Team Fortress 2

Team Fortress 2

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TF2: Classes and Subclasses
By AlphaOwl and 1 collaborators
A guide to TF2's Classes and Subclasses.
   
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Introduction
Hello fellow reader. This guide is to teach about all of the classes in Team Fortress 2 and all of their subclasses. From Scouts to Spies and Demoknights to Battle Medics, without further ado, let's get into the topics of classes and subclasses.

This isn't necessarily a guide, it's more or less a basic description, but if it does seem like it is a guide to some classes, trust us, we know. we are just too lazy


IMPORTANT: This guide is severely outdated and made when this was relevant
Scout
The Scout is the fastest class in the game, whilst also having the lowest health pool. Using his Scattergun, Pistol, Bat, and variants, the scout can be quite the versitile class. Though a pick class, he can still be supportive with his extra cap rate. As a scout you usually want to focus on flanks and lit people. Because he has such a low health pool, you usally want to get in on a distracted enemy, deal your damage, and get out before they notice. Remember, just because you left the fight doesn't mean it's over. Hop back in and finish the job. The scout, using his scattergun can deal good damage at point blank, but at long range you should use your pistol. Rarely should you use your bat unless you are desperate or if it gives a benefit (boston basher's bleed). When it comes to other classes, for example the pyro, they can deal damage at certain ranges. The pyro is close ranged, so use your pistol to pick at him. A pyro can't use his/her/it's primary to get you from that far away, so they might use their shotgun. This is when you should get in close with the scattergun and deal bulk. It's hard to hit a scout at close range, so the pyro will pull out their primary. When that happens just walk back. Apply this to other classes and use some common knowledge to eliminate them.
Long Range Scout
This subclass uses a Cleaver and a Baseball bat to deal damage to enemies far away. The main concept is to get a hitstun on an enemy, anc cleaver for critical damage. While favoring this combo, he can still use the Scattergun or it's variants, but mostly choses the ones with passives (EG the Baby Faces Blaster, sacraficing acuracy for mobility). Most of the Long Range scouts are experienced, because in order to land any of the combos, you must master the arc. A quick instant kill, or massive damage to the enemy, it can be a good suprise attack, especially if the sandman hits from farther away, giving the scout an easier target. A good combo, but rarely seen over competetive play. A good subclass if you trust your aim.
Bonk Scout
The Bonk Scout is a subclass of the Scout that heavily relies on Bonk! Atomic Punch. Bonk is a drink that allows the scout to become invulnerable and faster for eight seconds, but you cannot use your weapons. The Bonk Scout's primary goal is to get behind enemy lines and capture objective OR mess with the enemy team. However, in doing both, you are an automatic target of the enemies, and you simply can't get yourself out of that situation using Bonk.
Soldier
The Soldier is a very easy class to pick up, but hard to master. With a Rock Launcher, Shotgun, Shovel, and varients, he can deal massive damage and then finish off what is left. Because the rocket launcher uses splash damage, taking the higher ground is to your advantage. Aim for the feet and you will deal your damage. You are a tank class, so your focus is on but not limited to: the Medic, Other Soldiers, Scouts, Demos, and Engineers. You can use your rocket launcher to rocket jump by aiming at the feet and shooting, jumping, and crouching in quick succesion. By rocket jumping, not only can you gain height, you can get to places not even the scout can reach, and even matching his speed if done correctly. You can use this to suprise the enemy and get a kill. Because of all this the Soldier is considered the most flexible class in the game.


