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	<id>http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GrampaSwood</id>
	<title>comp.tf - User contributions [en]</title>
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	<updated>2026-05-05T02:04:46Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>http://comp.tf/index.php?title=Medic&amp;diff=66757</id>
		<title>Medic</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic&amp;diff=66757"/>
		<updated>2021-11-21T17:54:56Z</updated>

		<summary type="html">&lt;p&gt;GrampaSwood: /* 6v6 */ July 11 fixed an infinite heal exploit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MedicIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Medic]]&lt;br /&gt;
The Medic is a maniacal German scientist who is capable of healing his teammates and making them invulnerable for short periods of time. In [[6v6]], the Medic makes up a key component of the combo, along with the pocket [[Soldier]]/[[Scout]]. In [[Highlander]], the combo usually consists of a Medic, [[Heavy]], and [[Demoman]]. As the Medic does not need to focus on aim, Medics generally act as [[callers]] for their teams. However, in higher-level play, Medics who maincall aren't as common, mostly because they are not able to be as aware of the other team's position as other teammates. Medic duties generally include keeping the team fully buffed, timing and leading pushes, and tracking enemy Übers.  Skills required from a Medic differ from division to division.  Generally, Medics are expected to die less, heal hurt teammates, and Über at the appropriate times.  At higher levels, Medics who can surf, position themselves well, hit arrows consistently, and defend themselves with their primary and melee are more common.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Medic (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In [[6v6]] there is a restriction of 1 Medic per team.&lt;br /&gt;
&lt;br /&gt;
The '''Medic''' is a vital part of any [[6v6]] team, with his ability to use ÜberCharges or KritzCharges on teammates for pushes from point to point or for saving teammates. Due to this, he is usually the most targeted player by the enemy team. If a team loses a Medic they are posed with a large disadvantage of no heals, and may be pushed back to another point or even lose the game. As the Medics ÜberCharge is an important part of a match, they will usually be protected well by the pocket [[Scout]] - In some cases, the Medic may have to be escorted by their pocket [[Scout]] while he gets a health pack. Medics will usually communicate their ÜberCharge percentage as well as their position to their team so they can prepare pushes and defenses, and be ready for an enemy push. Because of the importance of the ÜberCharge, the common phrase ''''Pop it, don't drop it'''' is used.&lt;br /&gt;
&lt;br /&gt;
In [[6v6]] the more commonly used Medi Guns are the stock [http://wiki.teamfortress.com/wiki/Medigun Medigun] and the [http://wiki.teamfortress.com/wiki/Kritzkrieg Kritzkrieg], but in [[ESEA]] the [http://wiki.teamfortress.com/wiki/Vaccinator Vaccinator] is also allowed. Most Medics usually use the default Medi Gun or the Kritzkrieg. The Quick-Fix was occasionally used before the July 10, 2013 patch which buffed it. As a result of the buff, it has banned in every 6v6 league, including UGC and RGL. The Vaccinator is banned in every 6v6 league. Some Medics will switch Medi Gun depending on the situation, sometimes surprising enemies with a KritzCharge usually done with the [[Demoman]] for maximum damage output. &lt;br /&gt;
&lt;br /&gt;
There are multiple Medic melees that can be used. The most common melee is the [http://wiki.teamfortress.com/wiki/Ubersaw Ubersaw], which has a powerful attribute that gives 25% Ubercharge per hit with the downside of slower swing speed. However, the situations in which this can be used can be fringe and its benefit can sometimes never come up within a match. The [http://wiki.teamfortress.com/wiki/Solemn_Vow Solemn Vow] was unbanned in Mid 2020, and has still not been fully explored. It allows the Medic to be able to view the enemy Medic's Ubercharge and enemy player's health. However, the Medic has to be in full-sight of the player in order to make use of it. Due to its stats, it can allow for Medics to call-out players who are weak and even help the Medic see if they have Uber advantage. Due to the fact that the Medic has to be in direct sightline of the enemy, it can sometimes only be useful when the Medic is in poor positioning. Both the [http://wiki.teamfortress.com/wiki/Vitasaw Vitasaw] and the [http://wiki.teamfortress.com/wiki/Amputator Amputator], have very situational uses and are thus rarely used in competitive gameplay&lt;br /&gt;
&lt;br /&gt;
'''Famous 6v6 Medics include:'''&lt;br /&gt;
* [[Mirelin]]   - Previously in [[Broder]]   ([[ETF2L]])&lt;br /&gt;
* [[F2]]        - Previously in [[Epsilon eSports]] ([[ETF2L]])&lt;br /&gt;
* [[Shade]]     - [[froyotech]] ([[ESEA]])&lt;br /&gt;
* [[Whiteglow]] - [[Last Man Standing]], msh ([[ETF2L]])&lt;br /&gt;
* [[Bonobo]] - [[Team Immunity]] ([[ozfortress]])&lt;br /&gt;
* [[Harbleu]]   - [[Classic Mixup]] ([[ESEA]])&lt;br /&gt;
* [[Byte]]      - ([[ETF2L]])&lt;br /&gt;
* [[Pyyyour]]   - ([[ESEA]])&lt;br /&gt;
* [[KnoxXx]]     - Previously in [[Epsilon eSports]] ([[ETF2L]])&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Medic (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
The Medic has nearly the same role as he does in 6v6; healing his teammates and using his ÜberCharges to turn the tide of a match. Instead of a Soldier or Scout, the Medic has a Heavy and/or Demoman as his pocket. Highlander Medic play-style tends to be more defensive or cautious than 6's as classes like Spy and Sniper are run permanently.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Syringe Gun&lt;br /&gt;
|link = Syringe_Gun&lt;br /&gt;
|description = The '''Syringe Gun''' is the Medic's default primary, shooting syringes, or &amp;quot;needles&amp;quot; at it's target. The syringes fired are projectiles, which means that the player will have to lead their target in order to hit them consistently. The Syringe Gun is a mediocre self-defense weapon, with each syringe doing 5-12 damage, and should only be used when absolutely necessary.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|rgl6s = always&lt;br /&gt;
|rglhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Overdose&lt;br /&gt;
|description = The '''Overdose''' is an alternate primary for the Medic, and functions similarly to the default Syringe Gun. The Overdose's needles do 15% less damage compared to that of the default and likewise, should only be used in very extreme situations. The upside to the Overdose is that it grants an active (the player needs to have the Overdose out) movement speed bonus based on how much ÜberCharge the Medic has. For every 10% of ÜberCharge that the Medic has, the Overdose will grant a 2% movement bonus. At full ÜberCharge, the medic moves at 127% movement speed, which is second only to the Scout, moving at 133%.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Crusader's Crossbow&lt;br /&gt;
|link = Crusader's_Crossbow&lt;br /&gt;
