Team Fortress 2

Team Fortress 2

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Spy- How to disguise,kill and more!
By benGAMER
In this guide you can see a guide for the spy in TF2.
Spy is the most difficult and special class in TF2. He have a lot of things to do in the game, it can be destroy a sentry, kill a medic in unstoppable medic- heavy pair (and the heavy...), discover an enemy spy or just backstab someone!
I hope that this guide will help you to play better whit the spy!

   
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Tips
Here are some basic tips to for the spy:

1.Remember that if you are using the Dead Ringer, once your cloak is removed, it makes a very, very loud noise that can easily alert enemies that an Spy is around.

2.When disguised as an enemy, you will not expel blood when damaged. So if you are successfully blending in amongst the enemy team, and an enemy player decides to Spy-check you, ignore the damage you are receiving. Mediocre Spies will flee when damaged or attempt to cloak and hide, both of which will immediately warn the enemy team that there is a Spy. If you ignore the damage as if you are really one of their teammates, then the Spy-checking may leave you critically damaged, but more importantly, still alive while you are amongst them. A Pyro's flamethrower however, will set you on fire, rendering your disguise and cloak pointless.

3.If you fall from a tall height while using the Dead Ringer, you will get cloaked too.

4.Avoid disguising as a Medic if you plan to run by a few enemies. You'll appear suspicious if you aren't healing your "team".

5.Don't give up. Anyone can be an "alright" Spy, but it takes time and effort to develop the right mindset and quick thinking skills to be a good, or great, Spy. And a great Spy can turn the tide of a losing battle.

6.Avoid disguising yourself immediately after killing an enemy, because the enemy will possibly get a screenshot of you in your new disguise while waiting to respawn.

7.Get the Ambassador! Although the Ambassador deals less damage, and it's slower than the ordinary pistol, it deals 100% critic if you do a headshot. This can be pretty useful to take down Engineers from the distance that are working on their sentries, disguise and then sap them. This can also be used to strike down Snipers that are using the shield in the back. Usually, when a Heavy and a Medic are getting Ubercharged, they do not move; use Ambassador from the distance to surprise them!

8.While disguised, run backwards and sideways, and strafe, when making your way through enemy territory. Any player running directly away from the front lines, even if it's a support class, will draw suspicion.

9.A good way to practice the Spy is to try to remain undetected in the enemy base without backstabbing or sapping. Not only is it an entertaining challenge, but it also helps curb "suicide stabbing."

10.If your zapping an engineers sentry and hes coming, quickly shoot it to destroy it. disguise. then get out of the view.

11.Similarly, avoid making contact with the same class that you are disguised as. If there is only one Sniper on the other team named JohnSmith, and he spots you disguised as a Sniper, he will see "JohnSmith" when targeting you, which is a dead giveaway.

12.Try to disguise yourself as someone whom the enemy team would expect to see in certain parts of the map. For example, if you are headed to a battlement, you may want to consider a Sniper. If you are headed towards a sentry, you may want to consider an Engineer.

13.Sometimes blending in can be done by just looking normal. Spies who look around everywhere while disguised like they're paranoid or look shifty can easily blow their cover. If you see an enemy Medic come up to you with his healing gun, looking in the other direction instead of staring directly at him can actually keep your cover closed. In many cases if done correctly, this can result in him healing you instead of rushing at you with a Bonesaw. This applies to other classes as well.



14.Be deceptive and unpredictable: Players are humans, and will be more careful as you become more successful. Hide somewhere different every time, don't always camp the same place. When you are disguised and an enemy becomes suspicious and starts shooting you, the best thing to do would be to cloak and hide. This is because the Spy's revolver and knife will not do a remarkable amount of damage in direct combat. When safe, disguise as a different class and return to enemy lines.

15.Stay out of the way of enemy Pyros: In general, Pyros are one of your arch nemesis, since they can burn you and render your cloaking ability completely useless. If you are spotted by a Pyro, it may be in your best interest to cloak and get some cover. Be sure to stay out of the range of his flamethrower.