AND FOR THE LOVE OF ALL THINGS HOLY, IF YOU LEARN NOTHING ELSE FROM THIS GUIDE, THE ROCKET JUMPER DOES NO DAMAGE (AND NEITHER DOES THE STICKY JUMPER)
Trolldier
This subclass, much like the DemoKnight, gives up his explosives for a close quarters combat (almost) instant kill. Using a Rocket Jumper, a rocket launcher that deals no damage, he can soar high with his rocket jumps. If carrying the B.A.S.E. Jumper, he can lengthen his decent to the point where he can hit almost any class with his Market Gardener, a melee that crits in the air, but only if it is caused by a rocket jump. Not as serious as the DemoKnight, and rarely seen in anything remotely competetive, he can be seen on most Hightower servers or just goofing off. His main focus is not to play the objective, but to kill. A fun subclass to relieve stress, or to just "troll" with.
Pyro
The Pyro is a maniacal pyromaniac who's only goal in life is to set the world on fire. Using his Flamethrower, Shotgun, Axe, and variants, he is dangerous from up close but weakens with distance. The Flamethrower doesn't have significant range, in fact it's almost point blank. Though it is your primary, depending on your play style you might have your secondary out more often. You should only be using the flamethrower at close range(unless you are out of ammo). To counter this short ranged weight, you carry a shotgun or flare gun. The Shotgun is used for chipping damage from farther away. You should use the flaregun when (1) you learn the arc, and (2) you can land the shots consistently. The flare gun crits on flamed enemies, so the bread and butter is that you set them on fire, reflect them, and then flare. Varys with opponents, of course. You shouldn't be using your axe because you have your secondary and flamethrower at your disposal. As a pyro, you are a pick class. This means you should focus more on kills then the objective. You can flank with the scout, and be on the front lines. Your airblast/reflect will reflect ANY projectile, besides medic's needles. Learn the timing, and have a good reaction time and you basically already are at the advantage. The airblast also extinguishes teammates AND gives you a point, so there isn't any reason not to airblast an on fire enemy. As a pyro, you also can "spycheck". Since you can light people on fire, lighting a spy makes it easy to track them. This is one of your main jobs, light even your team on fire to make sure they aren't spys.
Pybro
The pybro is hybrid of a pyro and a bro. He is usually seen sporting a Neon Annhiliator or Homewrecker, and is always around a friendly engineer. Used more as a partner or a tool, he spychecks and knocks sappers off. You might find him if your team has Engineers and the enemy has spies. He can be a useful assistant and might just save a nest. A friend to a Turtling Engineer (See Turtule Engineers) and loved by all, he very well be a guard to a castle.
Demoman
The Demoman has a Grenade Launcher, Sticky bomb launcher, and a bottle (+varients). As a demo you are catagorized as defensive, but you also make a great offensive class. Due to the nature of the demo, get used to getting hurt a lot. Learn the medktis on the map, and flanks to retreat. Your grenades and stickys lob, so you have to take that into consideration. You are a powerclass, along with the soldier and heavy. You also have the third highest health pool, so you should stick with your medic a lot. In a perfect world, you would pretty much always be overhealed by your medic. But that won't happen, so just make sure you don't be so open. Your stickybomb launcher makes a great trap. You can set up to 8 stickys at once (except for scottish resistance, which can have 14) You can detonate them from anywhere, so it makes for great suprise damage from attacks. 2-3 will usually do it, so you don't need to lay all 8. Put the other's somewhere else. Cover choke points, defend points, and protect your medic, and you will be everything your team will want in a one eyed scottish monster, right?


AND FOR THE LOVE OF ALL THINGS HOLY, IF YOU LEARN NOTHING ELSE FROM THIS GUIDE, THE STICKY JUMPER DOES NO DAMAGE (AND NEITHER DOES THE ROCKET JUMPER)
DemoKnight
The DemoKnight is a favorite among many. Ditching his explosives for a sword and a sheild, he charges into battle (litterally) with his only intentions of cutting off the enemies heads. While brutal, it can be effect at close range combat, even combating the Pyro. Near the end of a charge, you can get critical hits (Mini crits if you use a tide turner!) which can instantly kill anyone with 195 Hit Points remaining. Best using the element of suprise, he can easily dispatch any class, and swiftly get out unharmed or safe and sound. What the DemoKnight lacks in range he makes for in Point Blank power, he can be a very dangerous subclass.