|description = The '''Crusader's Crossbow''' is an alternate primary weapon for the Medic, and functions completely different from any of the other primaries. It shoots a large syringe, and only one at a time. It is the worst option for self-defense and as such should almost never be used in life or death situations, and the Medic should instead resort to his melee. The large syringes that the Crusader's Crossbow fires, however, are very unique and can allow for very clutch moments if the Medic knows how to aim properly. The large syringes do damage based on distance traveled (reverse falloff), up to 75 damage at maximum range. However, if the Medic hits a teammate, the damage that would have been dealt will turn into health. The health scale is much larger, however, with the minimum health able to be received is 75, and the maximum 150. The healing mechanic can provide teammates with instant healing, and often times can save a teammates life. Healing a teammate with the Crusader's Crossbow builds ÜberCharge upon hit. The Crusader's Crossbow eventually got buffed so that it passively reloads, even if you instantly switch to another weapon.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Blutsauger&lt;br /&gt;
|description = The '''Blutsauger''' is an alternate primary for the Medic. Its damage, ammunition, and firing speed are all identical to the default Syringe Gun. However, whenever a player is hit with a Blutsauger needle, the Medic will get 3 additional health. The drawback is that the Medic's passive regen is decreased by 2 HP/second. This means that, instead of regenerating 3 health after being damaged, the Medic will only be given 1 health back, up to a maximum of 4 HP/second, instead of the default maximum of 6 HP/second.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Medi Gun&lt;br /&gt;
|link = Medi_Gun&lt;br /&gt;
|description = The '''Medi Gun''' is the Medic's default primary that heals damage dealt to teammates and can heal a player to 150% of their health. This extra 50% is known as overheal or buff. The Medi Gun heals at 24 health per second. If a patient has not taken damage for 10 seconds, the heal rate will increase linearly with time up to a maximum of 72 heal per second at 15 seconds. Newly spawned teammates will also be healed at 72 health per second. The ÜberCharge will be fully charged in 40 seconds at maximum (healing damaged teammates, not at 150% health) and 80 seconds at the minimum (healing only buffed teammates).&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|rgl6s = always&lt;br /&gt;
|rglhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Kritzkrieg&lt;br /&gt;
|description = The '''Kritzkrieg''' is an unlockable secondary for the Medic. Its healing rate is identical to the default Medi Gun. However, the Kritzkrieg charges 25% faster than the default Medi Gun, or in 32 seconds at maximum rate rather than 40 seconds. The invulnerability ÜberCharge is replaced by a charge bestowing the patient with a 100% critical chance. Due to this fast charge rate, the Kritzkrieg is usually used when both Medics die within close timing (to get an advantage in ÜberCharge) or on small maps, such as King of the Hill.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Quick-Fix&lt;br /&gt;
|description = The '''Quick-Fix''' is a very unique secondary for the Medic. It not only has a faster healing rate but a very unique ÜberCharge.  Its ÜberCharge prevents movement-altering attacks and increases the rate of healing on any selected healtarget. The Quick-Fix can only heal teammates to 125% of their health. The Quick-Fix isn't used very often in competitive play. It's mostly used in times where the server's map time is too low to build a normal ÜberCharge. It is most commonly used on King of the Hill maps when the team is pinched for time, and the Medic needs to deliver heals to the point quickly. It can no longer be used on Payload and Capture Point maps for clutch last-minute plays to fling the Medic toward the desired capture point to stall for time or capture a point due to the Tough Break Update.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = false&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Vaccinator&lt;br /&gt;
|description = The '''Vaccinator''' is one of the most interesting secondaries for the Medic. It gives an incredibly slow overheal (66% slower), with three distinct Übers that each last two seconds.  You can access one, two, or three, Übers at once, ÜberCharging the Medic and his patient for two, four, six, or the full eight seconds. With The Vaccinator, you can build Über in just ten seconds. Its Über allows the Medic and his healtarget to block 75% of any incoming damage of the selected damage type as well as substantially less damage from crits. If the patient takes damage from the selected type of attack, a small percentage of health will go to the Medic during the Über, healing him for the duration of the Über. Matching the type of incoming damage will also build über faster. The Vaccinator has been used mostly on Control Point maps and is perfect for blocking and withstanding an enemy Medic's Über while defending the last Control Point. After blocking the enemy Medic's incoming Über, the Medic can then go back into spawn and switch out for a different Medigun, and begin building for a more even Über advantage. The Vaccinator is used very rarely even in comparison to the Quick-Fix.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|rgl6s = false&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Bonesaw&lt;br /&gt;
|description = The '''Bonesaw''' is the default medic melee weapon. It is rarely used, due to the utility of the other melee unlocks.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|rgl6s = always&lt;br /&gt;
|rglhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Ubersaw&lt;br /&gt;
|description = The '''Ubersaw''' is the most widely used medic melee in competitive TF2, because it allows medics to gain 25% uber from each saw. This puts their team at an immediate build advantage for their uber. It is often featured in fragmovies, as it is possible to save last by getting a kill with it and blocking the point with uber. A known bug is cloaked or disguise spies give no uber charge percentile.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Amputator&lt;br /&gt;
|description = The '''Amputator''' was once a direct upgrade of the bonesaw, but has been patched and now has a 20% damage penalty. It gives +3 health per second when active and it also has a special taunt, which is an area-of-effect heal, which is useful when large numbers of teammates require heals. However, the taunt heals quite slowly. Of course, when taunting the Medic is left with no movement for a number of seconds and the healing does build ubercharge.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Vita-Saw&lt;br /&gt;
|description = Running the '''Vita-Saw''' means that the medic sacrifices 10 points of his max health in exchange for the ability to keep uber upon death if he has hit an enemy with a melee swing. Each successful swing will let him retain 15% of his uber meter in his next life up to a total of 60% if the medic lands 4 successful swings and has at least 60% uber filled when dying. The successful swings the medic has hit are counted on the screen as organs. The damage output and swing speed are identical to the stock Bonesaw.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Solemn Vow&lt;br /&gt;
|link = Solemn_Vow&lt;br /&gt;
