Difference between revisions of "Pyro match-ups"

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{{Quotation|'''The Pyro''' on strategies|Mpphhh mphh mphhhh mphhh mhh!|sound=Pyro specialcompleted01.wav}}
! class="header" colspan="3" width="200"| Class
 
! class="header" | Strategy
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout match-ups|Scout]]
 
| Much like the Pyro, the [[Scout]] prefers to surprise and retreat.  Don't let the Scout know where you are until you're within range to keep him warm.  The key is common sense: With increased speed, far-range bullets, and high damage from the Scattergun, the Scout can easily best you if he spots you first.  However, light a Scout on fire, and his common sense will go up in flames, along with his accuracy and patience.  Flamethrower fire is difficult to dodge, so spraying your shots is recommended. A [[Compression Blast]] will propel a Scout away from you, but slower than the Scout's running speed, effectively stalling any retreats.  It also launches the Scout in a predictable trajectory, making [[Shotgun]] or [[Flare Gun]] blasts much easier.  [[Axtinguisher|Axtinguishing]] will also drop a Scout in one shot, which is much easier after puffing him against a wall.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Soldier.png|100x100px|link=Soldier]]<br>[[Soldier match-ups|Soldier]]
 
| [[Soldier]]s are more direct opponents:  Their slow speed, high health, and powerful rockets give them little reason to retreat.  The rockets make [[Axtinguisher|Axtinguishing]] near impossible, unless you run into a very non-reflexive player.  The best way to take down a Soldier is to engage him outside of [[Shotgun]] range and reflect rockets back at him.  (Reflecting can be difficult at first, but with practice it soon becomes routine.)  Listen carefully to which type of [[Rocket Launcher]] he uses to time your blasts correctly.  Once a Soldier notices you reflecting his rockets, they’ll most likely switch to the Shotgun, even if you’re too far away.  The [[Flare Gun]] makes a handy tool at this point if you manage to hit him once or twice.
 
Ambushing a Soldier can be effective too;  Light them up from the back, and they’ll instantly turn around fire a rocket.  Reflecting this in his face will damage him enough for the afterburn to pick them off.  The [[Backburner]] can also work like this if you can survive a direct rocket to the face.  (The closer you are, the more splash damage the Soldier will absorb.)  The [[Equalizer]] is bad news for you if you don’t have the [[Compression blast]] ability.  Quickly light up any pickaxe-wielding foes and blast him out of harm’s way;  If he’s hurt enough to use the Equalizer, afterburn will finish him off.
 
Soldiers tend to attract [[Medic]]s as a primary healing target; They’re slightly faster than a Heavy, almost as deadly, and very protective of their doctor.  Always engage the Medic first if you can catch them around a corner, where the Soldier can’t see you.  Separating the two, even if you can’t kill them, is key.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>Pyro
 
| Fighting fire with fire can be difficult, since [[Pyro]]s are immune to afterburn.  If it comes down to a [[Flamethrower]] duel, play defensive and backpedal:  More flames connect if your  enemy runs towards your muzzle.  While the [[Backburner]] deals 20% more damage, the Compression blast can negate this easily in a one-on-one. If you're out of Flamethrower range, use your secondary weapons without hesitation.  (Do not dismiss the Flares as useless; A single shot still deals 35 damage, afterburn or not.) Reflecting  flares is possible, but most Pyros will dismiss it as pointless.  Pyro vs. Pyro is usually a game of who gets the first move.
 
If the other team has multiple Pyros, consider equipping the [[Shotgun]], [[Powerjack]] and [[Fire Axe]].  While the Fire Axe is less effective than the Flamethrower, Powerjack and Shotgun at point blank, it does sport a 25% chance for [[Critical hit]]s and may come in handy if your fuel and ammo runs out.  The main thing to worry about with enemy Pyros is their tendency to set other people on fire.  The [[Compression Blast]] will put out burning teammates, and never hesitate to use it.  Beware of enemy airblasts, since they can knock you off a cliff or pin you against a wall faster than you can call for a Medic.  Again, playing smart is important with the Pyro, despite what your domination-targets may claim.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman match-ups|Demoman]]
 
|The Demoman is like a slightly more dangerous Soldier.  Their [[Grenade launcher|Grenades]] fire faster than rockets, and reflected grenades are much trickier to be offensive with.  Not to mention their near-average speed gives them the opportunity to retreat, find a health kit, and keep on fighting.
 
