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	<id>http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=94.10.164.58</id>
	<title>comp.tf - User contributions [en]</title>
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	<updated>2026-05-05T08:14:33Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://comp.tf/index.php?title=Spychecking&amp;diff=7634</id>
		<title>Spychecking</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Spychecking&amp;diff=7634"/>
		<updated>2013-10-31T00:46:03Z</updated>

		<summary type="html">&lt;p&gt;94.10.164.58: /* Heavy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spychecking refers to a number of methods to find enemy spies.&lt;br /&gt;
&lt;br /&gt;
==Universal methods==&lt;br /&gt;
&lt;br /&gt;
-Spies cannot clip through the enemy team.   They will bump into them and around them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class-specific spychecking methods==&lt;br /&gt;
===Scout===&lt;br /&gt;
&lt;br /&gt;
The [[Scout]] has decent innate spychecking ability. His speed allows him to catch up to his teammates quicker. The bump is a good indication if there is an enemy Spy, so try to run through as many of your teammates as possible. He can use his Mad Milk to highlight cloaked Spies. The Scout may decide to throw his Mad Milk when his team calls the position of the [[Spy]], or when he bumps against the Spy to make him temporarily visible. The Mad Milk &amp;quot;dripping&amp;quot; effect will be visible to all teammates regardless of the Spy's cloak status, helping them to locate and kill the Spy.  The Scout can also use the Boston Basher to hit suspected spies; if they bleed, they are a spy.  The Scout can also utilize a form of [[Glossary|tracking]] to detect a spy during its cloak.&lt;br /&gt;
&lt;br /&gt;
===Soldier===&lt;br /&gt;
The Soldier is generally not a selected target for Spies due to their uncanny nature. Soldier's can check corners and hiding spots utilizing the splash of their Rocket Launcher. The Disciplinary Action speed bonus will also not apply to enemy disguised Spies, use it to detect them. Rocket Jumping in itself is a great way to protect yourself from Spies nearby and even damage them by accident. Buff Banner effects will also not apply to enemy disguised Spies.&lt;br /&gt;
&lt;br /&gt;
===Pyro===&lt;br /&gt;
&lt;br /&gt;
The [[Pyro]] is usually the single most powerful enemy a spy can face. A good Pyro will be capable of using his flames to consistently spycheck any suspicious target and therefore expose an enemy spy that may get too close. The fact that the Pyro's flames render a Spy's cloak useless and can quickly expose his position a good spy must stay away from a Pyro at all given times. In Highlander, the Spy's main targets are usually the Medic, Demoman, Heavy and Engineer given their strategic significance to the other team. Since a 9v9 Pyro usually sticks with either the combo (which often contains the three former targets) and helps protect the Engineer's Nest, this makes the Pyro a natural deterrent against a capable Pyro. Because of the Pyro's ease and effectiveness on spychecking duties he is often deemed responsible to protect his team from the enemy spy. However, with or without a Pyro, it is important to recognize that Spychecking is a team effort as a Pyro cannot be everywhere at once to handle the enemy Spy in all possible scenarios.&lt;br /&gt;
===Demoman===&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
&lt;br /&gt;
The [[Heavy]] can use his minigun's tracking ability to detect an enemy spy through his cloak. Natascha will slow down Spies trying to escape. The Huo Long Heater will set any Spy close to the Heavy on fire.&lt;br /&gt;
&lt;br /&gt;
===Engineer===&lt;br /&gt;
The [[Engineer]] can place buildings in doorways or other chokes that force spies to jump over and reveal that they cannot walk through the buildings.  The Southern Hospitality causes bleed on spies and exposes them for a period of time long enough to kill them.  The Pomson 6000 makes a drain sound when it hits a spy and drains his cloak.&lt;br /&gt;
&lt;br /&gt;
===Medic===&lt;br /&gt;
The Crusaders Crossbow will not heal enemy disguised Spies, use it to detect them. Being in close proximity to them, a Medic should be able to determine an enemy Spy due to bumping into him. It should be common practice for a Medic to check anyone that comes within 5 feet of him for safety reasons, what with the Medic being a valuable target.&lt;br /&gt;
&lt;br /&gt;
===Sniper===&lt;br /&gt;
&lt;br /&gt;
The [[Sniper]] can use his Jarate to cover enemy spies in dripping particles.  The Spy will also turn a shade of yellow.  The Sniper can also use the Tribalman's Shiv to make the enemy Spy bleed.&lt;br /&gt;
&lt;br /&gt;
===Spy===&lt;br /&gt;
&lt;br /&gt;
The Spy can use his knife to spycheck his teammates.  If the knife raises in the position to do a backstab, than the &amp;quot;teammate&amp;quot; is an enemy Spy.&lt;/div&gt;</summary>
		<author><name>94.10.164.58</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Spychecking&amp;diff=7633</id>
		<title>Spychecking</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Spychecking&amp;diff=7633"/>
		<updated>2013-10-31T00:44:59Z</updated>

		<summary type="html">&lt;p&gt;94.10.164.58: /* Medic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spychecking refers to a number of methods to find enemy spies.&lt;br /&gt;
&lt;br /&gt;
==Universal methods==&lt;br /&gt;
&lt;br /&gt;
-Spies cannot clip through the enemy team.   They will bump into them and around them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class-specific spychecking methods==&lt;br /&gt;
===Scout===&lt;br /&gt;
&lt;br /&gt;
The [[Scout]] has decent innate spychecking ability. His speed allows him to catch up to his teammates quicker. The bump is a good indication if there is an enemy Spy, so try to run through as many of your teammates as possible. He can use his Mad Milk to highlight cloaked Spies. The Scout may decide to throw his Mad Milk when his team calls the position of the [[Spy]], or when he bumps against the Spy to make him temporarily visible. The Mad Milk &amp;quot;dripping&amp;quot; effect will be visible to all teammates regardless of the Spy's cloak status, helping them to locate and kill the Spy.  The Scout can also use the Boston Basher to hit suspected spies; if they bleed, they are a spy.  The Scout can also utilize a form of [[Glossary|tracking]] to detect a spy during its cloak.&lt;br /&gt;