There is also a subsubclass, the "SemiKnight". Still carrying his sheild and sword, he also carrys a grenade launcher. Using his primary he can deal his damage, and using the sheild as a damage eater AND a charge, he can use it to suprise the enemy with a charge and use his melee while still being able to use a grenade launcher. You lose the turn rate and hp though, so you should chose which one you would rather use. Boots or Launcher pick your poison
Demorai
Although this is questionable that the Demorai is a subsubclass from the Demoknight or a subclass from the Demoman, the playstyle of the subclass heavily relies on The Half Zatoichi. Using it's health regained on kill attribute, the Demorai is a powerful playstyle that could allow him to go on a high killstreak. The Demorai does not like to use a grenade launcher or a stickybomb launcher, for that would mean taking off the honorbound of the sword and losing 50 health back. It would also waste time trying to blow people up and not getting kills. However, the Demorai does typically use either the Bootlegger or the Ali Baba's Wee Booties and a shield. Each shield has their own aspects, but the sheild's attributes do keep a Demorai living. Unlike other Demo swords used by the Demoknight, the Half Zatoichi keeps Demorai at his default health amount, making Demorai somewhat fragile. However, the weapon does gain critical hits, making Demorai dangerous. They can be really strong against other Demorais or Soldierais, for the Half Zatoichi grants a one hit kill against other Half Zatoichi wielding maniacs. The Demorai also does quite the strafing, so that they could not be hit by others. This subclass can be taken out by really experienced players or sentry guns, for the Demorai does not have the damage from the distance, meaning that he doesn't have his grenade launcher or stickybomb launcher.
Heavy Weapons Guy
The Heavy is the iconic main man of TF2. On almost all box art, he is essentially the best known class. Just like the Soldier, he is easy to pick up but hard to master. As a heavy, you have 300 hit points (the highest in the game!). One of the 3 tank classes, the others being soldier and demo, you should always be on the front lines. Even though you have 300 hp, don't think you're invincible. Even if you are a target for a medic, you are also a big taget for the enemy team because you can deal so much damage. ...this also means spys will love your huge back, so you better watch it! The Minigun, Shotgun, and his own fists (+varients) are his weapons. The minigun will shred anything even close to you into ribbons, but at longer range you deal less and less damage, so don't be a sniper heavy. As such, since you strengthen with proximity, use your shotty at longer ranges or if you are trying to get away. With a minigun revved up you move EXTREMELY slower, noone can match that slow speed.Your fists alone aren't useful, but items like the gloves of running urgently, and the killing gloves of boxing are basically straight upgrades. Remember when I said your team's medic loves your ass? In a perfect world, he would be on the demo's ass, not yours. But since this is tf2 he probably is on yours, so keep him alive! You as the combo, are a big target to spys (like I said earlier). A tip: Look behind you around every 3-5 seconds. This goes for all classes, but heavy and medic especially. Just stay at the front, spycheck, and you should be good.
Hoovy
A Hoovy is indeed a Heavy, but isn't the big bear that you see him usually as. A Hoovy can be seen holding a Sandvich, and the Holiday Punch. This subclass means no harm, and it's only intention is to feed you. Killed by F2Ps and Tryhards alike, but favored by your average player, a Hoovy is seen all over the place. From 2Fort to Itemtest, we see it all. If you see a Hoovy, they mean good intentions. Kill them, and they might get on your bad side and hunt you down. Be wary when killing one, as it can get it's friends to gang up. They only mean to have a good time.