Always send a quick puff of flame before a compression blast to light up the Demoman.  While reflect-grenades are hard to hit your opponent with, you can still easily reflect them towards his feet.  The Mini-Crit bonus is well worth the reflection, if you can get it far enough away from your own hide.  If a teammate or Engineer’s [[building]] is in danger, reflect any incoming bombs as they won’t hurt your allies.  Reflecting [[Sticky bomb]]s is the easiest way to clean a “carpet,” but the mines will not change ownership upon reflection: They still belong to the Demoman.
 
The [[Chargin' Targe]] effectively makes the Demoman much, much weaker.  Yes, the shield will reduce some afterburn damage, but once you hear a Demoman’s charge, the airblast makes him as useful as a [[Spycrab]].  Quickly airblast him outside of melee range, puff him with fire, and keep juggling him and watch his sword flail uselessly as he tries to hit you.  Using the [[Axtinguisher]] or reflecting a grenade back at him will finish the job.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy match-ups|Heavy]]
 
|Heavies are bad news.  Approached from the front, you will die, pretty much every time.  The only way to survive a one-on-one with the Heavy is to, once again, surprise him from behind.  The [[Backburner]] was designed with the Heavy in mind, and will quickly down the beast in seconds.  Otherwise, don’t engage a Heavy if his [[Minigun]] is revving:  The moment it takes to rev up his gun is a perfect opportunity for attack.  When the Backburner’s out of the question, the easiest way to kill a Heavy is to ignite him with a single puff and [[Axtinguisher|Axtinguish]] him twice.  If you do it fast enough to not get killed yourself, there’s no way he can survive two Critical hits.
 
If a Heavy is constantly spinning his Minigun, stay out of sight and use the [[Flare Gun]].  His slow speed makes him a much easier target, and from a long distance, flares will Crit on flaming targets.  On maps like Nucleus and Offblast, which feature perilous pitfalls, a [[Compression Blast]] is a shameless, but wholly effective means of eliminating a Heavy in one stroke.
 
Never leave a Heavy half-finished if you can help it.  More often than not, he’s hiding a [[Sandvich]] and can run off for a quick bite to eat, making any previous efforts to kill him worthless.  Follow him stealthily if you think he’s running off to eat, since a quick puff and an Axtinguisher will cut his lunch break short.  Remember that [[Natascha]]-wielding Heavies are difficult to evade, and if you find yourself caught with one, it’s often just best to take whatever health you can off of his counter.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer match-ups|Engineer]]
 
|The [[Engineer]] is not much for a Pyro to worry about.  As weak as a [[Scout]], but with normal speed and mediocre weapons, Engies are more of a novelty than a threat.  The [[Flamethrower]], [[Flare Gun]], [[Shotgun]], pretty much any weapon can make Texas Toast out of any hardhat.
 
The main problem is, of course, his [[Sentry Gun]].  Directly engaging he Sentry Gun is not impossible, but made difficult the higher-upgraded and protected it is.  Level 1 Sentry Guns and [[Combat Mini-Sentry Guns|Mini-Sentry Guns]] can be [[Circle strafing|circle strafed]] with the Flamethrower easily, but not so much for its upgraded brethren.  These are best taken out by peeking around a corner or ledge where you can see the Sentry Gun but it can’t see you.  Fire away.  The [[Homewrecker]] weapon, while originally intended for taking out Sentry Guns, is much too difficult to use effectively on an active Sentry Gun.  Save it for removing Sappers, Dispensers, teleports, or just for humiliating the enemy team when you feel lucky.
 
If your team features a Soldier, Demoman, Sniper, or Spy, simply tell them through chat the whereabouts of the Sentry Gun and let them deal with it.  Explosives, Sappers, or Sniper rifles make quick work of Sentry Guns; you most likely won’t, unless you manage to plug the Sentry Gun with six flares in a row before an Engineer can repair it.  However, if you discover a large Engineer camp, nothing takes it out faster than an [[ÜberCharge]]d Pyro with a sticky trigger.
 
