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	<id>http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TNTisbased</id>
	<title>comp.tf - User contributions [en]</title>
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	<updated>2026-05-05T12:03:34Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://comp.tf/index.php?title=Heavy&amp;diff=69406</id>
		<title>Heavy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy&amp;diff=69406"/>
		<updated>2024-02-20T01:23:51Z</updated>

		<summary type="html">&lt;p&gt;TNTisbased: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HeavyIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Heavy]]&lt;br /&gt;
&lt;br /&gt;
A portly Russian bear, '''Heavy''' has the most health in the game, with a total of 300. Not only that but his primary weapon, the Minigun, does the most damage per second in the game at close range. However, he also has the lowest movement speed in the game, which is especially cringe when his Minigun is spun up. As a result, Heavy is often unable to chase down damaged enemies to finish them off, and he has a hard time dodging high-damage attacks such as [[Demoman|Demoman's]] grenades and stickybombs, [[Soldier|Soldier's]] rockets, and [[Sniper|Sniper's]] headshots. Additionally, he has no long-range options - he can only deal chip damage when not in close range. Heavy will most often be found near his team's Medic, as the extra 150 health buff lets Heavy block damage intended for his teammates, while simultaneously protecting the Medic from any [[Spy]], [[Scout]], or rocket-jumping Soldier that threatens him.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Heavy (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In the standard 6v6 format, Heavy is usually an [[offclass]], used primarily for repelling enemies on the last point of a 5CP map. Heavy will take the Pocket Soldier's role when in play, allowing the Pocket to roam the map more freely, as Heavy is much more effective as a bodyguard for Medic. In close quarters, he can easily shut down approaching Scouts, Soldiers, and Demomen with his Minigun, keeping them from getting close to his Medic or the objective. &lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Heavy (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, Heavy is the backbone of his team's combo along with Demoman and Medic, who cover his weaknesses. Where Heavy excels in close combat and is vulnerable at mid-to-long range, Demoman is powerful in mid-to-long range combat and suffers at close range. He provides good high damage when pushing forward or defending objectives, but needs his team nearby to operate at his full potential.&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 = Minigun&lt;br /&gt;
|description = The stock '''Minigun''' (&amp;quot;Sasha&amp;quot;) is the second-most common Heavy weapon. It consumes 10 ammo per second, firing 4 bullets per unit of ammo, and each bullet deals up to 13 damage. After being spun up, it deals only 50% damage and has only 50% accuracy for one second, preventing Heavy from easily killing enemies when caught off-guard. The Minigun shreds overextending enemies at close range with over 400 damage per second, but suffers at mid-to-long range thanks its wide cone of fire. It is selected in maps with cramped corridors and little open space, such as [[Steel]].&lt;br /&gt;
&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 = Natascha&lt;br /&gt;
|description = The '''Natascha''' spins up slower and deals only 10 damage per bullet at close range, for a close-range DPS of around 300. In exchange for this significant damage penalty, its bullets slow enemies on hit. This slowdown effect is weak at medium-to-long range and rarely counteracts its reduced damage output, but may be useful as suppressive fire when preventing enemies from passing through a chokepoint. Also worth noting is that Heavy will gain a 20% damage resistance when spun up with the Natascha and under 150 health, making it somewhat easier for Medic to heal him.&lt;br /&gt;
|ugc4s = true&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 = Brass Beast&lt;br /&gt;
|link = Brass_Beast&lt;br /&gt;
|description = The '''Brass Beast''' gives Heavy a role similar to that of a Sentry Gun; he is unable to move while attacking, and unable to defend himself until his gun is deployed. While he can &amp;quot;set up&amp;quot; fairly quickly with the Gloves of Running Urgently, his utter lack of mobility in combat makes him useless for anything except standing near a chokepoint or objective. This crippling overspecialization makes the Brass Beast near-useless in competitive games. As with the Natascha, Heavy will gain a 20% damage resistance when spun up and under 150 health.&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 = Tomislav&lt;br /&gt;