16.The Sniper class can unlock a secondary item named the Razorback. a wooden shield attached to their back, which makes them immune to one backstab, and a Spy breaking it with his knife will become unable to attack for a few seconds. If you bump into a Razorback-wielding enemy Sniper, simply shoot him whit your handgun.

17. In team fight you can face your team so the enemy team will not suspect you.
Pro tips
After you know the basics, you can learn some pro tips.

1.Disguising as a Heavy, or a Scout even, may make you stand out, but it also hides your hitbox. In other words, if you are noticed. people trying to get a head shot or an outer body quick shot will hit nothing but air on a Heavy, and safer shots on a Scout. So disguising as someone who is a different size than you can be a big help.

2.Although your first impulse may be to disguise as the same class as your intended quarry (since you'd clearly be going where others of that class naturally are), this increases the chance that the person you're disguised as will see you. If possible, choose a class that could naturally be where you're going, but actually isn't, at the moment.

3.Remember to be unpredictable! Unpredictability of movement and action are key factors that sets apart a good Spy from a mediocre one. If you decide to cloak to retreat from your enemy, try running straight in one direction, but quickly change while fully invisible. That way, your helpless enemies will mindlessly chase after your shadow, while you escape around the corner.


4.You can jump on top of turtling Engineer's sentries or dispensers, then on the Engineer himself. Wait for the sentry to point away from you, then quickly stab and sap the sentry. Warning: hard!

5.Good enemy pyros will spy check they team while looking for spies. If you see an enemy pyro doing spy check on his team ,you need to walk in half a circle behind him whitout letting him spy check you or letting him see you sneaking from his fire. From now you can deside, kill him and then run away from his team or just ignore him.

MvM tips (co.op)
Strategy:
1. Robot are pretty stupid, if you will disguise as a robot they wont try to hurt you but be careful not to stand in the way of the enemy fire. It can still hurt you.

2.With strong power classes safe in their encampments, a spy provides great support for stopping important waves of enemy bots. Definitely consider a spy if your team is stacked with power classes.

3.Although you may be tempted to backstab, this is a difficult and risky endeavor to pull off as robots close by will auto-target and kill you. Almost faster than you can pull out your dead ringer which, by the way, is a vital tool in this mode. If you plan to stab a whole heavy(or giant)-medic group you must invest in an uber canteen or you'll die.



C$sh:
4.Being undetectable when disguised has a fantastic application as a cash collector. Your allies can maintain their positions and pick off the enemies from afar while you run around and collect all that lovely green cash that hits the ground. The benefits of the spy as a collector are pretty nice. (You receive a small bonus being the collector, but cash is shared). Collecting all the cash will result in the A+ bonus, granting more money for your team.

Upgrades:
5.Fortunately when playing Spy there are few practical upgrades to invest in for the class. When you start with 400 credits you have a nice assortment of options. I would recommend upgrading the Sapper as quickly as possible. It's invaluable in slowing down all robot classes, including the Sentry Buster (unfortunately you cannot sap the doom tank). The Sapper for the spy is practically your primary weapon.

6.With powerful class support, you'll help bring down groups of critical enemies in seconds! The major downside to the Sapper is that it have a cool-down before you may use it again.

7.You can upgrade your backstab to deal more damage.

8.You can sap an uber medic and let your team kill the heavy-medic pair. Maybe you will die but your sacrifice will be honored!

Spy in special modes
In TF2 you can play the classic modes (CTF,CP...) but there is a lot of different special modes. Here you can see why and why not picking the spy in special modes.

Death run


Death run is a "maze" mode when one player activate traps and all the others need to comlete the maze whitout dying.

Positive:
1. In death run you will see 3 main classes, the demoman, the scout and the spy. One of the reasons is that you can use you invisibility to rush thw map.
2. You can also use your Dead Ringer's explosive damage resistance to survive traps other classes normally wouldn't.
3. when you're cloaked in front of a trap, you can run in a little circle so the activator hears the footsteps and thinks you are passing by the trap and the activator should hopefully activate the trap with nobody in the trap, therefore tricking the activator.
Negative:
1. The spy have low health. Some traps dont instant kill and because the spy have low health, he can die.
2. Some maps can end whit a duel between the runners and the death (the player that activated the traps). The death can kill in one shot and the spy backstab cant instant kill him so the spy is very wick in duels.

