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    The Medic 

Real name: Mr. Ludwig (Humboldt?)

Voiced by: Robin Atkin Downes (English), Nikita Prozorovsky (Russian)

The Medic is a genius Mad Doctor from the fictional town of Rottenburg, Germany, incidentally famous for its centuries-old tradition of chasing the latest in the resident lineage of mad doctors out of town with torches and pitchforks whenever they transplanted one baboon heart too many. Interestingly, he had a medical license, but lost it after a patient woke up, only to find his entire skeleton missing. The Medic has little regard for the Hippocratic Oath, instead regarding it as the Hippocratic suggestion, and is deathly curious about human flesh and/or pain, regularly performing crazy and unethical experiments on his teammates, and his battle healing is his investment to see more hurting in the future... not to mention that the healing benefits of the Medi Gun were originally just a side effect of whatever he was really shooting them with. The Medic's class page on the TF2 Wiki. Everyone, Meet the Medic!

With 150HP and 107% base speed, but a fast-firing, but rather weak syringe gun, the Medic is not suited for direct combat. However, he is a vital part of the team, so important that the competitive scene restricts every team to one Medic. Why? Because he has the powerful Medi Gun, which, when pointed at a teammate, can restore health, but also overheal them, granting them a decreasing 50% health buff (a world of difference in a gunfight). Moreover, the Medi Gun's healing will eventually allow him to activate the ÜberCharge, a powerful buff making the Medic and the teammate the Medi Gun is healing completely invincible for 8 seconds, which defines half of the meta-game. Because of that, he is a high-priority target for the enemy team and must evade shots and assassins, mostly relying on his teammates to defend him. His melee weapon is a bonesaw.

He was the first class to receive new weapons.