|description = The '''Tomislav''' is better suited to larger, more open spaces thanks to its increased accuracy. While it fires only 8 times a second, it deals more damage at mid-to-long range than the stock Minigun. It also spins up faster and quieter, and allows Heavy to remain on guard even while traveling long distances; he can jump, rev-up his gun, then un-rev if no enemies are nearby - all at near-full speed. When fully-spun up, the weapon is silent when not firing, making it useful for preparing an ambush. This makes it Heavy's go-to primary, and is only ever swapped out for the [[Minigun]] if the map is particularly enclosed or if Heavy isn't confident in his tracking ability.&lt;br /&gt;
&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 = Huo-Long Heater&lt;br /&gt;
|link = Huo-Long_Heater&lt;br /&gt;
|description = The '''Huo-Long Heater''' passively uses 4 ammo per second when spun up, and creates a ring of fire which deals minor damage and ignites enemies. It can be used when dropping down on a group of enemies, igniting them to take advantage of its damage bonus against burning players. Otherwise, it has less staying power and less damage output than the stock Minigun, making it a rare choice in competitive games.&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 = Shotgun&lt;br /&gt;
|description = The '''Shotgun''' is useful for situations where Heavy can't afford to slow down and use the Minigun, especially for transition plays and chasing down weakened enemies.  The lack of spin-up time means it deals with ambushes better, although it deals far less damage. It is generally ignored in favor of the Sandvich, which allows Heavy to heal himself or his 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 = Family Business&lt;br /&gt;
|link = Family_Business&lt;br /&gt;
|description = The '''Family Business's''' deals the same DPS as the Shotgun, but fires faster and deals less damage per shot. It takes longer to reload, making it generally inferior to the Shotgun.&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 = Sandvich&lt;br /&gt;
|description = The '''Sandvich''' is Heavy's go-to secondary. When used, it heals Heavy by 75HP per second over the course of a 4-second taunt. This is useful for saving Medic the trouble of healing him from near-death, or for roaming them map without a Medic. It can also be thrown as a medium health pack, which can save a teammate's life - especially a Medic. The Sandvich takes 30 seconds to recharge, but recharges instantly when Heavy picks up a health pack while at full health. This can be used to effectively convert a small health pack to a medium one.&lt;br /&gt;
&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 = Buffalo Steak Sandvich&lt;br /&gt;
|link = Buffalo_Steak_Sandvich&lt;br /&gt;
|description = The '''Buffalo Steak Sandvich''' is almost always worse than the Sandvich, since none of Heavy's melee weapons are nearly as effective as any of his miniguns, but it has some use on long rollouts if the Soldier is doing a fast Gunboats rollout and thus unable to give a Disciplinary Action speed boost. On exceedingly rare occasions, it can be used to kill a Medic in two melee hits. If combined with the [[Fists of Steel]], Heavy has an effective 400 heath against ranged damage sources, which can force or drop the enemy Medic if Heavy isn't focused or airblasted away. Aside from these rare scenarios, however, it sees no use.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&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 = Dalokohs Bar&lt;br /&gt;
|link = Dalokohs_Bar&lt;br /&gt;
|description = The '''Dalokohs Bar''' is a tool for a roaming Heavy, as the extra 50 health it grants allows him to tank important damage thresholds like two uncharged headshots, three point-blank rockets, three grenades, and three point-blank scattergun shots. Because it takes only 10 seconds to recharge, it has an effective 6-second cooldown, allowing Heavy to regularly dispense small amounts of health to near-death players. However, it cannot be used to provide a large burst of healing to a Medic, making it less common a choice than the Sandvich.&lt;br /&gt;
&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 = Panic Attack&lt;br /&gt;
|link = Panic_Attack&lt;br /&gt;
|description = The '''Panic Attack''' is a community-created primary weapon for the [[Engineer]], and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]].&lt;br /&gt;
The Panic attack has a straight 20% damage penalty from the stock shotgun, but it fires 50% more pellets per shot, and deploys 50% faster. On other classes, it is used for combo-based tactics, but sees less use on Heavy, who takes too long to un-rev his minigun to make much use of the deploy speed. The Panic Attack deals more damage at point-blank range (108), but deals negligible damage past short range, thanks to its wide bullet spread.&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 = Second Banana&lt;br /&gt;