Example for Death Run map:


Zombie Fortress

In Zombie Fortress there is two teams. The zombies (can be scout,heavy,spy) and the survivors (can be all the other classes). The zombies need to kill all the survivors because after killing a survivor he will become a zombie, and the survivors need to survive until the time limit ends. When a zombies

Positive:
1. Whit the spy you can become invisible and go to the humans from behind and kill them.
2. The zombies can only use melee weapons but for the spy its not a big deal because its already his main weapon.

Negative:
1. The spy is the most squishy zombie. Its mean that he is the easiest target to the survivors.
2. The survivors will always try to kill the spy first. This is because they are afraid from his backstab and he's invisibility.
3. You cant use you disguise ability as a spy. The easiest way to kill is to become invisible, sneak behind your target and backstab, and it not easy like in the regular modes.
Spy-crab
Spy crab is a parody for the spy class. A lot of jokes started from the spy crab.



How to become a spy-crab?

1.Take the spy.
2.Open the disguise menu but dont disguise.
3.look up.
4.crash.
5.Enjoy being a spy crab!!

How I look?


Save the spy crab is a simbol in the game. You can see a lot of sprays whit this sentence and some videos.










Primary
The spy primary weapon is the handgun:
*If you are closer to your target, your handgun while deal more damage

Revolver/big kill







Ammo loaded: 6
Ammo carried: 24
Average damage: 40
Critical damage: 120
Reload: 1.16 s

Ambassador







Ammo loaded: 6
Ammo carried: 24
Average damage: 34
Critical damage: 102
Reload: 1.16 s
+ Crits on accurate headshot.
-Accuracy decreases after initial shot. Has a short cooldown during which it never crits.
- –15% damage penalty.
- –20% slower firing speed.
- No random critical hits.

L'Etranger






Ammo loaded: 6
Ammo carried: 24
Average damage: 32
Critical damage: 96
Reload: 1.16 s
+ On hit adds 15% charge to cloak
- –20% damage penalty.

Enforcer






Ammo loaded: 6
Ammo carried: 24
Average damage: 48
Critical damage: 144
Reload: 1.16 s
+ +20% damage bonus while undisguised.
- –20% firing speed.
- No random critical hits.

Diamondback






Ammo loaded: 6
Ammo carried: 24
Average damage: 34
Critical damage: 102
Reload: 1.16 s
+ Earns 1 crit shot for each building destroyed with a Sapper attached (can hold up to 35).
- –15% damage penalty.
- No random critical hits.
Melee
Spy's melee weapon is knife. You can backstab whit the knife to immediate-kill your enemy.

Knife/Sharp Dresser/Black Rose






Average damage: 40
Backstab damage: 6* victim's health
Attack speed: 0.8 per sec.

Your Eternal Reward/Wanga Prick
good at strategy.






Average damage: 40
Backstab damage: 6* victim's health
Attack speed: 0.8 per sec.
+ Upon a successful backstab, the Spy instantly disguises as the backstab victim.
+ Victims do not make any noise when dying.
+ Victims' bodies disappear after being stabbed.
+ If backstabbed, victims' death will not be shown in the killfeed for other enemies.
- The Disguise Kit is disabled.

Conniver's Kunai






Average damage: 40
Backstab damage: 6* victim's health
Self-healing: 1-450
Attack speed: 0.8 per sec.
+ On Backstab: Absorbs the health from your victim. Can overheal up to 450%.
- –65 max health on wearer (60 Health).

Big Earner






Average damage: 40
Backstab damage: 6* victim's health
Attack speed: 0.8 per sec.
+ Upon a kill, the Spy gains 30% of his cloak meter.
- –25 max health on wearer (100 Health).

