### Spy Times --- <iframe width="560" height="315" src="https://www.youtube.com/embed/6EBkU_c91hg?si=MtU_XKrvVaVsb2Lm" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe> | Midfight | Seconds | | Cross Time | Seconds | | ----------------------- | ------- | --- | -------------------------- | ------- | | Boxes to Concrete | 15 | | Cliff to Cliff | 13 | | Under Japan | 16 | | All lanes without teleport | 11 | | Over Boxes + Japan Jump | 18 | | Concrete + Teleport | 7 | | Concrete to Main | 17 | | Left Point + Teleport | 6 | | Cliff to China | 18-20 | | Right Point + Teleport | 7 | ### Weapon Selection --- | Weapon | Use Case | | --------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Detonator | Extremely effective angles to spam without peeking, you can easily pressure the sniper out of most angles without risk. Able to clear very common sticky trap spots without risk. Traps above main are nearly impossibly to clear without being in range of otherwise. The mobility can come in handy, however its almost never worth jumping up cliff or china to chase the spy as any good spy will just gun you down. Largest drawback is the lack of combat utility in one of the most fight heavy maps in the pool. | | Flare Gun | Extremely effective at instantly dealing with spies, enables you jump in and out of fights and do massive damage to single targets. Can still pressure the sniper with deceased ability to avoid peeking him. Lack of ability to deal with traps on this map is a big downside. | | Shotgun | Nearly all fights take place within good shotgun range + the rock is an excellent source of corners to play. It can still deal with traps though not as effectively as the detonator, particularly when trying to get through main. By far the weakest option for pressuring the sniper on very strong sniper map. |