Spy match-ups
From TF2 Wiki
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| Class | Threat | Strategy | ||
|---|---|---|---|---|
| Spy | v | Scout | High | Try to avoid if possible. Scouts are fast enough to chase you down and their speed allows them to cover much ground in uncovering you, even when you are cloaked. The spread of their Scattergun can reveal you while cloaked, allowing the Scout to finish you off. If you do end up in a firefight with a scout, backpedal/strafe and shoot at his chest with your Revolver. Backstabbing an enemy scout is a risky procedure, because you never know when he'll move out of the way, even if he is temporarily stationary. |
| Spy | v | Soldier | Low-High | An unaware Soldier is one of the easiest Spy targets after the Heavy and Sniper. A Soldier in the thick of battle or in the middle of a charge is unlikely to hear the sound of you de-cloaking and makes a slow moving victim for your backstab. If the backstab should fail however, don't keep trying- RUN. You should never let an enemy Soldier see you, the splash damage from a Soldier's rocket is anathema to the Spy and a Crit rocket near you will take you out of commission in one shot. If exposed at longer range however, use the accuracy of your Revolver to your advantage and avoid their slow moving rockets. |
| Spy | v | Pyro | Very High | The Pyro is the Spy's natural enemy, so stay away from them at all times. It is their solemn duty to spy-check every one of their team-mates, so don't let it be you. If they do set you on fire, decloak immediately (since cloak is now useless anyway) and run for the nearest body of water or Health pack or Dispenser and keep running. If you are in a group of enemies, keep your disguise so they won't immediately shoot you, and call for a Medic -- you may get lucky. Or if you're feeling brave, lay down a few Revolver bullets for cover fire as you flee. If you must fight a Pyro and are out of range of their Flamethrower, keep your distance while using accurate shots from your revolver to take him down. Note that you move slightly slower while backpedalling, and watch out if they switch to their Shotgun. Trying to backstab a Pyro is highly inadvisable, as they may set you on fire by accident even if they are not attacking you personally. In addition, their speed is the same as yours, giving them plenty of time to turn around and notice/check you in the time it takes to catch up with them. Surprise is the best option in this case. |
| Spy | v | Demoman | Medium-High | Demoman are a reasonably easy target - they move slightly slower than you, allowing you to catch up with them for a backstab and they are often busy laying Sticky mines or storming the front lines. Use your cloak to bypass their pesky sticky bombs but be careful if you are entering with your team-mates as you may be caught in the blast, whether you are seen or not.
As with the soldier, avoid close range confrontation with a Demoman, where their grenades are more likely to hit you and dodge them from a distance while taking shots with your revolver. If there are Demomen in the area, cloak when passing conspicuous doorways and floors to avoid being checked by Sticky bombs. |
| Spy | v | Heavy | Low-High | One of the if not the easiest target for a Spy's backstab, he is your natural prey. His incredibly slow speed moving makes backstabbing him a piece of cake if you can get close enough. Be careful not to let him catch on to your presence however as his minigun will cut through you like a hot knife through butter, and remember they can turn as quickly as any other class so trying to circle behind him probably won't work. If you are noticed by him or your backstab fails, you will most likely die, though if you cloak quickly and run behind cover you may survive. |
| Spy | v | Engineer | Medium-High | A lone Engineer should be a reasonably easy backstab/Revolver kill, as long as you avoid their Shotgun blasts. Unfortunately, the Engineer will almost always be next to or near his Sentry gun. There will be probably be other Sentries and their Engineers as well. If there is one Engineer with his Sentry gun, a good technique for the quick Spy is to backstab the engineer, then immediately sap his Sentry before it can attack you. This is an effective but difficult strategy and only works if the sentry in question is facing in the opposite direction. It is especially difficult against a Sentry higher than level 1 because if you are not quite quick enough, as soon as it starts firing on you it will push you away. Another much easier strategy is to continually sap the Engineer's buildings, the engineer will be torn between whether to remove the sappers or kill you. If he decides to take you out, put his Sentry gun between you and him, and try to take him out with your Revolver. If he decides to remove your sappers, continue sapping his buildings, you can sap them faster than he can repair. Eventually, if you are uninterrupted by his team-mates the Sentry should go down and you can either finish off the Engineer or cloak and make a run for it.
With multiple Engineers and Sentries however the 'stab then sap' strategy does not work, so try to cause chaos by choosing an Engineers disguise and sapping as many buildings as you can. This is especially effective in a tightly built Sentry nest, and/or in combination with an strong assault from your own team. Oh, and watch out for wrenches, with the kills engineers can rack up they can Crit quite often. A Crit-wrench is a usually a one hit kill on you. |
| Spy | v | Medic | Medium | Medics sometimes stand still while healing, making them an easy target. When running straight forward healing a teammate, they usually have their eye on their target and have to keep pace with him, making him a reasonably easy target. Take advantage of this to rush in and take him out and then his big friend quickly and quietly. However, experienced medics will constantly side-strafe making backstabs nearly impossible. If you miss the backstab on the medic, keep going and take out his buddy, then deal with the medic or flee. If the Medic is alone, backstabs are much more difficult as their running speed is slightly higher than yours. Try and take him out with shots from your Revolver while avoiding the less accurate shots from his Syringe gun. Also, try and keep some distance between you and the Medic; his Bone saw is deadly. One trick you can apply on unwitting Medics is to disguise as an unusual class like Soldier or Heavy, allow him to cap up your health, and then take him down with a few shots to the head before he gets suspicious. |
| Spy | v | Sniper | Low | A Sniper can be deadly if you are seen acting suspiciously in his sights (running from your own base, at the wrong speed, etc.). A fully charged shot on any part of your body will kill you, so cloak to get past any positions where a Sniper might see you. If you think you were spotted, change disguise because he will report you to his team. Once you get behind an enemy Sniper, unless they are paranoid they will be zoomed in and oblivious to everything around them. You can even approach from the side and they won't notice you. They are sitting ducks for your backstab. If for some reason your backstab fails or you are noticed, either try to finish them with a few Revolver shots, or if you are feeling less brave: cloak and run, then return when their suspicion has died down. Don't be afraid to run, the Submachine gun can be deadly at close range and the kukri packs a nasty punch. |
| Spy | v | Spy | Low-Medium | If you see an enemy spy, then one of the last things he may be expecting is to be backstabbed by another spy in disguise. If his lead on you is too great to allow this, try and take him out with your revolver before he realises he's been rumbled. When in a firefight with another spy, simply strafe and try and kill him with your own revolver before he does the same. |