|link = Second_Banana&lt;br /&gt;
|description = The '''Second Banana''' is a Heavy's last lunchbox item. It recharges 50% faster (every 15 seconds) but heals Heavy 33% less (200 health) and only counts as a small health kit when dropped for teammates. It supports a &amp;quot;solo&amp;quot; Heavy playstyle for roaming the map away from teammates. Its other drawback of only healing 200 health is fairly small; Heavy seldom falls below 100 health and survives; enemy players will often hunt him down and kill him. If he uses the Banana above 100 health, the effect is identical to eating the Sandvich.&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;
=== Melee ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Fists&lt;br /&gt;
|description = The '''Fists''' are Heavy's default melee weapon, dealing 65 damage every 0.8 second. Melee weapons are rarely used to deal damage, especially on Heavy, who cannot quickly un-rev his gun and attack. Utility-providing weapons are almost always preferred. Thus, the stock Fists are never used in serious games.&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 = Killing Gloves of Boxing&lt;br /&gt;
|link = Killing_Gloves_of_Boxing&lt;br /&gt;
|description = The '''Killing Gloves of Boxing''' function very much like the regular fists, but only swing every 0.96 seconds. On kill, Heavy gains guaranteed critical hits for 5 seconds. This weapon is rarely used, as most players will back out of Heavy's melee range before being punched to death. Even if Heavy does land a kill, a significant portion of the crits are wasted spinning up his minigun and waiting for it to warm up.&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 = Gloves of Running Urgently&lt;br /&gt;
|link = Gloves_of_Running_Urgently&lt;br /&gt;
|description = The '''Gloves of Running Urgently''' (also known as the '''GRU''') are Heavy's most versatile melee weapon. While active, Heavy will instantly lose 20 max health, plus 10 health per second until he reaches 100 maximum health, effectively saddling him with a damage vulnerability that increases from 7% to 300%. His max health will be restored at 10 health per second when the gloves are holstered. The GRU allow Heavy to run as fast as Pyro and Engineer while deployed, but the further he runs, the longer he takes to recover. Additionally, holstering the GRU takes 50% longer, though this can be mostly negated by switching to Heavy's secondary, then his minigun. This weapon sees a lot of usage in Highlander, as it grants one of the team's main damage-dealers increased mobility during rollouts and when retreating.&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 = Warrior's Spirit&lt;br /&gt;
|link = Warrior's_Spirit&lt;br /&gt;
|description = The '''Warrior's Spirit''' is a melee weapon for the Heavy that exchanges health for power.  The Warriors Spirit deals 30% more damage (from 65 to 85) in exchange for a 30% damage vulnerability while active. It also heals Heavy 50 health on kill. Melee weapons are almost never used for dealing damage, especially for Heavy; he cannot un-rev his Minigun and run up to his enemy before being killed. Thus, the Warrior's Spirit sees little to no use in competitive games.&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 = Fists of Steel&lt;br /&gt;
|link = Fists_of_Steel&lt;br /&gt;
|description = When active, the '''Fists of Steel''' grant Heavy a 40% damage resistance to all ranged damage, but give him a 100% damage vulnerability to melee damage. Heavy also gains a 40% resistance to healing, and has his maximum overheal reduced to 390 health. The weapon also takes twice as long to holster, though this drawback can be negated by switching to Heavy's secondary, then to his minigun. Most often run when defending the last point, it increases Heavy's effective health when overhealed from 450 to 546, allowing him to stall for time and block damage intended for his teammates. It can also be used to cross a Sniper sightline, as not even a fully-charged headshot can kill him, assuming he is overhealed.&lt;br /&gt;
&lt;br /&gt;
|ugc4s = true&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 = Eviction Notice&lt;br /&gt;
|link = Eviction_Notice&lt;br /&gt;
|description = The '''Eviction Notice''' is a slower version of the Gloves of Running Urgently. They swing 40% faster, but deal only 26 damage. Upon striking an enemy, Heavy gains a 40% speed boost for 3 seconds, in addition to the weapon's base 15% movement speed bonus. When deployed, Heavy loses 20 max health, which continues to drain by 5 health per second until he holsters it. Once holstered, his max health will increase by 5 health per second up to 300. The Eviction Notice is used most-often when the Gloves of Running Urgently are banned.&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 = Holiday Punch&lt;br /&gt;