|description = Due to the '''Solemn Vow''''s ability to view the enemy health points and ubercharge percentage, it can be very useful for coordinating pushes and focus firing hurt players. In highlander, the role it plays is not as important, as all information obtained could easily be discovered by a spy. Not only that, but it promotes the Medic being in the sightline of the other Medic.  Not only is this dangerous, but promotes individual aggressive behavior, which often leads to death. The Solemn Vow has -10% swing speed.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Medic (6v6)]]&lt;br /&gt;
*[[Medic (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>GrampaSwood</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=6v6_Global_Whitelist&amp;diff=63662</id>
		<title>6v6 Global Whitelist</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=6v6_Global_Whitelist&amp;diff=63662"/>
		<updated>2020-05-09T19:42:21Z</updated>

		<summary type="html">&lt;p&gt;GrampaSwood: /* Whitelist */ Base jumper is allowed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The Global Whitelist''' for the [[6v6]] competitive format was released on September 8th, 2016 after weeks of discussion between league representatives and top players all over the world in an effort to standardize the competitive format.&amp;lt;ref name=&amp;quot;Global whitelist unveiled&amp;quot;&amp;gt;[http://tf.gg/36168/ Global whitelist unveiled]&amp;lt;/ref&amp;gt; It was a major milestone because of the large variety of unlocks previously banned since their releases being unbanned except for the overly broken ones. &lt;br /&gt;
&lt;br /&gt;
Over time, the Global Whitelist has undergone iterations and changes based on community feedback. These revisions occur between seasons of the major leagues. &amp;lt;ref name=&amp;quot;Adjustments made to global whitelist&amp;quot;&amp;gt;[http://tf.gg/36194 Adjustments made to global whitelist]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All leagues supporting 6v6 have so far accepted the Global Whitelist ([[UGC|UGC]], [[ETF2L|ETF2L]], [[ozfortress|ozfortress]], and [[AsiaFortress|AsiaFortress]]). [[ESEA|ESEA]] has since withdrawn and uses their own whitelist.&lt;br /&gt;
&lt;br /&gt;
== Whitelist ==&lt;br /&gt;
{{Box|start}}&lt;br /&gt;
{{Scout Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Scattergun = 1&lt;br /&gt;
| Baby Face's Blaster = 1&lt;br /&gt;
| Back Scatter = 1&lt;br /&gt;
| Force-A-Nature = 1&lt;br /&gt;
| Shortstop = 1&lt;br /&gt;
| Soda Popper = &lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Pistol = 1&lt;br /&gt;
| Bonk! Atomic Punch = &lt;br /&gt;
| Crit-A-Cola = &lt;br /&gt;
| Flying Guillotine = &lt;br /&gt;
| Mad Milk = &lt;br /&gt;
| Pretty Boy's Pocket Pistol = &lt;br /&gt;
| Winger = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bat = 1&lt;br /&gt;
| Atomizer = 1&lt;br /&gt;
| Boston Basher = 1&lt;br /&gt;
| Candy Cane = 1&lt;br /&gt;
| Fan O'War = 1&lt;br /&gt;
| Sandman = 1&lt;br /&gt;
| Sun-on-a-Stick = 1&lt;br /&gt;
| Wrap Assassin = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Soldier Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Rocket Launcher = 1&lt;br /&gt;
| Air Strike = 1&lt;br /&gt;
| Beggar's Bazooka = 1&lt;br /&gt;
| Black Box = 1&lt;br /&gt;
| Cow Mangler 5000 = &lt;br /&gt;
| Direct Hit = 1&lt;br /&gt;
| Liberty Launcher = 1&lt;br /&gt;
| Original = 1&lt;br /&gt;
| Rocket Jumper = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| B.A.S.E. Jumper = &lt;br /&gt;
| Battalion's Backup = 1&lt;br /&gt;
| Buff Banner = 1&lt;br /&gt;
| Concheror = 1&lt;br /&gt;
| Gunboats = 1&lt;br /&gt;
| Mantreads = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = &lt;br /&gt;
| Righteous Bison = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Shovel = 1&lt;br /&gt;
| Disciplinary Action = &lt;br /&gt;
| Equalizer = 1&lt;br /&gt;
| Escape Plan = 1&lt;br /&gt;
| Half-Zatoichi = 1&lt;br /&gt;
| Market Gardener = 1&lt;br /&gt;
| Pain Train = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Pyro Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Flame Thrower = 1&lt;br /&gt;
| Backburner = 1&lt;br /&gt;
| Degreaser = 1&lt;br /&gt;
| Dragon’s Fury = 1&lt;br /&gt;
| Phlogistinator = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Detonator = &lt;br /&gt;
| Flare Gun = 1&lt;br /&gt;
| Gas Passer = &lt;br /&gt;
| Manmelter = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Reserve Shooter = &lt;br /&gt;
| Scorch Shot = &lt;br /&gt;
| Thermal Thruster = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Fire Axe = 1&lt;br /&gt;
| Axtinguisher = 1&lt;br /&gt;
| Back Scratcher = 1&lt;br /&gt;
| Homewrecker = 1&lt;br /&gt;
| Hot Hand = 1&lt;br /&gt;
| Neon Annihilator = 1&lt;br /&gt;
| Powerjack = 1&lt;br /&gt;
| Sharpened Volcano Fragment = 1&lt;br /&gt;
| Third Degree = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|end}}{{Box|start}}&lt;br /&gt;
{{Demoman Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Grenade Launcher = 1&lt;br /&gt;
| Ali Baba's Wee Booties = 1&lt;br /&gt;
| B.A.S.E. Jumper = 1&lt;br /&gt;
| Iron Bomber = 1&lt;br /&gt;
| Loch-n-Load = 1&lt;br /&gt;
| Loose Cannon = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Stickybomb Launcher = 1&lt;br /&gt;
| Chargin' Targe = 1&lt;br /&gt;
| Quickiebomb Launcher = 1&lt;br /&gt;
| Scottish Resistance = 1&lt;br /&gt;
| Splendid Screen = 1&lt;br /&gt;
| Sticky Jumper = 1&lt;br /&gt;
| Tide Turner = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bottle = 1&lt;br /&gt;
| Claidheamh Mòr = 1&lt;br /&gt;
| Eyelander = 1&lt;br /&gt;
| Half-Zatoichi = 1&lt;br /&gt;
| Pain Train = 1&lt;br /&gt;
| Persian Persuader = 1&lt;br /&gt;
| Scotsman's Skullcutter = 1&lt;br /&gt;
| Ullapool Caber = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Heavyweapons Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Minigun = 1&lt;br /&gt;
| Brass Beast = 1&lt;br /&gt;
| Huo-Long Heater = 1&lt;br /&gt;
| Natascha = &lt;br /&gt;
| Tomislav = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Buffalo Steak Sandvich = &lt;br /&gt;
| Dalokohs Bar = 1&lt;br /&gt;
| Family Business = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Sandvich = 1&lt;br /&gt;
| Second Banana = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Fists = 1&lt;br /&gt;
| Eviction Notice = 1&lt;br /&gt;
| Fists of Steel = &lt;br /&gt;
| Gloves of Running Urgently = 1&lt;br /&gt;
| Holiday Punch = 1&lt;br /&gt;
| Killing Gloves of Boxing = 1&lt;br /&gt;
| Warrior's Spirit = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Engineer Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Shotgun = 1&lt;br /&gt;
| Frontier Justice = 1&lt;br /&gt;
| Panic Attack = 1&lt;br /&gt;
| Pomson 6000 = 1&lt;br /&gt;
| Rescue Ranger = &lt;br /&gt;
| Widowmaker = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Pistol = 1&lt;br /&gt;
| Short Circuit = &lt;br /&gt;
| Wrangler = &lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Wrench = 1&lt;br /&gt;
| Eureka Effect = 1&lt;br /&gt;
| Gunslinger = 1&lt;br /&gt;
| Jag = 1&lt;br /&gt;
| Southern Hospitality = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|end}}{{Box|start}}&lt;br /&gt;
{{Medic Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Syringe Gun = 1&lt;br /&gt;
| Blutsauger = 1&lt;br /&gt;
| Crusader's Crossbow = 1&lt;br /&gt;
| Overdose = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Medigun = 1&lt;br /&gt;
| Kritzkrieg = 1&lt;br /&gt;
| Quick-Fix = &lt;br /&gt;
| Vaccinator = &lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Bonesaw = 1&lt;br /&gt;
| Amputator = 1&lt;br /&gt;
| Solemn Vow = &lt;br /&gt;
| Übersaw = 1&lt;br /&gt;