Spy-cicle






Average damage: 40
Backstab damage: 6* victim's health
Attack speed: 0.8 per sec.
+Silent Killer: No attack noise from backstabs.
+On Hit by Fire: Become fireproof for 2 seconds
- Backstab turns victim to ice. A lot of players can think its cool but its bad because other players can know that there is a spy nearby.
- Melts in fire, regenerates after 15 seconds. When on flames, you cant use your knife for 15 seconds.
Clocks
One of the special abilities of the spy is the ability to become invisible. You can do it be right click you mouse, it will make you see your clock. There is diferent Clocks each whit is own ways to make you invisible.

Invis Watch/Enthusiast's Timepiece/Quackenbirdt

Clock type: Timed






* Cloaks Spy for 9 seconds.
* Cloak meter can be refilled from ammo sources.
Clock fade time: 1 sec
Declock fade time: 2 sec
Recharge time: 30 sec

Cloak and Dagger

Recommended for players who stay invisible for a long duration.
Clock type: Motion sensitive






+ Cloaks Spy indefinitely and slowly refills cloak meter while standing still.
+ Has double cloak recharge rate.
* User can still stay partially cloaked once the cloak meter runs out.
- Has a 29% faster cloak consumption rate while moving.
- Cloak meter can not be refilled by ammo sources.
Clock fade time: 1 sec
Declock fade time: 2.2 sec
Recharge time: 15 sec

Dead Ringer

Recommended for players who play as an offensive spy.
Clock type: Fake death






+ Reduces initial damage and subsequent damage received to a fraction (1/10) and cloak does not flicker when bumping into an enemy, but only for the standard cloak duration. Prolonging the cloak will turn it into a standard invisibility.
+ Has 60% faster cloak recharge rate.
* Cloaks Spy for 6.5 seconds upon receiving damage, dropping a fake corpse.
* Cloak meter can be refilled from ammo sources.
- Has a loud, distinctive decloak sound.
- Uncloaking will lower the cloak meter to 40% if above that amount when uncloaking.
- Large and medium ammo boxes restore 35% cloak (instead of 100% and 50% respectively).
Clock fade time: Instant
Declock fade time: 2.2 sec
Recharge time: 16 sec
Clock maximum duration: 6.5 sec
Sappers
One of the special things of the spy is he's ability to sap enemy buildings. He can do it whit his sappers. In MvM sapper is a good support weapon and the primary spy weapon. You can shoot sapped buildings to destroy them faster.

Sapper






* Disables and slowly destroys enemy Engineer buildings.
Building destroy time:
Level 1: 6 sec
Level 2: 7.2 sec
level 3: 8.64 sec
Mini sentry: 4 sec

Red-Tape Recorder






+ Reverses enemy building construction.
* Disables enemy Engineer buildings.
- -100% Sapper Damage Penalty (don't low buildings health).
Sentry: level 0- 10.7s
downgrade: 1.7 s
Mini Sentry: level 0- 10.5s
Dispenser: level 0- 21.2s
downgrade: 1.7 s
Teleport: level 0- 21.2s
downgrade: 3.0 s
Loadouts/Costumes
There is 3 main Loadouts for the spy. The "hit and run" spy, the offensive spy and the anti-engineer spy.

The "hit and run"

The "hit and run" spy loadout is very good for players who prefer the safe way, kill someone and than hide. Just backstap, become invisible, disguise to someone and go to kill someone alse! The safest way. The loadout:


or


The Ambassador: I picked the 'Ambassador' because you can headshot whit him and kill from a safe distance or use it as a last outlet when you are going to die. The bad thing of the Ambassador aren't very effective because you will prefer backstab.

The Big Earner: Its a good choice to pick the 'Big Earner' because after killing someone you get more time to your clock. Because you just hit and run the clock is very important to you. The -25 Health is not very effective because you escape moment after you kill someone.

The Spy-cicle: Whit the 'Spy-cicle' you can silent kill someone and the others wont hear it. The fireproof is very good for you because pyros can't fire you and expose your position. The ice statue isn't very bad for you to. It less recomended because the "Melt In Fire" (cant attack for 15 second after being on fire).