|link = Holiday_Punch&lt;br /&gt;
|description = The '''Holiday Punch''' is identical to the stock Fists, but when Heavy punches an enemy from behind (similar to [[Spy|Spy's]] backstab ability), they will be forced to perform the Schadenfreude taunt, regardless of whether or not they own the taunt. This leaves them helpless, allowing Heavy to finish them off with no risk of retaliation. [[ÜberCharge|ÜberCharged]] targets are forced to laugh as well;  Heavy can completely shut down an ÜberCharge if he somehow manages to &amp;quot;backstab&amp;quot; an Übered target. This is rare, and will get Heavy killed more often than not, making it a rare sight in competitive games.&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;
*[[Heavy (6v6)]]&lt;br /&gt;
*[[Heavy (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>TNTisbased</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Spy&amp;diff=69405</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Spy&amp;diff=69405"/>
		<updated>2024-02-20T01:18:44Z</updated>

		<summary type="html">&lt;p&gt;TNTisbased: /* Melee */&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 who has the ability to instantly kill any enemy by attacking with his melee from behind. He can position himself as he sees fit with his Invisibility Cloak and can get important [[Glossary#Metagame terms|Picks]] when an opportunity presents itself. Spy is weak in direct combat; he is designed to take out important targets and then retreat. As a pick class, Spy will usually target the enemy [[Demoman]], [[Heavy]] or [[Medic]]. Against Medics, Spy's goal is to either force Medic to use his [[Übercharge]] or kill him outright, wasting the charge. The Spy is also capable of disabling and destroying the [[Engineer]]'s buildings with his Sapper.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Spy (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, Spy is an [[offclass]] due to his poor damage output and low health, generally run when [[Sniper]] cannot take advantage of any sightlines or chokepoints. Spy will usually only get one chance for a pick; once he makes a play, the enemy team will be on guard for the rest of the match. A player may switch to Spy when the enemy [[Medic]] has a large Über advantage during a stalemate in order to kill an enemy - especially [[Demoman]] - before his team makes a push.&lt;br /&gt;
&lt;br /&gt;
In terms of assassination power, Spy has significantly less potential than Sniper; Sniper can fire multiple times and get multiple picks, but Spy usually only gets one chance for a pick and will almost certainly die afterwards. However, because he is not often run in 6v6, enemies are not generally aware of him, allowing him to make a play. Spy is most commonly used as a surprise tactic for breaking stalemates against teams that stay out of [[Sniper]] sightlines and deny [[Roamer]] bombings. However, keep in mind that Spy is still much less versatile than [[Sniper]]. &lt;br /&gt;
&lt;br /&gt;
Spy's other major use is to ''spy'' on the enemy team. He can gather vital information and relay it to his team, such as enemy Medic's Übercharge and choice of Medigun, surprise offclassing, and enemy positions. Spy's invisibility can also be utilized for backcapping against a careless enemy team.&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 pick and support class. He will often attempt to pick the enemy Medic, Heavy, Demoman, Sniper, Engineer, or any key targets that are giving his team trouble. However, he must be aware that the enemy team has a full-time [[Pyro]] and will spycheck more often, leaving him with fewer opportunities for picks.&lt;br /&gt;
&lt;br /&gt;
The Spy is also the best scouting class in the game, providing valuable information to his team. He can easily relay enemy Übercharge, positions, pushes, and loadouts, thanks to the safety provided by the Cloak and Dagger.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
When confronted by an enemy, Spy is almost always at a severe disadvantage; his poor damage output and health prevent him from going toe-to-toe with most combat classes. In a pinch, Spy may need use deceptive movements to manipulate an attacking enemy into showing him their back. This technique is called &amp;quot;trickstabbing,&amp;quot; and may be the only way for him to escape a bad situation. In higher levels of play, however, enemies will be wary, and often will stay out of backstab range.&lt;br /&gt;
&lt;br /&gt;