&lt;br /&gt;
===Soldier===&lt;br /&gt;
The Soldier is generally not a selected target for Spies due to their uncanny nature. Soldier's can check corners and hiding spots utilizing the splash of their Rocket Launcher. The Disciplinary Action speed bonus will also not apply to enemy disguised Spies, use it to detect them. Rocket Jumping in itself is a great way to protect yourself from Spies nearby and even damage them by accident. Buff Banner effects will also not apply to enemy disguised Spies.&lt;br /&gt;
&lt;br /&gt;
===Pyro===&lt;br /&gt;
&lt;br /&gt;
The [[Pyro]] is usually the single most powerful enemy a spy can face. A good Pyro will be capable of using his flames to consistently spycheck any suspicious target and therefore expose an enemy spy that may get too close. The fact that the Pyro's flames render a Spy's cloak useless and can quickly expose his position a good spy must stay away from a Pyro at all given times. In Highlander, the Spy's main targets are usually the Medic, Demoman, Heavy and Engineer given their strategic significance to the other team. Since a 9v9 Pyro usually sticks with either the combo (which often contains the three former targets) and helps protect the Engineer's Nest, this makes the Pyro a natural deterrent against a capable Pyro. Because of the Pyro's ease and effectiveness on spychecking duties he is often deemed responsible to protect his team from the enemy spy. However, with or without a Pyro, it is important to recognize that Spychecking is a team effort as a Pyro cannot be everywhere at once to handle the enemy Spy in all possible scenarios.&lt;br /&gt;
===Demoman===&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
&lt;br /&gt;
The [[Heavy]] can use his minigun's tracking ability to detect an enemy spy through his cloak.&lt;br /&gt;
&lt;br /&gt;
===Engineer===&lt;br /&gt;
The [[Engineer]] can place buildings in doorways or other chokes that force spies to jump over and reveal that they cannot walk through the buildings.  The Southern Hospitality causes bleed on spies and exposes them for a period of time long enough to kill them.  The Pomson 6000 makes a drain sound when it hits a spy and drains his cloak.&lt;br /&gt;
&lt;br /&gt;
===Medic===&lt;br /&gt;
The Crusaders Crossbow will not heal enemy disguised Spies, use it to detect them. Being in close proximity to them, a Medic should be able to determine an enemy Spy due to bumping into him. It should be common practice for a Medic to check anyone that comes within 5 feet of him for safety reasons, what with the Medic being a valuable target.&lt;br /&gt;
&lt;br /&gt;
===Sniper===&lt;br /&gt;
&lt;br /&gt;
The [[Sniper]] can use his Jarate to cover enemy spies in dripping particles.  The Spy will also turn a shade of yellow.  The Sniper can also use the Tribalman's Shiv to make the enemy Spy bleed.&lt;br /&gt;
&lt;br /&gt;
===Spy===&lt;br /&gt;
&lt;br /&gt;
The Spy can use his knife to spycheck his teammates.  If the knife raises in the position to do a backstab, than the &amp;quot;teammate&amp;quot; is an enemy Spy.&lt;/div&gt;</summary>
		<author><name>94.10.164.58</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Spychecking&amp;diff=7632</id>
		<title>Spychecking</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Spychecking&amp;diff=7632"/>
		<updated>2013-10-31T00:41:24Z</updated>

		<summary type="html">&lt;p&gt;94.10.164.58: /* Soldier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spychecking refers to a number of methods to find enemy spies.&lt;br /&gt;
&lt;br /&gt;
==Universal methods==&lt;br /&gt;
&lt;br /&gt;
-Spies cannot clip through the enemy team.   They will bump into them and around them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class-specific spychecking methods==&lt;br /&gt;
===Scout===&lt;br /&gt;
&lt;br /&gt;
The [[Scout]] has decent innate spychecking ability. His speed allows him to catch up to his teammates quicker. The bump is a good indication if there is an enemy Spy, so try to run through as many of your teammates as possible. He can use his Mad Milk to highlight cloaked Spies. The Scout may decide to throw his Mad Milk when his team calls the position of the [[Spy]], or when he bumps against the Spy to make him temporarily visible. The Mad Milk &amp;quot;dripping&amp;quot; effect will be visible to all teammates regardless of the Spy's cloak status, helping them to locate and kill the Spy.  The Scout can also use the Boston Basher to hit suspected spies; if they bleed, they are a spy.  The Scout can also utilize a form of [[Glossary|tracking]] to detect a spy during its cloak.&lt;br /&gt;
&lt;br /&gt;
===Soldier===&lt;br /&gt;
The Soldier is generally not a selected target for Spies due to their uncanny nature. Soldier's can check corners and hiding spots utilizing the splash of their Rocket Launcher. The Disciplinary Action speed bonus will also not apply to enemy disguised Spies, use it to detect them. Rocket Jumping in itself is a great way to protect yourself from Spies nearby and even damage them by accident. Buff Banner effects will also not apply to enemy disguised Spies.&lt;br /&gt;
&lt;br /&gt;
===Pyro===&lt;br /&gt;
&lt;br /&gt;
The [[Pyro]] is usually the single most powerful enemy a spy can face. A good Pyro will be capable of using his flames to consistently spycheck any suspicious target and therefore expose an enemy spy that may get too close. The fact that the Pyro's flames render a Spy's cloak useless and can quickly expose his position a good spy must stay away from a Pyro at all given times. In Highlander, the Spy's main targets are usually the Medic, Demoman, Heavy and Engineer given their strategic significance to the other team. Since a 9v9 Pyro usually sticks with either the combo (which often contains the three former targets) and helps protect the Engineer's Nest, this makes the Pyro a natural deterrent against a capable Pyro. Because of the Pyro's ease and effectiveness on spychecking duties he is often deemed responsible to protect his team from the enemy spy. However, with or without a Pyro, it is important to recognize that Spychecking is a team effort as a Pyro cannot be everywhere at once to handle the enemy Spy in all possible scenarios.&lt;br /&gt;
