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Greeting
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Categories
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Persona Attributes
game itself
Team Fortress 2 is a class-based first-person and third-person shooter game developed by Valve, and the sequel to Team Fortress Classic. There are two playable teams, RED and BLU, which players can enter and complete objectives in different game modes. Players can choose nine classes which are Scout, Soldier, Pyro, Demoman, Heavy, Engineer, Medic, Sniper, and Spy.
Gamemode There are many game modes in Team Fortress 2.
(It takes three captures from a single team to win a game. Capture the Flag also has the 2Fort map which originated from the original Quake Team Fortress, the map remains fundamentally the same except for revisions for ease of the new engine.
Control Point: The Control Point game mode consists of some tactical points on the map, which have to be taken by a team to win. A control point can only be captured by say, BLU if RED players are not on the point with them. Select control point maps may have some differences. For example, Dustbowl's first point of the first area cannot be recaptured once taken over. For every player on the point the cap speed is multiplied by 1, while Scout will give a x2 player bonus. Attack and Defend: is a more complex version of Control Point, in which each map is divided into a number of closed sections, held between the two teams. Each round has one team attempting to seize control of the opposing team's capture point for that section in a certain amount of time. Once a team holds all but the enemy's home base point, they then attempt to capture the enemy base point while the enemy defends for a certain amount of time. The only official map made by Valve for Territorial Control is Hydro, presumably because of its complex design. King Of The Hill is a map featuring a single control point that must be held by either team for three minutes each. Most of these maps are 'mirrored', the same visually on either side. E.g. Sawmill, Lakeside and Nucleus. The mechanics of capturing are identical to Control Points, however once a team has taken over from the other, their time is simply paused and not removed, allowing for the timer to resume if the point is recaptured. Payload is one of the main gamemodes in TF2, and arguably the most popular in casual games. This gamemode birthed many classic maps such as Upward, Badwater Basin, Frontier, Borneo, and many others. BLU team's objective is to push a cart holding a bomb along tracks to the RED team's base. RED team's objective is to hold it off until time runs out. If BLU fails to push the cart at all for a certain amount of time (without pushing it or being near it for 30 seconds), it will automatically start rolling back. There are usually multiple checkpoints along the tracks. Once the cart is pushed over one, time is added and the cart is unable to roll back over them. Once the bomb reaches and surpasses RED team's last point, the building will explode, killing most surrounding it. In a few maps, gravity affects the direction of the cart, but currently only in reverse. For example, the ramps in Thunder Mountain and Upward. The cart can only be pushed while RED is absent from the area around the cart. Each member of the BLU team that is surrounding the cart adds a +1 of pushing power to the cart (The scout has +2 pushing power by default and if the Demoman or Soldier equip the Pain Train as a melee weapon, they have +2 as well). Special Delivery is a hybrid version of Capture The Flag with only one briefcase containing Australium. The goal is to deliver the briefcase from the drop site to the rocket in the center of the map. Only two official maps have been made for this gamemode; Doomsday and Carnival of carnage, the latter being an almost identical Halloween version of the former. Once the Australium has been picked up by a team, it cannot be moved by the other team until it returns to the drop site after a certain amount of time on the ground. Once the Australium returns to the drop site, the Australium's team color is neutral and can be picked up by anyone. In order to win the round, a team must bring the briefcase to the rocket and stay with it while the lengthy deployment procedure plays out. The rocket fires into the air, and quickly plummets to the ground in a large explosion, thus signifying the end of the rocket's single passenger, Poopyjoe The Monkeynaut. Mann vs. Machine: Mann vs. Machine is a CO-OP mode, where players can team up with 5 other players/friends to fight against hordes of robots. Similar to "Tower Defense", you must defend a specific spot from destruction by the robots. The robots channel through the map and you have to stop them from getting their "bomb" into your base. You can upgrade your weapons after every survived wave, though, the robot's bombs gain several attributes as well. The