  
If the Engineer is manually controlling his Sentry with the [[Wrangler]], you'll need to be sneaky to deal with him. The Backburner is ideal to take out the Engineer while his attention is focused on the action, or, if using the regular Flamethrower, a compression blast or two into the air will disorient him enough to be incapable of reacting in time before you can take him out. Once he's dead, or if you're feeling lucky while he's still alive, you can take out the Sentry with the Homewrecker in a matter of seconds, or else it'll be revved back up to blow you to pieces in no time.
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{{Match-Up|forclass=pyro
|-
+
  | scout-strategy =  
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
+
'''Relative merits:''' Between you and the Scout, whoever has the advantage depends on the environment. In enclosed spaces, your flamethrower and subsequent [[afterburn]] make short work of his low health. In open spaces, the Scout can constantly switch between close and medium range weapons in response to whatever weapon you equip, wearing you down. On a one-on-one duel with the Scout, the match-up will come down to the aim of the Scout and the ability of the Pyro to dodge the shots.
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic match-ups|Medic]]
 
| Everyone seems to have it out for the Medic, and for good reason.  With instantaneous healing powers and the ability to negate your afterburn effects, you have every reason to want to target him.  But don’t take the Medic as a harmless threat:  [[Needle gun|Needles]] hurt, and if they’re  [[Blutsauger]] needles, they’re real bad news.  Just remember that even a burning Medic, after retreating, will be able to heal up more and more with time.  Kill him quickly and quietly, if at all possible.
 
More than likely, a good Medic will bring a big dog on his leash:  Heavies, Soldiers, and other Pyros will often keep the Medic in their pocket, leeching off of the [[overheal]] effects. Use the [[Compression blast|Airblast]] to separate a Medic from their buddy, even during [[ÜberCharge]]s, but try to do it without being spotted by the Medic-buddy.  The [[Axtinguisher]] will kill a Medic instantly if you’ve already lit him up.  Remember that leaving a single Medic alive is the equivalent of letting the entire other team survive.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper match-ups|Sniper]]
 
| The Sniper is perhaps the Pyro’s foil: You thrive at small quarters, the Sniper likes long range.  His kills are instantaneous, you take things slow with fire.  The obvious choice is to not let the Sniper know where you are, much less see you. Ambush is the best way to kill a Sniper, no matter what, but sometimes that option is difficult.  A Sniper set on fire will find it very hard to line up a shot, effectively saving you from headshots.  [[Jarate]] is your worst enemy, as it can be used offensively, defensively, and every other way against fire.  Just after a Sniper throws his jar is the best time to light him on fire, since he’s helpless to extinguish it. If a Sniper is foolish enough to throw Jarate in your presence, reflecting it will make your fire Mini-Crit on the Sniper himself, even at point-blank.
 
[[Huntsman]] arrows are tricky to reflect, but with practice you can become rather good at it.  Remember that a Sniper cannot fire arrows while mid-air, so [[juggling]] him will keep his arrows at bay.  The instant he touches ground, however he can and will fire, so timing a reflect of his arrow is both impressive and easy.  Again, with the [[Sniper Rifle]] or Huntsman, the key is to engage him up close and not be seen from far away.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy.png|100x100px|link=Spy]]<br>[[Spy match-ups|Spy]]
 
| The Spy is your natural prey.  Disguise or not, you can burn any Spy to the ground within seconds, and in fact, [[spy-check|Spy checking]] is the Pyro’s most important job. Light a Spy up, and he’ll stay burning whether he’s disguised or cloaked, save for [[Dead Ringer]] users.  The [[Homewrecker]] is a great tool for removing enemy [[Sappers]] in one stroke, if you’re a real credit to team.  The main problem is not the Spy’s [[Revolver]], or even his ability to headshot with the [[Ambassador]], but it is those Spies who use the Dead Ringer over… and over… and over.
 
