Difference between revisions of "Basic Pyro strategy"

From Team Fortress Wiki
Jump to: navigation, search
(Powerjack, how to use)
m (Dragon's Fury)
 
(290 intermediate revisions by more than 100 users not shown)
Line 1: Line 1:
{{update}}
+
{{hatnote|This page contains basic strategy for the Pyro. For more advanced strategies, see [[Community Pyro strategy]]. For how to play against the Pyro, see [[Anti-Pyro strategy]].}}
 
{{Quotation|'''The Pyro''' |Mmmphya harrgh mrgha hrghgph!|sound=Pyro_autocappedintelligence01.wav}}
 
{{Quotation|'''The Pyro''' |Mmmphya harrgh mrgha hrghgph!|sound=Pyro_autocappedintelligence01.wav}}
The [[Pyro]] is a moderately tough class that specializes in close range combat and excels at [[ambush]]ing enemies with his various flamethrowers. The [[afterburn]] he inflicts will steadily damage fleeing foes, making him decent at hit-and-run tactics. His [[compression blast]] is extremely disruptive and can be used to reflect [[projectiles]], extinguish burning team mates, or forcibly shove enemies around. His flames nullify [[Cloak]] and [[disguise]]s, making him a {{botignore|hard counter}} to the [[Spy]]. While easy to learn, mastering how to properly use his various weapons takes time. A good Pyro will often switch between weapons to maximize damage. At longer ranges, the Pyro is vulnerable to hitscan weaponry, such as the [[Minigun]] or [[Sniper Rifle]].
+
[[File:Pyrotaunt1.PNG|350px|right]]
 +
 
 +
The [[Pyro]] is a hardy class that specializes in close range combat with the Flame Thrower. The Pyro excels when fighting in enclosed spaces, using various weapon combinations for quick kills, or flanking the enemy backline, where the wide spread of flames will affect multiple targets and disrupt healing from [[Medic]]s. Enemies that escape slowly suffer from extra [[afterburn]] damage, allowing for hit-and-run tactics.
 +
 
 +
The Pyro also brings plenty of utility - the [[compression blast]] can reflect [[projectiles]] and shove enemies around, while fire nullifies the enemy Spy's [[Cloak]] and [[disguise]]s. This lets the Pyro switch between protecting teammates or going on the offensive.
 +
 
 +
While the Pyro is easy to play mechanically, it takes time to master how to properly use and switch between the various weapons. Notably, the Pyro does not, by default, have any extra movement options like speed boosts or jumps, so maneuvering to targets can be tricky. The Pyro is most vulnerable at long range, in the open, or when facing unreflectable hitscan weaponry, such as the [[Minigun]] or [[Sniper Rifle]].
  
 
== Primary weapons ==
 
== Primary weapons ==
All of your primary weapons burn through ammunition quickly, so frequently pick up dropped weapons, collect [[ammo]] boxes, and visit friendly [[Dispenser]]s to stay replenished.  
+
All of your primary weapons burn through ammunition quickly, especially if you regularly use the compression blast. Frequently collect (dropped) [[ammo]] boxes and visit friendly [[Dispenser]]s to stay replenished.  
  
===[[Flame Thrower]] + reskins===
+
===[[Flame Thrower]] + [[reskins]]===
{{icon item|Flame Thrower|100px}} {{icon item|Rainblower|100px}}
+
{{icon item|Flame Thrower|100px}} {{icon item|Festive Flame Thrower|100px|link=Festive weapons}} {{icon item|Rainblower|100px}} {{icon item|Silver Botkiller Flame Thrower Mk.I|100px|link=Botkiller weapons}} {{icon item|Australium Flamethrower|100px|link=Australium weapons}} {{icon item|Nostromo Napalmer|100px}}
  
To easily get into range to use your Flame Thrower, take alternate paths to ambush your opponents. Once in combat, circle-strafe around your foes to make yourself more difficult to hit; the wide spread of your Flame Thrower makes your aiming easier. If opponents flee, don't rely on [[afterburn]] to finish them off, as there are many ways to extinguish fire. Switch to your secondary weapon for any enemies at medium range or beyond. [[Spy-check]] suspicious teammates by firing short bursts of flame.
+
The Flame Thrower is powerful, hits a wide area in front of you, and causes enemies to suffer from [[afterburn]]. However, it has a very short range when compared to other weapons. To easily approach targets, catch them off guard by taking alternate paths or setting up ambushes. Once in combat, take advantage of how easy the Flame Thrower is to aim by circle-strafing around your foes, making yourself more difficult to hit. If opponents flee, don't rely on [[afterburn]] to finish them off, as there are many ways to extinguish fire. Instead, switch to your secondary weapon for any enemies at medium range or beyond. [[Spy-check]] suspicious teammates by firing short bursts of flame.  
* The Rainblower functions identically to the Flame Thrower but also has a [[taunt attack]].
+
* The Rainblower functions identically to the Flame Thrower, but also has the [[Armageddon]] kill taunt.
 +
* The Nostromo Napalmer is part of the [[Isolated Merc]] item set, which hugely increases Napalmer damage dealt to and melee damage received from Scouts wearing the [[Isolationist Pack]] set (this interaction rarely occurs in normal play).
  
===[[Backburner]]===
+
===[[Backburner]] + reskins===
{{icon item|Backburner|100px}}
+
{{icon item|Backburner|100px}} {{icon item|Festive Backburner|100px|link=Festive weapons}}
  
Position yourself for ambushes often to make use of the critical hits dealt by the Backburner when attacking from behind. To maneuver behind an enemy in direct combat, make liberal use of circle-strafing. Overall, you sacrifice defense for offense; the increased compression blast cost will make it more difficult to disrupt [[ÜberCharge]]s as well as defend yourself at long range.
+
The Backburner deals guaranteed Critical hits when attacking from behind, but has a significantly increased airblast cost. To successfully flank the enemy, take ambushing routes and liberally circle-strafe once in combat. Overall, you sacrifice defense for offense; the increased compression blast cost makes it more difficult to disrupt [[ÜberCharge]]s as well as defend yourself from rockets and grenades.
  