  • Achievements in Ignorance: According to his profile, he didn't intend the Medi Gun to be a Healing Shiv; the healing effect is an unintended side effect of whatever the hell it actually does to the target.
  • Achilles' Heel: Due to being a class that focuses primarily on healing teammates around them who are killing nearby enemies, Medics are unfortunately vulnerable to pretty much everybody on the enemy team. But in particular, the classes he has to watch out for are:
    • Spies. Even an amateur Spy can easily backstab a Medic who’s too focused on healing his teammates. A good Spy can even trick a Medic into healing them, and backstab them the moment they turn around. There’s even an achievement for doing this!
    • Snipers also fit to a degree. While most people have to deal with the mercs that are near or being healed by the Medic while trying to take him down, Snipers have the easy job of simply headshotting them from afar, thus leaving the team without their healer, and with no one to immediately take retribution on.
    • But most of all, there's the Pyro. Pyros are the only class that can menace a Medic even if he's Ubercharged, as they can simply airblast the Medic away from the class he's charging, thus leaving him vulnerable to the enemy team, and wasting the Medic's hard-earned Uber. What's more, Pyros are even worse for Medics in regular play; being able to massively slow down their healing rate with their afterburn on top of forcibly removing them from their patients with the airblast.
  • A God Am I: One of his voice lines in Mann vs. Machine mode is "I am a God." Not only is this a reference to the "Meet The Medic" Outtakes ("I can take men to the peak of health, and beyond! I can make GODS!"), but Robin Atkin Downes says it in the same inflection he did when he redubbed said outtakes.
    • And again, when the characters received new voice response lines for the Halloween 2013 event that are triggered when playing on the Helltower map, one of the Medic's lines is, "Today!! I am a God!!" (maniacal laughter) when he collects one of the major Halloween spells.
    • In "Old Wounds", he says "It's just like I always say; there's no harm in playing God, so long as you are good at it!"
  • Adjusting Your Glasses: Type #2 during surgery, Type #3 on the battlefield. Both exhibited in "Meet The Medic".
  • Affably Evil: He's a mad scientist who has no moral qualms about mercenary work or experimenting on his teammates. That said, he's also friendly, cheerful, and helpful to his teammates on the battlefield.
  • Ambiguously Jewish: He was alive in Germany at the time of WWII but isn't a Nazi, he's an intellectual, the theme song of his bird Archimedes is klezmer music, he pronounces "danke schon" the Yiddish way, and he dressed as the openly Jewish Einstein for Halloween.
  • ...And That Little Girl Was Me: Played for Laughs; in his Meet the Team short, he tells Heavy a (presumably) long, winding story that culminates in a patient losing all the bones in his body. At the end, he reveals that this incident actually happened and cost him his medical license. Heavy, who had been laughing the entire time while on Medic's surgery table, becomes visibly concerned for most of the transplant after.
  • Animal Motifs: Doves. Not only does he keep several as pets, he also looks a lot like them. The most noticeable resemblance is his coat, which is reminiscent of a bird's tail feathers. The "Medimedes" cosmetic turns his head into a dove head.
  • Artistic License – Medicine:
    Medic: "I know, ja? Why do people even go to medical school?"
    • In between his shenanigans, he drops little hints that he actually does know something about real medicine (or at least he's aware of the consequences of his meatgrinder surgery), but chooses to ignore them because they (like ethics) often gets in the way of his experiments. He also often chooses not to tell his patients (especially the Soldier and Heavy), likely out of fear of being turned inside out.
  • As Long as It Sounds Foreign: "Uppengraden" isn't real German. Neither is "Dummkopfs" the correct plural of "Dummkopf" (that would be "Dummköpfe"). Whenever the Medic talks in German, he does so with a noticeable American accent. Sticking with the Stylistic Suck mentioned below, his voice actor is a Brit who lives in America.
  • Ax-Crazy: A twisted and sinister Mad Scientist who spends most of his time gleefully covered in blood. The main reason he bothers with medical experimentation (besides the aforementioned Mad Scientist curiosity) is that healing his teammates is far more efficient than doing the slaughtering himself.
  • Back-Alley Doctor: There's no evidence that The Medic has any official training at all, apart from his endless experimentation on his patients. To be fair, he claims he lost his medical license, which implies he did have a license, at some unspecified point in time.
    Medic: An Ven ze patient voke up, his skeleton vas missing, and ze doctor vas never heard from again! (laughs) Anyvay, zat's how I lost my medical license.
    • In consistency with this, his Med-Lab isn't the cleanest place, with a refrigerator as a cooler and a dozen doves (and bird poop) all over the place.
  • Back-to-Back Badasses: Medics don't need to keep their crosshair on their patient. Once the healing beam connects, the Medic can move around freely as long as he roughly keeps line of sight to the patient (even around corners) and doesn't exceed maximum beam distance. With enough experience and coordination with the patient, the Medic can afford to look the other way of the combat zone, specifically to warn the patient if an enemy (Spies in particular) tries to flank them.
  • Bad Liar: In the video, he claims that ribs grow back, and the Heavy looks unconvinced even before he turns to one of his pet doves and loudly whispers, "No zhey don't." It's unclear why he even bothered to say that, seeing as the Medi Gun should have made it redundant anyway. (The funniest part is, ribs actually do grow back if the perichondrium is still there.)
  • Badass Bookworm: In the game, Medic is competent in physical combat when equipped with a bonesaw or Crusader's Crossbow. In the comics, he can also be formidable in combat when necessary. For example, check the fourth page of the "Shadow Boxers" official comic. His glasses are taped at the nose piece. He's also covered in blood, and his labcoat's been torn. In "The Naked and the Dead", he plunges his bonesaw into Classic Heavy's body, which would have killed Classic Heavy if he hadn't been equipped with life extension technology. This is a man who has simultaneously invented his own technology to heal bullet wounds in seconds, but can also tear humans and robots apart with rusty saws and dirty needles.
  • Badass Longcoat: He wears one, and boy does it make him look cool in Meet the Medic.
  • Balance Buff: The Medic was considered one of the worst classes in Mann Vs. Machine, since his focus on healing wasn't very useful in a mode where inflicting damage is extremely important and everyone can get upgrades to heal on kills. He later got several buffs, including a forcefield that damages enemies and the ability to revive his allies, making the Medic an invaluable ally in this mode.
  • Barrier Warrior: In the A Tale of Two Cities update, he gets the ability to create a force field with his Medi Guns. It blocks all damage except for melee weapons, and causes damage to any robot that tries to run up and use a melee weapon.
  • Berserk Button: Don't break his experiments, call him useless, or harm his doves, lest you end up on the receiving end of his bonesaw.
  • Beware the Silly Ones: Tries to put up a fight with the Classic Heavy. It doesn't go too well, but he does get a few blows in. Additionally, he pulls off a bluff that distracts an Australium-powered Classic Heavy enough for Modern Heavy to remove his life extender. Which turns out that his bluff is actually true, he did put a baboon uterus inside the Classic heavy and fed him with artificial steroids in order to gestate the actual babies. It may or may not be three or four of them, though.
  • Big Damn Heroes:
    • In "The Sounds of Medicine", robots mow down Sniper, Heavy, and Pyro. Just before they can finish off Scout, Medic suddenly appears. Medic leaps onto the scene, descending in slow motion, lit from behind with sunlight, with his lab coat waving behind him like angel wings. He uses new technology to resurrect his fallen colleagues and block a barrage of robot fire with a force field shield.
    • In "The Naked and the Dead" comic, Miss Pauling believes that she has died from blood loss (along with Zhanna, Soldier, and Demoman) after being attacked by Australium-extracting robots. Suddenly, she regains consciousness and discovers that Medic has found the party and is replenishing their lost blood.
  • Big Guy, Little Guy: When he hangs around with the Heavy, he's — naturally — the little guy.
  • Blind Without 'Em: When pausing the video during "Meet The Spy", before the fake Medic puts on his glasses, note that he's both squinting and a bit cross-eyed, just like someone with a strong prescription would be after taking off their glasses.
  • Blue-and-Orange Morality: It turns out that the real reason why the Medic joined the Classic Team was because he needed funding for his experiments (a good deal of which he spent on resurrecting the Sniper), not because he is genuinely evil. Granted, he is performing said experiment on the Classic Team, but he seems to think that's what his job is.
    Medic: "Black market organs don't march directly out of exotic animals into your body cavity. My experiments require funding!"
  • Blush Sticker: Not him, but the Pocket Medic doll in his likeness.
  • Boring, but Practical: The vast majority of players flatly refuse to play the Medic, partly because holding down the left mouse button and occasionally pressing the right doesn't exactly compare to running around, setting people on fire or backstabbing them, to the point that it's a bit of a community in-joke that Medics flat-out don't exist in Pubsnote . That said, the Medic is so fundamental to team strategy (and the ÜberCharge is so powerful) that if one team has two Medics and the other forgot, barring grotesque differences in individual player skill, the team without a Medic might as well not have bothered showing up, especially in Competitive matches where he is near-mandatory for a chance of success. However, see Difficult, but Awesome below.
  • But Not Too Evil: The Medic was around during World War II, is German, has a shady past, is insane like the rest of the team, and generally considers his healing an unintended side effect to his real work. But according to Word of God, he is not a Nazi and never was one. Initially, Robin Walker said it would have been "too easy" to make him one. The games' lore explains that Medic's entire family is full of mad scientists, and has been for generations — in fact, they're chased out of their hometown by mobs armed with pitchforks and torches at least once a generation.
  • Carpet of Virility: The Burly Beast cosmetic item gives him a muscular, hairy chest.
  • Characterization Marches On: Originally, he started out as your typical cold, stoic, mad scientist with lines that were mostly insults directed towards his team. This has been completely phased out ever since "Meet the Medic"; now he's an enthusiastic lunatic who's more crazy than sadistic.
    • Further supported by the extra Medic voice lines specifically added for the Halloween 2012 Scream Fortress event: Coming face to face with a mad magician, the Medic sounds more and more unhinged, but at the same time terribly enthusiastic at the prospect of learning actual magic. *cue ominous music*
  • Chewing the Scenery: This video confirms it; Robin Atkin Downes is having too much fun as the Medic! In fact, despite the variety of roles Downes has played over the years, Medic is among the few that he consistently returns to purely for fun, as seen on his YouTube channel.
  • Combat Medic: His syringe gun and bonesaw never see use as medical tools, and his Medi Gun is best suited for breakthrough support.
    • There also exists the "battle medic" playstyle, Medics that both heal and use their weapons as the situation calls for them, though the logical extreme exists on both sides. It is entirely okay to capture the point/push the cart/take the intelligence after the ÜberCharge is done and the defense has been completely broken.
    • In Mann Vs. Machine, he can actually play this straight and make it damn useful thanks to one upgrade: the Medi Gun shield. The shield's main purpose is to block projectiles and to block the movement of the robots, but it has a secondary bonus of dealing low amounts of damage to any robot that tries passing through it, and it dishes it out fast enough to kill anything but a Heavy or a giant. It's completely viable to use the shield to quickly kill any stray robots or just using it to annihilate the wave that's coming through. Hell, you can even use it on the damn tanks and it would be a considerable help. Even better, it can deal mini-crits with the help of the Buff Banner or Jarate.
    • Also in Mann vs. Machine mode, he can actually become both the team DPS and tank during the last round thanks to the Blutsauger and mad milk syringes. With all upgrades applied, the Blutsauger has a DPS that puts the Heavy's miniguns to shame and has clips and ammo reserves so large they can't display properly. On top of that, it will heal the Medic an astonishing average of 11 health per successful hit, which can in turn heal the Medic by more than his entire health bar in less than a second. If the Medic has max resistances, he will be unkillable even when the entire robot horde is trying to kill him. The best part is that you don't even need to heal anyone at this point with the Medi Gun; anyone who shoots anything you have shot will get some health back — not that anyone else will be taking much damage anyway, as the robots will prioritize you because they will still Shoot the Medic First even though it has virtually no effect.
    • Notably, a Medic has a huge chance of winning a head-to-head confrontation against another non-frontline class (Sniper, Spy, Engineer) given his superior movespeed and health, and his Syringe Gun, while not being a hitscan weapon, outdamages the SMG, Revolver, and ties with the Engineer's shotgun.
  • Con Man: Or in the Medic's case, he is the ultimate bullshit artist. Even more incredible than his ability to break the laws of biology is his incredible talent to fast-talk people into giving him what he wants, such as agreeing to let him perform experimental surgery on them, despite the fact they should know better (see the "Meet the Medic" short movie, and the comic "Blood in the Water"). He even conned the Devil to send him back to Earth and give him 50 extra years of life on top of it… and a pen (in the comic "The Naked and the Dead").
  • Cowardly Lion: As with the other non-frontline classes, the Medic is extremely weak in combat and will spend most of his time behind his teammates when they get into a fight; however, when the Medic has a full ÜberCharge they can make one of their teammates deal massive damage or be immune to all forms of incoming damage, and the Medic is most effective when they're retreating due to their syringe gun dealing the most damage when an enemy is running straight at the Medic, and the Ubersaw enables the Medic to be more aggressive. The Cowardly Lion aspect is often played straight by some Medics who will flee in the middle of a push in order to save themselves, but slightly justified since they're also the only class capable of healing teammates and if the push fails, then it would end up being a Senseless Sacrifice.
  • Creepy Shadowed Undereyes: He's drawn with these in the comic sometimes. It's subtle underneath his spectacles, but they're there. Most likely due to both long nights of experimentation and a stressful job.
  • Cut Lex Luthor a Check: The Engineer and the Medic are both explicitly credited with refining and inventing their tech, respectively. Between the two of them, they could turn the world on its ear if they ever started selling their technology, a la Saxton Hale. Instead, they're content to be mercenaries. Though in The Medic's case, he likely prefers mercenary work, since selling his inventions wouldn't satisfy his medical curiosity. And by "medical curiosity", we mean "savage bloodlust."
    • That being said, he seems to like money a lot — his Mann Vs. Machine lines when picking up dropped money are, quite frankly, the most enthusiastic out of the classes who got new lines. "EVERYONE! FREE MONEEEEEEYYYYY!"
    • He does get himself a "Fancy" job in "Ring of Fired" after he lost his old merc job, too. It happens to be the Original Team's new Doctor, and is still as unethical as ever. Although his experiments set them back a few billion dollars...
  • Deadly Doctor: He's a creepy and eccentric doctor who uses medical tools and gadgets in insane and dangerous ways.
  • Deadly Euphemism: "Let's go practice medicine.", spoken in the same tone as one would dramatically utter "Let's go kill them all." Considering how he's referring to ÜberCharging his Heavy as he mows down dozens of enemy Soldiers, that's basically what he's doing.
  • Deal with the Devil: The Medic already sold his soul to the devil, but grafted his teammates' souls onto his own to keep him alive. See Did You Just Scam Cthulhu?. He also barters one of his teammates' souls for Satan's pen.
  • Denied Food as Punishment: Or rather, Denied Healing. Players often forget that the Medic gets to choose who they heal, unlike a Dispenser, which heals up to 5 people close by. It's so easy for Medics to deny healing to misbehaving teammates and enforcing his will on the team, which is not a good tactic to begin with. Excess Spies/Snipers, Soldiers who insist on using the Rocket Jumper and The Market Gardener, toxic players... the list goes on. The adage goes "Never annoy your Team's Medic; you don't want to annoy the guy who decides who lives and who dies."