| Vita-Saw = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Sniper Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Sniper Rifle = 1&lt;br /&gt;
| Bazaar Bargain = 1&lt;br /&gt;
| Classic = 1&lt;br /&gt;
| Hitman's Heatmaker = 1&lt;br /&gt;
| Huntsman = 1&lt;br /&gt;
| Machina = &lt;br /&gt;
| Sydney Sleeper = &lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| SMG = 1&lt;br /&gt;
| Cleaner's Carbine = 1&lt;br /&gt;
| Cozy Camper = 1&lt;br /&gt;
| Darwin's Danger Shield = 1&lt;br /&gt;
| Jarate = &lt;br /&gt;
| Razorback = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Kukri = 1&lt;br /&gt;
| Bushwacka = 1&lt;br /&gt;
| Shahanshah = 1&lt;br /&gt;
| Tribalman's Shiv = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Spy Weapon List&lt;br /&gt;
 &amp;lt;!-- Primary --&amp;gt;&lt;br /&gt;
| Revolver = 1&lt;br /&gt;
| Ambassador = 1&lt;br /&gt;
| Diamondback = 1&lt;br /&gt;
| Enforcer = 1&lt;br /&gt;
| L'Etranger = 1&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Sapper = 1&lt;br /&gt;
| Red-Tape Recorder = 1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Knife = 1&lt;br /&gt;
| Big Earner = 1&lt;br /&gt;
| Conniver's Kunai = 1&lt;br /&gt;
| Spy-cicle = 1&lt;br /&gt;
| Your Eternal Reward = 1&lt;br /&gt;
 &amp;lt;!-- Watch --&amp;gt;&lt;br /&gt;
| Invis Watch = 1&lt;br /&gt;
| Cloak and Dagger = 1&lt;br /&gt;
| Dead Ringer = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|end}}&lt;br /&gt;
{{Box|start|padding=250px}}&lt;br /&gt;
{{Box|break}}&lt;br /&gt;
{{Whitelist.tf|competitive_6v6|8195}}&lt;br /&gt;
{{Box|end}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-height:280px; overflow-y:scroll; overflow-x: auto; border:1px solid #DDD; border-style:solid none; margin-top: none; background-color:#FEFEFE;&amp;quot;&amp;gt;&lt;br /&gt;
'''September 8, 2016''' - [http://whitelist.tf/6356 Whitelist]&lt;br /&gt;
* The 6v6 Global Whitelist is adopted by the Team Fortress 2 competitive community.&amp;lt;ref name=&amp;quot;Global whitelist unveiled&amp;quot; /&amp;gt;&lt;br /&gt;
** Immediately after the initial announcement, a few changes were made due to community complaints. The Atomizer and B.A.S.E. Jumper now are kept banned.&amp;lt;ref name=&amp;quot;Adjustments made to global whitelist&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''January 14, 2017''' - &lt;br /&gt;
* Another meeting between league admins and top players is held after most leagues' seasons have ended and tried the first version of the Global Whitelist. It is decided that: &amp;lt;ref&amp;gt;[http://tf.gg/38829 Global Whitelist Lists Post-Meeting]&amp;lt;/ref&amp;gt;&lt;br /&gt;
** For [[Esports Arena Rewind 2017]], the Rescue Ranger, Jarate and Machina will be banned. &amp;lt;ref&amp;gt;[http://whitelist.tf/esa_rewind_2017 Esports Arena Rewind 2017 whitelist]&amp;lt;/ref&amp;gt;&lt;br /&gt;
** The PUG system [http://pug.champ.gg PugChamp] will try a new whitelist with the Rescue Ranger and Jarate banned as well as the Soda Popper, Dalokohs Bar, Pomson 6000, Quick Fix and Solemn Vow unbanned. &amp;lt;ref&amp;gt;[http://whitelist.tf/6772 Experimental PugChamp whitelist]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''January 21, 2017''' - [http://whitelist.tf/6853 Whitelist]&lt;br /&gt;
* [[ETF2L]] makes a post announcing the whitelist for [[ETF2L 6v6 Season 26]]. &amp;lt;ref&amp;gt;[http://etf2l.org/2017/01/21/season-26-provisional-tiers-map-pool-and-whitelist/#more-239063 ETF2L Season 26 Provisional tiers, Map pool and Whitelist]&amp;lt;/ref&amp;gt; The decision was taken along with [[ESEA]] for [[ESEA Season 24|S24]] and [[ozfortress]] for [[ozfortress Season 18|S18]].&lt;br /&gt;
** It is decided that the Rescue Ranger will remain banned while only Dalokohs Bar and Pomson 6000 will remain unbanned.&lt;br /&gt;
&lt;br /&gt;
'''January 25, 2017''' - [http://whitelist.tf/6839 Whitelist]&lt;br /&gt;
* The decision made by [[ETF2L]], [[ESEA]] and [[ozfortress]] on January 21, 2017 are being officially approved. &amp;lt;ref&amp;gt;[http://tf.gg/39025 Global Whitelist adjusted]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''May 9, 2017''' - [http://whitelist.tf/7210 Whitelist]&lt;br /&gt;
* Vaccinator and Jarate get banned.&amp;lt;ref&amp;gt;[http://tf.gg/41213/ May Global Whitelist Changes]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''October 21, 2017''' - [http://whitelist.tf/8030 Whitelist]&lt;br /&gt;
* Provisional measures were taken by the admin team due to the Jungle Update falling right in between seasons introducing new weapons, changes and bugs: &amp;lt;ref&amp;gt;[http://etf2l.org/2017/10/21/new-etf2l-season-28-whitelist/ New ETF2L Season 28 Whitelist]&amp;lt;/ref&amp;gt;&lt;br /&gt;
** Banned: Backburner, Beggar’s Bazooka, Dragon’s Fury, Gas Passer, Hot Hand, Mantreads, Panic Attack, Pretty Boy’s Pocket Pistol, Second Banana, Thermal Thruster &lt;br /&gt;
&lt;br /&gt;
'''December 26, 2017''' - [http://whitelist.tf/8195 Whitelist]&lt;br /&gt;
* A provisional whitelist is published for testing during the long preseason period:&amp;lt;ref&amp;gt;[http://tf.gg/45353 December Global Whitelist Changes]&amp;lt;/ref&amp;gt;&lt;br /&gt;
** Banned: Cow Mangler 5000, Natascha&lt;br /&gt;
** Unbanned: Backburner, Beggar’s Bazooka, Darwin’s Danger Shield, Gloves of Running Urgently, Hot Hand, Panic Attack, Second Banana, Thermal Thruster, Vita-Saw&lt;br /&gt;
** Unbanned for testing: B.A.S.E Jumper, Bonk! Atomic Punch, Gas Passer, Sandman&lt;br /&gt;
&lt;br /&gt;
'''January 19, 2019''' - [http://whitelist.tf/8477 Whitelist]&lt;br /&gt;
* Scorch Shot and Detonator get banned.&amp;lt;ref&amp;gt;[https://www.teamfortress.tv/51100/global-whitelist-january-update Global Whitelist January Update]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{reflist}}&lt;/div&gt;</summary>
		<author><name>GrampaSwood</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:128px-Rocket_Jumper.png&amp;diff=63661</id>
		<title>File:128px-Rocket Jumper.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:128px-Rocket_Jumper.png&amp;diff=63661"/>
		<updated>2020-05-09T19:41:45Z</updated>

		<summary type="html">&lt;p&gt;GrampaSwood: GrampaSwood uploaded a new version of File:128px-Rocket Jumper.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>GrampaSwood</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Backpack_Sticky_Jumper.png&amp;diff=63660</id>
		<title>File:Backpack Sticky Jumper.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Backpack_Sticky_Jumper.png&amp;diff=63660"/>
		<updated>2020-05-09T19:41:32Z</updated>

		<summary type="html">&lt;p&gt;GrampaSwood: GrampaSwood uploaded a new version of File:Backpack Sticky Jumper.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>GrampaSwood</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Spy&amp;diff=62443</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Spy&amp;diff=62443"/>
		<updated>2020-04-19T15:20:03Z</updated>

		<summary type="html">&lt;p&gt;GrampaSwood: Sappers &amp;gt; Sapper, sorry for the double edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SpyIcon.png|200px|right||link=http://wiki.teamfortress.com/wiki/Spy]]&lt;br /&gt;
The '''Spy''' is a suave backstabbing rogue that has the ability to insta-kill any class if they backstab someone 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 he 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, but a Spy will usually only get one chance for a pick and is almost certainly going to die after their attempt to pick someone. However, because spy is not often used in 6v6, players are generally less aware of spies, making them more likely to fall for disguises and backstabs. 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 utilized 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 fewer 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 charge 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;