 
===[[Degreaser]]===
 
===[[Degreaser]]===
 
{{icon item|Degreaser|100px}}
 
{{icon item|Degreaser|100px}}
  
The Degreaser's faster weapon switch time is highly versatile. It pairs particularly well with your compression blast; after igniting and airblasting an enemy, quickly switch to another weapon, such as the Shotgun or Axtinguisher, to deal severe burst damage. Make use of these weapon combinations to compensate for the decreased base damage; combat with solely the Degreaser as well as hit-and-run tactics will be less effective.
+
Equipping the Degreaser causes you to switch between weapons very quickly, allowing you to always deploy the right weapon for the right time. For example, you might switch to the Shotgun as an opponent flees, or switch back to the Degreaser to deflect incoming projectiles. Airblast cost is slightly increased, encouraging you to combine this weapon with others. After igniting an enemy, you can airblast them into a corner and follow up with another weapon, such as the Flare Gun or Axtinguisher. Use these weapon combinations to immediately take out single targets, as the Degreaser's significant penalty to afterburn damage makes hit-and-run tactics much less effective. If you are fighting an enemy Pyro whilst using the Degreaser, you can exploit the short weapon switch speed and short time the Pyro is on fire to gain a guaranteed [[Critical hit]] with your Flare Gun.
  
 
===[[Phlogistinator]]===
 
===[[Phlogistinator]]===
 
{{icon item|Phlogistinator|100px}}
 
{{icon item|Phlogistinator|100px}}
  
When using the Phlogistinator, dealing any sort of fire damage will cause your "Mmmph" meter to fill. When the meter is full, secondary fire will cause you to perform a taunt that refills your health and grants guaranteed critical hits for a short time. The Phlogistinator cannot use the compression blast; not being able to deflect projectiles or shove enemies away leaves you weaker in a direct fight. Thus, it's best to have your "Mmmph" charged before enemies realize you're there. To safely charge up "Mmmph", ambush weak opponents or use long range weapons like the [[Flare Gun or [[Detonator]]. You receive heavily reduced damage during the Phlogistinator's taunt, so you can activate your "Mmmph" right before an ambush, giving you a supreme firepower advantage, or immediately after killing an enemy, allowing you to heal and continue rampaging.
+
When using the Phlogistinator, dealing any sort of fire damage to enemies will cause an exclusive "Mmmph" meter to fill. When the meter is full, secondary fire causes you to taunt and grants guaranteed Critical hits to the Phlogistinator. As tempting as it is, don't blindly charge into a group of enemies hoping that your "Mmmph" quickly builds up. Instead, ambush weak opponents or use fiery long range weapons such as the [[Flare Gun]]. The taunt makes you invulnerable and immovable, so there are plenty of uses for it. You could power up before an ambush, endure a burst of damage, or just scare enemies away by taunting in the open. The Phlogistinator is your only primary weapon that cannot use the compression blast at all, leaving you unable to protect teammates from enemy projectiles. Consider equipping the [[Manmelter]] to once again allow you to extinguish teammates on fire.
  
===[[Compression blast]]===
+
===[[Dragon's Fury]]===
 +
{{icon item|Dragon's Fury|100px}}
  
The compression blast is a powerful source of utility that can be used both offensively and defensively. Offensively, use it to force ignited enemies into map hazards, out of cover, or into corners, where you can then easily finish them off with powerful weapons like the [[Axtinguisher]]. Defensively, use it to reflect [[projectiles]], shove dangerous enemies away, and extinguish teammates who are on fire. The compression blast can even move invulnerable players, such as those under the effects of the standard [[ÜberCharge]].
+
 
 +
The Dragon's Fury is a weapon that rewards good aim, but is very unforgiving if you have poor aim. It launches short-range fireballs that briefly ignite enemies. Landing a shot increases the reload speed of the next shot, while hitting an already-ignited enemy deals up to triple damage. Consecutive shots can quickly deal massive damage to a single target. The Dragon's Fury suffers a reload penalty upon using the compression blast, which can force you to choose between defending your team or returning fire when under attack.
 +
 
 +
Afterburn inflicted by the initial Dragon's Fury shot does not last long; if you need some leeway to land triple-damage shots, use exploding flares from the [[Detonator]] or [[Scorch Shot]], or the much longer Afterburn from the [[Gas Passer]] to easily ignite enemies for longer before switching back to the Dragon's Fury.
 +
 
 +
The Dragon's Fury is excellent against [[buildings]], piercing them and dealing consistent 75 damage. Shooting the feet of burning targets also causes knock back that can be useful for combos.
 +
 
 +
==[[Compression blast]]==
 +
 
 +
All of your primary weapons except the [[Phlogistinator]] have access to the compression blast via alternate fire {{Key|MOUSE2}}. The compression blast provides enough utility such that you might pick a specific weapon just to be able to airblast more often. It deals no damage, but forces nearby enemies and projectiles away. Offensively, the compression blast can be used to force ignited enemies into map hazards, out of cover, or into corners, where they can easily be finished off with powerful weapons like the [[Axtinguisher]]. Defensively, use it to reflect projectiles, shove [[ÜberCharge]]d enemies away from your team, and extinguish teammates who are on fire. The compression blast has a notable cooldown and uses ammunition quickly, so use it with good timing and judgement.
  