  • Determinator: He has no idea what he's doing half the time, but he rarely fails in his operations and experiments sheerly because he refuses to stop until he reaches a solution that satisfies him, for better or worse.
  • Did You Just Scam Cthulhu?: While downplayed, since he actually did sell his soul to Hell, his Deal with the Devil was supposed to be a contract solely to his own. Instead of death being a quick ride to Hell, he sewn himself to the other eight souls of his own team, essentially making him immortal if he is killed personally since there is no practical method of purging the life out of his body other than pulling his soul out.
  • Dies Wide Open: In "The Naked and the Dead" comic, Medic is lying motionless on the ground with his eyes open after Classic Heavy shoots him to death. Fortunately, he gets better.
  • Difficult, but Awesome:
    • Medic naturally has to be somewhat near his patient to keep healing him in combat, leaving him often at the mercy of enemy spam. Good medics keep up the healing on his entire team while dodging all the enemy fire, and keep his uber charging at as fast as possible. One team having a better Medic than the other can single-handedly decide the match.
    • Mastering melee combat with the Ubersaw is a valuable skill to have, as each strike grants you an unbelievable 25% Uber per hit. Two Medics going into melee with the Ubersaw and Übercharging each other can keep the invulnerability up indefinitely until they run out of targets in melee range. And in competitive level, a single Ubersaw hit can literally turn the match into a Curb-Stomp Battle, as 25% Uber advantage is nothing to sneeze about.
    • Speaking of Competitive, Medic is especially difficult when playing in organized teams. In pubs, you can get away with pocketing the topscoring Heavy to destroy that sentry nest, but in Competitive, the Medic has so much more to deal with. Counting Übercharge, crit heals, and knowing where all your teammates are are all things that a Competitive Medic should all be expected to know, and you have to do this all during the fighting, AND the whole enemy team is out for your blood. But, your enemies are out for your blood for a good reason; an Übered push is a major deciding factor in who wins the round.
    • The Quick-Fix. It has an increased heal rate that's cranked Up to Eleven when the ÜberCharge is deployed, with the trade-off of not making the heal target invulnerable, and having half the overheal. A bad Quick-Fix medic is generally worse than one with the stock medigun, because the poor overheal can make pocketed heal targets easier to defeat. A good Quick-Fix medic, however, can single-handedly keep an entire team afloat, quickly delivering bursts of healing to each teammate as they need it, provided they don't rush headlong into the enemy and get themselves overwhelmed, and by popping the ÜberCharge, he can bring several teammates from almost dead to completely healthy in the span of a few seconds. And since the Quick-Fix ÜberCharge also gives the medic the same ludicrous heal rate and makes him immune to knockback, pyros can't separate him from his teammates with the Compression Blast.
  • Diminishing Returns for Balance: Competitive format limits only 1 Medic per team. Pub games can have more, but 2 Medics are generally enough for a 12-man team. 3 Medics might be workable, but any more would actively work against the team, as they would be lacking combatants, and the Medics would have to compete with each other to build ÜberCharge as fast as possible.
  • Discount Card: The Medic can share his Power Up Canteen with his patient and (since the Two Cities update in 2013) can purchase upgrades for his Medi Guns in Mann vs Machine to buy canteen fillings at a discount to a minimum of 5 credits.
  • Distressed Dude:
    • In "The Naked and the Dead" comic, Medic is brutalized and pinned down by Classic Heavy, unable to defend himself. Heavy comes to Medic's aid.
    • In the "End of the Line" video, BLU Spy takes RED Medic hostage. RED Heavy subdues BLU Spy, thereby saving his friend.
  • Ditzy Genius: Let's see... "The Ditzy Genius who, while very intelligent and talented, has absolutely nothing in the way of common sense, logic, wit, or tact". Check. He seems to mood-swing between this trope and Deadly Doctor. He certainly has the most chipper, manic, brilliant smile of all the mercs when he's happy.
  • Dressed to Heal: Medic wears a white labcoat and gloves. A patch eventually added a Randomly Drops mirror for his head and a surgical mask for his face.
    • In Beta, he had a stethoscope slung around his neck for absolutely no reason. While he no longer carries it with him, it can still be seen in his cubby in the respawn room, and another Randomly Drops item allows him to put it back around his neck.
    • Strangely, in "Meet the Medic", he only puts on his labcoat and gloves when going into battle, performing his Meatgrinder Surgery WITH BARE HANDS.
  • Dr. Jerk: His initial characterization pre-"Meet The Medic" was a cold, harsh doctor whose teammates rarely met his expectations and who liked to throw out juvenile insults.
    • "Vould you like a second opinion? You are also ugly!"
    • "Did zat sting? Saw-ry!"
    • Even afterwards, with the "Results Are In" taunt: "Diagnosis: Ha! Ha! You're dead!"
  • Early Installment Weirdness: The Medic's release characterization had tinges of a sadistic Dr. Jerk. That angle is absent from his dialogue updates, which have emphasized his jovial Mad Scientist side.
  • Einstein Hair: Part of his Halloween 2011 costume.
  • Emergency Weapon: His Syringe Gun and Bonesaw are these, considering any time you are not healing is time wasted not building ÜberCharge. The Syringe Gun in particular is a terrible weapon when used offensively, but it's one of the best defensive ones. Start walking backwards away from the combat zone while peppering the area with syringes — being a non-hitscan weapon, the syringes last for a second before dissipating, thus presenting a hazard for anyone trying to chase you down (in particular, Scouts).
    • This is sort of Enforced, of course; there is a reason so-called "Battle Medics" are met with a sense of disdain by other players.
    • That said, a few side-grades the Medic can get do sort of shift their uses, specifically (and respectively) the Crusader's Crossbownote  and the Ubersawnote .
  • Enraged by Idiocy:
    • In "Expiration Date", Soldier spent several days teleporting a loaf of bread, after Medic and Engineer explained to the team that doing so was creating tumors in the bread. Medic was so livid when he learned about Soldier's stupidity that he tossed aside the jarred bread sample to the floor and grabbed Soldier by the collar.
    • He also flips out at Heavy in "End of the Line" over the former not knowing how to play chess.
  • Even Evil Has Loved Ones: He cares about his pet doves. When Classic Heavy kills Archimedes, Medic is beside himself. He’s also visibly saddened to see Sniper’s dead body and goes out of his way to spend the next 6 hours reviving him.
  • Even Evil Has Standards: In the "Gargoyles and Gravel" comic, Engineer offers Medic a beer, but Medic politely declines because he's performing surgery. For all his crazy antics, Medic does not drink while performing his duties.
    • Don't insinuate that he'd intentionally kill you on his operating table. He is a Doctor.
  • Everything Trying to Kill You: Due to the practice of Shoot the Medic First. In particular, Medics make ripe targets for Spies, Snipers, Scouts, and Death from Above Soldiers and Demomen (with cabers).
  • Everything's Better with Plushies: Not the Medic himself (unless you count the Pocket Medic item), but you can own Archimedes as a plush toy.
  • Evil Cannot Comprehend Good: He is shocked, nay, flabbergasted when he finds out that the Team Fortress Classic Medic barely experimented on his team, if at all.
  • Evil Laugh:
    • He doesn't even possess specific domination quotes, as his class is rarely used for combat only, so most are nothing but evil laughter.
    • In "Meet the Medic", he throws his head back and howls with laughter as the Uber device successfully interfaces with a mega-baboon heart. Heavy watches him with consternation.
  • Exact Words: Prone to doing this in the supplementary materials. He apparently told the Original Team that he put them under to fill cavities, just meant chest cavities (that he made himself), not dental cavities. He also reassures one antagonist that as a doctor, he'd never intentionally kill him on his operating table... because he can kill him right there and then.
  • Expy: The Medic is a pretty clear Egon expy, from his similar uniform, Awesome Backpack, suspiciously similar goggles, round glasses, Mad Scientist tendencies... Medic even fights ghosts each year around Halloween!
  • Face of a Thug: In the comics, Medic admits to Sniper that even his sincere, jovial smiles look "smug and evil".
  • Flechette Storm: A rapid-fire rain of needles from his Syringe Gun, Blutsauger, or Overdose.
  • Foreign Cuss Word: Fond of insulting people in German.
  • For Science!: Progress sounds like hearts exploding, apparently.
  • Four Eyes, Zero Soul: Played with. The Medic is most definitely a sadistic bastard with glasses, but at the same time he clearly cares for his teammates and pet.
    • Subverted literally as of "The Naked and the Dead", where it is revealed that while he sold his own soul to the Devil, he also has the souls of all eight mercenaries.
  • Fragile Speedster: Not to Scout's extent, but Medic's base speed sits just above average, at 107%. While he's a bit sturdier than the low-health classes — 150 HP instead of 125, with Regenerating Health to boot — his lackluster firepower undermines his bulk, meaning he relies on his teammates' protection most of the time to survive. If he is healing someone faster than him, such as a Scout or a charging Demoknight, the Medic will mirror their speed.
  • Funny X-Ray: His "Results Are In" taunt has him displaying an X-ray of a ribcage with a bomb implanted inside, presumably the same one seen in "Meet the Medic".
  • Gameplay and Story Integration:
    • The Medic actually uses Quick-Fix in the "Meet the Medic" video, explaining why the RED Heavy was immune to rocket knockback. The Quick-Fix having an invulnerability ÜberCharge is also explained as being an original feature which got shorted out by its debut use.
    • A Medic and Heavy are one of the deadliest team combos in the game, and one both classes typically try to assemble a lot. That said, in Meet the Medic, they're both shown enjoying each other's time, and Heavy is the only one Medic outright calls a friend (more than likely a Fire-Forged Friendship). This even doubles back on itself; Because Heavy considers Medic such a genuine friend, he's the only class in the game that will not have any lines for dominating a Medic, not even generic domination quotes. Medic doesn't have specific lines for anyone due to the nature of the class, but he won't use his generic ones even if he somehow manages to dominate an enemy Heavy.
  • Glass Cannon: The Kritzkrieg plays this role in the Medi Gun square. Its uber builds up at a 25% faster rate than the default Medi Gun, being the second-fastest to prepare overall behind the Vaccinator. When activated, it bequeaths the recipient with an eight-second Critical Hit-boost. However, the Kritzkrieg only has overheal as a defensive benefit, for both the patient and especially the Medic. This leaves Medics who use this Medi Gun easier to overwhelm. Interestingly, despite its lackluster defensive prowess, it plays best in defensive environments. This is chiefly due to the ubiquity of Engineers on defense; their buildings' crit-immunity strongly discourages offensive Kritzkrieg use.
  • Glowing Eyes of Doom: Recipients of an ÜberCharge get them.
  • Good Powers, Bad People: The Medic owns a medical marvel of a Healing Shiv, but he merely views its use as a side effect of his Mad Scientist experimentations. He even provides the page quote for the trope.
  • Gratuitous German: Uses the improper pluralization of "Dummkopf" and "Schweinehund". Correct in the German translation, however. The incorrect usage is in-character with the Stylistic Suck of the writing, though (the game was written as a parody of 1960's pulp stories written by people who didn't check their facts).
  • Harmful Healing: His healing is said to be an unintended side effect of his curiosity.
  • Healing Factor: The Medic regenerates health constantly. The Blutsauger reduces it in exchange for draining the life out of stricken enemies. The Amputator bonesaw has a +3 self-healing per second as well. Specifically, he can heal up to 7 hit points a second — so fast that there's typically no point in running to find health, as by the time you get there, you'll have already healed yourself. Coupled with not relying on ammo in normal circumstances, a properly equipped Medic can go indefinitely without any form of external resupply, leaving his allies to fight over ammo drops.
    • This briefly causes an issue with Demoman, who's furious at his ability to drag people kicking and screaming back to the land of the living, yet is unable to restore his missing eye. An irritated Medic retorts he has, indeed, regenerated his eye, more than eight times already — and every single time, it grows into a new MONOCULUS! the next Halloween, and the team has fought several of them already. Every time, the Medic destroys the memories of having the eye restored, along with giving Demoman a slight case of brain damage triggered by attempting to remember, which sends him back mentally to being the cheerful battlefield lunatic he usually is.
  • Healing Shiv: The Crusader Crossbow bolts heal when hitting teammates and damage when hitting enemies.
  • Heart Is an Awesome Power: The ability to heal and grant temporary invulnerability doesn't seem so lame when you and an ally are mowing down enemies and punching through defenses with abandon as a Two Man Army.
  • Herr Doktor: Fellow Medics even say "Thank you, Herr Doktor!" when they're being healed.
  • Hidden Depths: Like Engineer, he doesn't seem to be much a fighter, but isn't afraid to bite if backed into a corner. Classic Heavy notes that he didn't think much of him until Medic was plunging an Übersaw into his ribs. Furthermore, despite being a Mad Scientist, he cares greatly for his teammates and pet doves, working hastily to revive one of each when Classic Sniper takes out Modern Sniper and Classic Heavy takes out Archimedes.
  • Hollywood Healing: Justified. If in-game healing took even a tenth of the length of Real Life battlefield surgery, nobody would play the class. This is lampshaded in the original draft of "Meet the Medic". Before he invented the Medi Gun, healing people took so long that (by his standards) there was little point to it; anyone who didn't die would be laid-up for weeks and as soon as he finished with one guy there'd be another five victims.
  • Immune to Bullets: He can grant this ability to a teammate (and himself) for up to eight seconds. Uses it memorably on the Heavy in "Meet the Medic":
  • In Love with Your Carnage: "Ha ha! Vat a bloodbasz!"
  • It Runs on Nonsensoleum: According to the "Meet the Medic Outtakes", the Medipack is powered by an odd mixture of an unknown red liquid (presumably something to do with surgery), pain pills, blood, Sandviches, and Sniper piss. And lots of high-voltage electricity.
    • His methods in general, even when he does surgery "properly". His method for reviving the Sniper after the Team Fortress Classic team killed him involves injecting a blue whale's pineal gland into Sniper's brain stem, and apparently giving him pigeon blood.
  • Kill the Ones You Love: The Second Opinion hints that deep, deep inside the Medic's monstrous insane core, he considers the other mercenaries to be his friends. Existing parallel to that sentiment is a desire to murder them all on a whim.
  • Lamarck Was Right: The Two Cities update reveals that Medic is the descendant of a long line of resident Mad Doctors in their "vaguely European" hometown of Rottenburg. note 
  • Lantern Jaw of Justice: He is oddly enough drawn this way in the comics, contrasting his actual model, and also serves a very heroic role in the story.
  • Large Ham: Notable in that he was fairly quiet when the game first launched, but became progressively hammier following the release of "Meet the Medic", which solidified him as one of the maddest of scientists. The lines he had recorded for Mann Vs. Machine and Scream Fortress just kept going with it.
    Medic: I am going to murder so many robots!
  • Laughing Mad: Medic is prone to fits of deranged laughter.
    • In "Meet the Medic", he howls with laughter as the UberCharge device interfaces with a mega-baboon heart, much to Heavy's consternation.
    • In the 2013 "Scream Fortress", Medic laughs hysterically when he receives a dove head.
  • The Leader: In competitive games, the team's Medic (as there always has to be one), is usually the one calling the shots, as a result of his superior point of view from the back of his team, and allowing the combat classes to concentrate on shooting. Even in pub games, a competent Medic can quickly gain respect from his fellow players, to the point that he becomes the de facto leader of the team, coordinating pushes, calling out targets, watching his teammates' back, and more.
  • Leitmotif: A Little Heart to Heart, MEDIC!, and Archimedes, although the latter could be more associated with his pet dove than he himself.
  • Light Is Not Good: Definitely invokes this; the only team member to wear tons of white, associated with doves and angelic music. He's also a complete nutcase and probably the last person you'd ever want to operate on you.
    • The Medic even received its own class-specific taunt action slot item: The Meet the Medic taunt, which replicates the scene from the trailer where bright light shines around the Medic as he strikes a heroic pose to a music chord, and white doves fly out of his labcoat.
