Class Loadouts (Medic/Sniper/Spy)
Medic, Sniper & Spy loadouts!
Medic
Most of Medic's gameplay will revolve around constantly healing his teammates. Certain map situations will make it such that it may be better to change your primary for more effective healing.
General Healer

Syringe Gun/Blutsauger
Medi Gun/Kritzkrieg
Amputator/Solemn Vow
This is the most common loadout you'll have for Medic. There isn't any specific Medi Gun that you should need, as it will be very map-dependent or situation-dependent on what you may want to use. The Syringe Gun is Medic's best, and actually one of the strongest overall, weapons for defending and stalling; and the Blutsauger will allow you to unleash your inner battle medic to keep the team tidied up without even beaming them. You won't be using a primary all the time if you're switching between beaming teammates. The Vita-Saw will provide small buffs to your ubercharge mechanics via charge rate and duration - while the Solemn Vow will provide more raw, overall healing through your beam - both are pretty interchangeable depending on what you need more in your playstyle.
Burst Healer

Crusader's Crossbow
Quick-Fix
Solemn Vow
This is similar to the above loadout except that you'll have the Crusader's Crossbow. You'll be lacking vastly in defensive and have zero boss damage capability, but the Crusader's Crossbow serves as a form of AoE healing, albeit within a line. There is a large amount of health gained on hit plus you can shoot teammates far away if outside of Medi Gun range.
Use this to capitalize on certain map elements or to safeguard straying teammates. The Solemn Vow and Quick-Fix combo mostly capitalizes on rapidly healing someone that might be targeted by a boss or is in taking repeated amounts of damage that a crossbow can't cover on time.
Pocket Healer

Overdose
Vaccinator
Solemn Vow/Vita-Saw
This one falls less in line with supporting the entire team and instead puts you into a role of specifically pocketing important overdefenders against crowds of large zombies. The Overdose will let you outpace most classes so having your uber topped up with the Vita-Saw's build rate can help keep it ready to flee from the frontlines. As for the Solemn Vow (yet again), it can assist the Vaccinator's heal rate on any overdefender vs zombie enzyme chip damage. This can be used to prepare anyone taking boss aggro by giving them a larger overheal than other mediguns.
Sniper
Ranged Stall & Stunner

Sniper Rifle/Hitman's Heatmaker/Bazaar Bargain
Cleaner's Carbine/SMG
Kukri/Bushwhacka
Sniper's inherent potential is behind making headshots. In the long run, the damage dealt with headshots will remain insignificant unless zombies are low on health or once your damage scales up. The main appeal is the long ranged damage. With targeted headshots, you can chip damage important zombies from any distance. Play the class smart to be a nuisance at range and in close quarters if you're confident enough. For secondary weapons, you'll mostly want to consider SMGs for defending and stalling. The stock SMG has a huge clip and a fast firing speed for bosses that are based on bullet-count. However, the Cleaner's Carbine stalls and defends even better with its mini-crits. For melee weapons, it won't matter too much, so feel free to equip the Kukri or use the Bushwhacka to kill off jarated zombies or your team if you get infected.
Boss Assist Sniper

Loadout:
Classic/Machina
Cozy Camper/SMG
Kukri
With this loadout, the cozy camper's lack of (flinching) can allow you to stay scoped in to land those beefy Machina shots - nearly the equivalent of a Heavy's DPS. Although the self-healing won't be entirely useful if the boss disables that mechanic; it's a nice niche for specific maps like the boss being dead and no more healing sources are around to top you up for the finale.
You'll be outright useless on DPS checks that prevent scope-ins (laser bosses) if you aren't packing a choice of SMG (or can't land your shots against zombies lmao idiot) - which the Classic evens out by being able to roll in some damage without scope-ins hindering your sightline on specific boss attacks.
Jarate Bomber

Sydney Sleeper
Jarate
Bushwhacka
Initially this loadout was all about point farming - but actually became MUCH more useful with the addition of the !zload command alleviating its long cooldown; allowing three "re-buys" to repeatedly throw jarate at grouped up zombies once the last one expires.
Aim your Jarate at zombie teleports to slow them down by a whole -35% movement reduction AND recieve additional knockback. Sydney Sleeper headshots lower the (60s) cooldown of your jarate by at least ~1 second per headshot - so one of the more optimal uses to get that long cooldown recharged is probably just shooting any AFK zombies.
Note that you'll be almost defenseless if caught by yourself with this loadout but you'll provide a lot of value to your team locking down those teleports.
Spy
Triggerer & Boss Support

Loadout:
Revolver/Enforcer
Sapper
Knife
Dead Ringer
Most of the time, it'll be too dangerous to go for backstabs, especially if the zombies are smart enough to actually look out for you. Instead, why not play it safe and take care of any NPCs or bosses so your team doesn't die? You can get the triggers as well. The Revolver having one of the high-ends of DPS against NPCs/Bosses, with the Enforcer taking the throne; albeit some more financed use on getting it to work as you need to use the disguising on that to actually work out that extra damage.
You can use the Sapper for a tiny bit of extra speed when held out. To trigger even faster, use the Dead Ringer to gain speed boosts upon taking damage, likely through falls. Your knife won't matter too much as long as it's not the Big Earner with its health debuff, but it won't hurt to use the best option of stock.
Gun-Spy

Diamondback
Red Tape Recorder
Knife
Dead Ringer
The Diamondback will effectively lock you out of your disguise kit and penalize you with a large movement debuff for holding anything but the gun out. On the better side though, this is one of the Spy's better defense tools; as it has a extra bullets per shot and can amass critical hit bursts upon diamondback kills for [10] seconds worth of extra knockback and damage - this only really comes into play against zombie teams that have one too many zombie pyros bombing or when you have items that can lower their HP value greatly; provided your team doesn't steal the kill too. The overall DPS of this loadout doesn't hold up as well as stock, but it's still a fun pick.
Aggressive Backstabber

L'Etranger
Red Tape Recorder
Spycicle/Knife/Your Eternal Reward
Cloak And Dagger
Once you've decided to go a class dependent on melee to be effective in a game mode where zombies will oneshot you with melees of their own, it's time to just go all in. You'll be reliant on backstabs to ease the pressure on the team, so play it smart and give yourself as much leverage as possible.
Use the L'Etranger for its extra cloak duration (evening out the penalty of cloak and dagger) to grant yourself more time to sneak in or escape. Use the stock Knife if you don't want any gimmicky stab mechanics. The Spycicle will offer you extended melee ranged for those that are more experienced in trickstabbing, albeit can be punished more on miss. As for the YEW; it does more damage on bacsktab - which can be janky depending on map-specific zombie health, but will let you at least take out zombie item users maybe.
Finally to top it all off, the Cloak and Dagger's niche in this situation is that it grants extra base health - so you'll be able to tank at least one more hit if you don't run into bad weapon matchups or get double-tagged on your way out from zombie backlines.
As long as you play it smart, this type of Spy will be a great asset to the team—assuming you don't die the first minute into the round.
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