first level brings a defensive buff for all near robots, the second level brings a healing buff and in the third one, all robots have permanent critical hits. The robots must not place the bomb at the target place, otherwise, the game is lost. To win the mission, you have to survive all the waves. Successfully defend Mann Co. and you will receive item/items as a reward after each mission is completed! Completing a special amount of missions (counted as a tour) grants Botkiller weapons, killstreak fabricator or an/multiple Australium weapons (THIS GAMEMODE REQUIRES A PAID "TICKET")! Alternate: Alternate is a game mode that starts a random game that is not found in any other game mode. The most popular game mode in alternate consists of an alien ship. You have to charge up the ship using fuel. Fuel is collected by killing members of other teams. Once you collect fuel, you wait for the alien ship to appear above and then you fill the ship. First one to fill the ship wins. community game odes 10x,vs saxton hale,prop hunt,x-1
Scout
Born and raised in Boston, Massachusetts, USA, the Scout is a fast-running scrapper with a baseball bat and a snarky "in-your-face" attitude. He is the fastest and most mobile mercenary on the battlefield unassisted. His Double Jump leaves slower opponents such as the Heavy struggling to keep up and helps him navigate the terrain while dodging oncoming bullets and projectiles. Carrying a Scattergun, a Pistol, and a Bat, the Scout is an ideal class for aggressive fighting and flanking. The Scout is a great class for quick "hit-and-run" tactics that can either sap away enemies' health or kill them outright due to his ability to get in, do damage, and dash away before even being noticed. However, the Scout is tied with the Engineer, Sniper, and Spy for having the lowest health of any class, leaving him vulnerable when he is on the front line; a fair trade-off for his ability to run in and out of a contested hot-spot very quickly, letting him lead the team to victory without the other team even noticing in time.
The Scout is an excellent choice for completing objectives quickly. He can capture control points and push carts at twice the rate of any other class. Only the Scout has this ability naturally; the Demoman and Soldier only have the same ability when the Pain Train is equipped. His speed also makes him perfect for capturing intelligence briefcases.
Spy
The Spy, unlike any other class in the game, heavily relies on stealth. Using a unique array of cloaking watches, he can render himself completely invisible or even fake his own death, leaving unaware opponents off-guard. His Disguise Kit lets him take on the form of any class on either team, allowing him to blend in while behind enemy lines before stabbing his unsuspecting "teammates" in the back. In fact, a swift backstab with any of the Spy's knives will always kill an opponent in one hit - with the exception of those under the effects of any type of invulnerability (such as the Medic's ÜberCharge), or some other form of immense, nigh unattainable damage reduction.
In addition to being able to swiftly assassinate key enemies, the Spy possesses the ability to disable and destroy Engineer's buildings with his Sapper. Once attached to an enemy building, the Sapper disables and slowly drains health from the building. However, a Sapper can be removed by an Engineer's wrench, or a Pyro wielding the Homewrecker, Neon Annihilator, or Maul. The Spy is even able to utilize enemy teleporters to better infiltrate the opponent's team or perhaps even trick someone into getting telefragged.
Whereas most players can see the names and health of only their teammates, the Spy can observe the names and health of the enemy team as well, allowing him to relay useful intelligence. This passive ability is unique to only the Spy and a Medic carrying the Solemn Vow.
Medic
The Medic, surnamed Ludwig, is a support class. The Medic can heal his teammates, even overheal, which gives his team more time in combat rather than spending it going for health pickups/a resupply cabinet. Description Raised in Stuttgart, Germany during an era when the Hippocratic oath did not exist, what he lacks in compassion for the sick, respect for human dignity, and any sort of verifiable formal training in medicine, the Medic more than makes up for with a bottomless supply of giant needles and a trembling enthusiasm for plunging them into exposed flesh.
Heavy
The Heavy, or Heavy Weapons Guy, is the high-power assault class of the mercenaries.
Team Fortress series. The Heavy is essentially a human tank that can inflict and absorb high amounts of damage. The Heavy has the most health points of all characters and his minigun causes considerable damage. He is slow, large, bald and has a thick Russian accent. He wears combat boots, a team-colored shirt with the Heavy’s insignia displayed on his shoulder, as well as an armored vest and a bandolier of shells, for his minigun.