  • Lovable Traitor: Became the Team Fortress Classic team's Medic, replacing the original one. When told that the team would be facing his old teammates, he seemed to relish at the thought. It's later revealed he's pretty fond of his RED teammates, and that's just how he looks when he's sincerely happy. He even brings Sniper back to life despite being loyal to the Classic Team at the time and thus having nothing to gain from it.
  • Mad Doctor: The Medic isn't just a Mad Doctor, he comes from an entire family of mad doctors. According to the Two Cities update, he's from a little town that's gotten used to running its doctors out of town with torches and pitchforks about once a generation, when somebody transplants one Baboon Heart too many.
    • And then there are the Halloween voice lines added in 2012 and 2013, which sound even more unhinged.
  • Mad Scientist: Jacked Up to Eleven and beyond in the "Meet the Medic", which is basically how the Medic invented the ÜberCharge system using the Heavy as his personal guinea pig by replacing the Heavy's heart (which could not stand the ÜberCharge system. As in, the heart exploded) with that of a mega-baboon.
  • Magic Versus Science: As much as it rankles him to admit it, as far as he's concerned the Demoman's empty eye socket is cursed.
  • Meaningful Name: 'Ludwig' is an old Germanic name, from 'hlud' (famous, great) and 'wig' (War). WWI was also known as the Great War, which the Medic is generally considered old enough to have participated in.
  • Meatgrinder Surgery: Provides the trope's page image.
    • During Meet the Medic, he spends a fair chunk of the surgery telling Heavy a story about how he lost his medical license. While Heavy is on the table. With an open ribcage. And awake. He then proceeds to shoo one of his pet doves out of Heavy's torso cavity, explode Heavy's heart, replace it with a giant baboon heart, and ask Heavy to hold open his ribcage so that there's more space for the larger heart — and Heavy promptly breaks a rib on accident. During The Stinger, Scout finishes recieving his own surgery, where it's revealed Archimedes got stuck inside of Scout during the procedure.
    • In A Cold Day in Hell, Medic mentions he surgically sewed baboon uteruses into the team he joined during the time skip. Still functioning baboon uteruses, as The Naked and the Dead shows.
    • Speaking of which, The Naked and the Dead opens with Medic soaking up rags full of the mercs' blood from puddles on the ground, squeezing them out into buckets, and dumping those buckets back into the team's open wounds without even attempting to clean out the dirt and leaves from said buckets. Miss Pauling and Medic lampshade it in their conversation.
      Miss Pauling: "I refuse to believe it's that easy."
      Medic: "I know, ja? Why do people even go to medical school?"
      Pauling: "Wait, how'd you separate out all the blood types?"
      Medic: "Miss Pauling, I've been using my own underwear to sponge blood out of puddles. Trust me, the type is the least of your problems."
  • Mechanically Unusual Weapon:
    • The Crusader's Crossbow is quite a different weapon compared to its contemporaries. Instead of firing a steady stream of 40 syringes per clip, it fires a single, long-distance syringe per clip that can heal teammates from afar. Meanwhile, unique to this weapon on a broader scale is its reverse damage fall-off — as in, its projectile damage increases with distance rather than diminishing. This effect also applies to how much a teammate is healed when hit by the Crossbow.
    • The Vaccinator plays this role in the Medi Gun square, functioning very differently from every other Medi Gun option. For starters, it exhibits three different uber variations, those being resistances for bullet, explosive, and fire damage applied to both the Medic and his healing target. In addition, with a 67% quicker charging rate than the default Medi Gun, its uber prepares the fastest out of every option. Since it can be activated at every 25% charge interval and for however long the Medic chooses, the Medic has a lot more control over how and when the uber is used. These qualities grant the Vaccinator unprecedented versatility, provided the Medic using it is skilled with micromanagement.
  • The Medic: An interesting case in that, even though he's the one character in all of gamedom you think of when the word "medic" is uttered, he's not interested in healing anyone. It's just easier to experiment on people when they're not dying on you.
  • Mighty Glacier: The default Medi Gun plays this role in the Medi Gun square. Its ÜberCharge's invincibility effect trumps every other option when put against each other, and it tends to be the most game-changing and most difficult (but not impossible) to counteract across all contexts. In return, it requires the most prep-time, during which other Medics receive more immediate benefits from the other Medi Gun options. Consequentially, the Medic spends even more time avoiding anything and everything that could go wrong until the charge is ready.
  • Mistreatment-Induced Betrayal: After the Classic Heavy insulted him and hurt Archimedes in "Old Wounds", the Medic turned against him in the next comic.
  • Morality Pet: Medic is kind to his pet doves and patient with their antics. He's horrified when Classic Heavy kills Archimedes and spends the rest of the scene feverishly bringing the bird back to life. Granted, Medic remained loyal to the Classic Team even after Classic Heavy hurt Archimedes (as well as kidnapping and shooting several of his former colleagues), but it’s heavily implied in the final moments of the scene that Medic found harming his pet to be unforgivable and at least one of the reasons for his return to the Modern Team.
  • Morally Ambiguous Doctorate: The only reason he heals his teammates is so that they can kill the other team that much faster. Regarding his experiments, they satisfy his morbid curiosity regarding human flesh. As for the "Doctorate" part, Valve isn't very clear about his medical qualifications. For sure he doesn't have a license now.
  • Mr. Fanservice: Courtesy of the Burly Beast item.
  • Mundane Made Awesome: During "Meet the Medic":
    "Now? Let's go practice Medicine."
  • Mugging the Monster: In the "Gargoyles & Gravel" comic accompanying the the Halloween 2015 event, this is what happened to a luckless mugger when he tried to rob a "nerdy German tourist in an alley" on Halloween, only to wake up as a Brain in a Jar... or in his case a brain in a jack-o-lantern pumpkin, with the Medic enthusiastically greeting him with: "Welcome to your new life! As a Halloween decoration!"
  • Nightmare Fetishist: While fighting Merasmus, his lines indicate he's absolutely fascinated by his magic and seems to be having the time of his life.
    "Oh ho hoh! I have been in zhe wrong profession. I must learn zhis magic!"
    • He is also morbidly fascinated by the bread monsters that show up in "Expiration Date", even when they're trying to kill him. He also responds to Scout's inquiry as to what's wrong with the bread with the most cheerfully wrong use ever of the word.
  • Nightmare Fuel Station Attendant: He takes great delight in bizarre medical experiments, much to the consternation of onlookers.
  • No Experience Points for Medic: Averted, between getting half-points for Assists and getting a full point for every 600 healing done (note that this does not take very long at all), Medics often end up scoring highly on their team without getting a single kill.
  • Noodle Incident: How he lost his medical license (see Back-Alley Doctor above).
    "Vhen ze patient voke up, his skeleton vas missing, and the doktor vas never heard from again! Ahaha!"
  • The Not-Love Interest: To Heavy. Medic is very warm and jovial with Heavy in "Meet the Medic", affectionately pinching Heavy's cheek at one point. Medic and Heavy have a platonic, quasi-romantic dynamic in the "End of the Line" video. In "The Naked and the Dead" comic, Heavy comes to Medic's rescue as Classic Heavy is about to kill him, and flies into a berserk rage when Classic Heavy kills him. However, they are confirmed to be just friends, Medic referring to Heavy as such.
  • Not-So-Harmless Villain: So you've cornered that lone defenseless Medic, good for you! Just be sure that when you close in on him, he doesn't One-Hit Kill you with that high-crit Bonesaw of his. Or perforates you with a hail of syringes.
  • Oktoberfest: The Kritzkrieg taunt.
  • Out of Focus: The Medic is one of the least appearing of the classes in the comics. "A Cold Day in Hell" is where he starts becoming more prominent, especially after his Face–Heel Turn.
  • Overclocking Attack: "Meet the Medic" revealed that ÜberCharge is this. Without a heart modification, it would kill even the Heavy.note 
  • Pet the Dog:
    • Despite being an obvious Mad Scientist, the Medic owns a bunch of doves he's very kind to. One is named Archimedes. Then again, the doves too are literally bloodthirsty...
    • In the comics, Medic resurrects Sniper after Classic Heavy kills him, even though they were on opposing teams at the time.
    • One of Valve's holiday cards shows Medic offering Heavy a colossal sandvich, Heavy's favorite food.
  • Pet's Homage Name: The Mad Doctor / Scientist named his dove after the famous Greek mathematician, Archimedes.
  • Playing God: As the man himself explains in the comic "Old Wounds":
    "It's like I've always said! There's nothing wrong with playing God, so long as you are good at—[choked]"
  • Playing with Syringes: Fires a lot of syringes from his guns, plus giant needles from the Crusader's Crossbow.
  • Professor Guinea Pig: He's implied to have done heart surgery on himself to make himself be able to ÜberCharge. More horrifyingly, the Medimedes hat is formed from the Medic replacing his own head with that of his dove Archimedes! He alternates between thinking it is awesome and hugely regretting it.
  • Putting the "Medic" in Comedic: The invoker of this trope, as well as the unintentional name-dropper.
  • Regenerating Health: See Healing Factor.
  • Required Secondary Powers: Without a modified super-heart, not even a Heavy could survive having an ÜberCharge applied to them.
  • Retcon: His hometown was changed from Stuttgart to Rottenburgnote .
  • Sanity Slippage: Medic sounds downright unhinged as the other mercenaries are killed in "Mann vs. Machine". If Medic is the only character left standing, he becomes overwhelmed with grief and rage, loudly swearing that he'll destroy the robots. His voice acting is chilling.
    • In a slightly more humorous situation, Halloween events tend to fling him off his rocker using a freakin' trebuchet. Be it happily warbling about the uses of Magic, or screaming at the top of his lungs that he has a bird for a head, October is probably the month where the Medic makes even Pyro look sane.
  • Scary Shiny Glasses: On the last page of "Blood In The Water". Between the prevalence of this trope in Anime, and his Jerkass behavior in the last two comics up to this point, Tumblr immediately dubbed him an "Anime Shitlord".
  • Shirtless Scene: The Burly Beast item, where Medic opens up his shirt to expose his pecs and hairy chest.
  • Shoot the Medic First:
    • Well, he IS the Trope Namer, more or less. Very much an occupational hazard for Medic players, with Headshots and Backstabs being the worst to deal with. If you want to play Medic, first thing you need to learn to do is hide or at least stay out of trouble if on the frontline.
    • Especially comes back to bite him in the "Naked And The Dead" comic, wherein Classic Heavy pumps him full of bullets so he'll be free to take on the Modern Heavy one-on-one.
  • Skill Gate Character: He's recommended by the official source as the class you should play if you're new to the game, as it allows you to observe how the game is played and how other classes work. But at higher level, a Medic can't just go tunnel vision with their single pocket; it takes a good situational awareness to watch out for enemy teams out for your blood, the ability to build Ubercharge as fast as possible, and the right time to push.
  • Slasher Smile:
    • Based on the "Meet the Medic" video, the Medic would be a perfect candidate for a B-list horror movie villain.
    • The smile that Medic gives to Heavy near the end of the "End of the Line" video veers straight into Nightmare Face territory. Brrrr...
    • He lampshades this when the Sniper calls him out on it. After the Medic defected to the TF Classic team, who then wounded Sniper, the Sniper calls out Medic on his wide evil grin as that happened. Medic responds meekly that he was just happy to see Sniper and the entire thing about his 'happy' smile is that it looks "smug and evil". Sniper didn't seem happy, but he did accept it as truth after Medic demonstrates that toothy smile.
  • Smart People Play Chess: He tries to teach the Heavy the game in the "The End of the Line" movienote  Even after Heavy learns the game properly, he takes so long to make a move that Medic ends up Flipping The Board in frustration.
  • The Sociopath: Zig-zagged in the comics. On one hand, he sides with the Classic Team and doesn't bat an eyelash when they try to kill his former RED teammates, grafts his teammates souls onto his soul so that he can escape eternal damnation, and sells one of his teammates souls for Satan's pen. On the other hand, he has several moments of real humanity, such as his horrified response when Classic Heavy kills Archimedes, his frantic efforts to replenish the blood lost by Miss Pauling, Soldier, and Zhanna, and his joy upon resurrecting Sniper.
  • Soul Jar: He sold his soul to the devil, and in a bid for control took residence of the other eight mercenaries' souls, either those of the his former teammates or those of the aged Team Fortress Classic team he worked for.
  • Squishy Wizard: Averted. His health is higher than that of the Scout, Sniper, Engineer, and Spy, he regenerates health, and his speed is the second-fastest in the game. He does make for a popular target. But his healing and ÜberCharge can make or break a game, turning him into a vital part of any team.
  • Stat-O-Vision: When you have the Solemn Vow equipped, you can see the names and health of your enemies.
  • Stoners Are Funny: Look at his face after inhaling Medi Gun fumes from the Kritzkrieg. (However, it's more likely a reference to inhaling beer fumes at Oktoberfest.)
    "Ha ha haaa! Oktoberfest!"
  • Stone Wall:
    • The Medic is a rather context-dependent variant of this trope. His health regeneration, high speed, and above-average durability are nothing to scoff at, but nothing amazing when the Medic is alone. In such scenarios, these qualities tend to be undermined by how atrocious his combat prowess is. Rather, what makes the Medic a defensive juggernaut is his teammates' near-constant protection — and they tend to be healed back to top condition when in his presence. In situations like those, his innate defensive benefits truly shine. Everything comes together to make a mercenary who's surprisingly difficult to take out at times.
    • The Quick-Fix plays this role in the Medi Gun square. In exchange for a max overheal of 125% health instead of 150%, it has the fastest healing rate of any Medi Gun. In addition, the weapon's ability to mirror blast jumps allows the Medic to reach his teammates very quickly. Its uber, meanwhile, triples its healing rate and applies immunity to movement-impairment to the Medic and the recipient. In execution, these qualities render the Quick-Fix unfit for pocketing or aggressive play in general. It's simply not meant to be a centralizing, momentum-generating force in a match, no matter if the Medic is playing on offense or defense. Rather, with its ability to heal multiple people within a short time, it plays best when used to supplement the team's existing momentum.
  • Tactical Rock–Paper–Scissors: Forms a higher-level "strategic" one between Himself, the Engineer, and "Roaming" pick Soldiers and Scouts. The Medic's Ubercharge serves as the most reliable way to break past an Engineer's defensive line, while being vulnerable to being picked off by roaming Soldiers and Scouts, even if at the cost of their own life from the inevitable retaliation of the Medic's team, killing a Medic and resetting his Ubercharge is worth more than the life of a single combat class. At the same time, such roaming kill-seeking behavior is heavily discouraged within the radius of an Engineer's sentry gun.
  • Talking to Themself: The Second Opinion item from the 2013 Halloween update gives him this trait, a side effect of experimenting on himself.
  • Team Pet: Archimedes and the other doves. He even tells them his secrets!
  • The Smart Guy: Shares the role with the Engineer.
  • Those Wacky Nazis: Subverted. At first people assumed so, but Word of God from Robin Walker stated that the Medic is not and has never been a Nazi — it would have been "too easy". Medic can be egotistical, but he doesn't seem to be particularly biased — a body is a body. note 
  • Turn Your Head and Cough: This is one of the lines that may be spoken when holding a melee weapon, aiming at an enemy player, and choosing the "battle cry" speech.
  • Uncatty Resemblance:
    • Medic resembles his pet doves in that he wears white on the battlefield. The tail of his lab coat resembles a dove's tail. When Archimedes is perched on his shoulders, they share facial expressions.
    • Medic looks like an anthropomorphic dove when equipped with the Medimedes item.
  • Waistcoat of Style: What he wears underneath the labcoat, as seen in "Meet the Medic".
  • Worst Aid: It's not clear just how much Medic knows about real medicine. If he invented the uber-heart, he's a genius. Still, you wouldn't want to be on his operating table.
    "Oops! Zat vas not medicine..."
  • Your Mom: Inverted. Somehow, he manages to bluff the Classic Heavy to believe that he is going to be a mother, which the bluff eventually became true.
  • Your Soul Is Mine: The Medic somehow stole the eight souls of his teammates and grafted them into his, thus having a total of nine souls inside him and allowing him to manage a Did You Just Scam Cthulhu? on the Devil himself since any Deal with the Devil is binding only if the Devil owns a majority stake on his soul(s).