Spy may opt to use a revolver to harass and distract distant enemies, or pick off an isolated foe. The [[Ambassador]] is often the best choice for this playstyle, as it allows Spy to deal critical hits with headshots, allowing him to briefly match enemies' damage output. When focusing on his revolver as a damage source, Spy will often fight alongside his team and assist them in dealing damage, although he is inferior to [[Sniper]] in both range and damage. In order to utilize his full potential, he must sow confusion and paranoia among enemies in order to allow his own team to take the upper hand.&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, along with the Ambassador, is Spy's go-to weapon for dealing damage. While underwhelming compared to other classes' Primary weapons, its damage is not to be underestimated, as Spy can kill light classes in under two seconds with proper aim.&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 = Ambassador&lt;br /&gt;
|description = The '''Ambassador''' has only 34 base damage compared to the stock Revolver's 40, but deals crits if Spy lands a headshot, for an impressive 102 damage. However, the weapon is hampered by a cooldown period, during which it will not deal critical hits. At mid to long-range, headshot damage will decay significantly, preventing Spy from sniping targets from afar.&lt;br /&gt;
&lt;br /&gt;
While less reliable than the stock Revolver in an extended fight, the Ambassador allows Spy to deal heavy burst damage like Sniper. Two well-placed shots can kill light classes in under a second at close-to-mid range, making it ideal for quickly dispatching a single enemy.&lt;br /&gt;
 &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 = L'Etranger&lt;br /&gt;
|description = The '''L'Etranger''' deals a base damage of 32. In exchange for its damage penalty, it passively increases Spy's maximum cloak time by 40%. On every hit, his cloak is instantly restored by 15%. It is one of the two ways to manually recharge the [[Dead Ringer]], and can extend the [[Cloak and Dagger]]'s cloak time rival that of the Invis Watch. This weapon is often used when gathering information on the enemy and waiting for an opportunity to backstab, rather than gun them down.&lt;br /&gt;
&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 = Enforcer&lt;br /&gt;
|description = The '''Enforcer''' deals as much damage as the stock Revolver, but has a base damage of 48 when Spy is disguised. As a drawback, it suffers from a 20% firing speed penalty. While it is overshadowed by the stock Revolver in most situations, it ignores damage resistances and deals full damage against Wrangled Sentries, Vaccinator shields, and Fists of Steel.&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 = Diamondback&lt;br /&gt;
|description = The '''Diamondback''' deals a base damage of 34.  For every Engineer building Spy saps and destroys and for every backstab kill, he will get one guaranteed critical hit (102 damage) for the Diamondback. These crits can be used to take out damaged enemies who would otherwise survive, or to weaken enemies in direct combat. Unlike the Ambassador, it does not suffer from damage falloff, which allows Spy to snipe enemies from across the map with minimal risk of retaliation.&lt;br /&gt;
&lt;br /&gt;
This weapon is banned in most leagues, as it allows Spy to out-damage every class in the game at mid to long-range.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
|rgl6s = false&lt;br /&gt;
|rglhl = 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 main 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 with his Wrench, the building will resume operation. One of the most common strategies for attacking an Engineer's buildings is to backstab the Engineer, then sap his buildings. If your team is making a push, simply sapping his Sentry Gun may disable it long enough for your team to destroy it.&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 = 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 - if not removed immediately, it will almost always de-level a building at least once. While inferior to the stock Sapper in most situations, it may be useful to weaken a Sentry Gun before your team attacks. It is banned in some leagues.&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;
=== 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 Spy's melee of choice. Attacking an enemy from behind will instantly kill them, regardless of health or damage resistances - if they are not immune to damage, they will die. From the front, it deals a paltry 40 damage (known as butter-knifing), which can be used to kill a low-health enemy, but otherwise should be avoided. Spy's most common tactic is to get behind enemy lines with his cloak, deceive the enemy with his disguise, and then then use his Knife to backstab a key target, often at the cost of his own life. When the element of surprise is lost, however, Spy must use his Revolver or cloak in order to escape.&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 = Your Eternal Reward&lt;br /&gt;