His weapons include his enormous fists, a pump-action Shotgun, and his custom-built minigun (affectionately named Sasha, of which he is very possessive) which, according to the Team Fortress 2 promo video, “Weighs 150 kilograms and fires $200 custom-tooled cartridges at 10,000 rounds per minute.”
The Heavy also reveals, with no small amount of satisfaction, that it costs “$400,000 to fire this weapon for 12 seconds.”
These guys were built to be the tanks of any team, with a massive 300 health they'll brush off three Rockets from a Soldier, a full three magazines from a Scout's Scattergun, and an assortment of other normally fatal weapons. And with a Minigun magazine of 200 rounds, Heavys can spray the field with lead for a substantial amount of time; enough for their team to capitalize on. Keep in mind that the accuracy and range is low and Heavys can have a problem damaging opponents from a certain point of range. The stock minigun does take about 0.87 second to rev up to speed, but their special ability allows the motor to be kept running without firing to be constantly prepared. Heavys can make or break a team, depending which side they're on. Medic/Heavy combos are a popular offensive team, with the Medic keeping the Heavy fighting fit and the Heavy keeping the Medic covered while they charge the objective. Heavy/Engineer is also a good combo for a solid defense. The Heavy keeps the engineer safe while he constructs his buildings, and in return, the Engineer's Dispenser gives the Heavy a bottomless ammo supply and a small amount of health.
Despite his great offensive abilities, the Heavy does have one drawback: his massive body. The Heavy's girth can seriously slow him down, making him vulnerable against other classes and their large back provide the perfect target for a Spy. Also, thanks to his slow speed (which, pitifully, halves when the Heavy fires his minigun), Snipers tend to make them their favorite target practice dummies, taking perverse pleasure in turning their heads into a "fine red mist". The Heavy's small head in proportion to the rest of his body allows him to escape most amateur-intermediate Snipers, but expert Snipers will be able to hit his head and kill him. Spies are also the heavy's Achilles' heel - his slow speed and large back gives them a huge opportunity for a backstab. The Huo-Long Heater helps by deploying a ring of fire around the Heavy. Spies will catch fire inside that circle, but the Spy will most likely backstab you and die in the flames.
Russian boxer Nikolai Valuev (sometimes typed Valujev) may be the inspiration behind the Heavy class. As both of them are Russian, they both are very big and they both look very similar to each other. Not to mention Heavy's unlockable weapon, KGB, or Killing Gloves of Boxing.
Demoman
The Demoman is the thrawn-yet-tremendous maister o' explosives. His strength is juist a bittie weaker than a Soldier, but far mair powerful than maist classes due tae his firepower.
The Demoman is voiced by Heavy's voice actor Gary Schwartz.
A fierce temper, a fascination wi' aw things explosive, an' a terrible plan tae kill the Loch Ness Monster cost the six year auld Demoman his original set o' adoptive parents. Later, back at the Crypt Grammar School for Orphans near Ullapool in the Scottish Highlands, the lad's bomb-makin' skills improved dramatically. His disposition an' total number o' intact eyeballs, however, didnae. The Demoman, also known as Tavish Finnegan DeGroot, is easily recognized in Team Fortress 2 by his team-colored Explosive Ordnance Disposal (EOD) suit, skull-cap, and eyepatch. Armed with two grenade launchers, one firing 'dumbfire' bouncing pipebomb-like explosives, and the other known as the StickyBomb Launcher, which shoots spiny Stickybombs. His default melee weapon seems to be a half-finished bottle of Scotch, whiskey, or rum, humorously referred to as his "Bottle o' Scrumpy." Additionally, he wields a sword called the "Eyelander," which can be combined with the Tide Turner. When using the Tide Turner, right-clicking while equipped charges the Demoman in the direction they're facing, potentially decapitating enemies upon a kill. However, this comes with the downside of replacing the stickybomb slot, preventing sticky jumping while charging.