    The Sniper 

Real name: Mr. (Mick?) Mundy/Mun-dee

Voiced by: John Patrick Lowrie (English), Mark Geichman (Russian)
The Sniper is a New Zealand-born marksman hailing from the Australian outback. Unlike his fellow "Australians", the Sniper is Lean and Mean and prefers to pop skulls rather than using his fists. He usually fancies himself to be something of a Cold Sniper and prides himself on his professionality, but can be just as abrasive and loony as his teammates. Raised by loving parents who disapprove of his job, the Sniper nonetheless keeps contact with them. The Sniper's official Team Fortress 2 Wiki page. Everyone, Meet the Sniper!

In short, the Sniper is a class specialize in taking out targets from afar. With 125HP, 100% base speed, a bolt-action rifle only holding one bullet at a time and a piss-weak SMG, the Sniper is nearly useless at short range. However, his rifle has a scope and can easily hit enemies at great range with pinpoint accuracy to deal high damage, or kill any class in the game in a single uncharged headshot or fully-charged (by staying zoomed in long enough) body shot. The amount of time Sniper spends looking down a scope makes him a prime target for backstabbing Spies. His secondary slot can be filled with a tool supporting his sniping ability, and his melee weapon is a kukri.

The Sniper had to share his update with the Spy, which led to an Escalating War between the two characters.
  • Accidental Aiming Skills: Happens in "Meet the Sniper" while Sniper is going after Heavy. Sniper succeeds, but in doing so accidentally hits a Bottle a Demoman is drinking from positioned behind the Heavy. This leads to the top half of the bottle being lodged in Demo's "good eye", which leads to him firing a few grenades in a panic, and in doing so, falls off a ledge into some explosive containers. Said explosive containers get blown up when the 'nades Demo shot out a few seconds earlier bounce back towards him (as he can't see at all), and this explodes the barrels with him on top. Even Sniper feels sorry for him, or at least intrigued at what just happened:
    Sniper: Ooh...
  • Achilles' Heel:
    • Snipers might be good at killing their enemies from far away, but they can be completely obliterated when it comes to close range combat. Most classes can kill a Sniper easily at close range, but a good Scout or Pyro in particular can murder a Sniper in seconds simply by getting close and going all out on them while the Sniper makes a futile attempt to fight back or run away. This weakness can be alleviated by getting good at Quickscoping heads for an instant 150 damage at close range, enough to instantly kill half the cast and leave the rest severely injured, but this requires a notable degree of skill and reflexes not easily learned by the average Sniper.
    • Spies. Because Snipers usually spend their time in one place trying to kill people from afar, they're usually dead meat for even the most amateur of spies. While having a Razorback helps subdue a backstab, it's incredibly easy to notice, so a Spy is likely to just switch to their revolver and go for headshots (especially if they have the Ambassador) to avoid the trouble of their backstab being blocked.
  • Alliterative Name: Mick Mundynote , or if taken to a logical storyline conclusion: Mun-dee "Mick" Mundynote .
  • Archer Archetype: Being a Cold Sniper with a Bow (a.k.a the Huntsman) as his first and most used unlockable weapon, he is playing the trope straight. Amusingly, the most effective way to use the Huntsman is being incredibly analytical (movement of the target including its speed and class, movement and speed of the arrow, charge of the shot, etc...)
  • Assassin Outclassin': Sniper's primary counters are Spies and other Snipers, which means this trope is bound to occur at some point in the match. In fact, Sniper's are usually urged to kill the rival Sniper upon first sight in any fight to both save their team and themselves, the latter because a Sniper can't focus on headshotting the enemy team if he's dead.
  • Awesome Aussie: Raised in Australia, but was originally born in the Lost Country of New Zealand.
  • Ax-Crazy: Of The Stoic variety, but just listen to his deranged whispers when he gets revenge or the mad screaming he yells when dominating.
  • Back from the Dead: Bled out between issues #4 and #5, but was resurrected by the Medic.
  • Badass Boast: On of his competitive lines suggest this: don't underestimate a skilled sniper or the last thing you will see is your own skull explode.
    "Put any six blokes together, you'll get a job done. Got a Sniper? You get it done right."
  • Being Personal Isn't Professional: His spiel, as shown in his "Meet the Team" video.
  • The Bogan: Despite using "bogan" as an insult, he himself is a crass, disrespectful and profane individual. That said, he's a rare New Zealand version, instead of Australian.
  • Bow and Sword, in Accord: Whenever he has the Huntsman equipped.
  • Breaking the Fourth Wall: The vast majority of his generic domination quotes. Highlights:
    "How many times have you died? I'm actually getting impressed."
    "Kill ya again soon, mate."
    "See you in five minutes."
    "Where'd I get you that time? The liver? The kidney? I'm losing track."
    "I'm runnin' outta places to put holes in ya."
    • He is aware that he has a lack of popularity when it comes to Competitive TF2.
    "6s with a Sniper, eh? I guess you blokes wanna win."
    "'Bout time a Sniper showed up around here."
    "Who said Snipers don't belong in 6s?"
    "Y'know what this team could use? Five more snipers."
  • Boom, Headshot!: The core of the Sniper's gameplay is landing consistent, charged headshots to take key targets out of the fight. He's the only merc in the game to be able to do this aside from the Spy, who can only do so while equipped with the Ambassador.
  • Broken Pedestal: Upon discovering that he's adopted, he goes to meet his birth parents, only to discover that they're a pair of dimwitted scientists who not only tried to abandon him when he was an infant to save themselves, but also unintentionally caused the destruction of an entire nation. And then they proceeded to abandon him to save themselves again, visibly hurting him. It's telling that when he's shown in the afterlife in the next issue, he's actually at peace with his death... with his foster parents, making it rather clear who he considers his actual parents.
  • Butt-Monkey: The BLU Snipers in "Meet the Engineer". They get killed on-screen more than any other class (in rather humiliating ways as well) and the ending reveals that the Engineer's campfire is in fact a BLU Sniper's burning corpse. On the other hand, an Engineer at work can be a sitting duck for a Sniper. A BLU Sniper is also one of the RED Spy's victims in "Meet the Spy", and in an early concept of "Meet the Medic", a BLU Sniper dies dramatically in the arms of a BLU Soldier, seconds before the two get run over by a train. In "Meet the Pyro", he is blasted off a roof by the Pyro, breaks his glasses, clutches someone's foot, calls for help... and finds out the foot is the Pyro's.
    • In other words, when a dramatic death is needed, a Sniper is killed — as opposed to a funny death (Heavy) or a Red Shirt (Soldier).
    • And when a Dead-Hand Shot is needed, it seems the Sniper has the most recognizable hand.
    • This reflects what happens in-game as well: scoped-in Snipers are sitting ducks, making them very popular targets for Spies, Scouts, jumping Soldiers/Demos, and taunt kills.
    • He's also this as of "Blood In the Water": First, his parents died, followed by him finding out that he's adopted. Next, he finds his birth parents, only for them to be complete assholes. Then he gets shot as his former friend Medic looks on.
  • Cold Sniper/Friendly Sniper: Zigzagged; Sniper is cold, cruel, and occasionally outright gleeful at killing his enemies, but he's also very down-to-earth compared to the rest of the classes.
    • His kill responses and original domination and revenge lines invoke the former trope by being quiet and reserved when scoped and loud and boisterous otherwise, but the class-specific dominations added in his class update are the same regardless.
    • Comes back again in "The Naked and the Dead" as he dispatches the Classic Sniper (who happens to have Spy dead-to-rights at the time) once he's blown Classic Sniper's head off, he complains how a professional wouldn't have wasted time with a monologue or taunt, they would have gone for the kill; he actually isn't a hypocrite with this rule; most of his taunts and insults come after he's killed his target (I.E. through domination lines).
  • Consummate Professional: As close as you're gonna get in this game series, anyway. It's hard for any character to be overly serious in this series, but the Sniper sure tries his darnedest.
  • Cool Shades: Funnily enough, because they lack a bodygroup, his default aviators cannot be removed. As a result, if you equip a cosmetic item with eyeglasses, he will wear them over his regular ones.
  • Crazy-Prepared: "Have a plan to kill everyone you meet."
  • Crippling Overspecialization: The only class fighting in middle-to-long range, and one of the two capable of reliable one-hit-kills, but pathetically weak in close range.
  • Cute Little Fangs: Watch him talk during "Meet the Sniper" and you can see his canines are significantly larger than normal, but not to the point that they stick out of his mouth.
  • Dark and Troubled Past: Subverted. In "Meet the Director", the Director continually paints Sniper as a victim of society. However, Sniper is quick to assert that he enjoys his job, and it is implied that he was raised by doting, if later disappointed, parents.
  • Death Is a Slap on the Wrist: In-universe. He actually does die as a result of getting shot in Blood in the Water, but he's revived by the Medic come "Old Wounds". Apparently he was dead for 12 hours.
  • Difficult, but Awesome: Other than the obvious issue of learning precision shooting, Snipers can be in real trouble if anybody gets close to them — Spies and Scouts are the common offenders. But with practice, a Sniper can become dangerous at close range too, since they learn to listen for Spies uncloaking nearby and can switch to melee quickly. Some Snipers also keep themselves busy by spy-checking those who pass their line of sight with a hasty bullet to the skull. They can also make Air Vents and Sewers useless by sniping down them instead of sitting up high. A sharp-eyed, smart Sniper can rack up the body count something chronic.
    • The epitome of this trope is the quick-scope technique, which is almost mandatory at higher levels of play (mainly because being scoped in means that not only is your field of vision limited, but you also move at a snail's pace). While staying scoped in gives you more damage, it also means that anything that doesn't attack you from the front and instead flanks you (namely Soldiers, Scouts, Spies) will be basically granted a free kill against you. Learning how to quickly zoom in on targets and pop off a headshot will give the Sniper a much longer lifespan while also racking up a kill-count.
  • Diminishing Returns for Balance: One (maybe two on a large team) Snipers is considered ideal to fulfill the precision elimination role: any more cripples the team significantly by taking away vital frontline units. Likely to prevent matches into devolving into never-ending sniper wars. This has become infamous enough that a common joke about ineffective, unbalanced teams is that it "needs more snipers." It's like Christmas morning, indeed.
  • Even Bad Men Love Their Mamas: He keeps in contact with his parents via phone calls and postcards.
    • In the "Meet the Director" comic, he's very pissed off when an anonymous source (actually the Administrator) sends him photos of his parents as a threat.
    • In "Blood in the Water," he's willing to risk drowning to save his birth father, whom he's only just met and who has made it clear is both an idiot and an asshole, from the flood threatening New Zealand.
    • In "The Naked and the Dead", he has a touching conversation with his deceased adoptive parents in the afterlife. After Medic resurrects him, Sniper vows to kill the people who murdered them.
  • Every Bullet Is a Tracer: Normally, rifle rounds aren't visible, but the Machina and the Hitmann's Heatmaker emit a brief tracer pathway with every shot, giving away the Sniper's position. This and the Machina's inability to fire un-scoped is what balances its higher overall damage and ability to pierce targets and the Hitmann's Heatmaker's damage penalty on body shots to its ability to continuously fire without unscoping in focus mode.
  • Evil Virtues: Takes pride in his "standards" as a professional assassin, listed above.
  • Expy:
    • An exaggerated Australian stereotype who has plenty of wilderness survival training, an affinity for big knives, and a collection of crocodile teeth. For another hint, say his name out loud: Mick Mundy. Replace one of the "M"s with a "D". Still don't get it? Crocodile Dundee.
    • His backstory and birth name is an homage to Superman's.
  • Fingerless Glove
  • Foreshadowing: Word of Saint Paul is that Sniper prefers sheep to people (his first girlfriend was a sheep). Everybody knows Australia has lots of sheep, but New Zealand is the real butt of the jokes, with a 20/1 ratio...
  • Full-Frontal Assault: He spends most of "Old Wounds" and "The Naked and the Dead" without any clothes on.
  • Glass Cannon: He can dish out massive damage with precision with only one shot, but he shares the title of lowest amount of health with the Scout, Engineer, and Spy (125 HP), and can be killed easily if spotted.
  • Great White Hunter: Was this before taking his job, and still fancies himself as an example of such, albeit one Hunting the Most Dangerous Game. When his patience is taxed, he very quickly slips into being an Egomaniac Hunter.
  • Good Scars, Evil Scars: As of the "Meet The Spy" short, the Sniper (be it BLU or RED) has the scar, that his nose and cheek received, that the BLU Sniper got before being killed by Red Spy.
  • Hair-Trigger Temper: A reliable, if temperamental, ally to his mates; an alternately rage-filled, sickly gleeful, and deadly serious threat to his enemies.
  • Hidden Depths: Despite all the professionalism and coldness, he really just wants his dad to approve of him. This is best shown when his version of Heaven shows that he is very much relieved after his deceased parents tell him to keep doing what he does.
  • Hypocritical Humor: Despite his advice to "be polite", he still throws piss at people as a weapon and his domination taunts are very impolite.
  • Improbable Weapon User: Jarate is literally just a jar filled with Sniper's piss. Surprisingly useful for making opponents much easier to kill, exposing cloaked Spies, and putting out burning teammates (including himself).
  • Ineffectual Loner: The Sniper is extremely skilled at his job and prefers to rely on himself, but during actual gameplay, even the best Sniper cannot win the game single-handedly.
  • Insistent Terminology: In "Meet the Sniper", during a phone conversation with father, he insists that he's an "assassin", not a "crazed gunman". Being a crazed gunman is due to "mental sickness", he claims.
  • Jerkass: Double Subverted. According to him, sniping is just a job, and feelings don't enter into it. Professionals have standards. However, judging from some of his domination quotes, especially against the Heavy and the Spy (his sworn enemy), you can hear a lot of vitriol dripping from his voice as he screams at them, thus making him a hypocrite to his own rule.
  • Kukris Are Kool: Wields one as his primary melee weapon.
  • Lame Comeback: Possibly one of his responses to killing an enemy Spy.
    "I was never on your side either... wanker!"
  • Land Down Under: The second part of Downunder; as of "Blood in the Water," he's revealed to be from New Zealand, explaining his lack of the usual Testosterone Poisoning associated with Australians.
  • Lean and Mean: Especially in his domination lines to the Heavy.
  • Leitmotif: The only class to lack an original one, instead having rearranged parts of the Magnum Force theme.
  • Long-Range Fighter: Almost by definition. It's worth noting that a Huntsman Sniper is basically the only class with any range in Medieval mode, save for the Medic with the Crusader's Crossbow, or the Scout with the Sandman or Flying Guillotine.
  • Luckily, My Shield Will Protect Me: They're strapped to his back, but they still count. The Razorback protects against one backstab attempt with 30 seconds in between uses (if a Spy ever actually tries stabbing one) and the Darwin's Danger Shield was reworked to reduce damage from incendiary sources.note 
  • Mighty Glacier: An unconventional one, but he fits the bill. He possesses the only long-range hitscan weapon with the capacity to instantly kill any class, and considering how the game is mostly close to medium range combat, his long range makes it very difficult to harm him despite his mere 125 hp. A competent Sniper can lock down a hallway singlehandedly, where the best counter is either another Sniper or a Spy (the Mighty part). However, he lacks mobility and the slow transit time is considered his biggest weakness in 6v6 composition. (Glacier part)
  • Mr. Fanservice: He spends most of "The Naked and the Dead" comic shirtless or nude.
  • Nice Hat: As part of his default look.
  • Not Afraid to Die: After being brought back to life in "Old Wounds", he tells Medic that since he knows there's an afterlife, he isn't afraid to die, and thus is the most dangerous man on the island. He's not a Death Seeker, though; it wouldn't be professional.
  • Not So Above It All: He claims to be polite, professional, and have no emotional ties to his work. However, his lines toward enemies are very rage-filled and rude.
  • Not So Different: For being the archnemesis of the Spy, he has quite a bit in common with him. Gameplay-wise, both are squishy assassins that specialize in One-Hit Kill and serve as hard counters against certain classes (both will go straight for Medics, for one thing). Character-wise, both are very concerned with appearing cool, collected, and professional, but instantly become loud Jerkasses with puerile taunts the moment they start Dominating opponents.
    • Their melee weapons are both knives, and when killing with them sometimes say similar lines.
  • Oblivious Adoption: He had no idea his parents weren't his birth parents until after they died.
  • Perma-Stubble: He looks like he hasn't shaved in a couple of days.
  • Professional Killer: It's part of the rivalry with the Spy, plus he believes professionals have standards.
  • Real Men Wear Pink: According to the Christmas Cards, he enjoys knitting.
  • Russian Reversal: In "Meet The Sniper", the RED Sniper ends up backstabbing the BLU Spy with his kukri. Needless to say, in-game, this is often the opposite of how it normally happens.
  • Scars Are Forever:
    • The Sniper (of both teams, no less) has had a scar across his nose, cheek, and ear ever since "Meet the Spy", where the RED Spy cut the BLU Sniper's face with his knife before stabbing him in the back with it.
    • When Medic resurrects him from the dead in the comics, Sniper has a long, stitched-up scar on the front of his torso.
  • Simple, yet Awesome: When boiling the Sniper down to his basics as a class, all that's needed at most is smart positioning away from the frontlines, good aim, and knowledge on who to shoot first, compared to other classes who need more nuanced strategies. As a result though, Snipers can absolutely and utterly obliterate most classes instantly if they're good, effectively keeping an entire section of a map under their watch.
  • Situational Sword: The Bushwacka is very weak, but deals full crits during normal mini-crits. Combine with Jarate to pick off single targets at close-range. If you think you're good enough, combine with the Cleaner's Carbine, which gives eight full seconds of mini-crits after dealing 100 damage with it, which can be stored for the perfect opportunity.
  • The Sociopath: While every TF2 character qualifies as one, The Sniper is a bit more of a self-proclaimed one in his "Meet The..." video where he openly eschews the usage of feelings in lieu of standards, at least on the battlefield.
    Sniper: "Feelings"? Look, mate, you know who has a lot of feelings? Blokes what bludgeon their wife to death with a golf trophy. Professionals have standards.
  • Sophisticated as Hell: He goes into great detail in the art of assassination. Conversely, he also throws jars of piss at people.
  • Tall Poppy Syndrome: One of his domination lines towards the Engineer seems to be this.
    "Not so smart with your brain outside your head, are ya?"
  • Thicker Than Water: Cruelly averted. Upon realizing that his birth parents are idiotic jerks, he considers his foster parents as his real mom and dad, and would've preferred to stay in heaven with them if there weren't still things for him to kill.
  • Useless Useful Equipment: The Razorback. It keeps you from being backstabbed, but it's such an obvious piece of equipment that any Spy worth his salt will just pull out his revolver.
  • Why Couldn't You Be Different?: His adopted parents don't care for his career choice. He spends quite a bit of the video speaking on the phone to his unseen father, who seems to think that the Sniper's some kind of crazed gunman.
    • Irony: You unlock an achievement called "Not a Crazed Gunman, Dad" by killing three enemies that are trying to complete an objective in one life.
    • Eventually subverted in the comic when the then-dead Sniper meets his adopted parents in heaven and being told that they are proud of him... although the Medic claims it's probably just a posthumous hallucination.
  • Workaholic: Apparently being dead for twelve hours was "the longest holiday I ever took".
  • Urine Trouble: You will be if you're hit by his Jarate.
  • [Verb] This!: Several of his responses after killing a Spy goes along these lines.
    "Sneak around that, ya phony scoundrel!"
    "Spy on that, ya fancy bloody wuss!"
  • Vocal Evolution: Sniper's voice has gradually gotten much deeper and more growly, which can be especially noticeable when hearing his voice lines from Halloween and Mann vs. Machine maps.
  • You Have Researched Breathing: The "Ritzy Rick's Hair Fixative" is basically Sniper without his hat.
  • Younger Than They Look: Being one of the few classes with visible wrinkles on their face, one wouldn't be at fault for thinking the Sniper is somewhere in his late 30s to mid 40s. "Blood In The Water" reveals that he's only 31 at most, making him not much older than the Scout. Since "Blood In The Water" is set in 1972, and the game itself is set in 1968, Sniper in-game is only 27 at most.