Light a Spy on fire, and if he dies within one second, you can rest assured he’s still alive.  Keep firing on the Spy long beyond its death, even in the general vicinity, and you can light him up again.  Airblast him against a wall until his Cloak runs out, and you’ve got him in the bag.  The [[Backburner]] can take out a Spy equally as quick, but has no failsafe in case they use the Dead Ringer.  [[Axtinguisher]] chops are very effective as soon as he decloaks.  Another great way to keep a Spy from continuously cloaking is to take all the ammunition available, forcing him to decloak.  Spies everywhere will hate you for this.
 
|}
 
  
 +
'''Tactics:''' The Scout must respect your flamethrower's effective range and afterburn damage. If you can ignite him, switch to another weapon like the Shotgun or Flare Gun as he retreats away from your flamethrower. If you have the opportunity, pin him down with your [[compression blast]] to stop his mobility entirely and mess up his aim. If the Scout engages you in an open area, you can take cover behind obstacles to coax him into approaching you for a clear shot.
 +
 +
'''Useful weapons:'''
 +
* The [[Degreaser]]'s faster weapon switch time lets you easily select weapons as the Scout darts in and out of your range.
 +
** If you manage to ignite the Scout, you can switch to the Flare Gun and attempt to land a critical hit to instantly kill him.
 +
* The [[Shotgun]] is best for engaging the Scout outside your flamethrower's range.
 +
* The [[Detonator]] and the Scorch Shot use exploding flares that are easier to ignite the Scout with.
 +
 +
  | soldier-strategy =
 +
'''Relative merits:''' The enemy Soldier outranges you and can rocket jump to high ground outside your range. However, he is susceptible to grounded ambushes due to his slow walking speed and your [[compression blast]] can deflect his rockets with proper timing or prediction.
 +
 +
'''Tactics:''' You are most likely to ambush a Soldier in enclosed spaces where there is less room to rocket jump away. Once you are in a direct fight, make proper use of your compression blast and move erratically to avoid splash damage from his rockets. At medium range, react to fired rockets in time, reflect them back at the Soldier to deal mini-crit damage, or even aim downwards to rocket jump at him yourself. At close range, you can deflect his rockets the moment they leave his Rocket Launcher with proper prediction. If you mistime an airblast, decide whether to take cover or rush at the Soldier anyway.
 +
 +
Pay attention to the Soldier’s shoes and back. If he is not wearing the Gunboats, Mantreads, B.A.S.E Jumper or a banner, it means he has a damaging secondary weapon that cannot be reflected.
 +
 +
If the Soldier manages to rocket jump to high ground or switches to the Shotgun while you are too far away, fight back with your secondary weapon or retreat and try again elsewhere.
 +
 +
'''Useful weapons:'''
 +
* Any primary weapon that retains the ability to airblast lets you defend yourself from the Soldier's rockets.
 +
* The [[Reserve Shooter]] deals its bonus damage against targets launched by explosions even when the enemy Soldier rocket jumps.
 +
 +
  | pyro-strategy =
 +
'''Mirror match-up:''' Your flames have a widespread, which means there's a good chance you and the enemy Pyro will be damaging each other at the same time. Play to your loadout - the Backburner encourages ambushes, while the Degreaser lets you switch to the Shotgun or a melee weapon faster for burst damage.
 +
 +
'''Tactics:''' Fighting an enemy Pyro is a matter of outmaneuvering them with your own flamethrower. Flames take time to travel - if the enemy Pyro brazenly charges at you, backpedal while firing to make them take more damage. Your compression blast can be used to knock the enemy Pyro back so that you can either retreat or land an easy Shotgun blast. The matchup is uneventful at longer range, where your secondary weapons deal little damage without any supplementing afterburn.
 +
 +
'''Useful weapons:'''
 +
* At medium range, the [[Dragon's Fury]] and [[Shotgun]] let you fight outside the range of the enemy Pyro's flamethrower.
 +
* Make sure to extinguish allies ignited by the enemy Pyro with your compression blast.
 +
* If a Pyro is harassing your team from long range using flares, the [[Manmelter]] quickly extinguishes allies and gains guaranteed critical hits.
 +
 +
  | demoman-strategy =
 +
'''Relative merits:''' Your compression blast is your best protection against the Demoman's onslaught of explosive projectiles. However, his Grenade Launcher fires faster and properly aimed Stickybombs at medium range and beyond are difficult to reflect.
 +
 +
'''Tactics:''' You must catch the Demoman off-guard at close range. To approach him from medium range, react to his weapon. If he uses grenades, cautiously try to reflect every other one. If he uses Stickybombs, move in quickly before each Stickybomb arms. From beyond medium range, retreat and take an alternate route to flank him.
 +
 +
A '''Demoknight''' wielding a shield secondary such as the [[Chargin’ Targe]] specializes in melee combat and gains fire resistance. If he charges at you, use the compression blast to break his charge and stay outside his melee range.
 +
 +
'''Useful weapons:'''
 +
* A shield-wielding Demoknight resists fire damage, but is not protected against a {{botignore|shotgun}}'s bullets.
 +
* The [[Flare Gun]] gives you the advantage at long range, where the Demoman's projectiles are easily avoided.
 +
* The [[Detonator]] and [[Scorch Shot]] can disarm enemy Stickybombs.
 +
 +
  | heavy-strategy =
 +
'''Relative merits:''' It is usually suicide to directly face a Heavy, the other class that specializes in close-range combat — he has far more health than you do. If you have no escape route or terrain advantage, his [[Minigun]] can shred you in less than a second.
 +
 +
'''Tactics:''' To defeat a Heavy before he can spin up his Minigun and kill you, you’ll have to ambush him and perhaps use the [[Backburner]] or a [[Degreaser]]/[[Panic Attack]] combo to deal your highest possible burst damage. If you are having trouble, airblast him away and retreat. If his Minigun is already revved, your best option would be to harass him with your secondary weapon while searching for an alternate path.
 +
 +
'''Useful weapons:'''
 +
* Weapons with high raw damage, like the Backburner or the [[Phlogistinator]], burn through the Heavy's health quickly.
 +
* Even at long range, your [[Flare Gun]] can ignite the Heavy and deliver a succession of [[critical hits]] which he can't dodge easily.
 +
 