==Techniques==&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 need to use one of the many techniques developed to deceive or lure their enemies in position for a stab that otherwise wouldn't be possible. These are called [[trickstabs]] and are often a technique highly exploited by most of the high-level spies.&lt;br /&gt;
&lt;br /&gt;
Some spy players may opt in to primarily use a gun, such as the [[Ambassador]], to snipe with. These players mainly stick behind their team's lines and focus on getting headshots to get kills. A good spy is said to be able to achieve Ambassador headshots and regular backstabs.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Revolver&lt;br /&gt;
|description = The '''Revolver''' deals a base damage of 40, with a clip of 6 rounds. This weapon is a perfect choice for Spies that prefer a constant damage-per-second take rather than a skill based damage increase.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Ambassador&lt;br /&gt;
|description = The '''Ambassador''' deals a base damage of 34, with a clip of 6 rounds. The Ambassador has the unique ability to take advantage of this accuracy with 102-damage headshots. After a short cooldown that is shown visually by your crosshair size, headshots and perfect accuracy are achievable. Falloff damage on the headshot makes it unviable for sniping targets out of your standard range.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = L'Etranger&lt;br /&gt;
|description = The '''L'Etranger''' deals a base damage of 32, with a clip of 6 rounds. You will gain +40% cloak by having this weapon equipped. On every hit, the user gains an additional 15% cloak. Requiring full cloak to activate, the [[Dead Ringer]] can be an effective combo. It can also be used to somewhat cancel out the downsides of the [[Cloak and Dagger]].&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Enforcer&lt;br /&gt;
|description = The '''Enforcer''' deals a base damage of 48, with a clip of 6 rounds. It has -20% firing speed, and cannot get random crits. The Enforcer is known for having the highest base damage of all revolvers with its damage boost of 20% when disguised.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Diamondback&lt;br /&gt;
|description = The '''Diamondback''' deals a base damage of 34 and cannot get random critical hits.  For every Engineer building a Spy saps and for every backstab kill, he will get one free critical hit (102 damage) for his Diamondback. This can be useful for taking out weak classes that you couldn't otherwise attack. The crits should be carefully timed and placed on players who are busy fighting others and whom your team needs assistance fighting.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Sapper ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sapper&lt;br /&gt;
|description = The '''Sapper''' is the Spy's tool for disabling and destroying enemy engineers buildings. The stock sapper will disable an enemy building when placed, but if an enemy engineer removes the sapper, the building will continue to operate. Therefore, a more effective way of sapping for Highlander is killing the engineer before sapping. A good time for this is usually with your teams uber or kritz push.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Red-Tape Recorder&lt;br /&gt;
|link = Red-Tape_Recorder&lt;br /&gt;
|description = Much like the stock sapper, the '''Red-Tape Recorder''' also disables enemy engineer's buildings. This sapper, however, does not destroy the buildings it saps, rather it reverses the construction of the building. It is banned in most leagues.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Knife&lt;br /&gt;
|description = The '''Knife''' is the most powerful weapon in the Spy's arsenal. On backstab, it does 6x the enemy's current health. When hitting anywhere else besides the back it does a base damage of 40 (also called butter-knifing). Spies have the capability of getting behind the enemy lines by means of cloaking and disguising, then using the knife to backstab enemies. Though the Knife is very powerful, players must not forget that they also have a gun.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Your Eternal Reward&lt;br /&gt;
|link = Your_Eternal_Reward&lt;br /&gt;
|description = Using '''Your Eternal Reward''' removes the Spy's ability to disguise with the disguise kit. The Spy can only disguise by successfully backstabbing an enemy. Upon backstab, the Spy will immediately disguise as the victim, the victim's body will disappear without noise, and the enemy team will receive no killfeed of their teammate dying. In the competitive scene, this knife holds controversy due to the fact that without a disguise it is near impossible to get the initial backstab, and that if one manages to get the initial disguise, the victim will likely notify their team of the disguise making the next attempt even less likely.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Spy-cicle&lt;br /&gt;
|description = The '''Spy-Cicle''' acts like &amp;quot;Pyro insurance&amp;quot; in that when the Spy is lit on fire, the Spy-Cicle melts and allows the Spy to become fireproof for a second and immune from afterburn for seven seconds.  This is useful for keeping the Spy alive in order to find a better opportunity for a pick, but the Spy-Cicle is melted and unusable for 15 seconds, although the time can be decreased by picking up ammo boxes. Backstabbed victims are turned into ice sculptures, revealing the Spy's presence. While possibly saving the user's life, game-winning backstab attempts can be foiled by the Pyro. Users should take their play-style as well as the current status of the round into consideration before choosing this knife over the stock knife. A run-away Spy without a knife is as useless as a dead spy.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Conniver's Kunai&lt;br /&gt;
|link = Conniver's_Kunai&lt;br /&gt;
|description = When the '''Conniver's Kunai''' is equipped, the player starts out with 70 health. On backstab, the Spy absorbs the victim's health. The maximum health the Spy can reach is 210. Upon backstab, flames can also be put out. The controversy behind this knife is whether or not starting out with 70 health is worth getting health later. It is often argued that the extra health upon a backstab does not have a significant chance of preventing death, but the reduced health before a backstab makes you significantly more likely to die to spam damage and random hits taken.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Big Earner&lt;br /&gt;
|link = Big_Earner&lt;br /&gt;
|description = Equipping the '''Big Earner''' reduces the max health of the user by 25, lowering the Spy's overall health to 100. However, killing an enemy with this weapon, either with a backstab or regular melee attack, will fill the Cloak meter by 30%, regardless of which cloaking device is equipped, and increases the player walk speed for 3 seconds.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== PDA ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Invis Watch&lt;br /&gt;