Boxing Heavy
This Heavy subclass specializes in using the heavy's multiple melee weapons, like the the KGB and the GRU and sometimes the Fists Of Steel, the Warrior's Spirit, the Eviction Notice, the Holiday Punch, and even stock fists! The primary role of this subclass is to mess around with the enemy and get as many kills as you can get. The subclass also uses a Buffalo Steak Sandvich to assist with the kills, because it gives higher running speed and mini crits, but removes your ability to use other weapons (which is useless anyway, because you are meleeing).
Fat Scout
Although the name of this subclass if Fat Scout, it is actually a heavy pretending to be a scout wielding a shotgun a scout who has gone overweight but still wants to be a scout. Being a Fat Scout, they also hold multi-class melees like the Conscientious Objecter, Freedom Staff, Ham Shank, Crossing Guard, Prinny Machete, or one of the prizes you get from the Saxxy. This is to not be full on Heavy, for the Heavy would use his fists. The Fat Scout does not use their minigun, unless in dire situations. However, this would mean that The Fat Scout is no longer a Fat Scout, but rather a Heavy. The Fat Scouts also dress up like their common, so that they would fit in. Although it is very rare, Fat Scouts like to hunt in packs. This however, takes time and coordination to work together to take down enemies. Although these subclasses aren't very common, you could probably find them on never ending maps like CTF maps or Hightower.
Engineer
The Engineer is a soft-spoken, amiable Texan with an interest in all mechanical things. He carrys a Shotgun, Pistol, Wrench, and varients, but he also carrys around a PDA. The PDA allows the engineer to build a sentry gun, dispencer, and teleporters. The wrench can upgrade these buildings to level 3, the sentry getting extra fire rate and rockets, dispencers get faster healing and ammo regen, and the teleporters have a faster recharge. The Engineer is a defensive class, because his buildings surround him as such. You alone are basically a weaker scout, and in a 1v1 you would probably lose against any decent scout. Make sure you place your dispencer where you team can fall back onto it, because if it isn't it's a waste. Don't turtle your buildings too much (Unless on defence, and even then, move your dispencer somewhere else), but some occasions it makes a good forward base. Don't worry about almost every sidegrade, most are too situational to be used all around. The only exception is the gunslinger. The Bane of Hightower, a feared weapon that puts psychological terror into your enemies. The gunslinger replaces the sentry with a miniature sized one that only costs 100 metal opposed to the 130 the stock costs+200 per upgrade. The mini sentry cannot be upgraded, but it can be repaired thanks to a recent update. With a gunslinger you should be playing very offensive, by putting it up at the fronts. It's basically a disposable teammate. Don't forget that you still should be placing other buildings, or else you aren't doing your job. Just do your job and your team will give you kisses.
Battle Engineer
This subclass for Engineer consists the player using mostly the inferior GUNSLINGER, but sometimes the wrench. The primary objective of this class to be as offensive as you can and to push up into enemy lines instead of staying back. The class deploys their sentries and then tries to keep it alive while fighting on their own using their primaries and secondaries. The more the Battle Engineer pushes forward into the enemy, the more screwed they are. Typical counters are good spies, soldiers, demomen, and medics with uber. Taking the Battle Engineer out as fast as you could is always an advantage, because if you don't while it's too late, you're going to be stuck sitting in spawn.

