Spy
Spy is generally considered the weakest class in MvM, for a number of reasons-- however, most players buy into this stereotype despite not knowing how to play Spy and what his actual weaknesses are. Spy's primary strength is his ability to do up to 938 damage per backstab to a giant thanks to the Armor Penetration upgrade, allowing him to either kill or nearly kill any standard giant in several backstabs. Furthermore, he is able to kill any non-boss or non-giant robot in a single backstab, including Samurai Demos and Steel Gauntlets. By using his sapper, he can stun any non-giant robot, allowing him to backstab them from any angle while they're stunned, and not just from behind them. However, the sapper is virtually useless against giants, with the exception of Super Scouts who are slowed down significantly by it.
Spy faces a multitude of challenges that make him significantly harder to play than other classes:
As previously explained, Spy is very prone to drawing the attention of robots. When playing, it's important to always be aware of how many robots are surrounding you, and to always have a plan to dodge their attacks once you've stabbed something. The Dead Ringer is always handy for its resistances, but remember that you can always lose the attention of robots by simply breaking line of sight, so keep an eye out for corners to turn or sources of cover to hide behind. Even if you don't know how to circlestab, you can take down a giant all by yourself by simply poking its back a couple of times, hiding for a few seconds, and then finishing them off with a couple more backstabs.
Common mistakes
Sapping robots is, at best, Spy's secondary role. Situations in which sapping groups of small robots is substantially useful are pretty niche, and usually just consist of groups of Heavies or Steel Gauntlets. That's not to say that the sapper is useless-- but upgrading its area of effect costs about as much as a single tick of Armor Penetration, which is a significantly more important upgrade for Spy. With certain exceptions such as wave 1 of Mannslaughter, you should avoid upgrading the sapper until you're maxed out Armor Penetration and your knife's attack speed. Remember that you can still stun robots without upgrading the sapper, and this can be very useful against Samurai Demos or individual Steel Gauntlets.
This one might be a bit controversial, but Spy isn't a support class, he is a damage class first and foremost. Yes, he can collect money thanks to disguises and the Dead Ringer, but Scout is still better in almost all circumstances, and more importantly Scout is crucial for being able to provide Mad Milk for the other damage classes. If you want to play Spy, politely ask your Scout to stay Scout if he's trying to switch to another class.
Upgrade priority
The two most crucial upgrades for playing Spy are, in order, Armor Penetration and knife swing speed. Each tick of Armor Penetration increases a backstab's damage against giants by around 180 damage, doing 750 damage with three ticks and 938 with four. It is necessary that you fully upgrade your knife's damage as soon as possible, as Spy just doesn't do any significant damage against giants with less than three ticks, considering you might only get two backstabs at a time before having to reset their aggro-- on that front, upgrading your knife's swing speed allows you to more reliably get multiple backstabs at once on a giant, but remember that full Armor Penetration comes first.
Outside of knife upgrades, Spy's upgrade path is very circumstantial. On certain waves where Steel Gauntlets and Heavies have more presence than giants, then sapper radius and movement speed can be valuable for getting multiple kills in a row. Relevant resistances are very important once you've upgraded your knife, though remember that the Dead Ringer allows you to halve your budget for them.
Weapons
Primary
Spy's primary doesn't matter. The L'Etranger is the best option because it allows you to regain your Dead Ringer cloak by shooting at a distant robot, and the Diamondback can be used to pick off some small robots. Ultimately, though, just use whatever you've got, and remember that Gun Spy is not viable.
Secondary
Weapon | Rating | Review |
---|---|---|
Dead Ringer | S+ | Absolutely essential for staying alive as Spy. Simply put, without the ability to block an incoming attack, Spy would simply have no chance of surviving besides wasting money on uber canteens. |
Invis Watch / Cloak and Dagger | Bad | Strictly speaking, the other two watches aren't unusuable, but they just don't have the protective power of the Dead Ringer, and cloak as a stealth tool is useless because disguises will always be enough to have robots ignore you. |
Melee
Weapon | Rating | Review |
---|---|---|
Conniver's Kunai | S | The Kunai allows you to raise your health up to 210 after a lethal backstab, and this is useful in practically every scenario. It is true that the lower initial health pool can sometimes mess you up, but the Dead Ringer will usually solve any problems you might run into. |
The Big Earner | A | The Big Earner grants you a speed boost and a cloak recharge on kill, allowing you to quickly chain together a number of kills on a distracted group of small robots. Note that because it lacks the Kunai's health stealing, you will need a new plan for restoring health, whether through Health on Kill or seeking dispensers and health packs. |
Knife | C | The stock knife has neither the health stealing of the Kunai nor the speed boost and cloak recharge of the Big Earner, but it does have a higher initial health pool. While certainly less useful, it's still usable if you don't have any other unlocks. |
Spy-cicle | Bad | Having your knife melted leaves you with absolutely nothing to do for 15 seconds. Pyros are not a significant threat for Spy because the Dead Ringer can extinguish you and fire resistance upgrades are cheap. |
Your Eternal Reward | Bad | The YER does not work the same way in MvM as the way it does in PvP. Backstabbing a robot doesn't apply your disguise instantly, but instead has the same delay present for applying a normal disguise. In other words, the sole upside of the YER has been completely removed in MvM, and is thus useless. |
Sappers
Both of them do the same thing.