|link = Invis_Watch&lt;br /&gt;
|description = The default '''Invis Watch''' for Spy is timed. It provides the Spy with 9 seconds of cloak time, during which he will have a 20% damage resistance. While cloaked or uncloaked a Spy can pick up ammo boxes as well as dropped weapons to refill the cloak meter. The Invis Watch is best suited for an aggressive play style, allowing for more picks. Watch out for enemies however because bumping into them will make you visible!&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s=always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Cloak and Dagger&lt;br /&gt;
|link = Cloak_and_Dagger&lt;br /&gt;
|description = The '''Cloak and Dagger''' is motion sensitive, which means that while a player isn't moving the cloak will build. This watch has a double cloak recharge rate as well as a 29% faster cloak drain rate. Also, this watch's cloak cannot be replenished by ammo boxes or dropped weapons unless uncloaked. The Cloak and Dagger is best suited for a more passive playstyle, providing the player with the ability to wait and call important things like enemy combo positioning as well as Medic ubercharge. The Cloak and Dagger is often paired with the L'Etranger in order to make up for the reduced cloak time and the lack of a way to quickly regenerate cloak.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s=true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Dead Ringer&lt;br /&gt;
|link = Dead_Ringer&lt;br /&gt;
|description = The '''Dead Ringer''' is unique among the Spy watches. Instead of cloaking the player when deployed, it is held in the player's hand. While the Dead Ringer is out the player will not be able to attack, but the player takes reduced damage alongside with a 3-second speed boost. In addition, the player will go invisible and drop a dead body, therefore feigning death. The initial hit is reduced by 75%, and during the 3 seconds of feigning death, the spy will have a 65% damage resistance that will gradually decrease to 20%. Only for 3 seconds of the 7 seconds of cloak time the Dead Ringer provides, you will not become visible when bumping into players. The Dead Ringer is best suited for an even more aggressive play style than the Invis Watch, allowing you to get in your enemies face before feigning.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s=true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&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=312421865# DarkNecrid's Comprehensive Pub &amp;amp; Competitive Spy Guide]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>GrampaSwood</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Spy&amp;diff=62442</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Spy&amp;diff=62442"/>
		<updated>2020-04-19T15:19:13Z</updated>

		<summary type="html">&lt;p&gt;GrampaSwood: Changed names to official names (I renamed sappers to sappers because &amp;quot;Building&amp;quot; doesnt sound right)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SpyIcon.png|200px|right||link=http://wiki.teamfortress.com/wiki/Spy]]&lt;br /&gt;
The '''Spy''' is a suave backstabbing rogue that has the ability to insta-kill any class if they backstab someone 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 he 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, but a Spy will usually only get one chance for a pick and is almost certainly going to die after their attempt to pick someone. However, because spy is not often used in 6v6, players are generally less aware of spies, making them more likely to fall for disguises and backstabs. 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 utilized 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 fewer 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 charge 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;
==Techniques==&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 need to use one of the many techniques developed to deceive or lure their enemies in position for a stab that otherwise wouldn't be possible. These are called [[trickstabs]] and are often a technique highly exploited by most of the high-level spies.&lt;br /&gt;
&lt;br /&gt;
Some spy players may opt in to primarily use a gun, such as the [[Ambassador]], to snipe with. These players mainly stick behind their team's lines and focus on getting headshots to get kills. A good spy is said to be able to achieve Ambassador headshots and regular backstabs.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Revolver&lt;br /&gt;
|description = The '''Revolver''' deals a base damage of 40, with a clip of 6 rounds. This weapon is a perfect choice for Spies that prefer a constant damage-per-second take rather than a skill based damage increase.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Ambassador&lt;br /&gt;
|description = The '''Ambassador''' deals a base damage of 34, with a clip of 6 rounds. The Ambassador has the unique ability to take advantage of this accuracy with 102-damage headshots. After a short cooldown that is shown visually by your crosshair size, headshots and perfect accuracy are achievable. Falloff damage on the headshot makes it unviable for sniping targets out of your standard range.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = L'Etranger&lt;br /&gt;
|description = The '''L'Etranger''' deals a base damage of 32, with a clip of 6 rounds. You will gain +40% cloak by having this weapon equipped. On every hit, the user gains an additional 15% cloak. Requiring full cloak to activate, the [[Dead Ringer]] can be an effective combo. It can also be used to somewhat cancel out the downsides of the [[Cloak and Dagger]].&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Enforcer&lt;br /&gt;
|description = The '''Enforcer''' deals a base damage of 48, with a clip of 6 rounds. It has -20% firing speed, and cannot get random crits. The Enforcer is known for having the highest base damage of all revolvers with its damage boost of 20% when disguised.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Diamondback&lt;br /&gt;
|description = The '''Diamondback''' deals a base damage of 34 and cannot get random critical hits.  For every Engineer building a Spy saps and for every backstab kill, he will get one free critical hit (102 damage) for his Diamondback. This can be useful for taking out weak classes that you couldn't otherwise attack. The crits should be carefully timed and placed on players who are busy fighting others and whom your team needs assistance fighting.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Sappers ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sapper&lt;br /&gt;
|description = The '''Sapper''' is the Spy's tool for disabling and destroying enemy engineers buildings. The stock sapper will disable an enemy building when placed, but if an enemy engineer removes the sapper, the building will continue to operate. Therefore, a more effective way of sapping for Highlander is killing the engineer before sapping. A good time for this is usually with your teams uber or kritz push.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Red-Tape Recorder&lt;br /&gt;
|link = Red-Tape_Recorder&lt;br /&gt;
|description = Much like the stock sapper, the '''Red-Tape Recorder''' also disables enemy engineer's buildings. This sapper, however, does not destroy the buildings it saps, rather it reverses the construction of the building. It is banned in most leagues.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Knife&lt;br /&gt;