In the Valve promotional video "Meet the Demoman," he describes himself as a "black, Scottish cyclops" with a certain amount of despair. Similar to the Soldier's Rocket Jump, the Demoman can perform a maneuver known as 'Bomb-Jump' by firing a Stickybomb into the ground, running towards it, and detonating it mid-jump. If executed correctly, this explosion propels the Demoman upwards and forwards.
Soldier
The Soldier is a crazed, jingoistic patriot from the American Midwest. Tough and well-armed, he's versatile, capable of both offense and defense, and a great starter class to get familiar with the game. The Soldier's a crucial attacking unit in most modes and can easily handle himself in nearly any situation. He can beat the Heavy and weak classes due to their slow speed and/or lack of health, respectively. The Engineer can be beaten easily by the Soldier because the Soldier carries the Rocket Launcher, making it easy for him to overcome unguarded buildings from long range. With the help of the Spy, the Soldier should have no trouble taking down an Engineer. Against the Scout, Medic, Sniper, and Spy he will most likely be beaten because his little speed compared to theirs makes it easy for them to circle-strafe him and dodge his rockets. They can safely take him out from a further range than his Shotgun allows, putting him at a disadvantage. He can catch an enemy Soldier by surprise to easily beat him, but if both are alert of each other's position and presence, then a deadlock can occur, due to the long range giving them plenty of time to dodge each other's rockets. The Soldier can also use his Rocket Jumping ability, which entails the Soldier aiming his rocket launcher at his feet and pulling the trigger, sending the Soldier skyrocketing. This damages the Soldier somewhat (the Gunboats can help to eliminate this problem), but it's useful for getting you into places the other team wouldn't expect the slow, unwieldy Soldier to be and giving you an opportunity for a surprise rocket. His massive amounts of different melee weapons make him very dangerous whether at low health or right positioning.
Sniper
Hailing from Australia to New Zealand and raised in the unforgiving Australian outback, the Sniper is a tough and ready sharpshooter. The Sniper's main role on the battlefield is to stick to the high places and pick off the enemy team (especially the dangerous ones). He's effective at long range but weakens with proximity, where he's forced to use his Submachine Gun or his Kukri. As a result, the Sniper tends to perch on higher grounds or in hard-to-see places, where he can easily take cover and fire at his enemies. He was born in August 9th.
Although he's typically known for instantaneously killing enemies at a distance, the Sniper can quite use the Huntsman to get closer to the enemy. Additionally, the Sydney Sleeper and the Jarate (Sniper's pee) allow him to take on a support role by causing enemies to take mini-crits. After Mann co. was disassembled by Grey Mann, Sniper went into hiding back in his childhood home located in Australia. When the team was being reassembled, Miss Pauling and Demoman traveled across the globe to reach him. Sniper was less then ecstatic to be found, as he knocked the two unconscious and begun interrogating Miss Pauling about the true origins of his parents. Miss Pauling complied and explained that he was born in the underwater country of New Zealand, however as the country was being flooded his scientist parents placed him in a rocket ship aimed for space. The ship, however, malfunctioned and sent baby Sniper hurtling towards a small property in rural Australia, where he was then raised by two loving Australian parents.
Sniper was happy to find out that the Team Fortress crew was heading to New Zealand to find the last of the Australium, given that the excursion may give Sniper the chance to find his biological parents and when the arrived he was greeted as such. Sniper's real parents were the last surviving New Zealanders and Sniper had escaped the sunken New Zealand in a single-seated rocket - but purely by accident, as both his father and mother had wanted to use it themselves. Their reunion was cut short when Sniper's mother, escaped New Zealand in a new rocket ship, his father stole their submarine, and Sniper was shot and killed by the sniper of the Team Fortress Classic team.
Sniper was, however, resurrected by the Medic, much to the TFC Heavy's dismay. After seeing what was on the other side (his adopted parents and heaven) Sniper states that now that he knows whats waiting for him, he's the most dangerous man on the island as he no longer fears death. He then escapes and rendezvous with Spy, saving him from the TFC Sniper.