 
== Secondary weapons ==
 
== Secondary weapons ==
  
===[[Shotgun]]===
+
===[[Shotgun]] + reskins===
{{icon item|Shotgun|100px}}
+
{{icon item|Shotgun|100px}} {{icon item|Festive Shotgun|100px|link=Festive weapons}}
  
The Shotgun is your most reliable ranged weapon and helps cover the Flamethrower's weaknesses. Use it to engage enemies at medium range, especially when they retreat out of the short range of your Flamethrower. Other uses for the Shotgun include fighting enemy Pyros, who can't be ignited, and fighting underwater, where most of your flame weaponry will fizzle.
+
The Shotgun is your most reliable ranged weapon and helps cover the Flame Thrower's weaknesses. Use it to engage enemies at medium range, especially when they retreat out of the Flame Thrower's short range. Other uses for the Shotgun include fighting enemy Pyros, who can't be ignited, and fighting underwater, where your flame weaponry will fizzle.
  
===[[Flare Gun]]===
+
===[[Flare Gun]] + reskins===
{{icon item|Flare Gun|100px}}
+
{{icon item|Flare Gun|100px}} {{icon item|Festive Flare Gun|100px|link=Festive weapons}}
  
The Flare Gun fires slow, arcing projectiles that can deal reliable damage to enemies outside the range of even your Shotgun. The Flare Gun deals critical hits to burning enemies, allowing you to finish off retreating foes from a distance. If you cannot safely approach an area, you simply can duck in and out of cover while using the Flare Gun to harass at long range; if you consistently land your shots, you'll be able to deal deceptively large amounts of damage, particularly against immobile targets like a [[Heavy]].  
+
The Flare Gun fires slow, arcing projectiles that can deal reliable damage to enemies outside the range of your Shotgun. The Flare Gun also deals Critical hits to burning enemies, allowing you to finish off retreating foes from a distance. If you cannot safely approach an area, you can duck in and out of cover while using the Flare Gun to harass at range; consistently landing your shots will deal plenty of damage. Mechanically, the Flare Gun can be reloaded even if it's not the active weapon; briefly switch to your Flame Thrower between shots just in case you need to reflect projectiles or fight at close range. Using the Flare Gun or its variants puts you at a disadvantage against other Shotgun-wielding Pyros, who cannot be set aflame for additional damage.
  
 
===[[Detonator]]===
 
===[[Detonator]]===
 
{{icon item|Detonator|100px}}
 
{{icon item|Detonator|100px}}
  
Much like the Flare Gun, the Detonator is useful for harassing enemies that are far away or behind cover. The ability to manually detonate your flares gives you a bit of leeway when aiming and allows you to ignite multiple enemies at once. However, the Detonator only deals mini-crits to burning enemies, making it less effective as a finishing weapon. You can use the explosion to flare jump upwards to unusual locations at the cost of a small portion of health, which helps in accessing alternate routes with which to ambush your opponents.
+
Much like the Flare Gun, the Detonator is useful for harassing enemies that are far away or behind cover. Its flares deal only Mini-Crits to burning enemies, but can be manually detonated to create a small explosion that still Mini-Crits burning targets. Additionally, the explosion destroys enemy Stickybombs. The Detonator's explosion gives you extra utility; you can attack enemies behind corners, ignite multiple enemies at once, and destroy Stickybombs that the Shotgun wouldn't normally reach. You can use the explosion to flare jump upwards at the cost of some health, which helps in accessing alternate routes to ambush your opponents.
  
 
===[[Reserve Shooter]]===
 
===[[Reserve Shooter]]===
 
{{icon item|Reserve Shooter|100px}}
 
{{icon item|Reserve Shooter|100px}}
  
The Reserve Shooter reduces weapon switch time and synergizes very well with your [[compression blast]]; use the airblast to force an enemy into the air, then switch to the Reserve Shooter to deal devastating Mini-Crits. Its reduced magazine size makes it less reliable as a standard sidearm, especially when dealing with enemies at medium range or beyond.
+
The Reserve Shooter deals Mini-Crits to targets launched by explosions (but not your airblast), making it effective against enemy Soldiers or Demomen who seek to blast themselves out of your reach. The gun deploys 20% faster, so equip it the moment you see an opponent go flying and fire away. The reduced magazine size makes it less reliable as a standard sidearm when compared to the Shotgun.
  
 
===[[Manmelter]]===
 
===[[Manmelter]]===
 
{{icon item|Manmelter|100px}}
 
{{icon item|Manmelter|100px}}
  
The Manmelter functions similarly to the [[Flare Gun]]. It has infinite ammunition and a faster projectile speed, but does not deal guaranteed critical hits to burning players and fires more slowly. Alternate fire can be used to extinguish teammates in place of the compression blast, particularly useful if you want to conserve Flamethrower ammunition or are using the [[Phlogistinator]]. Each successful extinguishing will cause the Manmelter to store one guaranteed critical hit, allowing it to be used as a strong finishing weapon.
+
The Manmelter functions similarly to the [[Flare Gun]] but sacrifices offensive power for utility. It has infinite ammunition and a faster projectile speed, but does not deal guaranteed Critical hits to burning players. Alternate fire can be used to extinguish teammates in place of the compression blast, particularly useful if you want to conserve Flamethrower ammunition or are using the [[Phlogistinator]]. Each successful extinguishing will cause the Manmelter to store one guaranteed Critical hit, allowing it to be used as a strong finishing weapon even if your target isn't already on fire.
  