 +
  | engineer-strategy =
 +
'''Relative merits:''' A lone Engineer can duel you at medium range with his Shotgun, but is toast once you close the distance. The Engineer's [[Sentry Gun]] is the true threat, being potentially more resilient than the Heavy and immune to afterburn.
 +
 +
'''Tactics:''' Lower-leveled Sentry Guns can be brute forced if you begin your attack from around a corner and circle-strafe. However, a level 3 Sentry Gun tracks you too quickly, so attack that one from behind cover or come back with teammates. If you're feeling ambitious, try deflecting the Sentry Gun rockets back at the Sentry Gun or its owner.
 +
 +
'''Useful weapons:'''
 +
* The [[Dragon's Fury]] fires projectiles with longer range than the Flame Thrower's flames, which lets you attack a distanced Sentry Gun from behind cover and if positioned correctly potentially deal heavy damage with its shorter cooldown between firing on hit.
 +
 +
  | medic-strategy =
 +
'''Relative merits:''' Although you can outduel an enemy Medic, he will usually be surrounded by his teammates. The Medic is free to turn around and watch for ambushers while healing. The Medic moves slightly faster than you, so he is able to keep constant pressure on you whilst you only have longer ranged weapons to rely on damaging the Medic as your flamethrowers have much shorter range.
 +
 +
'''Tactics:''' Ignite the Medic and his patient at range with the Flare Gun, as fire damage reduces the [[Medi Gun]]'s healing rate, but leave directly targeting them to your teammates. Instead, try for an ambush and concentrate fire on the Medic. Without their Medic, nearby enemies will take further damage from afterburn.
 +
 +
One of the most important roles you play against the Medic is ÜberCharge disruption. Your compression blast works against the Medic's invincibility-granting ÜberCharge; when a Medic deploys his ÜberCharge, use your airblast to separate him from his patient,  cut the ÜberCharge link, and save your team from being overwhelmed.
 +
 +
'''Useful weapons:'''
 +
* Depending on enemy positioning, the [[Backburner]] can kill the Medic quickly, while the [[Third Degree]] can hit the Medic when you hit his patient.
 +
* You can use the [[Thermal Thruster]] to get into position to ambush the Medic from behind.
 +
 +
  | sniper-strategy =
 +
'''Relative merits:''' The Sniper is your opposite, dealing precise damage to single targets at long range. In general, he is a soft counter to you until you get up close. However, you lack the mobility options of other classes to get close in the first place.
 +
 +
'''Tactics:''' Flank an enemy Sniper from a route that he's not watching over, then make sure he doesn't get away and use [[Jarate]] to extinguish your flames. Once you are up close, the [[compression blast]] is useful for pinning him down and deflecting [[Huntsman]] arrows.
 +
 +
'''Useful weapons:'''
 +
* The [[Flare Gun]] and its variants are your best tool for dealing with a faraway Sniper, as its shots travel far and can ignite him to lower his accuracy, provided he is not using [[Darwin's Danger Shield]] or the [[Cozy Camper]].
 +
* The Thermal Thruster lets you take alternate routes to reach the Sniper’s spot.
 +
* The [[Powerjack]]'s speed bonus can help in quickly and quietly flanking around a Sniper's sightline.
 +
 