    The Spy 

Voiced by: Dennis Bateman (English), Konstantin Karasik (Russian)

The Spy is an enigmatic Frenchman constantly clad in a balaclava mask and expensive two-piece suit, with an unknown past. He does have a weird, snooty accent and acts like a James Bond ripoff, swooning women, smoking cigarettes, and having more class and manners than his teammates. Of course, he's Not So Above It All can easily dismisses everyone else as halfwits. He has an affair with Scout's mom, and may be his biological father. This is the Spy's official TF2 Wiki page. Everyone, Meet the Spy!

The Spy, like the other Support characters, is ill-suited for direct combat. With 125HP, 107% base speed, and his only firearm being a revolver, one shouldn't seek open confrontation with him. The Spy is a stealthy class who uses espionage and trickery to infiltrate the enemy lines, as his watch can turn him invisible, and he can also disguise as any class. His defining feature though is his ability to Back Stab people with his butterfly knife, resulting in an instant kill. With that set of tools, the Spy can lurk in the enemy's side of the map, navigating through their defense and assassinate lone enemies or key targets like that one distracted Medic with his Ubercharge ready. Because of that, the Spy's possible presence shapes a lot of the meta-game, and people will be wary of Spies, checking corner and whether or not if anyone is a disguised Spy. His natural enemy is the Pyro, whose flame thrower can be easily spammed everywhere to detect any Spy.

The Spy shared an update with the Sniper, and they'd been trying to constantly kill each other over it.