 
===[[Scorch Shot]]===
 
===[[Scorch Shot]]===
 
{{icon item|Scorch Shot|100px}}
 
{{icon item|Scorch Shot|100px}}
  
The Scorch Shot functions similarly to the Flare Gun but deals less damage and cannot deal guaranteed critical hits to burning players. However, it has the ability to [[knock back]] enemies struck by its flares. The farther the flare travels, the further the victim is launched; this makes it useful for shoving enemies that are outside the range of your compression blast, particularly if they're standing near an environmental hazard. Because the Scorch Shot has more utility than damage, pick a stronger primary weapon to use alongside it. Like with the Detonator, the flare's explosion can be used to flare jump.
+
The Scorch Shot functions similarly to the Flare Gun, but focuses more on keeping your enemies on fire. Its flares, upon contact with any object, drop to the ground before exploding. This explosion deals Mini-Crits to burning targets and refreshes their afterburn duration, making the Scorch Shot great for dealing constant chip damage. Direct hits deal additional damage and [[knock back]] enemies, with the knockback increasing if the target is already on fire; this is useful for shoving enemies that are outside the range of your compression blast, particularly if they're standing near an environmental hazard. Like with the Detonator, the flare's explosion can be used to flare jump and destroy Sticky bombs.
 +
 
 +
===[[Panic Attack]]===
 +
{{icon item|Panic Attack|100px}}
 +
 
 +
The Panic Attack deploys 50% faster than the Shotgun, making it useful for a few panicked shots when you need a backup weapon. However, the Panic Attack's pellet spread widely increases as you fire consecutively, making it far less effective in prolonged combat. Combining the Panic Attack with the Degreaser makes it deploy extremely quickly; switch to the Panic Attack for a single shot once you are sure the enemy will be finished off.
 +
 
 +
===[[Gas Passer]]===
 +
{{icon item|Gas Passer|100px}}
 +
 
 +
The Gas Passer fills up over time and as you deal damage. When filled, the Gas Passer can be thrown to leave a wide gas cloud that douses enemies inside, who are then ignited when attacked by any ally. The gas cloud is wide and lasts for 5 seconds; use it to lock down a chokepoint, funnel the enemy's approach, or force a defending group backwards. Since it replaces your Shotgun, coordinate with teammates to take safer fights, then take advantage of the gas cloud together. An interesting trick is to airblast a player into the air, throw the Gas Passer on them and use the [[Axtinguisher]] to gain the axe's Mini-Crit, or the [[Neon Annihilator]] for a Critical hit.
 +
 
 +
===[[Thermal Thruster]]===
 +
{{icon item|Thermal Thruster|100px}}
 +
 
 +
The Thermal Thruster's initial launch is in the direction you are moving, with the second stronger thrust in the direction you are looking. Enemies can be confused by choosing different directions for the different stages of launch. It is great for reaching objectives faster and making a quick escape when in danger. In particular, it allows you to access places that have to be reached using another class's special jump option, such as the Scout's [[double jump]]. Upon landing, you deal triple your suffered fall damage to nearby enemies and push them back. This is not an effective damage dealer, but the knockback can be used to throw people in a predictable direction. If you equip the Thermal Thruster, you sacrifice a damaging secondary, making your dueling less potent. Use the Thruster's mobility to ambush players or get to places they won't expect you, rather than using it as a damage dealer.
  
 
== Melee weapons ==
 
== Melee weapons ==
  
==={{anchor|Fire Axe}}[[Fire Axe]] + reskins ===
+
===[[Fire Axe]] + reskins===
{{icon item|Fire Axe|100px}} {{icon item|Saxxy|100px}} {{icon item|Conscientious Objector|100px}} {{icon item|Frying Pan|100px}} {{icon item|Lollichop|100px}} {{icon item|Freedom Staff|100px}} {{icon item|Bat Outta Hell|100px}} {{icon item|Memory_Maker|100px}}
+
{{icon item|Fire Axe|100px}} {{icon item|Frying Pan|100px}} {{icon item|Saxxy|100px}} {{icon item|Conscientious Objector|100px}} {{icon item|Lollichop|100px}} {{icon item|Freedom Staff|100px}} {{icon item|Bat Outta Hell|100px}} {{icon item|Memory Maker|100px}} {{icon item|Ham Shank|100px}} {{icon item|Golden Frying Pan|100px}} {{icon item|Necro Smasher|100px}} {{icon item|Crossing Guard|100px}} {{icon item|Prinny Machete|100px}}  
  
As the Pyro, you're already fighting at close range with your Flamethrower. Thus, the Fire Axe works best as a last resort, when you're out of ammunition or don't have time to reload your secondary weapon. The majority of Pyro players use a different melee weapon to gain some extra utility.
+
As the Pyro, you're already fighting at close range with your Flame Thrower. As with many other melee weapons, the Fire Axe works best as a last resort, when you're out of ammunition or don't have time to reload your Shotgun. It's recommended to use a different melee weapon to gain some extra utility.
  
 
===[[Axtinguisher]] + reskins===
 
===[[Axtinguisher]] + reskins===
{{icon item|Axtinguisher|100px}} {{icon item|Postal Pummeler|100px}}
+
{{icon item|Axtinguisher|100px}} {{icon item|Postal Pummeler|100px}} {{icon item|Festive Axtinguisher|100px|link=Festive weapons}} {{icon item|Australium Axtinguisher|100px|link=Australium weapons}}
 
+
The Axtinguisher deals guaranteed critical hits to burning enemies and is arguably your most powerful weapon. After igniting an enemy, airblast him into a wall and use a melee attack to instantly kill all but the most resilient classes. It pairs particularly well with the [[Degreaser]] and its faster weapon switch time.
+
The Axtinguisher is meant to finish off burning enemies, dealing Mini-Crits to burning targets and additional damage proportional to their remaining afterburn. After igniting an enemy, quickly switch to the Axtinguisher to deal a powerful blow, using the airblast to trap them in a corner. Upon killing an enemy, use the Axtinguisher's granted speed boost to reposition. The [[Degreaser]]'s faster weapon switch time can help you quickly attack a burning enemy before they can escape.
  