===Demoman===&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
&lt;br /&gt;
The [[Heavy]] can use his minigun's tracking ability to detect an enemy spy through his cloak.&lt;br /&gt;
&lt;br /&gt;
===Engineer===&lt;br /&gt;
The [[Engineer]] can place buildings in doorways or other chokes that force spies to jump over and reveal that they cannot walk through the buildings.  The Southern Hospitality causes bleed on spies and exposes them for a period of time long enough to kill them.  The Pomson 6000 makes a drain sound when it hits a spy and drains his cloak.&lt;br /&gt;
&lt;br /&gt;
===Medic===&lt;br /&gt;
===Sniper===&lt;br /&gt;
&lt;br /&gt;
The [[Sniper]] can use his Jarate to cover enemy spies in dripping particles.  The Spy will also turn a shade of yellow.  The Sniper can also use the Tribalman's Shiv to make the enemy Spy bleed.&lt;br /&gt;
&lt;br /&gt;
===Spy===&lt;br /&gt;
&lt;br /&gt;
The Spy can use his knife to spycheck his teammates.  If the knife raises in the position to do a backstab, than the &amp;quot;teammate&amp;quot; is an enemy Spy.&lt;/div&gt;</summary>
		<author><name>94.10.164.58</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Spychecking&amp;diff=7631</id>
		<title>Spychecking</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Spychecking&amp;diff=7631"/>
		<updated>2013-10-31T00:38:40Z</updated>

		<summary type="html">&lt;p&gt;94.10.164.58: /* Scout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spychecking refers to a number of methods to find enemy spies.&lt;br /&gt;
&lt;br /&gt;
==Universal methods==&lt;br /&gt;
&lt;br /&gt;
-Spies cannot clip through the enemy team.   They will bump into them and around them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class-specific spychecking methods==&lt;br /&gt;
===Scout===&lt;br /&gt;
&lt;br /&gt;
The [[Scout]] has decent innate spychecking ability. His speed allows him to catch up to his teammates quicker. The bump is a good indication if there is an enemy Spy, so try to run through as many of your teammates as possible. He can use his Mad Milk to highlight cloaked Spies. The Scout may decide to throw his Mad Milk when his team calls the position of the [[Spy]], or when he bumps against the Spy to make him temporarily visible. The Mad Milk &amp;quot;dripping&amp;quot; effect will be visible to all teammates regardless of the Spy's cloak status, helping them to locate and kill the Spy.  The Scout can also use the Boston Basher to hit suspected spies; if they bleed, they are a spy.  The Scout can also utilize a form of [[Glossary|tracking]] to detect a spy during its cloak.&lt;br /&gt;
&lt;br /&gt;
===Soldier===&lt;br /&gt;
===Pyro===&lt;br /&gt;
&lt;br /&gt;
The [[Pyro]] is usually the single most powerful enemy a spy can face. A good Pyro will be capable of using his flames to consistently spycheck any suspicious target and therefore expose an enemy spy that may get too close. The fact that the Pyro's flames render a Spy's cloak useless and can quickly expose his position a good spy must stay away from a Pyro at all given times. In Highlander, the Spy's main targets are usually the Medic, Demoman, Heavy and Engineer given their strategic significance to the other team. Since a 9v9 Pyro usually sticks with either the combo (which often contains the three former targets) and helps protect the Engineer's Nest, this makes the Pyro a natural deterrent against a capable Pyro. Because of the Pyro's ease and effectiveness on spychecking duties he is often deemed responsible to protect his team from the enemy spy. However, with or without a Pyro, it is important to recognize that Spychecking is a team effort as a Pyro cannot be everywhere at once to handle the enemy Spy in all possible scenarios.&lt;br /&gt;
===Demoman===&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
&lt;br /&gt;
The [[Heavy]] can use his minigun's tracking ability to detect an enemy spy through his cloak.&lt;br /&gt;
&lt;br /&gt;
===Engineer===&lt;br /&gt;
The [[Engineer]] can place buildings in doorways or other chokes that force spies to jump over and reveal that they cannot walk through the buildings.  The Southern Hospitality causes bleed on spies and exposes them for a period of time long enough to kill them.  The Pomson 6000 makes a drain sound when it hits a spy and drains his cloak.&lt;br /&gt;
&lt;br /&gt;
===Medic===&lt;br /&gt;
===Sniper===&lt;br /&gt;
&lt;br /&gt;
The [[Sniper]] can use his Jarate to cover enemy spies in dripping particles.  The Spy will also turn a shade of yellow.  The Sniper can also use the Tribalman's Shiv to make the enemy Spy bleed.&lt;br /&gt;
&lt;br /&gt;
===Spy===&lt;br /&gt;
&lt;br /&gt;
The Spy can use his knife to spycheck his teammates.  If the knife raises in the position to do a backstab, than the &amp;quot;teammate&amp;quot; is an enemy Spy.&lt;/div&gt;</summary>
		<author><name>94.10.164.58</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Spy_(6v6)&amp;diff=7630</id>
		<title>Spy (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Spy_(6v6)&amp;diff=7630"/>
		<updated>2013-10-31T00:35:00Z</updated>

		<summary type="html">&lt;p&gt;94.10.164.58: /* Counters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The Spy is considered an [[offclass]] in the [[6v6]] [[metagame]].  As a low health class, the Spy is designed to get behind the enemy team and get a [[Glossary#Metagame terms|Pick]] to turn the advantage in his teams favor.  Most often, this pick is the enemy [[Demoman]] or [[Medic]] and the objective is to use or drop the opposing team's uber.  The Spy relies on the ability to be unexpected,  thus it is rare to run a Spy more than once or twice during a full game. &lt;br /&gt;
&lt;br /&gt;
As a Spy, there is often only one chance to get a pick on the opposing team before the Spy's cover is blown and it is thereafter expected.  For a Spy offclass to be considered &amp;quot;worth it&amp;quot;, he must pick the enemy Demoman, Medic, or (when applicable) [[Heavy]].  As it is often a [[Scout]] or [[Soldier]] that offclasses to Spy, a pick on an opposing [[Scout]] or [[Soldier]] (or any offclass besides Heavy and [[Engineer]]) would be considered a [[trade]] and not a pick and will often not create a sufficient advantage.&lt;br /&gt;