  • Achilles' Heel:
    • The most consistent problem a Spy will ever have is a game knowledge. A Sniper's big strength comes from his incontestable burst damage with the best range in the game. If you can't get out of his area of denial, you will almost never beat him. Scout's big strength is his mobility; allowing him to flank and pick fights whenever he wants and bounce away without anyone being able to consistently punish him, and easily dodge shots most classes couldn't easily avoid. If you lack the skill or tools to hit him, a good Scout will steamroll you without you even knowing it. Spy's biggest strength is his ability to trick people. Spy's entire game plan is centralized around knowledge and information. A great spy can trick a team into letting its guard down and getting a killing spree. But as time has gone on, many strong Spy tricks like back walking towards enemy teams and trick stabs simply don't work on a lot of players now because they're all based on surprise and no one's surprised by it after 12 years. Even then players spy check with so much efficiency now that it's basic instinct now for many classes to open fire in the general area a Spy will likely be hiding while invisible or just occasionally turning around during conflicts to ensure a Spy won't stab them. It doesn't really matter what class you are or how good you are, simply knowing what a Spy will likely do is enough to counter him entirely. This is ESPECIALLY true in competitive play where Spy is considered the worst class by a long mile, to the point that when spy is a mandatory pick he's almost always just an intel feeder who occasionally goes for a trade with high value targets because no one will be fooled by the disguise when playing with 8 coordinated people who are all limited to one class, and there's certainly no way that when a man dies the rest of the team won't immediately light him up.
    • Pyros. The afterburn caused by their flamethrowers makes a Spy just as vulnerable to being burned to death as the other low-health classes, though what really screws him over is that being on fire will give him away as a Spy during his most important functions (disguising and cloaking). And since Pyros often form a partnership with Engineers, destroying sentry nests can be exceedingly difficult, especially if said Pyro has a Homewrecker, which is the only melee weapon other than the Wrench that can destroy sappers. Thankfully, afterburn was nerfed in the Jungle Inferno update to only apply for the time that player was doused in flames, with a hard minimum of afterburn for 2 seconds.
    • Snipers. While an unprepared Sniper is very easy bait for a Spy, the various tools they possess can easily screw up even the best of Spies. Their Jarate will short out his cloak and make him visible, not only making him an easy target to take down, but also makes him take more damage than he would normally. There's also the Razorback, which basically makes them immune to backstabs. Although it's thankfully easy to notice, so most Spies just switch to their Diamondback or Ambassador and kill those Snipers in only a few seconds.
    • Scouts. While most classes are easy for a Spy to backstab, Scouts are notoriously hard to catch without a planned ambush due to their speed and evasiveness, and they can easily dodge Revolver bullets while blasting a Spy with the Scattergun in a straight one on one fight. On top of that, being hit by a Scout's Mad Milk will also expose Spy like Jarate or being wet after getting out of deep water.
  • A Glass of Chianti: Some of the Meet Your Match quotes indicate that he has a certain knowledge in wines. He likes to let them "breathe" for a brief moment and he seems to like the "1942 Chateau Backstab". One of Miss Paulings' contract quotes has Spy hosting a wine-tasting session. He is also seen drinking wine in Expiration Date.
  • Apologetic Attacker: Many of his kill lines are some variant of "My apologies", usually sarcastic.
  • Antagonist Abilities: Everyone else fights using their own skills and fairly straightforward tools (Ie. Healing ray invented by self, Turret gun, Demolitions). Spy uses mail-order magic invisibility watches and disguise kits to skip the whole "Fight" bit and get to the "I win" bit.
  • Ascended Meme: The "Spycrab" trend is something a Spy can do by taking out their disguise kit and looking directly up while walking forwards, causing the Spy to waddle forward with his arms cocked above his head like a crab's pincers. Not only does he have an exclusive cosmetic, the literal "Spycrab", dedicated to this trend, it is revealed in "The Naked and the Dead" that Spy buys his suits custom tailored from "Louis Crabbemarché": a direct French translation of "Crabwalk".
  • Assassin Outclassin': When dominating enemy Spies.
    "You are an embarrassment to spies everywhere!"
  • Awesome, but Impractical: Many experienced Spy mains will tell you that trickstabsnote  shouldn't be attempted very often. They do look flashy, like seeing a Spy run up a ramp before jumping backwards to kill the pursuing Pyro, but they should only be used as a last resort, since it requires you to take a blind guess as to what the enemy player will do (new players are unpredictable, veterans are savvy enough to see when a trickstab is attempted), and if you trickstab enough times your enemies will likely wisen up and stop falling for them.
    • Another variant of the trickstab is the matador stab, where the Spy takes a sudden sidestep or large turn to backstab anyone who's charging him on even ground. Handy for killing rushing players who see a Spy out in the open and don't expect to be backstabbed, but it's easily countered by just keeping your distance from melee range and taking wide turns around corners. Chances are that not many experienced players are going to fall for it after seeing it a couple times.
  • Badass in a Nice Suit: According to the comics and one in-line game, the suit and tie alone are worth $19,000. No wonder he gets upset when you get blood (or worse, Jarate) on it.
  • Batman Gambit: A large part of effective Spy tactics, especially against Engineers, who can generally be relied upon to immediately drop everything and rush towards their equipment whenever it's damaged, and also make frequent trips between an ammo source and their equipment. The ability to predict the actions of an opposing player is what generally sets great Spies apart from merely good ones.
    • Also comes up in the "Meet the Spy" video, with the BLU team trying to find a RED Spy in their base. The Soldier, being the crackpot that he is, eventually kills the BLU Spy thinking he's the intruder. It's actually the BLU Scout, who drops his disguise and proceeds to kill everyone else.
  • Berserk Button: He loathes getting hit by Jarate. Considering what Jarate is, it's not surprising.
  • Big "NO!": The Spy, when he gets hit by...
    "Jarate? Nooooooooo!"
    • Also done mockingly in a taunt assigned to when a Spy is being ÜberCharged and attacking:
    "They should call you whiners 'Dr. NOOOOOO!'"
  • Blending-In Stealth Gameplay: This is the Spy class's main ability. They can randomly take the appearance of anyone on the opposing team or their own team in order to get close enough to use their One-Hit Kill backstab.
  • Boom, Headshot!: The Spy's Ambassador is the only weapon in the game aside from the Sniper's rifles that can benefit from headshots.
  • Bond One-Liner: "I never really was on your side...", among others.
  • Breaking the Fourth Wall: He is aware that he isn't popular in the competitive scene.
    "Finally, you've come to your senses and welcomed a Spy to your ranks!"
    "Finally, 6s is worth playing, because you can play as me."
  • Brief Accent Imitation: In a few of his lines to an enemy Scout and Engineer.
  • Brass Balls: A meta example. Players who chose to play Spy while playing in either the Pyromania or Jungle Inferno Update, which added weapons for Pyro, Spy's second best counter.
  • ...But He Sounds Handsome:
    • When dominating an enemy Spy, he may say "I'll see you in Hell, you handsome rogue!". Since the two Spies look identical except for outfit colour, he's really just complimenting himself.
    • Inverted in "Meet the Spy". The RED Spy uses his disguise as the BLU Scout to make fun of himself (and insult his opposite number at the same time).
      "BLU Scout": Oooh, big problem. I've killed plenty of Spies; they're dime-a-dozen back-stabbing scumbags - like you! No offense.
  • Butt-Monkey: The BLU Spy was this in "Meet the Sniper", "Meet the Spy", "Meet the Demoman", and "Meet the Medic".
  • The Casanova: "I like my teams like I like my romances: in groups of six."
  • Cheese-Eating Surrender Monkeys: Averted, although some of the Soldier's domination lines invoke this on him.
    Soldier: "Dominated, you rifle dropping coward. [...] Your white flag does not stop American bullets."
  • Combat Pragmatist: Definitely the biggest example after the Engineer, who lets his buildings do the fighting for him. He utilizes invisibility, instakill attacks and the ability to shapeshift as part of his job description. And let's be frank—with his paltry sum of base hit points and no other methods to make up for itnote , he kind of NEEDS to fight dirty in order to survive.
  • The Comically Serious: With the "Love and War" update he becomes the embodiment of this trope. Half of his voice lines from this update are him either being amused or saying the same line with an annoyed or deadpan tone in his voice. He still has his moments.
    "I have a tie. I'm wearing it, it's silk, and it costs $9000. I do not need another one!"
  • Confronting Your Imposter: One of the Spy's most dangerous (and not to mention awkward) moments is to run into the person he's disguised as. There's even an achievement for doing this in-gamenote 
  • Convenient Color Change: This is part of the Spy's infiltration.
  • Crippling Overspecialisation:
    • Arguably hit the hardest with this. He's seen as the lowest-tier class in competitive formats because he's so specialized that other classes (particularly Sniper) paradoxically end up doing his job better than him. The only reason he's ever run outside of Highlander (where you run one of each class) is because nobody expects you to run a Spy.
    • In MVM, he's typically built towards eliminating Giants: though his Back Stab requires the armor piercing upgrade to deal considerable damage, it still deals quite a lot per hit, and it's especially effective against Giant Medics which won't turn around to retaliate when stabbed. Outside of this and his middling-to-underpowered disruption via robot sappers, he has very little other capabilities that blasting metal into scrap won't also solve.
  • Cutscene Power to the Max: Even more than the rest of the team. In-game, Spy's non-backstab attacks deal piss-poor damage and if he can't pull a trickstab, he's dead (Dead Ringer notwithstanding). In the promotional material, he's shown to be surprisingly deadly in one-on-one combat.
  • Deadpan Snarker: Compared to his childish insults in-game, he hands out some surprisingly good quips in the comics.
  • Difficult, but Awesome:
    • People who are bad at Spy will attempt a backstab and continue to butterknife his foes until he is inevitably gunned down or forced to flee using his Dead Ringer. A good Spy will know every trick to get around the map and surprise his enemies, fake out his enemies by walking one way before cloaking and changing directions, get back-to-back headshots with the Ambassador, and know when the perfect opportunity for a chainstab comes.
    • That said, the Spy is the only class which can counter any other class with impunity, but unless you're actually good at quickswitching weapons and have the reflexes to use them, you'll be lucky to average 1 kill per lifetime, whereas other classes can easily average an upwards of 5 kills per life. At the same time, who a Spy kills is more important than how many, so make that stab count.
  • Diminishing Returns for Balance: Just like the Sniper, one (maybe two) Spies is sufficient for the "precision-elimination" role. Too many will reduce the number of frontline units any team needs to win, and an overabundance of Spies leads to the enemy team becoming Properly Paranoid before long.
  • Dissonant Serenity: Part of his schtick of being a high class gentleman. Being set on fire barely does much to dissuade him, injuries only get a rise out of him if they're fatal AND incredibly painful, and falling into the depths of hell starts boring him halfway through.
    • In-game, invisible Spies can take relaxed walks behind enemy lines with little to worry about until their cloak runs out and can often backstab many of the more fearsome enemies in the game very easily.
  • Distressed Dude: In "The Naked and the Dead", the Classic Sniper kneecaps him when Spy tries to lure him out of his nest, disguised as the Classic Engineer. Without the option of using a cyanide cigarette to escape the torture Classic Sniper had planned for him, he could only stall for time until Sniper managed to come around through the window and blow the Classic's head off.
  • Evil Laugh: Subverted. During the Schadenfreude taunt, he laughs, then begins snorting. See Un Evil Laugh below.
  • Even the Guys Want Him: If the description for the Ninja Cowl is anything to go by.
  • Everything Sounds Sexier in French: His seduction of the Scout's mother probably counts.
    • At the end of his video, he calls her "Ma petit chou-fleur" ("My little cauliflower")note .
  • Face Palm: The Spy on any given losing team is seen doing this (unless he's in disguise) during Humiliation. The Square Dance Taunt causes the same reaction.
  • Fair Weather Friend: Left Scout's mother when he found out that he had gotten her pregnant, but returned many, many times to have sex with her while pointedly not sticking around to actually raise his son.
  • False Friend: After he disguises and makes a kill.
    "I never really was on your side..."
  • False Teeth Tomfoolery: An espionage variant. Usually, you hear about some spies having false teeth containing microfilm and the like. Roughly a fourth of the Spy's teeth, at least as far as we've seen, are all false, containing the various elements to a miniature dinner by candlelight. He also has teeth containing a tiny passport, and a tiny roll of toilet paper. While being tortured by the Classic team, he also reveals that he has a cyanide capsule in one tooth, and offers to share the contents with Miss Pauling. They end up not being able to use it.
  • First-Name Basis: Most of the classes refer to each other only by their class titles, or by a nickname, like "Demo," or "Engie". The comic "Old Wounds" has Spy referring to Heavy by his given name of Mikhail, though, being the first class to canonically do so.
  • Foreign Cuss Word: One of the Spy's responses for losing a match or going to sudden death is "Ohhhhh... merde." "Merde" is the French equivalent of "shit".
  • Fragile Speedster: In some circumstances. The "Meet Your Match" update buffed his base speed from 100% (baseline) to 107% (same as Medic's), and the post-Gun Mettle Dead Ringer grants him a speed bonus for 3 seconds upon activation. For more fragility and speed, he can equip the Big Earner—20% less health and a speed boost on backstab.
  • French Jerk: Quite condescending towards his enemies. And Scout.
  • Friend to All Children: Maybe not all children, but the BLU Spy seems pretty happy to be giving a kid a piggyback ride in this newspaper image.
  • Glamour Failure: Spies often have to be as careful or more so than the people they're trying to backstab, as there are a lot of ways for his disguise or cloak to be exposed, including but not limited to:
    • Being set on fire by an enemy Pyro.
    • Bumping into an enemy (causes his cloak to flicker and enemies can't pass through opposing players).
    • Getting splashed with Jarate or Mad Milk.
    • Not getting shot at by an "enemy" Sentry Gun.
    • Being hit by anything while cloaked.
    • Calling for a Medic and having the wrong speech bubble color for his apparent health level.
  • Gratuitous French: "Ohh, merde."
  • Gratuitous Spanish: "My appreciation, amigo."
  • Hidden Depths:
    • The RED Spy seems to be sincerely in love with the BLU Scout's mother, as apparent from his warm smile when he finds a photograph of them holding hands in a parking lot.
    • In the 2011 Christmas comic, the BLU Spy has a surprisingly tender conversation with a frightened child and even gives him a piggyback ride later on.
    • When everyone thought they were going to die of cancer from using the teleporters too much, Spy spearheaded a bucket list initiative so that he and the rest of the mercenaries could make the most out of the time they had left, complete with a riveting speech. If it wasn't for Scout's foolishness and his team's apathy, he probably would've gone through with it all.
    • As of The Naked and the Dead, it is revealed that Spy is very much proud of his son, Scout, despite both their Jerkass tendencies and his abandonment of Scout, even though he's afraid to say it without a disguise.
  • Ho Yay: Invoked in "Expiration Date". "SEDUCE ME!" Doubles as Squick since the Spy is Scout's father.
  • Heroic BSoD: In "The Naked And The Dead", he looks downright heartbroken when Scout dies in his arms.
  • I Banged Your Mom: The Spy is having an affair with the Scout's mom. He even taunts him about it occasionally when dominating him. It turns out to actually be true. Except the "affair" part..
    Spy: "Well, off to visit your mother!"
  • Ineffectual Loner: No matter how skilled a Spy is, he alone cannot win a match (unless the enemy is supremely incompetent). A sufficiently destructive Spy who manages to draw the wrath of the entire enemy team still needs a teammate to capture the point, push the cart, steal the flag, etc.
  • Instant Death Stab: Played with; his knives do minimal damage from the front. In the Back, however, they will kill an enemy instantly.
  • Interface Spoiler: Spies get an achievement, Master of Disguise, for tricking enemy medics into healing them. Any sane medics paying attention to the chat and announcements may notice this achievement dropping after they start healing someone (granted this is only a problem the first time). Using chat commands can also give away their disguise as the dialogue in chat will appear in the team the Spy actually belongs to.