 
===[[Homewrecker]] + reskins===
 
===[[Homewrecker]] + reskins===
 
{{icon item|Homewrecker|100px}} {{icon item|Maul|100px}}
 
{{icon item|Homewrecker|100px}} {{icon item|Maul|100px}}
  
The Homewrecker can remove [[Sapper]]s in one hit, allowing you to effectively defend Engineer [[buildings]] from enemy Spies. When the Homewrecker is used offensively, it can destroy any unshielded building in two hits. Because it has limited melee range, approach enemy buildings with your Flamethrower before switching weapons.
+
The Homewrecker can remove [[Sappers]] in one hit, allowing you to defend Engineer [[buildings]] from enemy Spies. Used offensively, the Homewrecker can destroy unshielded enemy buildings in two hits. You may find approaching a Sentry Gun difficult - wait until it focuses on another target.
  
 
===[[Powerjack]]===
 
===[[Powerjack]]===
 
{{icon item|Powerjack|100px}}
 
{{icon item|Powerjack|100px}}
  
When fighting alone, use the health granted by the Powerjack to stay healthy. You need not worry excessively about the melee vulnerability; as the Pyro, you hold a clear advantage when it comes to close range combat. Compared to similar melee combat methods using the [[Axtinguisher]], you sacrifice a hefty amount of burst damage in exchange for survivability. Once an enemy is brought down to low health, airblast him into a wall and finish him with the Powerjack.
+
When the Powerjack is your active weapon, you gain 15% movement speed and take 20% increased damage. The movement speed increase allows you to chase foes and get into an ambushing position quickly, but the increased damage taken discourages you from wielding it out in the open. The Powerjack grants 25 health upon killing an enemy and can be used similarly to the [[Axtinguisher]]; after you damage an enemy at close range, execute them with the Powerjack, using an airblast to hold them in place.
  
 
===[[Back Scratcher]]===
 
===[[Back Scratcher]]===
 
{{icon item|Back Scratcher|100px}}
 
{{icon item|Back Scratcher|100px}}
  
The Back Scratcher is best used when your team lacks a [[Medic]] or when you're fighting behind enemy lines, where the increased health gain from pickups will allow you survive better when alone. When concerning interactions with a friendly Medic, the reduced healing rate makes you a poor [[Medic buddy]] but allows you to help a Medic build his [[ÜberCharge]] at an increased rate for a longer period of time.
+
The Back Scratcher deals more damage than the Fire Axe and increases the amount gained from health pickups. However, it heavily reduces the healing received from allies such as Medics. It's best used when fighting behind enemy lines, where you'll regain health from finding pickups more often. In combat, it can be used as a strong melee attack without any drawbacks, unlike the Axtinguisher or Powerjack. When concerning interactions with a friendly Medic, the reduced healing rate makes you a poor [[Medic buddy]] but allows you to help a Medic build his [[ÜberCharge]] at an increased rate for a longer period of time.
  
 
===[[Sharpened Volcano Fragment]]===
 
===[[Sharpened Volcano Fragment]]===
 
{{icon item|Sharpened Volcano Fragment|100px}}
 
{{icon item|Sharpened Volcano Fragment|100px}}
  
At melee range, your primary weapons already deal significant damage and set enemies on fire. Thus, you are best off using the Sharpened Volcano Fragment only in [[Medieval mode]], where it is the only weapon that can reliably ignite enemies.  
+
The Sharpened Volcano Fragment deals less damage than the Fire Axe but ignites its victim. This makes it most practical for hit-and-run tactics, which unfortunately your Flame Thrower already is optimal for. One niche is in Medieval Mode, as the only melee weapon that can ignite enemies, in tandem with the Scout's [[Sun-on-a-Stick]]. Even there, the Back Scratcher is generally superior. It can also be used as a combo weapon. The Sharpened Volcano Fragment ignites enemies, then another weapon (such as the [[Flare Gun]]) can be used for a high damage follow-up hit. Using this strategy on low to medium health classes kills them faster and is stealthier than using a {{botignore|flamethrower}}. Although it's generally unreliable and riskier compared to other combo weapons.
  
 
===[[Third Degree]]===
 
===[[Third Degree]]===
 
{{icon item|Third Degree|100px}}
 
{{icon item|Third Degree|100px}}
  
The Third Degree has no downsides and is a straight upgrade from the Fire Axe. It can deal damage not only  to struck enemies, but also to any player healing or being healed by the victim via [[Medic]] beams. When targeting a Medic's [[Medic buddy|buddy]], you can use this weapon to damage both of them at once, particularly useful if the Medic is low on health or difficult to reach. The Third Degree still only deals damage identical to that of the standard Fire Axe; if the connected targets are within close proximity, it may be more efficient to attack all of them at once with your Flamethrower.
+
The Third Degree damages its victim and any player connected via a [[Medic]] healing beam. Its main use is to damage an enemy Medic by attacking his [[Medic buddy|buddy]], particularly if the Medic is difficult to reach or you have some source of Critical hits. Even if your melee strike does not kill the Medic, he can be damaged enough to need to stop healing his allies or risk dying. The Third Degree still only deals standard melee damage; if the connected enemies are close together, it may still be best to attack all of them at once with your Flame Thrower.
  