|description = The '''Knife''' is the most powerful weapon in the Spy's arsenal. On backstab, it does 6x the enemy's current health. When hitting anywhere else besides the back it does a base damage of 40 (also called butter-knifing). Spies have the capability of getting behind the enemy lines by means of cloaking and disguising, then using the knife to backstab enemies. Though the Knife is very powerful, players must not forget that they also have a gun.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Your Eternal Reward&lt;br /&gt;
|link = Your_Eternal_Reward&lt;br /&gt;
|description = Using '''Your Eternal Reward''' removes the Spy's ability to disguise with the disguise kit. The Spy can only disguise by successfully backstabbing an enemy. Upon backstab, the Spy will immediately disguise as the victim, the victim's body will disappear without noise, and the enemy team will receive no killfeed of their teammate dying. In the competitive scene, this knife holds controversy due to the fact that without a disguise it is near impossible to get the initial backstab, and that if one manages to get the initial disguise, the victim will likely notify their team of the disguise making the next attempt even less likely.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Spy-cicle&lt;br /&gt;
|description = The '''Spy-Cicle''' acts like &amp;quot;Pyro insurance&amp;quot; in that when the Spy is lit on fire, the Spy-Cicle melts and allows the Spy to become fireproof for a second and immune from afterburn for seven seconds.  This is useful for keeping the Spy alive in order to find a better opportunity for a pick, but the Spy-Cicle is melted and unusable for 15 seconds, although the time can be decreased by picking up ammo boxes. Backstabbed victims are turned into ice sculptures, revealing the Spy's presence. While possibly saving the user's life, game-winning backstab attempts can be foiled by the Pyro. Users should take their play-style as well as the current status of the round into consideration before choosing this knife over the stock knife. A run-away Spy without a knife is as useless as a dead spy.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Conniver's Kunai&lt;br /&gt;
|link = Conniver's_Kunai&lt;br /&gt;
|description = When the '''Conniver's Kunai''' is equipped, the player starts out with 70 health. On backstab, the Spy absorbs the victim's health. The maximum health the Spy can reach is 210. Upon backstab, flames can also be put out. The controversy behind this knife is whether or not starting out with 70 health is worth getting health later. It is often argued that the extra health upon a backstab does not have a significant chance of preventing death, but the reduced health before a backstab makes you significantly more likely to die to spam damage and random hits taken.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Big Earner&lt;br /&gt;
|link = Big_Earner&lt;br /&gt;
|description = Equipping the '''Big Earner''' reduces the max health of the user by 25, lowering the Spy's overall health to 100. However, killing an enemy with this weapon, either with a backstab or regular melee attack, will fill the Cloak meter by 30%, regardless of which cloaking device is equipped, and increases the player walk speed for 3 seconds.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== PDA ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Invis Watch&lt;br /&gt;
|link = Invis_Watch&lt;br /&gt;
|description = The default '''Invis Watch''' for Spy is timed. It provides the Spy with 9 seconds of cloak time, during which he will have a 20% damage resistance. While cloaked or uncloaked a Spy can pick up ammo boxes as well as dropped weapons to refill the cloak meter. The Invis Watch is best suited for an aggressive play style, allowing for more picks. Watch out for enemies however because bumping into them will make you visible!&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s=always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Cloak and Dagger&lt;br /&gt;
|link = Cloak_and_Dagger&lt;br /&gt;
|description = The '''Cloak and Dagger''' is motion sensitive, which means that while a player isn't moving the cloak will build. This watch has a double cloak recharge rate as well as a 29% faster cloak drain rate. Also, this watch's cloak cannot be replenished by ammo boxes or dropped weapons unless uncloaked. The Cloak and Dagger is best suited for a more passive playstyle, providing the player with the ability to wait and call important things like enemy combo positioning as well as Medic ubercharge. The Cloak and Dagger is often paired with the L'Etranger in order to make up for the reduced cloak time and the lack of a way to quickly regenerate cloak.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s=true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Dead Ringer&lt;br /&gt;
|link = Dead_Ringer&lt;br /&gt;
|description = The '''Dead Ringer''' is unique among the Spy watches. Instead of cloaking the player when deployed, it is held in the player's hand. While the Dead Ringer is out the player will not be able to attack, but the player takes reduced damage alongside with a 3-second speed boost. In addition, the player will go invisible and drop a dead body, therefore feigning death. The initial hit is reduced by 75%, and during the 3 seconds of feigning death, the spy will have a 65% damage resistance that will gradually decrease to 20%. Only for 3 seconds of the 7 seconds of cloak time the Dead Ringer provides, you will not become visible when bumping into players. The Dead Ringer is best suited for an even more aggressive play style than the Invis Watch, allowing you to get in your enemies face before feigning.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s=true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&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=312421865# DarkNecrid's Comprehensive Pub &amp;amp; Competitive Spy Guide]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>GrampaSwood</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Template:Spy_Weapon_List&amp;diff=59381</id>
		<title>Template:Spy Weapon List</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Template:Spy_Weapon_List&amp;diff=59381"/>
		<updated>2019-11-07T18:15:00Z</updated>

		<summary type="html">&lt;p&gt;GrampaSwood: Changed its names to the official names, I couldn't find a talk page so I don't know if any discussion has been had about this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;250px&amp;quot; style=&amp;quot;margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | [[File:SpyIcon.png|20px|link=]] [[Spy]]&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable centered&amp;quot; width=&amp;quot;250px&amp;quot; style=&amp;quot;margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Secondary&lt;br /&gt;
|- {{#if:{{{Revolver|}}} | style=&amp;quot;background: lightgreen&amp;quot; | style=&amp;quot;background: #FFAAAA&amp;quot;}}&lt;br /&gt;
| width=10% | [[File:Revolver-G.png|50px|middle]] &lt;br /&gt;
| width=50 | '''[[Revolver]]'''&lt;br /&gt;
| width=40 | {{#if:{{{Revolver|}}} | Allowed | Banned}}&lt;br /&gt;
|- {{#if:{{{Ambassador|}}} | style=&amp;quot;background: lightgreen&amp;quot; | style=&amp;quot;background: #FFAAAA&amp;quot;}}&lt;br /&gt;
| [[File:Ambassador-G.png|50px|middle]]&lt;br /&gt;
| '''[[Ambassador]]'''&lt;br /&gt;
| {{#if:{{{Ambassador|}}} | Allowed | Banned}}&lt;br /&gt;