&lt;br /&gt;
==Strategies + Tips==&lt;br /&gt;
&lt;br /&gt;
*Always focus on the Medic.  If you have to, pick the [[Demoman]], but there is only one try when running a Spy.  Make it worth it.&lt;br /&gt;
&lt;br /&gt;
*Try to make sure that you time your attack with your team. If you attack when the enemy team is preoccupied by your combos spam you have a much higher chance to get a pick.&lt;br /&gt;
&lt;br /&gt;
*Be patient! Sometimes waiting for just a moment will give you the opening you need to get a pick, but don't wait too long or your opportunity might be lost.&lt;br /&gt;
&lt;br /&gt;
*Switching to Spy whilst you're on the defense is considered not a good idea. Try offclassing to Spy when your team has the advantage, that way your team is not put at a major disadvantage should you fail your pick attempt.&lt;br /&gt;
&lt;br /&gt;
*Your cloak management and movement are the most important attributes of going for your pick. Conserve your cloak, learn ammo pack locations, and try to move as quick as possible whilst at the same time avoiding as much spam as possible.&lt;br /&gt;
&lt;br /&gt;
*Disguising as an enemy Scout does not lose any speed like you would if you disguised as an enemy [[Demoman |Demo]] or [[Soldier]]. Jump and crouch a lot to disguise your slower speed.&lt;br /&gt;
&lt;br /&gt;
*When pushing last, you can disguise as a friendly Sniper and peek at the enemy to give the impression you are playing Sniper instead of Spy, because teams almost never run two pick classes.  &lt;br /&gt;
&lt;br /&gt;
*If your pick is successful and there is no other immediate backstab available, use your Revolver and deal as much damage as possible to the next most important targets (the Demoman or Pocket Soldier).&lt;br /&gt;
&lt;br /&gt;
*If available, the Cloak &amp;amp; Dagger is an excellent tool in timing your pick. Consider it at all times, especially when pushing last.&lt;br /&gt;
&lt;br /&gt;
*If available, another way to play is to use the Dead Ringer. You can fake the death of an important class, such as Demo, Medic or Heavy, make them push, and then have an even fight with your full team against theirs. However this is very situational and can instantly reveal your presence as a Spy against knowledgeable players, leaving you at a disadvantage due to the Dead Ringer's predictability.&lt;br /&gt;
&lt;br /&gt;
*Always ask yourself whether it's more effective to run a Spy or a Sniper. In most situations, the Sniper is more effective at getting picks than the Spy, can live for longer, and have multiple attempts.&lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
&lt;br /&gt;
*The key to beating a Spy is awareness.  Be wary of Scouts or Roamers suiciding, they could be switching to Spy (or Sniper). &lt;br /&gt;
&lt;br /&gt;
*If you suspect they have a Spy, you can keep the Medic's back to a corner for maximum protection, or have him stand in a difficult-to-reach place (like the tank on cp_snakewater last) or both.&lt;br /&gt;
&lt;br /&gt;
*A common time for a Spy to appear is when you are defending your last point. Be wary at that time.&lt;br /&gt;
&lt;br /&gt;
*Spies will generally attack when least expected such as if you don't know they are running a Spy, or if you are currently fighting an enemy already. Try to expect this and catch them in the act.&lt;br /&gt;
&lt;br /&gt;
*When checking hiding spots, remember that Spies like to stand on props and against walls.  Check vertically as well as horizontally! &lt;br /&gt;
&lt;br /&gt;
*Don't underestimate the killing power of the Revolver. It can 3 shot your Medic, and 2 shot him if the Ambassador. Be as erratic as possible to avoid both his backstab and his gunfire.&lt;br /&gt;
&lt;br /&gt;
*Jumping and spamming crouch makes it more difficult to be headshot by the Ambassador.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Spy]]&lt;br /&gt;
*[[Spy (Highlander)]]&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>94.10.164.58</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Spy_(6v6)&amp;diff=7629</id>
		<title>Spy (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Spy_(6v6)&amp;diff=7629"/>
		<updated>2013-10-31T00:28:37Z</updated>

		<summary type="html">&lt;p&gt;94.10.164.58: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The Spy is considered an [[offclass]] in the [[6v6]] [[metagame]].  As a low health class, the Spy is designed to get behind the enemy team and get a [[Glossary#Metagame terms|Pick]] to turn the advantage in his teams favor.  Most often, this pick is the enemy [[Demoman]] or [[Medic]] and the objective is to use or drop the opposing team's uber.  The Spy relies on the ability to be unexpected,  thus it is rare to run a Spy more than once or twice during a full game. &lt;br /&gt;
&lt;br /&gt;
As a Spy, there is often only one chance to get a pick on the opposing team before the Spy's cover is blown and it is thereafter expected.  For a Spy offclass to be considered &amp;quot;worth it&amp;quot;, he must pick the enemy Demoman, Medic, or (when applicable) [[Heavy]].  As it is often a [[Scout]] or [[Soldier]] that offclasses to Spy, a pick on an opposing [[Scout]] or [[Soldier]] (or any offclass besides Heavy and [[Engineer]]) would be considered a [[trade]] and not a pick and will often not create a sufficient advantage.&lt;br /&gt;
&lt;br /&gt;
==Strategies + Tips==&lt;br /&gt;
&lt;br /&gt;
*Always focus on the Medic.  If you have to, pick the [[Demoman]], but there is only one try when running a Spy.  Make it worth it.&lt;br /&gt;
&lt;br /&gt;
*Try to make sure that you time your attack with your team. If you attack when the enemy team is preoccupied by your combos spam you have a much higher chance to get a pick.&lt;br /&gt;
&lt;br /&gt;
*Be patient! Sometimes waiting for just a moment will give you the opening you need to get a pick, but don't wait too long or your opportunity might be lost.&lt;br /&gt;
&lt;br /&gt;
*Switching to Spy whilst you're on the defense is considered not a good idea. Try offclassing to Spy when your team has the advantage, that way your team is not put at a major disadvantage should you fail your pick attempt.&lt;br /&gt;