 +
  | spy-strategy =
 +
'''Relative merits:''' You are the deadliest enemy a Spy can face, as most of your weapons inflict [[afterburn]], which exposes the Spy to your team. You are not immune to [[backstab]]s, so look behind yourself occasionally too.
 +
 +
'''Tactics:''' [[Fire]] nullifies the [[Cloak]] and [[disguise]] of any Spy, so [[Spy-check]] all of your teammates with a quick puff of flame. If a teammate is about to be backstabbed or the Spy is trying to trickstab you, you can even use your compression blast to send the Spy flying away.
 +
 +
Once you've exposed the Spy, he might fight back. Keep out of his Knife's range to avoid accidentally getting backstabbed while keeping up the heat. If he gets too far away, it's fine to take cover and await his next attempt, as his [[Revolver]] is more accurate than your [[Shotgun]] at long range.
 +
 +
The Spy has two specific items that aid in surviving your flames; the [[Dead Ringer]] will allow him to extinguish your flames once before Cloaking, while the [[Spy-cicle]] will protect him from being ignited for a short time. In both cases, liberally flame the area to ensure that he does not escape.
 +
 +
'''Useful weapons:'''
 +
* You can further annoy enemy Spies by using the [[Homewrecker]] or [[Neon Annihilator]] to remove their [[Sapper]]s from friendly Engineer buildings.
 +
 +
}}
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== See also ==
 +
*[[Team strategy]]
  
 
[[Category:Strategy|Pyro match-ups]]
 
[[Category:Strategy|Pyro match-ups]]
 
<br/>
 
<br/>
----
 
 
  
  
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{{CommunityStrategyNav}}
 
{{Pyro Nav}}
 
{{Pyro Nav}}
  
 
[[Category:Pyro]]
 
[[Category:Pyro]]
 
[[Category:Class match-ups]]
 
[[Category:Class match-ups]]

Latest revision as of 21:31, 6 September 2024

Mpphhh mphh mphhhh mphhh mhh!
The Pyro on strategies
Class Strategy
Pyro.png
Pyro
vs. Scout.png
Scout
Relative merits: Between you and the Scout, whoever has the advantage depends on the environment. In enclosed spaces, your flamethrower and subsequent afterburn make short work of his low health. In open spaces, the Scout can constantly switch between close and medium range weapons in response to whatever weapon you equip, wearing you down. On a one-on-one duel with the Scout, the match-up will come down to the aim of the Scout and the ability of the Pyro to dodge the shots.

Tactics: The Scout must respect your flamethrower's effective range and afterburn damage. If you can ignite him, switch to another weapon like the Shotgun or Flare Gun as he retreats away from your flamethrower. If you have the opportunity, pin him down with your compression blast to stop his mobility entirely and mess up his aim. If the Scout engages you in an open area, you can take cover behind obstacles to coax him into approaching you for a clear shot.