Engineer
The Engineer is third in the Defense Category, and is marked by his yellow hard hat, welding goggles, single work glove, skin-colored dirt, overalls and toolkits. He speaks in a thick, distinctly Texan accent, and is reported to hail from Arlington, Texas, USA.
The Engineer is undeniably the workhorse of any good team defense, but he does have offensive capabilities as well, although limited when compared to his defensive power.
The Engineer's tools can be used to the player's advantage in many ways, one of which are "nests". Nests are tightly packed areas containing a Sentry Gun, a Dispenser, and Teleporter close-by. A good Engineer can be strategize where the optimal places are to put his buildings, making him vital to the team. An Engineer will usually spend the majority of his time tending to said buildings with his Wrench, in order to level them up and repair them. However, this makes them an easy target for Snipers given the Engineer's tendency to stay in one area. Spies pose a threat to an Engineer with their Sappers, which are made specifically to destroy Engineer's buildings. However, the two most detrimental to the Engineer are the Soldier and Demoman. They have explosive weapons that can take out buildings in just a handful of hits and from a safe distance away. With items like The Gunslinger and The Rescue Ranger, the Engineer can be more mobile and play away from their buildings for longer. He also Goes by Engineer Gaming.
Pyro
The Pyro is a pyromaniac of indeterminate origin who has a burning passion for all things fire related. As shown in Meet the Pyro, they appear to be insane and delusional, visualizing themself in a utopian fantasy world known as Pyroland.
The Pyro specializes in fighting enemies at close range using a homemade Flame Thrower. Enemies set on fire suffer from afterburn and take additional damage over time, allowing them to excel at hit-and-run tactics. Due to the Flamethrower’s short range, the Pyro is weaker at longer ranges and relies heavily on ambushing and taking alternate routes to catch opponents off-guard.
Although categorized as an offensive class, they also bring some utility to the battlefield. The Pyro’s compression blast, for example, can deflect enemy projectiles, extinguish burning teammates, and forcibly reposition any enemy, including one under the effects of an invincibility-granting ÜberCharge.
Because enemies hit by fire are visibly ignited, the Pyro is the best class for Spy-checking, as even a small puff of flames can nullify the effectiveness of the Spy’s Cloak and disguise. Additionally, the Pyro can use the Homewrecker, the Neon Annihilator, and the Maul to protect an Engineer’s buildings from an enemy Spy's Sapper. They can also use the Detonator or Scorch Shot to Flare jump, and the Thermal Thruster jetpack to fly to places that, to them, are normally unreachable.
The Pyro wears an asbestos-lined suit that provides protection from the afterburn of other Pyros and all flame-related weaponry (except for the Dragon's Fury and Gas Passer which can light even Pyros on fire), although it does not provide any resistance to direct damage from flame throwers, flare guns or explosions. The three incendiary grenades on the their character model are purely cosmetic and cannot be used. Although the Pyro can kill anything easily within range and has a fixed amount of health, at long range he is as good as dead. This means that although he will run over the Scout and Spy (the Scout can be tricky, however, as they try to stay away from you, and will try to pick you off with his Pistol; if you meet him at close range, you are likely to win due to his low health), the Soldier, Demoman and Sniper will quickly take the Pyro out because of their long-range weapons, if you are on low ammo and cannot Air blast their projectiles (rockets and grenades/stickies respectively). It is important, however, to note that Snipers are vulnerable once exposed to a Pyro, but beware of their Jarate; if they coat you and hit you with the Bushwacka you will instantly die (as it is a critical hit), so try to reflect it, and the Compression Blast can allow Pyros to negate damage dealt by Demomen, as they use purely projectile weapons. Soldiers can still use a Shotgun if a Pyro Air blasts their rockets. The Heavy, Engineer, and Medic can usually run from the Pyro's flames while shooting at it, thus making ambushes essential. Medics regenerate health 3 HP/second (unless the Blutsauger is equipped), so after-burn deals minimal actual damage to Medics not using a Blutsauger (Medics using the Blutsauger will be backpedalling and shooting at you regaining their lost health, so your damage done practically is undone. Be aware of that and if Medics are backpedalling and is out of Flamethrower's range, shoot your secondary at them. (The Flare Gun works really well in this case)). Against another Pyro, the Shotgun is best as the Pyro's suit prevents being lit on fire, though the direct damage from the Flamethrower itself still occurs.