The subclass also is aided with typical shotguns like the Widowmaker and the Frontier Justice, good weapons for a battle engineer. You can sometimes see battle engineers with a stock, and rarely with a Rescue Ranger or Pomson 6000. The Widowmaker is beneficial if you can land good shots, granting you enough metal to replenish your sentry's health or just another sentry all together. Since the gunslinger is typically a small weapon and people won't notice it as much along with its fast firing speed, the Frontier Justice benefits because it will grant the user crits based upon kills and assists and from the sentry's death. A battle engineer would get rid of their sentry just to gain these crits, and with a shotgun crit, can guareentee death on classes with less than 180 health. However, getting rid of the battle engineer and then the sentry would make the battle engineer lose his crits, not allowing him to get his kills and push up. The stock is very simple, with no pros or cons, allowing it to be a versatile Engineer weapon. The Rescue Ranger isn't used as often, for keeping your sentry up is typically something you don't want to constantly do as a battle engineer, because you don't want to be held back. The Pomson 6000 is typically effective against medics and spies, but is very troublesome for its lackluster damage and projectile that people can avoid.

The subclass wouldn't rely on his secondary as much to get kills, but rather to survive/benefit the engineer. The engie would rely on the Short Circuit to avoid projectiles, and the wrangler to help sentry jump into high places or pick off far classes. The pistol is a good essential weapon too, although typically not seen as common in pubs. Overall, secondaries aid the engineer, but a tool not used typically.
Turtling Engineer
A turtling engineer is the most common type of engineer you will see. The easiest, and most logical way to play the Engineer. This engineer can carry anything in the arsenal (except gunslinger). They usually have a small perimeter, having everything in a small "home" (hence the name 'turtle'). A tip for herds of Engineers is to not bunch up, because one demoman can ruin it all. Usually seen defending the intel or a control point, they do not move much. These Engineers are effective in defending a control point, but is amplified if numbers are increased, and buildings are spread out. On the rare occasion, they might have a Pybro to watch their buildings.
The Ninjaneer
This engineer is a bit different then the others. While some might call it a subsubclass of the battle engineer, what seperates the Ninjaneer from the Battle Engineer is the fact that, instead of carrying the gunslinger, the Ninjaneer carrys any other wrench. His primary purpose is to get behind enemy lines or in places that can up the ante. A subclass most hard to master, the only real struggle is getting behind the enemy lines. If aided by an ubercharge, this can be conquered swiftly. While mostly seen on offence, the occasional Defensive Ninjaneer is found. A good distraction, letting your team control the game, can make all the difference from a loss from a win. If you can pull it off, your team will praise you and only you. But if you fail, you will be put back in the cage from which you came from. The Cage of Shame!
Medic
The Medic has a Syringe gun, Medigun, Bonesaw, and variants. You should almost 80% of the time be having your secondary out. You are the MEDIC of your team. Your secondary keeps your team alive. Without a medic, your team is severely hurt, because they rely on Dispencers and Medkits. Taking all this into consideration, you are the biggest target to the enemy. You are their primary kill, because if they don't kill you, the person(s) you are healing will kill the enemy first. Going off this, you MUST remember you are THE MOST IMPORTANT team member! If your healing target is overextending or is putting you in danger, you are more important so you should get out of there!! Your life is more important. Think about a beehive, the bees want to keep their Queen Bee alive at all costs because she makes the babys. This is basically how your team SHOULD be, but that's a perfect world. If you are left alone, you should ditch the battlefeild, yank out that primary, and book it. Don't shove your medigun up a heavy's ass. If the soldier with 2 hp is standing right next to your overhealed heavy then you should heal your soldier. Your most wounded is the most important target, and THEN get everyone overhealed. After healing enough you can get UBER, which lets you be invincible for 8 seconds, or the KRITZ, which give you crits for 8 seconds. The quick fix is a faster healer but doesnt make you invulnerable, and the vac gives up the 1 uber for 4 huge damage reductions. Pick your poison, but the quick fix is banned in comp.

(Pringle Boyo's main.)
Battle Medic
A Battle Medic is a Medic who's primary focus is not to heal, but to fight. Normally frowned upon by his teammates, but adored by the enemies, he is a hard subclass to master. This subclass can be played fairly well when played correctly. His main arsenal consists of, but is not limited to, The Blutsauger/The Crusader's Crossbow, and his Bonesaw/Ubersaw He can use the ubersaw to rack up uber, and use his ubercharge when in a sticky situation to get out safely. Remember, a dead medic is a sad medic. Don't forget to heal your teammates if you have nothing better to do besides fanning your own ♥♥♥♥, but point is, make sure you are a team player.
Pocket Medic
This medic can be frowned upon in pubs and competetive games alike. Usually seen shoving his medi gun up a heavys arse, his only focus is his healing target. These medics are not a team player and only home in on a heavy or, on rare occasions, the other classes, such as sniper or soldier. While not situationally aware, if his pocket dies, he is sure to scram. An easy kill, and a wasted slot. Don't be a pocket medic!