&lt;br /&gt;
*Your cloak management and movement are the most important attributes of going for your pick. Conserve your cloak, learn ammo pack locations, and try to move as quick as possible whilst at the same time avoiding as much spam as possible.&lt;br /&gt;
&lt;br /&gt;
*Disguising as an enemy Scout does not lose any speed like you would if you disguised as an enemy [[Demoman |Demo]] or [[Soldier]]. Jump and crouch a lot to disguise your slower speed.&lt;br /&gt;
&lt;br /&gt;
*When pushing last, you can disguise as a friendly Sniper and peek at the enemy to give the impression you are playing Sniper instead of Spy, because teams almost never run two pick classes.  &lt;br /&gt;
&lt;br /&gt;
*If your pick is successful and there is no other immediate backstab available, use your Revolver and deal as much damage as possible to the next most important targets (the Demoman or Pocket Soldier).&lt;br /&gt;
&lt;br /&gt;
*If available, the Cloak &amp;amp; Dagger is an excellent tool in timing your pick. Consider it at all times, especially when pushing last.&lt;br /&gt;
&lt;br /&gt;
*If available, another way to play is to use the Dead Ringer. You can fake the death of an important class, such as Demo, Medic or Heavy, make them push, and then have an even fight with your full team against theirs. However this is very situational and can instantly reveal your presence as a Spy against knowledgeable players, leaving you at a disadvantage due to the Dead Ringer's predictability.&lt;br /&gt;
&lt;br /&gt;
*Always ask yourself whether it's more effective to run a Spy or a Sniper. In most situations, the Sniper is more effective at getting picks than the Spy, can live for longer, and have multiple attempts.&lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
&lt;br /&gt;
*The key to beating a Spy is awareness.  Be wary of Scouts or roamers suiciding, they could be switching to Spy.  In matches, stalk the other team so you can see if they have a player who likes to play Spy.&lt;br /&gt;
&lt;br /&gt;
*If you suspect they have a Spy, you can keep the Medic's back to a corner for maximum protection, or have him stand in a difficult-to-reach place (like the tank on cp_snakewater last) or both.&lt;br /&gt;
&lt;br /&gt;
*Go Pyro for a second and spray flames around.&lt;br /&gt;
&lt;br /&gt;
*When checking hiding spots, remember that Spies like to stand on props.  Check vertically as well as horizontally! &lt;br /&gt;
&lt;br /&gt;
*Jumping and spamming crouch makes it more difficult to be headshot by the Ambassador.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Spy]]&lt;br /&gt;
*[[Spy (Highlander)]]&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>94.10.164.58</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Spy_(6v6)&amp;diff=7628</id>
		<title>Spy (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Spy_(6v6)&amp;diff=7628"/>
		<updated>2013-10-31T00:27:39Z</updated>

		<summary type="html">&lt;p&gt;94.10.164.58: /* Strategies + Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The Spy is considered an [[offclass]] in the [[6v6]] [[metagame]].  As a low health class, the Spy is designed to get behind the enemy team and get a [[Glossary#Metagame terms|Pick]] to turn the advantage in his teams favor.  Most often, this pick is the enemy [[Demoman]] or [[Medic]] and the objective is to use or drop the opposing team's uber.  The spy relies on the ability to be unexpected.  Thus, it is rare to run a Spy more than once or twice during a full game.  As a Spy, there is often only one chance to get a pick on the opposing team before the Spy's cover is blown and it is thereafter expected.  For a Spy offclass to be considered &amp;quot;worth it&amp;quot;, he must pick the enemy Demoman, Medic, or (when applicable) [[Heavy]].  As it is often a [[Scout]] or [[Soldier]] that offclasses to Spy, a pick on an opposing [[Scout]] or [[Soldier]] (or any offclass besides Heavy and [[Engineer]]) would be considered a [[trade]] and not a pick and will often not create a sufficient advantage.&lt;br /&gt;
&lt;br /&gt;
==Strategies + Tips==&lt;br /&gt;
&lt;br /&gt;
*Always focus on the Medic.  If you have to, pick the [[Demoman]], but there is only one try when running a Spy.  Make it worth it.&lt;br /&gt;
&lt;br /&gt;
*Try to make sure that you time your attack with your team. If you attack when the enemy team is preoccupied by your combos spam you have a much higher chance to get a pick.&lt;br /&gt;
&lt;br /&gt;
*Be patient! Sometimes waiting for just a moment will give you the opening you need to get a pick, but don't wait too long or your opportunity might be lost.&lt;br /&gt;
&lt;br /&gt;
*Switching to Spy whilst you're on the defense is considered not a good idea. Try offclassing to Spy when your team has the advantage, that way your team is not put at a major disadvantage should you fail your pick attempt.&lt;br /&gt;
&lt;br /&gt;
*Your cloak management and movement are the most important attributes of going for your pick. Conserve your cloak, learn ammo pack locations, and try to move as quick as possible whilst at the same time avoiding as much spam as possible.&lt;br /&gt;
&lt;br /&gt;
*Disguising as an enemy Scout does not lose any speed like you would if you disguised as an enemy [[Demoman |Demo]] or [[Soldier]]. Jump and crouch a lot to disguise your slower speed.&lt;br /&gt;
&lt;br /&gt;
*When pushing last, you can disguise as a friendly Sniper and peek at the enemy to give the impression you are playing Sniper instead of Spy, because teams almost never run two pick classes.  &lt;br /&gt;
&lt;br /&gt;
*If your pick is successful and there is no other immediate backstab available, use your Revolver and deal as much damage as possible to the next most important targets (the Demoman or Pocket Soldier).&lt;br /&gt;
&lt;br /&gt;
*If available, the Cloak &amp;amp; Dagger is an excellent tool in timing your pick. Consider it at all times, especially when pushing last.&lt;br /&gt;
&lt;br /&gt;
*If available, another way to play is to use the Dead Ringer. You can fake the death of an important class, such as Demo, Medic or Heavy, make them push, and then have an even fight with your full team against theirs. However this is very situational and can instantly reveal your presence as a Spy against knowledgeable players, leaving you at a disadvantage due to the Dead Ringer's predictability.&lt;br /&gt;