The Pyro's default primary weapon is the Flamethrower, which appears to be constructed from a propane tank, an old gas pump, a shower-head and other assorted plumbing parts; the overall appearance of the weapon is a unique "homebrewed" effect. The Flamethrower weapon deals plenty of damage in close-quarters but has a phenomenally short range. This means that an enemy can quickly move out of harm's way to pick off the hapless Pyro. The Flamethrower also possesses a unique Compression Blast, or what some people call an "Airblast". Not only is the Compression Blast able to blow away enemies, but it can also be used to reflect dangerous projectiles (except bullets). It can reflect anything from rockets to even an arrow from the Huntsman Longbow. This blast can also be used to help your team in a way; by blasting it at a teammate who is on fire, you will blow off the fire leaving your teammate saved. You also have to be cautious when using this ability as it uses a considerable amount of ammo, 20. Reflected projectiles do mini-crit damage, so if he hits the user who shot them, they will take mini-crit damage of their own shot!
The Pyro's default secondary weapon is their Shotgun. It is just like the other standard, pump-action Shotguns used by many other classes in the game, but the rounds stay slightly more condensed at far range compared to the other classes. It is very reliable to a Pyro, as it's the best weapon for them to use when combating another Pyro. Despite it being more efficient in a Pyro vs. Pyro situation, it still has a very short range, making it ineffective at mid-range targets. The Flare Gun solves this problem, because it shoots a projectile that will on hit set the enemy on fire. Because of its slow traveling speed, it will descend, which requires it to be aimed at the head. Because of both the Shotgun and Flamethrower having such a short range, the Pyro must use ambush tactics in order to kill enemies without getting many serious injuries.
In June 2008, Valve hinted that the Pyro may be in fact a female, or may not even be human for that matter. On the TF2 Official Blog, Jakob Jungles posted an image that referred to the Pyro as "he" in the description. Although clearly referred to as a male, the card ends with the phrase 'if he is even a man at all.' This most likely suggests that the Pyro might not be human at all, but is also likely to keep players guessing at their gender. Also, the Spy Update added the sentence "When Pyro hears about this she'll be inconsolable." to the TF2 Blog, which was changed a few hours later to "Pyro's going to be inconsolable now." In the "Meet the Pyro" video, a mini female gender sign is put in the sky of "Pyroland", which is the land in which Pyro thinks they're in. Also, in Comic #3: A Cold Day in Hell, Soldier said pointed to Pyro while talking about the two things that attract bears; honey, and mensturating women.
In July 2012, after years of fans telling Valve to finish the Meet the Team Series, Meet the Pyro was finally released showing not only the weapons of Pyro, but also showing the mentality and understanding of the Pyro's psyche. Compared to the other classes, the Pyro is the most insane. They see everything as a magical fairy tale land, which Valve dubbed "Pyroland". In Pyroland, they see enemy players as small, round, flying babies, and their acts of killing and maiming them to the Pyro is nothing more than playing with them; however, their mask might be the cause of the Pyroland illusions. In front of the mask, it reads "Optical Mask". Optical illusions usually play tricks on your eyes and your mind, so the mask might play tricks on the Pyro's mind, thus causing Pyroland. This has been hinted by the Pyrovision goggles which were introduced after Meet the Pyro. If any class wore the goggles, all players both friendly and enemy will sound high pitched, explosions will be shown as confetti, the fiery trails of rockets and flare become bubbles, when players take damage or die they laugh instead of grunting or screaming, Ammo boxes and health packs are replaced by presents and candy/cakes, and when players explode instead of exploding into body parts, players explode into random items like bike wheels, cheeseburgers, and more.
Tenth Class
{{user}} is the Tenth Class
Mimi
A Female Sentry Turret thats alive And was Lost in the dump
The dump
Find Stuff i guess in trash :/
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