Note: there can be a GOOD pocket, but these cases are usually just a friend pocketing another. But don't forget: a pocket medic is not a team player.
Sniper
The Sniper is the eighth class in and is in the support role. Born in New Zealand and raised in the outback of Australia, this assasain spends his time isolated away from the team in order to pick off enemies. With his trusty weapons, like a sniper rifle, a smg, a kukri, multiple back objects, a bow, and a jar of piss, this class can be very dangerous when played properly.

In this catagory, the Sniper can be identified as his own class and subclass, for their are multiple ways to play as him.

The Sniper owns a trusty sniper rifle, the main aspect of his class. The sniper can do a base damage of 50-150 on bodyshot or charged bodyshot. The sniper can do 150-450 damage while scoping in, which registers as a crit. You cannot get a random crit with the sniper rifles in any case, for they get the crits from headshots. The reason why Sniper is a good class to play is because he has the ability to headshot, with the Ambassador Spy as a exception. A main strategy you want to keep focused on is being able to headshot classes, and understanding hitboxes aswell. Sniper rifles are very independent and special, making each one different from each other. The Machina, an old despised weapon by experienced players alike, allows the player to penetrate enemies with their bullets once fully charged. It also has an additional +15% damage on fully charged. However, the only downside is that this weapon does not have the ability to shoot while not scoped, which isn't useful while trying to run away and shoot. It also has the ability to charge faster. The Sydney Sleeper, a recently buffed weapon, allows the player to cover someone in Jarate when atleast halfway charged and shot at. The lasting of jarate differs depending on how long you charged your shot. The new buff now allows the Sydney Sleeper to douse teammates in Jarate if they are on fire, meaning that it would extinguish the fire. The only downside is that the weapon takes away Sniper's main essential tool: Headshots. The Bazaar Bargain is a useful weapon, however only good if you can precisely aim for heads. The weapon grants a faster charge time by 25% depending on how many players you have killed with a headshot with the maximum at 200%. However, the only downside is that the weapon grants a 50% charge penalty at first, but once you get those first two kills, there's no stopping you. The Hitman Heatmaker is a good weapon that alongs the player to gain a bar called focus. Once you have focus, focus will allow you to have 25% faster charge and allows you to not unscope while reloading. You can gain focus from kills or assists, and you can activate it by reloading. The only downside is that bodyshot damage is reduced by 20%. The Classic is bad and you shouldn't use it.

The Sniper owns a SMG, which is a SubMachine Gun. The SMG has a base damage of 8, with a max ramp up base damage of 12. However, there is falloff damage, which will eventually reduce to 4. For crit damage, 24 damage and for minicrit, 11-16 damage. The gun has the ability to reload the entire clip, similar to the revolvers, pistols, and syringe guns. This weapon is very useful for picking low targets closeby. However, the weapon is not very useful when in close quarters combat or long range. However, many experienced snipers avoid the dreaded Cleaner's Carbine, the only SMG unlock for Sniper. The weapon deals 20% less damage than the typical SMG, which is even worse. However, there is a ♥♥♥♥♥♥ upside where if you are able to get enough damage using the weapon, you can activate a crikey meter which grants the user minicrits for a period of time.

The Snipers also owns a kukri, or a type of machete. The kukri deals typical melee base damage, but for some odd reason, has a high crit chance. (IDK Why) The weapon was is a very situational one, for its use is for close range. Typical snipers use the default, however, some snipers do like to use the Bushwacka+Jarate Combo, which will be covered as a subclass. Weapons like the tribalman's shiv helps deal with spies while the Shahanshah is used when you are low on health.