&lt;br /&gt;
*Always ask yourself whether it's more effective to run a Spy or a Sniper. In most situations, the Sniper is more effective at getting picks than the Spy, can live for longer, and have multiple attempts.&lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
&lt;br /&gt;
*The key to beating a Spy is awareness.  Be wary of Scouts or roamers suiciding, they could be switching to Spy.  In matches, stalk the other team so you can see if they have a player who likes to play Spy.&lt;br /&gt;
&lt;br /&gt;
*If you suspect they have a Spy, you can keep the Medic's back to a corner for maximum protection, or have him stand in a difficult-to-reach place (like the tank on cp_snakewater last) or both.&lt;br /&gt;
&lt;br /&gt;
*Go Pyro for a second and spray flames around.&lt;br /&gt;
&lt;br /&gt;
*When checking hiding spots, remember that Spies like to stand on props.  Check vertically as well as horizontally! &lt;br /&gt;
&lt;br /&gt;
*Jumping and spamming crouch makes it more difficult to be headshot by the Ambassador.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Spy]]&lt;br /&gt;
*[[Spy (Highlander)]]&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>94.10.164.58</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Spy_(6v6)&amp;diff=7627</id>
		<title>Spy (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Spy_(6v6)&amp;diff=7627"/>
		<updated>2013-10-31T00:08:09Z</updated>

		<summary type="html">&lt;p&gt;94.10.164.58: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The Spy is considered an [[offclass]] in the [[6v6]] [[metagame]].  As a low health class, the Spy is designed to get behind the enemy team and get a [[Glossary#Metagame terms|Pick]] to turn the advantage in his teams favor.  Most often, this pick is the enemy [[Demoman]] or [[Medic]] and the objective is to use or drop the opposing team's uber.  The spy relies on the ability to be unexpected.  Thus, it is rare to run a Spy more than once or twice during a full game.  As a Spy, there is often only one chance to get a pick on the opposing team before the Spy's cover is blown and it is thereafter expected.  For a Spy offclass to be considered &amp;quot;worth it&amp;quot;, he must pick the enemy Demoman, Medic, or (when applicable) [[Heavy]].  As it is often a [[Scout]] or [[Soldier]] that offclasses to Spy, a pick on an opposing [[Scout]] or [[Soldier]] (or any offclass besides Heavy and [[Engineer]]) would be considered a [[trade]] and not a pick and will often not create a sufficient advantage.&lt;br /&gt;
&lt;br /&gt;
==Strategies + Tips==&lt;br /&gt;
&lt;br /&gt;
*Always focus on the Medic.  If you have to, pick the [[Demoman]], but there is only one try when running a Spy.  Make it worth it.&lt;br /&gt;
&lt;br /&gt;
*Try to make sure that you time your attack as spy with your team. If you attack when the enemy team is preoccupied by your combos spam you have a much higher chance to get a pick.&lt;br /&gt;
&lt;br /&gt;
*Be patient! Sometimes waiting for just a moment will give you the opening you need to get a pick, but don't wait too long or your opportunity might be lost.&lt;br /&gt;
&lt;br /&gt;
*Be sure to walk backwards.&lt;br /&gt;
&lt;br /&gt;
*Disguise as enemy scout, you might be spotted earlier because you move slower than a &amp;quot;real&amp;quot; scout, but you don't lose any speed like you would if you disguised as enemy [[demoman |demo]] or [[soldier]].  Jump and crouch a lot to disguise your slower speed.&lt;br /&gt;
&lt;br /&gt;
*When pushing last, you can disguise as a friendly Sniper and peek at the enemy to give the impression you are playing Sniper instead of Spy, because teams almost never run two pick classes.  &lt;br /&gt;
&lt;br /&gt;
*Consider using the Kunai over the Stock Knife, if it's available.  It gives you a 50% health boost after a stab, enabling you to  maybe get another pick with the revolver.  The disadvantage is being very fragile when peeking as a Sniper and being unable to get a revolver pick after failing a stab.&lt;br /&gt;
&lt;br /&gt;
*Another way to play is to use the Dead Ringer.  You can fake the death of an important class when holding last, such as Demo or Heavy, make them push, and then win with your full team against theirs.     While it drops a Spy corpse and a death cry, competitive players usually turn ragdolls off to increase FPS, and you don't lose anything because the Dead Ringer gives you temporary invincibility.&lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
&lt;br /&gt;
*The key to beating a Spy is awareness.  Be wary of Scouts or roamers suiciding, they could be switching to Spy.  In matches, stalk the other team so you can see if they have a player who likes to play Spy.&lt;br /&gt;
&lt;br /&gt;
*If you suspect they have a Spy, you can keep the Medic's back to a corner for maximum protection, or have him stand in a difficult-to-reach place (like the tank on cp_snakewater last) or both.&lt;br /&gt;
&lt;br /&gt;
*Go Pyro for a second and spray flames around.&lt;br /&gt;
&lt;br /&gt;
*When checking hiding spots, remember that Spies like to stand on props.  Check vertically as well as horizontally! &lt;br /&gt;
&lt;br /&gt;
*Jumping and spamming crouch makes it more difficult to be headshot by the Ambassador.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Spy]]&lt;br /&gt;
*[[Spy (Highlander)]]&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>94.10.164.58</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Spy&amp;diff=7626</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Spy&amp;diff=7626"/>
		<updated>2013-10-31T00:04:28Z</updated>

		<summary type="html">&lt;p&gt;94.10.164.58: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SpyIcon.png|200px|right]]&lt;br /&gt;
