étranger.png

The L'Etranger deals reduced damage, but provides 15% additional cloak on hit.

Weapon Damage Critical Damage Function Times Special
L'Etranger
L'Étranger.png
  • Point-Blank: 48
  • 512 units: 32
  • Over 1024 units: 17
  • Critical: 96
  • Point-Blank Mini-crit: 65
  • Over 512 units Mini-crit: 43
  • Attack: 0.58s
  • Reload: 1.16s
  • Adds 15% cloak on hit.
  • 20% damage penalty.


Diamondback

Backpack Diamondback.png

The Diamondback deals reduced damage, but deals stores and deals critical hits for each building sapped.

Weapon Damage Critical Damage Function Times Special
Diamondback
Backpack Diamondback.png
  • Point-Blank: 51
  • 512 units: 34
  • Over 1024 units: 18
  • Critical: 102
  • Point-Blank Mini-crit: 69
  • Over 512 units Mini-crit: 46
  • Attack: 0.58s
  • Reload: 1.16s
  • Gives one guaranteed critical hit for each building destroyed.
  • 15% damage penalty.


Enforcer

Note: The Enforcer is banned or restricted in some leagues.

The Enforcer deals increased damage, at the cost of a longer cloak time.

Weapon Damage Critical Damage Function Times Special
Diamondback
Backpack Diamondback.png
  • Point-Blank: 72
  • 512 units: 48
  • Over 1024 units: 25
  • Critical: 144
  • Point-Blank Mini-crit: 97
  • Over 512 units Mini-crit: 65
  • Attack: 0.58s
  • Reload: 1.16s
  • 20% damage bonus.
  • +0.5 second increase in cloak time.
    • Has no effect on the cloak times of the Dead Ringer.

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 makes it harder for the Spy to escape safely. The Ambassador tends to be used, due to the possibility of increased damage with a headshot, but the stock Revovler sees a lot of use due to consistant damage.

Secondary Weapons

The Spy has only one secondary weapon.

Electro Sapper

Sapper IMG.png

The Spy's only secondary weapon is the Electro Sapper.

Weapon Damage Critical Damage Function Times Special
Electro Sapper
Sapper IMG.png
  • DPS: 25
N/A
  • Level 1 Building: 6.00s
  • Level 2 Building: 7.20s
  • Level 3 Building: 8.64s
  • Combat Mini-sentry: 4s
  • Removed by two hits from a wrench.
  • Removed by one hit from the Maul.
  • The Spy's revolvers deal less damage to a building which is being sapped.
  • Buildings are disabled while being sapped.



Secondary Weapon Usage

The Spy's Electro 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

Knife Weapon.png

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
Knife
Knife Weapon.png
  • Melee: 40
  • Backstab: 6 times the target's health
  • Critical: 120
  • Mini-crit: 54
  • Attack: 0.8s
  • Stock melee weapon.


Your Eternal Reward

RED Eternal Reward.png

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
Your Eternal Reward
RED Eternal Reward.png
  • Melee: 40
  • Backstab: 6 times the target's health
  • Critical: 120
  • Mini-crit: 54
  • Attack: 0.8s
  • Disables the Disguise Kit.
  • Backstabs are silent.
    • Corpses are hidden.
    • Instant disguise as the killed player.


Conniver's Kunai

Conniver's Kunai.png

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
Conniver's Kunai
Conniver's Kunai.png
  • Melee: 40
  • Backstab: 6 times the target's health
  • Critical: 120
  • Mini-crit: 54
Attack: 0.8s
  • On backstab, grants the Spy health equivalent to the target's health.
  • Maximum health reduced to 60 from 125.
    • Maximum overheal reduced from 185 to 90.
    • Maximum overheal from backstab is 180.
  • Health provided extinguishes fire and bleeding, similar to a health pack.


The Big Earner

Backpack Big Earner.png

The Big Earner provides the Spy with 30% cloak on backstab, but reduces his maximum health by 25.

Weapon Damage Critical Damage Function Times Special
Big Earner
Backpack Big Earner.png
  • Melee: 40
  • Backstab: 6 times the target's health
  • Critical: 120
  • Mini-crit: 54
  • Attack: 0.8s
  • 30% cloak granted on kill.
  • Maximum health reduced to 100 from 125.
    • Maximum overheal reduced from 185 to 150.