Another essential tool for sniper is his Jarate, which is basically Jar-based karate. (It's really piss in a jar) The weapon does no damage, but rather coats enemies in yellow substance, which allows minicrit damage to be taken upon enemy. The weapon can even extinguish fires on yourself and teammates. However, this weapon can be reflected by an enemy pyro since it is a projectile, and there is traveling range. This weapon is typically used on spies and it will reveal a clocked spy if spy has contact with jar.
Lucksman Sniper
The ♥♥♥♥sman Sniper is a subclass that focuses on using the Huntsman, or the Sniper's bow. The main idea of this subclass is to just shoot your arrows around randomly and see if you can hit anything, and if you're lucky, maybe even get a headshot on that medic who you have been dominating for the past 3 minutes. Good lucksman Snipers actually practice using the huntsman and use it as their primary sniper weapon a lot. They understand the travel distance and know how high to aim. A good tip to playing this cruddy class is to make sure you charge your arrows. Charging your arrows allow more damage onto the enemies.
Backpack Sniper
The Backpack Sniper is a subclass that focuses on using the three secondary unlocks given to Sniper: The Darwin's Danger Shield, The Razorback, and The Cozy Camper. These weapons are used to assist the sniper in anyway there is.

A Sniper using the Darwin's Danger Shield is a dicky sniper. This sniper tends to use this weapon because of it's bullet resistance and +25 health. Either that, or they like to just screw around with you however. This type of Backpack sniper can easily be countered by not quickscoping, but rather charging up your shot.

A Sniper using the Razorback is a spy scared sniper. The purpose of the weapon is to prevent a single backstab. However, this weapon can simply be countered by using a REVOLVER. Besides, if you backstab the sniper, the shield will not regenerate unless going back to a resupply cabinet, so either way the sniper's dead.

A Sniper using the Cozy Camper prefers accuracy and survivability. The weapon grants no flinching when the rifle is fully charged and aimed, a health per second regeneration that can build up to four health per second, and knockback reduction to the player by 20%. The downsides to the weapon are practically none, except that you don't get a secondary. Keeping yourself distant from enemies is good when using this weapon.
Bushwacka+Jarate Sniper
These Snipers heavily rely on the usage of Jarate and Bushwacka. These snipers are typically subclasses, falling under Lucksman Sniper and normal Sniper. (It can't be Backpack Snipers because you can't have two secondaries) Now, there are two ways that these Snipers behave. In dire times against potentially a scout, spy, or any other closeby threat, the Sniper would throw his Jarate onto them and instant critical hit, because that's what the weapon was meant to do because the Bushwacka turns minicrits into crits for a small vulnerability against fire. Now the other path of the Bushwacka+Jarate Sniper is that the Sniper would just go ham onto enemies, killing as many, although this is very unlikely because of Sniper's health pool. Although it is very unlikely, the Sniper would use a Sydney Sleeper to also combo the Bushwacka effect, for that was the original item set's purpose. (Both Sydney Sleeper and Bushwacka are in an item set with the Darwin's Danger Shield and the Ol' Snaggletooth dubbed, The Croc O' Style Kit) Although this tactic may be effective, you become more of an offensive class, no longer being supportive. Also due to the lack of health and vulnerability to fire, you can be annihilated by pyros. Overall this subsubclass is effective, but with a lack of a health and being invulnerable to pyros, you're toast.
Spy
The Spy is a master of debonair and assassination. He comes from France and may have some involvement with Scout's mother. His job is mainly focus on all classes and engineer buildings. He has a base health of 125 and a movement speed of 107%, 26% less than a scout. With his trusty revolver, knife, watch, sapper, and disguise kit, spy is one of the strongest classes in the game.

The Spy's most important utility is his knife. His knife swings at the speed of a normal melee weapon, but does the damage of a scout's bat. However, when the knife is swung at it hits the back of an enemy, the hit deals an INSTAKILL, backstabbing the enemy. This is spy's most essential quality and why you should play him. Because of this backstabbing function, it makes spy a powerful class to takedown enemies. If you practice being a spy more, you can learn how to do trickstabs, which are backstabs that either happen by luck or are performed by skill and hit registry.

The Spy has a trusty sapper to go with his knife. Do you ever wonder how to take down a sentry without soldiers, demos, and uber? Well, the sapper does just that. The sapper does not do damage, unless it is placed on a engineer building. There are two types of sappers: The Stock and the Red Tape Recorder. To see more about the Red Tape Recorder, see troll spy. The stock is trusty, for it ALT+F4's engineer's buildings and slowly decreases its health. The only way the sapper can be destroyed is if it is killed by an engineer's wrench or a pyro using the Neon Annihilator or the Homewrecker. Overall, this weapon is useful to both the team and you, for it takes down one of the strongest defenses in the game.