The Clock and Dagger: Whit the 'Clock and Dagger' you can stay invisible while standing still. This can help you stay invisible for a long duration and even wait until an enemy come to you while waiting in the right position.

The Offensive Spy

The Offensive Spy is a strong loadout for the spy. Whit him you need to be brave. Let your enemy attack you and whit the Dead Ringer you will become invisible, go behind them and backstab them.



Enforcer: The 'Enforcer' is the most powerful pistol in for the spy. If your disguise discovered and you are to far from your enemy you can kill them quickly from a range.

Your Eternal Reward: 'Your Eternal Reward' is a very powerful knife and whitout practice he can be difficult to use. When you kill someone it silent kill him and you disguise to him automatically but you cant disguise whit the disguise menu. This knife also dont show the enemy team your kill (very good at straegy). This knife can help you kill a big enemy team because even if they remember they team, when you kill someone you disguise to him and the bodies become invisible.

Dead Ringer: Ah, the combination of the 'Dead Ringer' whit the 'Your Eternal Reward' is the best strategy combination in the game. The Dead Ringer is a clock that make you invisible for a short duration when an enemy deal damage to you. Whit him you can go behind your enemy, backstab them whit 'Your Eternal Reward' and disguise to your victim. Take ammo sources to refill your clock (you can also do it when you are invisible).

The anti-engineer spy

Your team cant conquer a capture point because some sentries? The enemy team put sentries in a good strategy point? Use the anti-engineer Loadout to destroy the enemy machines!


or


The Diamondback: The 'Diamondback' is a weak pistol, but for each machine that you destroied you get one crit shot (two crit shots can kill anything except a heavy whitout a medic healing them) and because destroying machines is your job your 'Diamondback' is very powerful.

Your Eternal Reward: You can take 'Your Eternal Reward' as your knife. Its a good knifes againt an engineer defending his sentry because if you backstab the engineer the sentry wont attack you (because you will disguise as the engineer). The disabled of your disguise menu is a big trouble for you.

Knife: The classic knife is also good choice for you because your disguise menu will stay. The 'Cloak and Dagger' is a good combine whit the classic knife.

The Cloak and Dagger: Whit the 'Cloak and Dagger' you can stay invisible when standing still. You can wait until the engineer left his machines and then destroy them. This clock is also good if you want to wait until the enemy attack wave will left the engineer defending his machines and then destroy them (and kill the engineer if you want).

Red-Tape Recorder: The Red-Tape Recorder is a sapper which need almost double of the timethat the normal sapper need to destroy a machine but you can level down machines whit them. While the engineer repair one of his machines the other machine level down. Maybe you wont destroy all the machines but you will make them weaker.

Sapper: A lot of Players still prefer the classic sapper because it can destroy machines much faster. Feel free to choose him.

*All the hats and misc. items are not include in the loadouts.
Meet the spy
Meet the spy is the trailer for the spy in TF2 by valve:




Thank you!
Thank you all for reading this! It took me a lot of time to write it down.
I hope I helped you. I will probably add more tips to the guide soon!
Tumbs up and favorite will be much appraised.
If you have any note or questin feel free to leave a comment.



7 Comments
Detective Peralta Jul 29, 2021 @ 10:41am 
When are you finally gonna add more things to this guide? Been waiting for some time now :P
LilBitchTruffle Apr 6, 2016 @ 2:40pm 
People can spy chack by seeing if they can go through you
Saul Goodman Aug 10, 2015 @ 8:43am 
$!ck 9u!de m@te - 8/8 (no banters) - ign.
Talisign Nov 9, 2013 @ 9:05pm 
Red tape is such a troll weapon
Mykara Feb 13, 2013 @ 3:06pm 
A good Guide....Just alot of spelling mistakes (ik some are spelled that way like wat , wut , etc.) (but some words are spelled wrong) i give it a 3/5
BlazeBitz Jan 26, 2013 @ 7:24pm 
Whoah. All I need is a dead ringer. It's good to have a strong spy as a choice.
benGAMER  [author] Jan 19, 2013 @ 7:09am 
Thanks. Soon i will add more things to this guide.