|link = Your_Eternal_Reward&lt;br /&gt;
|description = The '''Your Eternal Reward''' weakens Spy's cloak, but strengthens his disguises. If Spy disguises outside of spawn, he will lose all of his cloak, in addition to passively reducing his maximum cloak time by 33%. The only way for Spy to disguise without losing cloak is to backstab an enemy. Upon landing a backstab, he will instantly disguise as the victim, and their corpse will be cloaked in under a second. Backstabbed players will not scream, so enemies engaged in combat will seldom notice. This weapon is rarely seen in competitive play, as slain enemies will immediately call out Spy's position and disguise to their teammates, making the Your Eternal Reward's benefits useless in seconds. However, if Spy can act in the few seconds of confusion after a backstab, he may be able to land another kill before dying, or retreat safely.&lt;br /&gt;
&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 = Spy-cicle&lt;br /&gt;
|description = The '''Spy-cicle''' partially protects Spy from Pyro's flamethrower. When Spy is ignited, the Spy-cicle will melt (preventing him from attacking with it) and protect Spy from all fire damage for one second. He will be immune to afterburn for 10 seconds, making him harder to track down while cloaked. After it melts, the Spy-cicle takes 15 seconds to recharge, though Spy can recharge his Spy-cicle faster by picking up ammo packs. However, backstabbed victims are turned into distinctive ice statues, revealing Spy's presence. Note that with other knives, Spy can continue to backstab after being ignited. Users should take their play-style and the current state of the game into consideration before choosing the Spy-cicle over the stock Knife.&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 = Conniver's Kunai&lt;br /&gt;
|link = Conniver's_Kunai&lt;br /&gt;
|description = When the '''Conniver's Kunai''' is equipped, Spy's maximum health is reduced to 70, allowing him to be killed instantly by most close-range attacks, even while cloaked. On a backstab, however, Spy steals his victim's health, overhauling him up to 210 points of health. If he was previously on fire, backstabbing an enemy will extinguish him. Be cautious while using this knife; if caught before he can land a backstab, Spy will die to most attacks that hit him. Once he backstabs an enemy, he can either use the health to escape, attempt to land another stab, or simply distract the enemy team for a few seconds longer.&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 = Big Earner&lt;br /&gt;
|link = Big_Earner&lt;br /&gt;
|description = The '''Big Earner''' reduces Spy's base health to 100 points, which is pretty cringe. Killing an enemy with this weapon, either with a backstab or a butter-knife, will recharge the Cloak meter by 30% and increase Spy's movement speed for 3 seconds. This knife is best used when enemies are spread out; the movement speed buff allows Spy to quickly close the distance between enemies before they can react. However, a point-blank attack from most classes will kill him instantly.&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;
=== Invisibility Watch ===&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 time-based. It provides Spy with 10 seconds of cloak time, during which he will have a 20% damage resistance. It takes 30 seconds to recharge normally, but Spy can pick up ammo boxes to refill his cloak meter. The Invis Watch is best suited for an aggressive play style, allowing Spy to roam the map quickly, landing multiple kills. In competitive settings, however, players will tend to be more Spy-aware, and the 10-second window may not be enough to make a play.&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 = Cloak and Dagger&lt;br /&gt;
|link = Cloak_and_Dagger&lt;br /&gt;
|description = The '''Cloak and Dagger''' is motion-based; as long as Spy holds still, his cloak will regenerate. This watch has a doubled cloak recharge rate (15 seconds, compared to the Invis Watch's 30) but drains significantly faster. This watch's cloak cannot be replenished by ammo boxes while cloaked, requiring Spy to reveal himself briefly when trying to cover large amounts of ground. The Cloak and Dagger is best suited for a more passive playstyle, allowing Spy to hide and relay important information to his team, such as enemy positioning and Medic Übercharge. It is often paired with the L'Etranger in order to offset the reduced cloak time.&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 = Dead Ringer&lt;br /&gt;
|link = Dead_Ringer&lt;br /&gt;