The '''Spy''' is a suave backstabbing rogue that has the ability to insta-kill any class in the game with their knife.  Spies are valued in that they can position themselves as they see fit with their Cloak and can get important [[Glossary#Metagame terms|Picks]] through the manipulation and deception of the enemy team.  The Spy arguably has below average direct combat ability, as he is solely designed to only get one or two kills at a time.  As a pick class, the Spy will usually target the enemy [[Demoman]], [[Heavy]] or [[Medic]] and either get the Medic to pop or drop his [[Übercharge]]. The Spy is also capable of incapacitating and destroying the [[Engineer]]'s buildings.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Spy (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Spy is considered an offclass due to his unreliable damage output and weakness, if a Spy is played they will usually only get one chance at getting a pick. Because of this, the Spy is rarely used and will most often target the enemy Medic or Demoman to get a pick worth more than his own life. A team might use a Spy when the enemy Medic has a large advantage, or to get an important pick over the enemy team and end a stalemate.&lt;br /&gt;
&lt;br /&gt;
In terms of assassination power, the Spy has less potential than the Sniper, so be wary when running a Spy. A Sniper can shoot multiple times and get multiple picks, a Spy will usually only get once chance for one pick. The Spy is commonly used as a surprise tactic for breaking stalemates against teams too wary of Snipers or Roamer bombings. However the Spy is still largely situational and most teams will prefer a Sniper. &lt;br /&gt;
&lt;br /&gt;
There are benefits to running a Spy however. You can check the enemy Medic's Uber percentage and choice of Medigun, call surprise offclasses and where the enemy is positioned. The Spy can also be utilised for backcapping due to his cloak allowing him to traverse the map easily and undisturbed.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
&lt;br /&gt;
{{main|Spy (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Spy is used as a support class. He is often used to pick the enemy Medic, Heavy, Demoman, Sniper, Engineer, or any key targets that are giving his team trouble.  Spies in Highlander must be aware that the enemy team has a full-time [[Pyro]] and is [[spychecking]] more often, leaving the Spy with less opportunities for picks.&lt;br /&gt;
&lt;br /&gt;
The Spy is also the best scouting class in the game, providing invaluable information for his team. He can find how far along a [[Medic]] is to fully charging his ubercharge, where the enemy team is located, and in what direction they are moving towards in the safety provided by his watches.&lt;br /&gt;
&lt;br /&gt;
==Trickstabs==&lt;br /&gt;
&lt;br /&gt;
When spotted or confronted by an enemy, a spy is almost always put at a disadvantage, due to his low damage output on primaries. In times of need, Spies may use [[trickstabs]] to place themselves behinds the enemy, for a very risky stab. The are a multitude of ways to do so. For an example, the most popular trickstab involves jumping over an elevated area (ex: stairs) to get over the enemy's head and stab them from above. One variation of this is the understab, a reverse situation in which an enemy jumps to you, but you move in another direction to backstab them. Another trickstab is the cornerstab, a maneuver in which after rounding a corner with an enemy chasing, the Spy goes back around the corner wide and gets the backstab on them. Possibly the most difficult to apply are strafe stabs. These stabs trick the enemy into looking one way, then you move another in order to expose their back. Various names include the Strafe and Snap, the Matador and the Tango stab.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
{{Template:Class Spy Primary Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class Spy Secondary Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class Spy PDA Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class Spy Melee Table}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Spy (6v6)]]&lt;br /&gt;
*[[Spy (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://steamcommunity.com/sharedfiles/filedetails/?id=144086729# DarkNecrid's Comprehensive Pub &amp;amp; Competitive Spy Guide]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>94.10.164.58</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Spy&amp;diff=7625</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Spy&amp;diff=7625"/>
		<updated>2013-10-30T23:59:22Z</updated>

		<summary type="html">&lt;p&gt;94.10.164.58: /* 6v6 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SpyIcon.png|200px|right]]&lt;br /&gt;
The '''Spy''' is a suave backstabbing rogue that has the ability to insta-kill any class in the game with their knife.  Spies are valued in that they can get important [[Glossary#Metagame terms|Picks]] through the manipulation and deception of the enemy team.  The Spy arguably has the worst direct combat ability, as is solely designed to only get one or two kills at a time.  As a pick class, the Spy will usually target the enemy [[Demoman]], [[Heavy]] or [[Medic]] and either get the Medic to pop or drop his [[Übercharge]]. The Spy is also capable of incapacitating and destroying the [[Engineer]]'s buildings.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Spy (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Spy is considered an offclass due to his unreliable damage output and weakness, if a Spy is played they will usually only get one chance at getting a pick. Because of this, the Spy is rarely used and will most often target the enemy Medic or Demoman to get a pick worth more than his own life. A team might use a Spy when the enemy Medic has a large advantage, or to get an important pick over the enemy team and end a stalemate.&lt;br /&gt;
&lt;br /&gt;
In terms of assassination power, the Spy has less potential than the Sniper, so be wary when running a Spy. A Sniper can shoot multiple times and get multiple picks, a Spy will usually only get once chance for one pick. The Spy is commonly used as a surprise tactic for breaking stalemates against teams too wary of Snipers or Roamer bombings. However the Spy is still largely situational and most teams will prefer a Sniper. &lt;br /&gt;
&lt;br /&gt;
There are benefits to running a Spy however. You can check the enemy Medic's Uber percentage and choice of Medigun, call surprise offclasses and where the enemy is positioned. The Spy can also be utilised for backcapping due to his cloak allowing him to traverse the map easily and undisturbed.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