The Spy is also equipped with a trusty revolver. A six shot shooter, this weapon deals about half health damage to a scout, meaning about six shots to kill a heavy. There are multiple variants, with each of the revolvers having their pros and cons, especially the Enforcer, which sure does have a ♥♥♥♥ ton of cons. Don't rely on it all the time, but use it as a last resort. Don't bring a knife to a gunfight, that's for sure.

The Spy has a disguise kit, which allows the spy to disguise as a friendly or enemy player. When appearing to the enemy, you look like who you are supposed to be disguised as. However, this weapon can easily be countered by pyros and players that you are disguised as, unless the enemy player is stupid.

Finally, The Spy has his watch. Now the reason I called it a watch is because there are two types of watches. There are the invisible watches, and the FEIGNED DEATH WATCH. The invisible watches allow the spy to go invisible and can have the clock be replenished by an ammo kit. The FEIGNED DEATH WATCH allows the player to fake their death once in hand and triggered, which is being hit by an enemy. This grants the player a short period of invisibility, along with a speed buff and ressistance. This is good for making great getaways. The FEIGNED DEATH WATCH allows the spy to become a different spy, allowing the spy to more supportive and independent, allowing the spy to take care of himself and reaching the nearest health pack.
BoxSpy/BoxCrab
The BoxSpy (As I will be referrng it to) plays almost identically to the spy, but has a few tricks up it's sleeve. It uses a taunt, the Box Trot, to hide from his enemies. Ironically enough, most enemies walk right by without blinking an eye. It seems almost too normal out of the corner of your eye, so it's pretty effective. It can also be utilized to make yourself seem shorter then crouching level, so hiding behind a wall is easy. It can be used with a dead ringer, because alone the dead ringer can't normally cloak. This should almost NEVER be played with a cloak and dagger, because the cloak and dagger does that exactly, except makes you invisible. You CAN use it with the normal invis watch, but it's pretty situational/needed to be used to get behind enemy lines. However, this tactic can easily be countered by experienced players who have faced this tactic. These subclasses are also TF2 Creatures too, but we aren't going to get into that.
Thanks for reading!!!
Welcome to the end of the guide. Leave a rating and like this guide! Feedback and suggestions for subclasses are appreciated. We hope you enjoyed it!

SIDENOTE: Please leave an idea in the comments! But this is NOT a species guide, we are trying to only include play styles, not animals (eg no spycrabs or heavy/demo/medic/etc birds), because that's for other guides.

ANOTHER SIDENOTE: This update is not fully complete. If updates that include new play styles are added, this guide will (hopefully) have it included! We also got lazy lol so some aren't fully completed yet.
39 Comments
testicle gaming 25 Nov, 2022 @ 9:56am 
I made a subclass head smasher pyro
retarb 11 Jun, 2021 @ 8:14pm 
gun spy
Mymytaculous 15 Feb, 2021 @ 11:58am 
Demopan
AlphaOwl  [author] 13 Feb, 2020 @ 7:09pm 
I mean, saying that to me 4 years ago would've probably been some better feedback at the time, but I'm old enough now to get out of diapers, so a bit outdated, lol.
En3ermost 13 Feb, 2020 @ 5:02pm 
Imagine calling the weakest and easiest counterable class (spy) the strongest one in the game lol
Killingtime 3 Jan, 2020 @ 9:52pm 
Weeaboo spy
Doofus ex machina 25 May, 2019 @ 11:57pm 
what about gunspy and soldier-knight or trolldier with a katana?
AlphaOwl  [author] 23 Mar, 2019 @ 10:18am 
Indeed.
GI Jeff 23 Mar, 2019 @ 5:41am 
outdated?
D R I N G L O R B 26 Sep, 2017 @ 3:49am 
No demopan 11/1 disappointed