|description = The '''Dead Ringer''' is unique among Spy's watches, trading stealth for survivability. Instead of cloaking Spy, deploying the Dead Ringer will &amp;quot;arm&amp;quot; it. Spy will not be able to attack while the Dead Ringer is armed, but when damaged, he will instantly turn invisible, drop a fake corpse, and gain a movement speed boost, allowing him to escape. The attack that activates the Dead Ringer will have its power reduced by 75%, allowing a full-health Spy to survive any attack short of a backstab. For the first 3 seconds after the first attack, Spy will have a 65% damage resistance which will soon fade to the standard 20%, and will not become visible when bumping enemy players. The Dead Ringer allows Spy to easily escape when confronted, but prevents him from cloaking on demand. Alternatively, he can briefly face his enemies in direct combat, dealing as much damage as possible before activating the Ringer and retreating. Regardless of his tactics, Spy must wait 10-20 seconds before the Ringer recharges, as ammo boxes and Dispensers will not recharge it.&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;
*[[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>TNTisbased</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Trickstabs&amp;diff=69397</id>
		<title>Trickstabs</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Trickstabs&amp;diff=69397"/>
		<updated>2024-02-19T15:23:25Z</updated>

		<summary type="html">&lt;p&gt;TNTisbased: /* List of Trickstabs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Trickstabs are special maneuvers used by [[Spy|Spies]] to backstab enemies that know they are a spy. There are several trickstabs that help achieve this goal. While trickstabs may be cool and flashy, they should only be used as a last resort, due to their reliance on the target failing to prepare for them.&lt;br /&gt;
==Tricking the Opponent==&lt;br /&gt;
Trickstabs are usually used only - and are most effective as - a last resort: they only work when the enemy is not seeing them coming, and failing the first try greatly reduces the chances of succeeding on subsequent trickstabs. Like a magician, the spy should pull the enemy's attention away from the trickstab. [[Revolver|Revolvers]] are often used for this: shooting the enemy may make him think that the spy is not trying to use his [[Knife|knife]] at all. Being at low health also helps: players usually relax when they know that they only need a couple shots or less to kill their enemy.&lt;br /&gt;
&lt;br /&gt;
==List of Trickstabs==&lt;br /&gt;
===Stairstab===&lt;br /&gt;
When a Spy goes up an incline with someone chasing him, he can crouchjump over the target's head to get behind and land a stab. The method for this is generally to actually land ON the person whom they wish to stab's right or left shoulder while crouching, then turning left or right (turn left if on their right shoulder, and vice versa), and stabbing. Pioneered by [https://www.youtube.com/user/SubtIeArt SubtleArt], the stairstab rewards Spies who are aware of the map and their surroundings, although Stairstabs overall are usually not very effective in a competitive game, seeing as most players know better than to fall for such a trick.&lt;br /&gt;
&lt;br /&gt;
===Jumpstab/Rampstab===&lt;br /&gt;
Like a stairstab, but instead of inclines, which are commonly used and thus easy to predict, the Spy jumps on props such as barrels, railings, and sentry guns to get a height boost for the stab. Even the smallest height difference allows for a rampstab. For example, jumping onto an Engineer's teleporter provides enough extra height to land a successful rampstab. These stabs work much better than stairstabs, because even experienced players won't necessarily expect a spy to be able to jump over them if not on an obvious incline.&lt;br /&gt;
&lt;br /&gt;
===Counter To Counter (C2C) Stairstab===&lt;br /&gt;
If someone is aware of the jumpstab, jump on their heads, and when they rotate 180 degrees to &amp;quot;catch&amp;quot; you, strafe the other way and stab them.&lt;br /&gt;
&lt;br /&gt;
===Understab===&lt;br /&gt;
The Spy leads someone off the high ground, then strafes under and stabs the target. Can also be done against explosive jumpers. This can be done because the angle for a successful backstab is exactly 180 degrees, no matter the height. The concept for this is the same as the stairstab, except in reverse.&lt;br /&gt;
&lt;br /&gt;
===Cornerstab===&lt;br /&gt;
The Spy leads someone around a corner, then doubles back around the corner to get at their side and stabs them. A beginner's mistake in this trickstab is not waiting long enough. Depending on the target and on how far away they are from the corner the spy leads them around, it may take from immediately to a few seconds. The rule of thumb is to wait about one second unless they are practically right behind the spy.&lt;br /&gt;