Spy-cicle

Backpack Spy-cicle.png

Note: The Spy-cicle is banned or restricted in some leagues.

The Spy-cicle kills players silently, but freezes their bodies in ice, akin to the Saxxy. 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
Spy-cicle
Backpack Spy-cicle.png
  • Melee: 40
  • Backstab: 6 times the target's health
  • Critical: 120
  • Mini-crit: 54
  • Attack: 0.8s
  • Fire prevention time: 2s
  • Recharge time: 15s
  • Kills silently.
    • Leaves ice statues rather than corpses.
  • Will stop and prevent fire damage while active.
    • Can prevent afterburn.
    • Disables the knife after doing so.
  • Uses the Revovler taunt as opposed to the Fencing taunt.

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

PDA disguise.png

The Disguise Kit allows the Spy to disguise as any other player in the game.

Weapon Damage Critical Damage Function Times Special
Disguise Kit
PDA disguise.png
N/A N/A
  • Disguise Time: 2s
  • Smoke Duration: 3s
  • Smoke will be invisible if disguising while cloaked.
  • Disguising as a friendly Spy will drop any disguise.
  • Speed will be reduced to match a slower speed disguised class.
  • By re-disguising as the same class, the spy will adjust his apparently active weapon to match the slot of the one he is using.
    • The Electro Sapper or any PDA items cannot be mimicked in this way.


Invisibility Watch

Invisibilitywatch.PNG

The stock Invisibility Watch provides a rudimentary cloak which can be refueled with ammunition, and drains while active.

The Enthusiast's Timepiece has the same stats as the Invisibility Watch.

Weapon Damage Critical Damage Function Times Special
Invisibility
Watch

Invisibilitywatch.PNG
N/A N/A
  • Cloak duration: 10s
  • Recharge time: 33.5s
  • Cloak enable time: 1.2s
  • Cloak disable time: 2.2s
  • Can be refilled with ammunition.
  • If disguising while cloaked, the associated smoke will be hidden.
  • Afterburn, bleeding, Jarate, Mad Milk, and water effects will be visible while cloaked.
  • Cloak will flicker if the Spy bumps into an enemy player, or takes damage of any kind.


Cloak and Dagger

Cloak and Dagger.PNG

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
Cloak and Dagger
Cloak and Dagger.PNG
N/A N/A
  • Walking duration: 6.8s
  • Crouch-walking duration: 66.5s
  • Recharge time: 18.2s
  • Recharge time while cloaked but not moving: ???
  • Cloak enable time: 1.2s
  • Cloak disable time: 2.2s
  • Cannot be refilled with ammunition.
  • Cloak duration based on movement speed.
  • Cloak will flash identically to the stock Invisibility Watch.
    • If the cloak meter runs out while cloaked, the cloak will flash as if the Spy had been bumped.


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
  • Cloak enable time: 0s
  • Cloak disable time: 2.2s
  • Recharge time: 16s
  • Can only be activated at 100% charge.
    • When activated, the Dead Ringer has no immediate effect, but prevents attacks by the Spy.
    • If the Spy is damaged in any way while active, it triggers cloak and drops a fake corpse.
      • The first 6.5 seconds of the cloak are a Supercloak.
        • Supercloak is not subject to flashes, but it will show Jarate, Mad Milk, Afterburn, and water effects.
        • Extinguishes afterburn when activated.
        • Reduces damage taken by 90%.
      • Cloak can be extended with ammunition, but will not be Supercloak.
  • Cloak drains 60% faster.
  • Decloaking reduces the overall cloak amount to 40% or lower.
  • Ammunition pickups cannot refill more than 35% charge.
    • Large and Medium pickups will refill 35%.
    • Small pickups will refill 25%.
  • Cloak recharges 80% faster otherwise.


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 / fill up the cloak meter faster.
  • The Cloak & Dagger is best used to watch the enemies' movements, while standing by cloaked indefinitely, making this PDA the best choice when paired with Your Eternal Reward.
  • The Dead Ringer is best used to fake your deaths, making the enemy confident that you were dead, thus making it easier for a stab. But the loud decloaking sound makes it harder to keep the enemy tricked of your death, so find a safe place to decloak, far from the enemies.

Overall, it is up to each player to pick one that suits them most, and also the situation they were in.

See also