 
===[[Neon Annihilator]]===
 
===[[Neon Annihilator]]===
 
{{icon item|Neon Annihilator|100px}}
 
{{icon item|Neon Annihilator|100px}}
  
The Neon Annihilator deals guaranteed critical hits on wet targets, including those covered in [[Jarate]] or [[Mad Milk]]. It primarily gives you an effective method for dealing with enemies in water. While it does less damage than your standard Fire Axe, your Flamethrower should suffice for close range battles above the surface. Like the Homewrecker, the Neon Annihilator can be used to defend Engineer buildings from enemy Spies, destroying Sappers in two hits.
+
The Neon Annihilator deals guaranteed Critical hits on wet targets, including those [[Soaked|covered]] in the Gas Passer, [[Jarate]] or [[Mad Milk]]. It primarily gives you an effective method for dealing with enemies in water, where your flame-based weapons are useless and afterburn is extinguished. While it does less damage than your standard Fire Axe, your Flamethrower should suffice for close range battles above the surface. Like the Homewrecker, the Neon Annihilator can be used to defend Engineer buildings from enemy Spies, destroying Sappers in two hits.
 
 
==Item set effects==
 
  
===[[The Gas Jockey's Gear]]===
+
===[[Hot Hand]]===
{{Set|Gas Jockey's Gear}}
+
{{icon item|Hot Hand|100px}}
  
The increased move speed granted by the item set allows you to outrun any class but the [[Scout]], allowing you to position yourself for an ambush or retreat more easily. The slight increase in bullet vulnerability is negligible and does not significantly decrease your survival time against classes that utilize [[hitscan]] weaponry, such as the Heavy.
+
What the Hot Hand weapon lacks in damage output, it makes up for in utility and potential humiliation. Landing a melee attack grants you a brief speed boost and displays the hit in the kill feed, letting you pursue a fleeing enemy to continue slapping them. Like with the default Fire Axe, other melee weapons with more useful effects are recommended for serious combat.
  
 
== See also ==
 
== See also ==
*[[Ambushing]]
+
* [[Ambushing]]
*[[Team strategy]]
+
* [[Team strategy]]
  
{{Class strategy}}
+
{{Class Strategy Nav}}
 
{{Pyro Nav}}
 
{{Pyro Nav}}
  
 +
[[Category:Pyro]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]
[[Category:Pyro]]
 

Latest revision as of 00:42, 12 September 2024

This page contains basic strategy for the Pyro. For more advanced strategies, see Community Pyro strategy. For how to play against the Pyro, see Anti-Pyro strategy.
Mmmphya harrgh mrgha hrghgph!
The Pyro
Pyrotaunt1.PNG

The Pyro is a hardy class that specializes in close range combat with the Flame Thrower. The Pyro excels when fighting in enclosed spaces, using various weapon combinations for quick kills, or flanking the enemy backline, where the wide spread of flames will affect multiple targets and disrupt healing from Medics. Enemies that escape slowly suffer from extra afterburn damage, allowing for hit-and-run tactics.

The Pyro also brings plenty of utility - the compression blast can reflect projectiles and shove enemies around, while fire nullifies the enemy Spy's Cloak and disguises. This lets the Pyro switch between protecting teammates or going on the offensive.

While the Pyro is easy to play mechanically, it takes time to master how to properly use and switch between the various weapons. Notably, the Pyro does not, by default, have any extra movement options like speed boosts or jumps, so maneuvering to targets can be tricky. The Pyro is most vulnerable at long range, in the open, or when facing unreflectable hitscan weaponry, such as the Minigun or Sniper Rifle.

Primary weapons

All of your primary weapons burn through ammunition quickly, especially if you regularly use the compression blast. Frequently collect (dropped) ammo boxes and visit friendly Dispensers to stay replenished.

Flame Thrower + reskins

Flame Thrower Festive Flame Thrower Rainblower Silver Botkiller Flame Thrower Mk.I Australium Flamethrower Nostromo Napalmer

The Flame Thrower is powerful, hits a wide area in front of you, and causes enemies to suffer from afterburn. However, it has a very short range when compared to other weapons. To easily approach targets, catch them off guard by taking alternate paths or setting up ambushes. Once in combat, take advantage of how easy the Flame Thrower is to aim by circle-strafing around your foes, making yourself more difficult to hit. If opponents flee, don't rely on afterburn to finish them off, as there are many ways to extinguish fire. Instead, switch to your secondary weapon for any enemies at medium range or beyond. Spy-check suspicious teammates by firing short bursts of flame.

  • The Rainblower functions identically to the Flame Thrower, but also has the Armageddon kill taunt.
  • The Nostromo Napalmer is part of the Isolated Merc item set, which hugely increases Napalmer damage dealt to and melee damage received from Scouts wearing the Isolationist Pack set (this interaction rarely occurs in normal play).

Backburner + reskins

Backburner Festive Backburner

The Backburner deals guaranteed Critical hits when attacking from behind, but has a significantly increased airblast cost. To successfully flank the enemy, take ambushing routes and liberally circle-strafe once in combat. Overall, you sacrifice defense for offense; the increased compression blast cost makes it more difficult to disrupt ÜberCharges as well as defend yourself from rockets and grenades.

Degreaser

Degreaser

Equipping the Degreaser causes you to switch between weapons very quickly, allowing you to always deploy the right weapon for the right time. For example, you might switch to the Shotgun as an opponent flees, or switch back to the Degreaser to deflect incoming projectiles. Airblast cost is slightly increased, encouraging you to combine this weapon with others. After igniting an enemy, you can airblast them into a corner and follow up with another weapon, such as the Flare Gun or Axtinguisher. Use these weapon combinations to immediately take out single targets, as the Degreaser's significant penalty to afterburn damage makes hit-and-run tactics much less effective. If you are fighting an enemy Pyro whilst using the Degreaser, you can exploit the short weapon switch speed and short time the Pyro is on fire to gain a guaranteed Critical hit with your Flare Gun.