  • Jerkass: Probably ranks as one of the higher ones in the game, since he often shows that despite how handsome and charming he can appear, it is really just an act. In battle he frequently drops it and resorts to petty insults and juvenile taunting. He'll also lose his cool if certain things happen to him: one of his responses to Jarate is an amazingly vicious growl of "I hate you!".
    • Jerk with a Heart of Jerk: Spy is clever enough to do nice things to make himself look good, but still sports a very condescending attitude while doing it.
    • Jerk with a Heart of Gold: Although there is an affectionate heart somewhere in there, just buried deep. Namely, the RED Spy seems to be sincerely in love with the Scout's mother, is willing to put up Scout's antics and help him (fulfill his dying wish of dating Ms. Pauling, drive him to the bank when his arms were broken, comforted him in the form of Tom Jones when it seemed like he was bleeding to death, etc.), and was wholly committed to using his last living days on earth to help the rest of his team complete their dying wishes before cancer took them all (before he found out nobody really cares that they're dying).
    • Invisible Jerkass: Heck, using the Cloak and Dagger's perma-invisibility for the sole purpose of screaming "NEED A DISPENSER HEAH" or "POOTISPENSER HERE" in the enemy Engineer's ears all day is a legitimate way to distract them.
  • Ladykiller in Love: The RED Spy with the BLU Scout's mother.
  • Lean and Mean: Just listen to how fond he is of calling Heavies "Fatty" or "Morbidly Obese."
  • Leitmotif: Right Behind You, and Petite Chou-Fleur.
  • Like You Were Dying: Encourages the team to do this during "Expiration Date", but save Scout, none of them do and he himself seems content to spend his last few days on Earth relaxing in his room.
  • Luke, I Am Your Father: "Meet the Spy" reveals that the RED Spy is dating the BLU Scout's mother. The trope is lampshaded: there's currently an achievement for killing Scouts called "Who's Your Daddy?". In the comic "A Cold Day in Hell", the RED Scout dreams that his father is the RED Spy. In "Blood in the Water" Scout explains to Heavy that his dad disappeared on him and his ma and Heavy replies that Scout's father "disappears often."
    • Then there's his contract...
    Pauling: (in a fax) Hey, Spy. Pauling. I took care of that DNA test for you. You owe me one and I'm cashing it in. Take care of this.
    • Finally in "The Naked and the Dead", Spy admits that he is Scout's dad. He's still nervous though, and he disguises himself as Tom Jones to do it.
  • Major Injury Underreaction: "I do believe I'm on fire" and "I appear to have burst into flames." However, the third reaction is "Fire, fire, FIRE!"
  • Man of Wealth and Taste: He's quite proud of that suit, and gets quite angry if you get any of your blood on it.
  • Master Actor: Acting like one's disguise is an important skill for Spy players.
  • Master of Disguise: He can even look like an allied Spy disguised as an enemy Spy!
  • Metagame: Good Spies are aware of common strategies and playstyles and exploit these when moving around enemy territory. Knowing common Sniper/Engineer spots is a easy way to score kills, for example, and knowing how to act convincingly like the class they're disguised as is key to remaining undetected.
    • As noted above, a good deal of the metagame consists of anti-Spy tactics since sooner or later, one will show up to wreak havoc.
  • Mobile Shrubbery: The Box Trot taunt. Spy goes full Metal Gear Solid and hides under a cardboard box. Many players either ignore the box or don't notice it. Especially hilarious because he can still block captures when under the box. Cue 6 BLU members wondering why they aren't capturing the point when they're standing right on it.
  • The Mole: Any player that doesn't understand why Pyros compulsively try and set their allies on fire will quickly learn by getting a knife in their back from a supposed teammate.
  • Must Have Nicotine: He's always smoking a cigarette (and we do mean always, the cigarette is part of his character textures), with his disguise kit hidden inside his cigarette case.
  • Non-Standard Character Design: Spy's the only one of the nine mercenaries to not wear a class emblem on his clothing. While it is seen in early preview images and gameplay footage from 2007, in the form of a stitched-on armband, nothing ever came of it. Valve likely realized that the Spy is already pretty easy to spot, given the dapper and sharp suit that he always wears. That said, he still has a class icon: his knife.
  • Not So Above It All: Pretends to be the professional of the classes, yet when he dominates enemies, he has some very immature things to say to them.
  • Not So Different:
    • He has to sneak around and punishes enemies from behind. Kind of like a Backburner Pyro...
    • Pyro and Spy are the only two classes to wear face-concealing masks literally 24/7. They are also the only two classes to act annoyed during Humiliation, as opposed to cowering in fear or cringing in surrender.
    • Furthermore, both are described as enigmatic figures with nothing revealed of their past, are thoroughly feared by their enemies and teammates alike, and have a hidden silly side.
    • We know all the hometowns of all the classes, except the Spy, who is from an indeterminate region of France, and the Pyro, who is from an indeterminate... regionnote .
    • Both the Pyro and the Spy have the same voice actor.
    • As of "The Naked and the Dead", only two mercs' names remain unknown. Guess which two.
  • One-Hit Kill: The Spy can instantly kill anyone who isn't Übercharged or a Sniper with the Razorback with a single stab to the back. His Fencing taunt can also instantly kill others who are in the path of its final stroke.
  • Only Sane Man: Plays this role quite a bit in the comics. Then Miss Pauling tells us in Tough Break that he believes you can speed-teach the piano with electroshock therapy. The irony being that he's right...
  • Open Secret: It seems like most mercs know that Spy is Scout's father. In this comic, Sniper urges Spy to talk to his dying son. Heavy knows that Scout's dad disappears a lot.
  • Out-of-Character Alert: Even when teams aren't routinely spy-checking everyone, failing to act like the class, and the player, one is disguised as is sure to draw attention. Common examples are being in places that the imitated class has no business to be in ("friendly" Spies tend not to hang around the back of columns near the Heavy and Medic unless wounded) or holding weapons inappropriate for the situation (not even the most dedicated and/or foolhardy of Battle Medics will run toward the battlefield holding their bonesaws).
  • Overt Operative: Makes no secret of his profession, up to and including wearing his face-covering balaclava even while having sex. On the other hand, practically nothing else is known about his true identity (other than his relationship to the Scout's mother).
  • Paper-Thin Disguise: While enemies won't be able to tell the difference between a class and an enemy spy disguised as that class, the spy's allies just see a paper mask over his face.
  • Paranoia Fuel: Invoking this trope is most of the point of the class. Your allies? Could be enemy Spies (yes, even the Spies!). The Spy you just killed? Might not be dead. See something in the corner of your eye? A cloaked Spy, waiting for you to pass so he can stab you in the back. Distracting a team by forcing them to perform constant spy-checks is almost as valuable as actually killing them.
    • The Cloak & Dagger has added a new level of paranoia, though - there could now be a Spy ANYWHERE, waiting for a large, confusing battle in which to strike, stab, and sap. Meanwhile, the Dead Ringer hardly helps matters - you finally killed that Spy that was causing your team no end of misery! Except... maybe you didn't...
  • Perma-Stubble: Has a five o'clock shadow on the part of his chin not covered by his mask.
  • Pet the Dog: Even the Jerk with a Heart of Jerk has his moments. Along with the Scout and Soldier, the Spy defends Teufort's children from getting abducted by Old Nick. He teaches one to defend himself and later even happily lets the boy ride on his shoulders.
    • He really does care about Scout's Mom. He takes Scout to the bank to fetch his savings.
    • Later, in "The Naked and the Dead", he discovers Scout bleeding out after taking on an entire swarm of robots alone. Spy, overcome with emotion, prepares to tell Scout that he is, in fact, Spy's son. But he knew that Scout wouldn't accept the truth, not after everything else that's happened. So what does he do? He disguises as Tom Jones and lets Scout die happy.
    • He shares a somewhat twisted moment of friendship with Ms. Pauling in Old Wounds. While RED and one of Heavy's sisters are imprisoned by the Classic Team, Ms. Pauling blames herself for them getting captured. While she's crying, Spy reassures her by saying that he won't let them be tortured, offering to share his cyanide pill with her.
  • Pragmatic Villainy: He may not have any qualms about killing his fellow man, but he needs a reason. Like, a good reason. "The perfect date" is not one of them.
    Spy: Final question: You have a dinner date for 7. What time do you arrive?
    Scout: 7 a.m. Case the restaurant, run background checks on all the staff. Can the cook be trusted? If not, I gotta kill him, hide the body, replace him with my own guy no later than 4:30.
    Spy: ... You're ready!
    Scout: Really?
    Spy: No! Everything you said was insane.
  • Professional Killer: Part of the rivalry with the Sniper.
  • Put Down Your Gun and Step Away: One of the Spy's taunts is "Just lay your weapons down and walk away."
  • Refuge in Audacity: Using an uncommon disguise such as Heavy or Scout sometimes works because no one expects Spies to show up with their worst possible disguises.
    • Also present in Competitive settings, where Spies are so rare because they're universally recognized as overly specialized and weak in most scenarios. Thus, going Spy to assassinate a key target because no one's spychecking and then switching back to your other class is a reasonable surprise attack.
  • Revolvers Are Just Better: His primary weapons are all various kinds of revolvers. Not the most powerful weapons in the game, but they're still impeccably accurate and can put down the weaker classes in a few shots if he can't get close enough to backstab. The Ambassador and Diamondback in particular can deal crits (the Ambassador on headshots and the Diamondback by storing crits from sapped buildings and backstabs), making him quite lethal even from a distance.
  • Rousing Speech: Uncharacteristically gives a heartfelt one in "Expiration Date", which is immediately wasted on the likes of the RED Team.
    Spy: [This bucket] contains the dying wish of every man here. Scout, you did collect every man's dying wish, correct? [...] Gentlemen, synchronize your death watches. We have seventy hours to live... For most men, no time at all. We are NOT most men! We are mercenaries! We have the resources, the will to make these hours count! The clock is ticking, gentlemen... Let's begin!"
  • Sadist Teacher: Take a great teacher, and add a twist of gleeful sociopathy to the mix. To the Spy, if you fail, he fails, and he demands results. In "Expiration Date", he's a brutal instructor even when it comes to putting on the perfect date for a nice lady, and in the Tough Break update he speed-teaches Miss Pauling the piano with the help of electroshock treatment. It works.
  • Sensei for Scoundrels: He taught a kid how to stab a man in the neck. Granted, said man was attempting to kidnap the boy.
    Jack: ...I was so scared.
    BLU Spy: And are you still scared?
    Jack: Hm. No.
    BLU Spy: Good. Merry Smissmas.
  • Shaped Like Itself: His "deadly skill" is "murdering people".
  • Sharp-Dressed Man: Cosmetics aside, the Spy is arguably the most well-suited of all 9 classes. The "Naked and the Dead" comic provides us the secrets of his suit:
    Spy: (to Sniper) Bushman, this is a $10,000 custom-tailored Louis Crabbemarché jacket. The cloth is from silkworms raised at a suit microfarm in Tuscany, from a secret pattern passed by monk tailors since the seventh century.
  • Skill Gate Character: Pyro isn't his hardest counter, it's experience. More experienced players are far harder to fool, more willing to spycheck, and more likely to see the flaws in his disguise (such as lack of Uber as Medic, overly-slow Scouts, lack of shooting, attempts to get behind allies, and picking up crates and health he doesn't need). In Highlander, getting one good pick as Spy and dying immediately after is considered doing a pretty decent job.
  • Smoking Is Cool: At least until he starts snorting.
  • Sophisticated as Hell: His default attitude is a cold, collected professional. When he's dominating someone, he instantly switches to a snorting, juvenile pun-thrower with all the elegance of a 12-year old (which he makes up for by being screamingly funny.)
    (to enemy Scout) "May I borrow your ear piece?" (in falsetto) 'This is Scout! Rainbows make me cry! Over!'"
    (to enemy Scout) "Here lies Scout — he ran fast and died a virgin."
    (to enemy Engineer) "Did I throw a wrench into your plans? (laughs maniacally)"
    (to enemy Heavy) "What's the matter? Fat got your tongue?"
    (to enemy Medic) "I'm looking at your X-ray, and I'm afraid you suck!"
    (to enemy Medic) (while laughing) "Laughter really is the best medicine!" (laughs again)
    (to enemy Soldier) "Oh, Soldier, who will they ever find to replace you? Anyone!" (laughs)
    (to enemy Demoman) "I've merely finished what your liver started!"
    (to enemy Demoman) "Here's what I have that you don't: a functioning liver, depth perception and a pulse!"
    (to enemy Sniper) "Boo! You repulsive bushman!"
    (to enemy Pyro) "Burn in hell, you mumbling abomination!"
    (to enemy Spy) "Go to hell, and take your cheap suit with you!"
    • He also has an unprofessionally goofy grin. And he's the class with the most excited (and most enthusiastic) line when setting up a High-Five with his teammates.
    "Slap my hand!"
    "Slap it now!"
    "Who is with me?"
    "This is not a trick!"
    "Leave me hanging and you will regret it."
    • He can also throw a Fourth Wall Leaning line when he does his Buy a Life taunt.
    "Here. Go buy a nicer hat!"
  • So Proud of You: What he says to the at the time dying Scout while disguised as Tom Jones.
    You're stronger than you'll ever know, Jeremy. I'm proud of you. I've always been proud of you... son.
  • Spot the Impostor: Bad juju awaits if you happen to bump into the person you are disguised as.
  • Spot the Thread: Disguised Spies look entirely like their enemies but are limited in what they can do - The TF2 Wiki provides a detailed list of possible indicators that give the disguised Spy away. Good players will notice these signs (plus other suspicious behavior) and immediately spycheck, so conversely, good Spies imitate natural behavior and try not to attract attention to themselves.
  • Spy Versus Spy: When two or more Spies who are on opposing teams are playing, this will likely happen at some point or another. Namely, it would be a wise idea to try and disrupt the enemy Spy's operations and to out-predict their routes and plans to both save your team and to continue your plans without risk of being backstabbed yourself.
  • Stat-O-Vision: He can see the names and health of his enemies, making it easier to pick off heavily wounded enemies. One of the most important thing you can use this is to call out the enemy Medic's Uber percentage to your team.
  • Stealth Expert: Can turn invisible, is a Master of Disguise, and generally works best while skulking behind enemy lines.
  • Tele-Frag: Sappers affect both ends of a Teleporter. Find a teleporter entrance, put on a disguise, drop a sapper on the tele, and stand on it. If an Engineer on the other end comes running to fix the exit, and stands too close when he breaks the sapper, you'll instantly teleport into his face and kill him.
  • There's No Kill Like Overkill: The Spy's One-Hit Kill mechanic works by dealing 600% of the target's maximum health, far more than any overheal or damage resistance ability can provide.
  • Tuxedo and Martini: Everyone is dressed appropriately for a warzone, except him.
  • Tsundere: Platonic example towards the Scout, his son. Though it's more TSUNdere.
  • Un Evil Laugh: If he'd quit smoking, maybe he wouldn't snort in the middle of his Evil Laugh.
  • Ungrateful Bastard: Invoked with the 'FYI, I am a Spy' achievement: Stab an enemy Medic who just healed you.
  • Virgin-Shaming:
    "Here lies Scout. He ran fast and died a virgin."
  • Voice Changeling: Using emotes while disguised produces a perfect rendition of the disguise's voice.
  • We Need a Distraction: Assassination and building-destruction aside, the main purpose of a Spy is to provide an ever-present threat in the enemy's mind and make them waste time. A Spy that's being a menace will force the enemy team to go out of their way to try to find him, which could be just the right opening for the Spy's team to make their move.
  • What the Hell Is That Accent?: Somewhere between French, German and Italian, not to mention he occasionally drops some Spanish phrases in his speech. The Other Wiki actually had an Edit War on his page over his nationality, because no one could figure it out. This was settled when "Meet The Spy" established that, regardless of his accent, he's supposed to be French.
  • Wicked Cultured: He's a well-dressed gentleman with a professional attitude... who's also a sinister assassin that delights in his enemies' suffering.
  • With Catlike Tread: A Spy can make a complete mess of things behind enemy lines and still escape some of the enemy's attention if they're sufficiently distracted.
  • Your Mom: One of his taunts. This doesn't really apply to Scout, as he genuinely cares for his mother (being Scout's father might help).


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