&lt;br /&gt;
{{main|Spy (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Spy is often used to pick the enemy Medic, Heavy, Demoman, Sniper, and Engineer.  Spies in Highlander must be aware that the enemy team has a full-time [[Pyro]] and is [[spychecking]] more often, leaving the Spy with less opportunities for picks.&lt;br /&gt;
&lt;br /&gt;
The Spy is also the best scouting class in the game, providing invaluable information for his team. He can find how far along a [[Medic]] is to fully charging his ubercharge, where the enemy team is located, and in what direction they are moving towards in the safety provided by his watches.&lt;br /&gt;
&lt;br /&gt;
==Trickstabs==&lt;br /&gt;
&lt;br /&gt;
When spotted or confronted by an enemy, a spy is almost always put at a disadvantage, due to his low damage output on primaries. In times of need, Spies may use [[trickstabs]] to place themselves behinds the enemy, for a very risky stab. The are a multitude of ways to do so. For an example, the most popular trickstab involves jumping over an elevated area (ex: stairs) to get over the enemy's head and stab them from above. One variation of this is the understab, a reverse situation in which an enemy jumps to you, but you move in another direction to backstab them. Another trickstab is the cornerstab, a maneuver in which after rounding a corner with an enemy chasing, the Spy goes back around the corner wide and gets the backstab on them. Possibly the most difficult to apply are strafe stabs. These stabs trick the enemy into looking one way, then you move another in order to expose their back. Various names include the Strafe and Snap, the Matador and the Tango stab.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
{{Template:Class Spy Primary Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class Spy Secondary Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class Spy PDA Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class Spy Melee Table}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Spy (6v6)]]&lt;br /&gt;
*[[Spy (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://steamcommunity.com/sharedfiles/filedetails/?id=144086729# DarkNecrid's Comprehensive Pub &amp;amp; Competitive Spy Guide]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>94.10.164.58</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Spy&amp;diff=7624</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Spy&amp;diff=7624"/>
		<updated>2013-10-30T23:54:06Z</updated>

		<summary type="html">&lt;p&gt;94.10.164.58: /* Trickstabs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SpyIcon.png|200px|right]]&lt;br /&gt;
The '''Spy''' is a suave backstabbing rogue that has the ability to insta-kill any class in the game with their knife.  Spies are valued in that they can get important [[Glossary#Metagame terms|Picks]] through the manipulation and deception of the enemy team.  The Spy arguably has the worst direct combat ability, as is solely designed to only get one or two kills at a time.  As a pick class, the Spy will usually target the enemy [[Demoman]], [[Heavy]] or [[Medic]] and either get the Medic to pop or drop his [[Übercharge]]. The Spy is also capable of incapacitating and destroying the [[Engineer]]'s buildings.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Spy (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Spy is considered an offclass due to his unreliable damage output and weakness, if a Spy is played they will usually only get one chance at getting a pick. Because of this, the Spy is rarely used and will most often target the enemy Medic or Demoman to get a pick worth more than his own life. A team might use a Spy when the enemy Medic has a large advantage, or to get an important pick over the enemy team and end a stalemate.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
&lt;br /&gt;
{{main|Spy (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Spy is often used to pick the enemy Medic, Heavy, Demoman, Sniper, and Engineer.  Spies in Highlander must be aware that the enemy team has a full-time [[Pyro]] and is [[spychecking]] more often, leaving the Spy with less opportunities for picks.&lt;br /&gt;
&lt;br /&gt;
The Spy is also the best scouting class in the game, providing invaluable information for his team. He can find how far along a [[Medic]] is to fully charging his ubercharge, where the enemy team is located, and in what direction they are moving towards in the safety provided by his watches.&lt;br /&gt;
&lt;br /&gt;
==Trickstabs==&lt;br /&gt;
&lt;br /&gt;
When spotted or confronted by an enemy, a spy is almost always put at a disadvantage, due to his low damage output on primaries. In times of need, Spies may use [[trickstabs]] to place themselves behinds the enemy, for a very risky stab. The are a multitude of ways to do so. For an example, the most popular trickstab involves jumping over an elevated area (ex: stairs) to get over the enemy's head and stab them from above. One variation of this is the understab, a reverse situation in which an enemy jumps to you, but you move in another direction to backstab them. Another trickstab is the cornerstab, a maneuver in which after rounding a corner with an enemy chasing, the Spy goes back around the corner wide and gets the backstab on them. Possibly the most difficult to apply are strafe stabs. These stabs trick the enemy into looking one way, then you move another in order to expose their back. Various names include the Strafe and Snap, the Matador and the Tango stab.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
{{Template:Class Spy Primary Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class Spy Secondary Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class Spy PDA Table}}&lt;br /&gt;
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{{Template:Class Spy Melee Table}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Spy (6v6)]]&lt;br /&gt;
*[[Spy (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://steamcommunity.com/sharedfiles/filedetails/?id=144086729# DarkNecrid's Comprehensive Pub &amp;amp; Competitive Spy Guide]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>94.10.164.58</name></author>
		
	</entry>
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