Phlogistinator

Phlogistinator

When using the Phlogistinator, dealing any sort of fire damage to enemies will cause an exclusive "Mmmph" meter to fill. When the meter is full, secondary fire causes you to taunt and grants guaranteed Critical hits to the Phlogistinator. As tempting as it is, don't blindly charge into a group of enemies hoping that your "Mmmph" quickly builds up. Instead, ambush weak opponents or use fiery long range weapons such as the Flare Gun. The taunt makes you invulnerable and immovable, so there are plenty of uses for it. You could power up before an ambush, endure a burst of damage, or just scare enemies away by taunting in the open. The Phlogistinator is your only primary weapon that cannot use the compression blast at all, leaving you unable to protect teammates from enemy projectiles. Consider equipping the Manmelter to once again allow you to extinguish teammates on fire.

Dragon's Fury

Dragon's Fury


The Dragon's Fury is a weapon that rewards good aim, but is very unforgiving if you have poor aim. It launches short-range fireballs that briefly ignite enemies. Landing a shot increases the reload speed of the next shot, while hitting an already-ignited enemy deals up to triple damage. Consecutive shots can quickly deal massive damage to a single target. The Dragon's Fury suffers a reload penalty upon using the compression blast, which can force you to choose between defending your team or returning fire when under attack.

Afterburn inflicted by the initial Dragon's Fury shot does not last long; if you need some leeway to land triple-damage shots, use exploding flares from the Detonator or Scorch Shot, or the much longer Afterburn from the Gas Passer to easily ignite enemies for longer before switching back to the Dragon's Fury.

The Dragon's Fury is excellent against buildings, piercing them and dealing consistent 75 damage. Shooting the feet of burning targets also causes knock back that can be useful for combos.

Compression blast

All of your primary weapons except the Phlogistinator have access to the compression blast via alternate fire MOUSE2. The compression blast provides enough utility such that you might pick a specific weapon just to be able to airblast more often. It deals no damage, but forces nearby enemies and projectiles away. Offensively, the compression blast can be used to force ignited enemies into map hazards, out of cover, or into corners, where they can easily be finished off with powerful weapons like the Axtinguisher. Defensively, use it to reflect projectiles, shove ÜberCharged enemies away from your team, and extinguish teammates who are on fire. The compression blast has a notable cooldown and uses ammunition quickly, so use it with good timing and judgement.

Secondary weapons

Shotgun + reskins

Shotgun Festive Shotgun

The Shotgun is your most reliable ranged weapon and helps cover the Flame Thrower's weaknesses. Use it to engage enemies at medium range, especially when they retreat out of the Flame Thrower's short range. Other uses for the Shotgun include fighting enemy Pyros, who can't be ignited, and fighting underwater, where your flame weaponry will fizzle.

Flare Gun + reskins

Flare Gun Festive Flare Gun

The Flare Gun fires slow, arcing projectiles that can deal reliable damage to enemies outside the range of your Shotgun. The Flare Gun also deals Critical hits to burning enemies, allowing you to finish off retreating foes from a distance. If you cannot safely approach an area, you can duck in and out of cover while using the Flare Gun to harass at range; consistently landing your shots will deal plenty of damage. Mechanically, the Flare Gun can be reloaded even if it's not the active weapon; briefly switch to your Flame Thrower between shots just in case you need to reflect projectiles or fight at close range. Using the Flare Gun or its variants puts you at a disadvantage against other Shotgun-wielding Pyros, who cannot be set aflame for additional damage.

Detonator

Detonator

Much like the Flare Gun, the Detonator is useful for harassing enemies that are far away or behind cover. Its flares deal only Mini-Crits to burning enemies, but can be manually detonated to create a small explosion that still Mini-Crits burning targets. Additionally, the explosion destroys enemy Stickybombs. The Detonator's explosion gives you extra utility; you can attack enemies behind corners, ignite multiple enemies at once, and destroy Stickybombs that the Shotgun wouldn't normally reach. You can use the explosion to flare jump upwards at the cost of some health, which helps in accessing alternate routes to ambush your opponents.

Reserve Shooter

Reserve Shooter

The Reserve Shooter deals Mini-Crits to targets launched by explosions (but not your airblast), making it effective against enemy Soldiers or Demomen who seek to blast themselves out of your reach. The gun deploys 20% faster, so equip it the moment you see an opponent go flying and fire away. The reduced magazine size makes it less reliable as a standard sidearm when compared to the Shotgun.

Manmelter

Manmelter

The Manmelter functions similarly to the Flare Gun but sacrifices offensive power for utility. It has infinite ammunition and a faster projectile speed, but does not deal guaranteed Critical hits to burning players. Alternate fire can be used to extinguish teammates in place of the compression blast, particularly useful if you want to conserve Flamethrower ammunition or are using the Phlogistinator. Each successful extinguishing will cause the Manmelter to store one guaranteed Critical hit, allowing it to be used as a strong finishing weapon even if your target isn't already on fire.

Scorch Shot

Scorch Shot

The Scorch Shot functions similarly to the Flare Gun, but focuses more on keeping your enemies on fire. Its flares, upon contact with any object, drop to the ground before exploding. This explosion deals Mini-Crits to burning targets and refreshes their afterburn duration, making the Scorch Shot great for dealing constant chip damage. Direct hits deal additional damage and knock back enemies, with the knockback increasing if the target is already on fire; this is useful for shoving enemies that are outside the range of your compression blast, particularly if they're standing near an environmental hazard. Like with the Detonator, the flare's explosion can be used to flare jump and destroy Sticky bombs.

Panic Attack

Panic Attack

The Panic Attack deploys 50% faster than the Shotgun, making it useful for a few panicked shots when you need a backup weapon. However, the Panic Attack's pellet spread widely increases as you fire consecutively, making it far less effective in prolonged combat. Combining the Panic Attack with the Degreaser makes it deploy extremely quickly; switch to the Panic Attack for a single shot once you are sure the enemy will be finished off.