&lt;br /&gt;
===Blindstab===&lt;br /&gt;
Same as a Stairstab or Jumpstab, but the Spy leads the target around a corner as well, which makes the target unable to see the Spy jumping at him.  Due to the threat of this, the target may wait around the corner to kill the Spy, enabling him to escape. &lt;br /&gt;
&lt;br /&gt;
===Matador Stab===&lt;br /&gt;
The Spy strafes one way to draw the target into looking that way to not expose his backstab radius, then strafes the other way and stabs him. The concept of this is similar to a cornerstab. Oftentimes, one can imagine this as a cornerstab without a corner. The spy first strafes right around their imaginary corner, then back.&lt;br /&gt;
&lt;br /&gt;
===SwitchStab===&lt;br /&gt;
Similar to a Matador, but uses the forward and backward keys to pull it off. The Spy pretends to walk past the target (W) only to move back (S) as the enemy turns to face where they were and score the stab.&lt;br /&gt;
&lt;br /&gt;
===Reverse-Matador Stab===&lt;br /&gt;
When the target is chasing from behind, the Spy may turn around and strafe in one direction then strafe the opposing direction for the stab, similar to a normal matador. There are a multitude of variations however turning around quickly and strafing the opposite way is the most common form. The use for this is commonly against chasing opponents.&lt;br /&gt;
&lt;br /&gt;
===Drop Stab===&lt;br /&gt;
Dropping from a great height and if needed airstrafing to get behind the target and stab them before touching the ground.  In contrast to the unreliability of most trickstabs, this is the hardest kind of stab to see coming (and the only way to work also). This stab is best done from a reasonably high height, for example, dropping from badwaters' roof into the cart capturing the 2nd point. This is perhaps the most reliable kind of trickstab, due to its nature which means that it is hard for it to be seen ahead of time.&lt;br /&gt;
&lt;br /&gt;
This stab can be practiced on tr_walkway_rc2.&lt;br /&gt;
&lt;br /&gt;
===Circle Strafe Stab===&lt;br /&gt;
The process of strafing in a way to counter the opponents strafe, usually to cut off their sideways strafe however it can extend into a backpedal stab. An enemy that is strafing would not be able to be stabbed by a Matador due to them using a strafe key as when using a strafe key the player's movement is pulling more sideways and away from the spy as well as their aim having to move less than normal. The point of Circle Strafing is to counter the opponents strafes instead of attempting a matador in which would fail.&lt;br /&gt;
&lt;br /&gt;
===Breast Milk Stab===&lt;br /&gt;
A deprecated fad term for approaching a stab from above an enemy at a 10 - 20 degree angle. Initially proposed by the spy &amp;quot;tf2klown&amp;quot; in 2012 as a joke, the term picked up popularity in 2019 and 2020 due to consistent references by influential spies such as swipez referencing it in both his discord server and in several (now deleted) short videos. The term had multiple interpretations due to its nature as a prevalent joke fad name, but the general consensus was that this stab referred to a quick and shallow surf stab.&lt;br /&gt;
&lt;br /&gt;
It was also sometimes used to describe a &amp;quot;telestab&amp;quot; because the telestab created a similarly low angle of approach, however it more commonly referred to a surfs rather than simple jumps because of the former's rarity and specialty. Upon the trend's end in late 2021, the term was eventually dropped in favor of &amp;quot;shallow surf&amp;quot; or just simply calling the stab a &amp;quot;surfstab&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Moonwalk Stab=== &lt;br /&gt;
An obscure stab made by CulRulDud, it involves the Spy being chased by a target. As the Spy pretends to run away, quickly start going back while strafing either left or right towards the chasing target and catch them off guard. Works well against Scouts and Spies.&lt;br /&gt;
&lt;br /&gt;
===Backpedal Stab===&lt;br /&gt;
If a target is backpedalling using the backward key, the Spy can strafe towards and stick to them. By strafing and not backpedalling, the Spy keeps his running speed while the target who is backpedalling loses their speed. Due to their adjustments, they will automatically look away from the Spy and expose their backs. This stab will almost always look like a facestab on the target side.&lt;br /&gt;
&lt;br /&gt;
===Skibidi Toilet Stab===&lt;br /&gt;
An Understab involving a jump or being launched by an explosive or airblast, mimicking the movement of the titular characters of the popular media franchise “Skibidi Toilet”. This is a highly impressive play which has not yet been performed.&lt;/div&gt;</summary>
		<author><name>TNTisbased</name></author>
		
	</entry>
</feed>