

#Team fortress 2 spy guide full#
While it is overshadowed by the stock Revolver in most situations, it ignores damage resistances and deals full damage against Wrangled Sentries, Vaccinator shields, and Fists of Steel.

As a drawback, it suffers from a 20% firing speed penalty. The Enforcer deals as much damage as the stock Revolver, but has a base damage of 48 when Spy is disguised. This weapon is often used when gathering information on the enemy and waiting for an opportunity to backstab, rather than gun them down. It is one of the two ways to manually recharge the Dead Ringer, and can extend the Cloak and Dagger's cloak time rival that of the Invis Watch. On every hit, his cloak is instantly restored by 15%. In exchange for its damage penalty, it passively increases Spy's maximum cloak time by 40%. The L'Etranger deals a base damage of 32. Two well-placed shots can kill light classes in under a second at close-to-mid range, making it ideal for quickly dispatching a single enemy. While less reliable than the stock Revolver in an extended fight, the Ambassador allows Spy to deal heavy burst damage like Sniper. At mid to long-range, headshot damage will decay significantly, preventing Spy from sniping targets from afar. However, the weapon is hampered by a cooldown period, during which it will not deal critical hits. The Ambassador has only 34 base damage compared to the stock Revolver's 40, but deals crits if Spy lands a headshot, for an impressive 102 damage. While underwhelming compared to other classes' Primary weapons, its damage is not to be underestimated, as Spy can kill light classes in under two seconds with proper aim. This weapon, along with the Ambassador, is Spy's go-to weapon for dealing damage. The Revolver deals a base damage of 40, with a clip of 6 rounds. In order to utilize his full potential, he must sow confusion and paranoia among enemies in order to allow his own team to take the upper hand. When focusing on his revolver as a damage source, Spy will often fight alongside his team and assist them in dealing damage, although he is inferior to Sniper in both range and damage. The Ambassador is often the best choice for this playstyle, as it allows Spy to deal critical hits with headshots, allowing him to briefly match enemies' damage output. Spy may opt to use a revolver to harass and distract distant enemies, or pick off an isolated foe. In higher levels of play, however, enemies will be wary, and often will stay out of backstab range. This technique is called "trickstabbing," and may be the only way for him to escape a bad situation. In a pinch, Spy may need use deceptive movements to manipulate an attacking enemy into showing him their back. When confronted by an enemy, Spy is almost always at a severe disadvantage his poor damage output and health prevent him from going toe-to-toe with most combat classes. He can easily relay enemy Übercharge, positions, pushes, and loadouts, thanks to the safety provided by the Cloak and Dagger. The Spy is also the best scouting class in the game, providing valuable information to his team. However, he must be aware that the enemy team has a full-time Pyro and will spycheck more often, leaving him with fewer opportunities for picks. He will often attempt to pick the enemy Medic, Heavy, Demoman, Sniper, Engineer, or any key targets that are giving his team trouble. In Highlander, the Spy is used as a pick and support class. Highlander Main article: Spy (Highlander) Spy's invisibility can also be utilized for backcapping against a careless enemy team.

He can gather vital information and relay it to his team, such as enemy Medic's Übercharge and choice of Medigun, surprise offclassing, and enemy positions. Spy's other major use is to spy on the enemy team. However, keep in mind that Spy is still much less versatile than Sniper. Spy is most commonly used as a surprise tactic for breaking stalemates against teams that stay out of Sniper sightlines and deny Roamer bombings. However, because he is not often run in 6v6, enemies are not generally aware of him, allowing him to make a play. In terms of assassination power, Spy has significantly less potential than Sniper Sniper can fire multiple times and get multiple picks, but Spy usually only gets one chance for a pick and will almost certainly die afterwards. A player may switch to Spy when the enemy Medic has a large Über advantage during a stalemate in order to kill an enemy - especially Demoman - before his team makes a push. Spy will usually only get one chance for a pick once he makes a play, the enemy team will be on guard for the rest of the match. In 6v6, Spy is an offclass due to his poor damage output and low health, generally run when Sniper cannot take advantage of any sightlines or chokepoints.