|- {{#if:{{{Diamondback|}}} | style=&amp;quot;background: lightgreen&amp;quot; | style=&amp;quot;background: #FFAAAA&amp;quot;}}&lt;br /&gt;
| [[File:DiamondBack.png|50px|middle]]&lt;br /&gt;
| '''[[Diamondback]]'''&lt;br /&gt;
| {{#if:{{{Diamondback|}}} | Allowed | Banned}}&lt;br /&gt;
|- {{#if:{{{Enforcer|}}} | style=&amp;quot;background: lightgreen&amp;quot; | style=&amp;quot;background: #FFAAAA&amp;quot;}}&lt;br /&gt;
| [[File:Enforcer-G.png|50px|middle]]&lt;br /&gt;
| '''[[Enforcer]]'''&lt;br /&gt;
| {{#if:{{{Enforcer|}}} | Allowed | Banned}}&lt;br /&gt;
|- {{#if:{{{L'Etranger|}}} | style=&amp;quot;background: lightgreen&amp;quot; | style=&amp;quot;background: #FFAAAA&amp;quot;}}&lt;br /&gt;
| [[File:L%27Etranger-G.png|50px|middle]]&lt;br /&gt;
| '''[[L'Etranger]]'''&lt;br /&gt;
| {{#if:{{{L'Etranger|}}} | Allowed | Banned}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable centered&amp;quot; width=&amp;quot;250px&amp;quot; style=&amp;quot;margin-top: -15px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Building&lt;br /&gt;
|- {{#if:{{{Sapper|}}} | style=&amp;quot;background: lightgreen&amp;quot; | style=&amp;quot;background: #FFAAAA&amp;quot;}}&lt;br /&gt;
| width=10% | [[File:Sapper.png|50px|middle]] &lt;br /&gt;
| width=50 | '''[[Sapper]]'''&lt;br /&gt;
| width=40 | {{#if:{{{Sapper|}}} | Allowed | Banned}}&lt;br /&gt;
|- {{#if:{{{Red-Tape Recorder|}}} | style=&amp;quot;background: lightgreen&amp;quot; | style=&amp;quot;background: #FFAAAA&amp;quot;}}&lt;br /&gt;
| [[File:Redtape.png|50px|middle]]&lt;br /&gt;
| '''[[Red-Tape Recorder]]'''&lt;br /&gt;
| {{#if:{{{Red-Tape Recorder|}}} | Allowed | Banned}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable centered&amp;quot; width=&amp;quot;250px&amp;quot; style=&amp;quot;margin-top: -15px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Melee&lt;br /&gt;
|- {{#if:{{{Knife|}}} | style=&amp;quot;background: lightgreen&amp;quot; | style=&amp;quot;background: #FFAAAA&amp;quot;}}&lt;br /&gt;
| width=10% | [[File:Knife.png|50px|middle]] &lt;br /&gt;
| width=50 | '''[[Knife]]'''&lt;br /&gt;
| width=40 | {{#if:{{{Knife|}}} | Allowed | Banned}}&lt;br /&gt;
|- {{#if:{{{Big Earner|}}} | style=&amp;quot;background: lightgreen&amp;quot; | style=&amp;quot;background: #FFAAAA&amp;quot;}}&lt;br /&gt;
| width=10% | [[File:Big Earner.png|50px|middle]] &lt;br /&gt;
| width=50 | '''[[Big Earner]]'''&lt;br /&gt;
| width=40 | {{#if:{{{Big Earner|}}} | Allowed | Banned}}&lt;br /&gt;
|- {{#if:{{{Conniver's Kunai|}}} | style=&amp;quot;background: lightgreen&amp;quot; | style=&amp;quot;background: #FFAAAA&amp;quot;}}&lt;br /&gt;
| [[File:Kunai.png|50px|middle]]&lt;br /&gt;
| '''[[Conniver's Kunai]]'''&lt;br /&gt;
| {{#if:{{{Conniver's Kunai|}}} | Allowed | Banned}}&lt;br /&gt;
|- {{#if:{{{Spy-cicle|}}} | style=&amp;quot;background: lightgreen&amp;quot; | style=&amp;quot;background: #FFAAAA&amp;quot;}}&lt;br /&gt;
| [[File:Spycicle.png|50px|middle]]&lt;br /&gt;
| '''[[Spy-cicle]]'''&lt;br /&gt;
| {{#if:{{{Spy-cicle|}}} | Allowed | Banned}}&lt;br /&gt;
|- {{#if:{{{Your Eternal Reward|}}} | style=&amp;quot;background: lightgreen&amp;quot; | style=&amp;quot;background: #FFAAAA&amp;quot;}}&lt;br /&gt;
| [[File:YER.png|50px|middle]]&lt;br /&gt;
| '''[[Your Eternal Reward]]'''&lt;br /&gt;
| {{#if:{{{Your Eternal Reward|}}} | Allowed | Banned}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable centered&amp;quot; width=&amp;quot;250px&amp;quot; style=&amp;quot;margin-top: -15px; margin-bottom: -30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Secondary PDA&lt;br /&gt;
|- {{#if:{{{Invis Watch|}}} | style=&amp;quot;background: lightgreen&amp;quot; | style=&amp;quot;background: #FFAAAA&amp;quot;}}&lt;br /&gt;
| width=10% | [[File:Invis.png|50px|middle]] &lt;br /&gt;
| width=50 | '''[[Invis Watch]]'''&lt;br /&gt;
| width=40 | {{#if:{{{Invis Watch|}}} | Allowed | Banned}}&lt;br /&gt;
|- {{#if:{{{Cloak and Dagger|}}} | style=&amp;quot;background: lightgreen&amp;quot; | style=&amp;quot;background: #FFAAAA&amp;quot;}}&lt;br /&gt;
| [[File:CandD.png|50px|middle]]&lt;br /&gt;
| '''[[Cloak and Dagger]]'''&lt;br /&gt;
| {{#if:{{{Cloak and Dagger|}}} | Allowed | Banned}}&lt;br /&gt;
|- {{#if:{{{Dead Ringer|}}} | style=&amp;quot;background: lightgreen&amp;quot; | style=&amp;quot;background: #FFAAAA&amp;quot;}}&lt;br /&gt;
| [[File:DR.png|50px|middle]]&lt;br /&gt;
| '''[[Dead Ringer]]'''&lt;br /&gt;
| {{#if:{{{Dead Ringer|}}} | Allowed | Banned}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{documentation}}[[Category:Class Weapon List Template]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrampaSwood</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Template:Spy_Weapon_List/doc&amp;diff=59380</id>
		<title>Template:Spy Weapon List/doc</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Template:Spy_Weapon_List/doc&amp;diff=59380"/>
		<updated>2019-11-07T18:14:44Z</updated>

		<summary type="html">&lt;p&gt;GrampaSwood: Changed its names to the official names, I couldn't find a talk page so I don't know if any discussion has been had about this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Usage ==&lt;br /&gt;
For any weapon that is allowed, place a value of &amp;quot;1&amp;quot; next to it. Any weapon that is banned, leave as a null value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Spy Weapon List&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Revolver =&lt;br /&gt;
| Ambassador =&lt;br /&gt;
| Diamondback =&lt;br /&gt;
| Enforcer =&lt;br /&gt;
| L'Etranger =&lt;br /&gt;
 &amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| Sapper =&lt;br /&gt;
| Red-Tape Recorder =&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Knife =&lt;br /&gt;
| Big Earner =&lt;br /&gt;
| Conniver's Kunai =&lt;br /&gt;
| Spy-cicle =&lt;br /&gt;
| Your Eternal Reward =&lt;br /&gt;
 &amp;lt;!-- Secondary PDA --&amp;gt;&lt;br /&gt;
| Invis Watch =&lt;br /&gt;
| Cloak and Dagger =&lt;br /&gt;
| Dead Ringer =&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Spy Weapon List&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Revolver =1&lt;br /&gt;
| Ambassador =1&lt;br /&gt;
| Diamondback =1&lt;br /&gt;
| Enforcer =&lt;br /&gt;
| L'Etranger =1&lt;br /&gt;
 &amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| Sapper =1&lt;br /&gt;
| Red-Tape Recorder =1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Knife =1&lt;br /&gt;
| Big Earner =1&lt;br /&gt;
| Conniver's Kunai =1&lt;br /&gt;
| Spy-cicle =&lt;br /&gt;
| Your Eternal Reward =1&lt;br /&gt;
 &amp;lt;!-- Secondary PDA --&amp;gt;&lt;br /&gt;
| Invis Watch =1&lt;br /&gt;
| Cloak and Dagger =1&lt;br /&gt;
| Dead Ringer =&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Will Yield ===&lt;br /&gt;
{{Spy Weapon List&lt;br /&gt;
 &amp;lt;!-- Secondary --&amp;gt;&lt;br /&gt;
| Revolver =1&lt;br /&gt;
| Ambassador =1&lt;br /&gt;
| Diamondback =1&lt;br /&gt;
| Enforcer =&lt;br /&gt;
| L'Etranger =1&lt;br /&gt;
 &amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| Sapper =1&lt;br /&gt;
| Red-Tape Recorder =1&lt;br /&gt;
 &amp;lt;!-- Melee --&amp;gt;&lt;br /&gt;
| Knife =1&lt;br /&gt;
| Big Earner =1&lt;br /&gt;
| Conniver's Kunai =1&lt;br /&gt;
| Spy-cicle =&lt;br /&gt;
| Your Eternal Reward =1&lt;br /&gt;
 &amp;lt;!-- Secondary PDA --&amp;gt;&lt;br /&gt;
| Invis Watch =1&lt;br /&gt;
| Cloak and Dagger =1&lt;br /&gt;
| Dead Ringer =&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>GrampaSwood</name></author>
		
	</entry>
</feed>