Gas Passer

Gas Passer

The Gas Passer fills up over time and as you deal damage. When filled, the Gas Passer can be thrown to leave a wide gas cloud that douses enemies inside, who are then ignited when attacked by any ally. The gas cloud is wide and lasts for 5 seconds; use it to lock down a chokepoint, funnel the enemy's approach, or force a defending group backwards. Since it replaces your Shotgun, coordinate with teammates to take safer fights, then take advantage of the gas cloud together. An interesting trick is to airblast a player into the air, throw the Gas Passer on them and use the Axtinguisher to gain the axe's Mini-Crit, or the Neon Annihilator for a Critical hit.

Thermal Thruster

Thermal Thruster

The Thermal Thruster's initial launch is in the direction you are moving, with the second stronger thrust in the direction you are looking. Enemies can be confused by choosing different directions for the different stages of launch. It is great for reaching objectives faster and making a quick escape when in danger. In particular, it allows you to access places that have to be reached using another class's special jump option, such as the Scout's double jump. Upon landing, you deal triple your suffered fall damage to nearby enemies and push them back. This is not an effective damage dealer, but the knockback can be used to throw people in a predictable direction. If you equip the Thermal Thruster, you sacrifice a damaging secondary, making your dueling less potent. Use the Thruster's mobility to ambush players or get to places they won't expect you, rather than using it as a damage dealer.

Melee weapons

Fire Axe + reskins

Fire Axe Frying Pan Saxxy Conscientious Objector Lollichop Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete

As the Pyro, you're already fighting at close range with your Flame Thrower. As with many other melee weapons, the Fire Axe works best as a last resort, when you're out of ammunition or don't have time to reload your Shotgun. It's recommended to use a different melee weapon to gain some extra utility.

Axtinguisher + reskins

Axtinguisher Postal Pummeler Festive Axtinguisher Australium Axtinguisher

The Axtinguisher is meant to finish off burning enemies, dealing Mini-Crits to burning targets and additional damage proportional to their remaining afterburn. After igniting an enemy, quickly switch to the Axtinguisher to deal a powerful blow, using the airblast to trap them in a corner. Upon killing an enemy, use the Axtinguisher's granted speed boost to reposition. The Degreaser's faster weapon switch time can help you quickly attack a burning enemy before they can escape.

Homewrecker + reskins

Homewrecker Maul

The Homewrecker can remove Sappers in one hit, allowing you to defend Engineer buildings from enemy Spies. Used offensively, the Homewrecker can destroy unshielded enemy buildings in two hits. You may find approaching a Sentry Gun difficult - wait until it focuses on another target.

Powerjack

Powerjack

When the Powerjack is your active weapon, you gain 15% movement speed and take 20% increased damage. The movement speed increase allows you to chase foes and get into an ambushing position quickly, but the increased damage taken discourages you from wielding it out in the open. The Powerjack grants 25 health upon killing an enemy and can be used similarly to the Axtinguisher; after you damage an enemy at close range, execute them with the Powerjack, using an airblast to hold them in place.

Back Scratcher

Back Scratcher

The Back Scratcher deals more damage than the Fire Axe and increases the amount gained from health pickups. However, it heavily reduces the healing received from allies such as Medics. It's best used when fighting behind enemy lines, where you'll regain health from finding pickups more often. In combat, it can be used as a strong melee attack without any drawbacks, unlike the Axtinguisher or Powerjack. When concerning interactions with a friendly Medic, the reduced healing rate makes you a poor Medic buddy but allows you to help a Medic build his ÜberCharge at an increased rate for a longer period of time.

Sharpened Volcano Fragment

Sharpened Volcano Fragment

The Sharpened Volcano Fragment deals less damage than the Fire Axe but ignites its victim. This makes it most practical for hit-and-run tactics, which unfortunately your Flame Thrower already is optimal for. One niche is in Medieval Mode, as the only melee weapon that can ignite enemies, in tandem with the Scout's Sun-on-a-Stick. Even there, the Back Scratcher is generally superior. It can also be used as a combo weapon. The Sharpened Volcano Fragment ignites enemies, then another weapon (such as the Flare Gun) can be used for a high damage follow-up hit. Using this strategy on low to medium health classes kills them faster and is stealthier than using a flamethrower. Although it's generally unreliable and riskier compared to other combo weapons.

Third Degree

Third Degree

The Third Degree damages its victim and any player connected via a Medic healing beam. Its main use is to damage an enemy Medic by attacking his buddy, particularly if the Medic is difficult to reach or you have some source of Critical hits. Even if your melee strike does not kill the Medic, he can be damaged enough to need to stop healing his allies or risk dying. The Third Degree still only deals standard melee damage; if the connected enemies are close together, it may still be best to attack all of them at once with your Flame Thrower.

Neon Annihilator

Neon Annihilator

The Neon Annihilator deals guaranteed Critical hits on wet targets, including those covered in the Gas Passer, Jarate or Mad Milk. It primarily gives you an effective method for dealing with enemies in water, where your flame-based weapons are useless and afterburn is extinguished. While it does less damage than your standard Fire Axe, your Flamethrower should suffice for close range battles above the surface. Like the Homewrecker, the Neon Annihilator can be used to defend Engineer buildings from enemy Spies, destroying Sappers in two hits.

Hot Hand

Hot Hand

What the Hot Hand weapon lacks in damage output, it makes up for in utility and potential humiliation. Landing a melee attack grants you a brief speed boost and displays the hit in the kill feed, letting you pursue a fleeing enemy to continue slapping them. Like with the default Fire Axe, other melee weapons with more useful effects are recommended for serious combat.

See also