Useful weapons:

  • The Degreaser's faster weapon switch time lets you easily select weapons as the Scout darts in and out of your range.
    • If you manage to ignite the Scout, you can switch to the Flare Gun and attempt to land a critical hit to instantly kill him.
  • The Shotgun is best for engaging the Scout outside your flamethrower's range.
  • The Detonator and the Scorch Shot use exploding flares that are easier to ignite the Scout with.
Pyro.png
Pyro
vs. Soldier.png
Soldier
Relative merits: The enemy Soldier outranges you and can rocket jump to high ground outside your range. However, he is susceptible to grounded ambushes due to his slow walking speed and your compression blast can deflect his rockets with proper timing or prediction.

Tactics: You are most likely to ambush a Soldier in enclosed spaces where there is less room to rocket jump away. Once you are in a direct fight, make proper use of your compression blast and move erratically to avoid splash damage from his rockets. At medium range, react to fired rockets in time, reflect them back at the Soldier to deal mini-crit damage, or even aim downwards to rocket jump at him yourself. At close range, you can deflect his rockets the moment they leave his Rocket Launcher with proper prediction. If you mistime an airblast, decide whether to take cover or rush at the Soldier anyway.

Pay attention to the Soldier’s shoes and back. If he is not wearing the Gunboats, Mantreads, B.A.S.E Jumper or a banner, it means he has a damaging secondary weapon that cannot be reflected.

If the Soldier manages to rocket jump to high ground or switches to the Shotgun while you are too far away, fight back with your secondary weapon or retreat and try again elsewhere.

Useful weapons:

  • Any primary weapon that retains the ability to airblast lets you defend yourself from the Soldier's rockets.
  • The Reserve Shooter deals its bonus damage against targets launched by explosions even when the enemy Soldier rocket jumps.
Pyro.png
Pyro
vs. Pyro.png
Pyro
Mirror match-up: Your flames have a widespread, which means there's a good chance you and the enemy Pyro will be damaging each other at the same time. Play to your loadout - the Backburner encourages ambushes, while the Degreaser lets you switch to the Shotgun or a melee weapon faster for burst damage.

Tactics: Fighting an enemy Pyro is a matter of outmaneuvering them with your own flamethrower. Flames take time to travel - if the enemy Pyro brazenly charges at you, backpedal while firing to make them take more damage. Your compression blast can be used to knock the enemy Pyro back so that you can either retreat or land an easy Shotgun blast. The matchup is uneventful at longer range, where your secondary weapons deal little damage without any supplementing afterburn.

Useful weapons:

  • At medium range, the Dragon's Fury and Shotgun let you fight outside the range of the enemy Pyro's flamethrower.
  • Make sure to extinguish allies ignited by the enemy Pyro with your compression blast.
  • If a Pyro is harassing your team from long range using flares, the Manmelter quickly extinguishes allies and gains guaranteed critical hits.
Pyro.png
Pyro
vs. Demoman.png
Demoman
Relative merits: Your compression blast is your best protection against the Demoman's onslaught of explosive projectiles. However, his Grenade Launcher fires faster and properly aimed Stickybombs at medium range and beyond are difficult to reflect.

Tactics: You must catch the Demoman off-guard at close range. To approach him from medium range, react to his weapon. If he uses grenades, cautiously try to reflect every other one. If he uses Stickybombs, move in quickly before each Stickybomb arms. From beyond medium range, retreat and take an alternate route to flank him.

A Demoknight wielding a shield secondary such as the Chargin’ Targe specializes in melee combat and gains fire resistance. If he charges at you, use the compression blast to break his charge and stay outside his melee range.

Useful weapons:

  • A shield-wielding Demoknight resists fire damage, but is not protected against a shotgun's bullets.
  • The Flare Gun gives you the advantage at long range, where the Demoman's projectiles are easily avoided.
  • The Detonator and Scorch Shot can disarm enemy Stickybombs.
Pyro.png
Pyro
vs. Heavy.png
Heavy
Relative merits: It is usually suicide to directly face a Heavy, the other class that specializes in close-range combat — he has far more health than you do. If you have no escape route or terrain advantage, his Minigun can shred you in less than a second.

Tactics: To defeat a Heavy before he can spin up his Minigun and kill you, you’ll have to ambush him and perhaps use the Backburner or a Degreaser/Panic Attack combo to deal your highest possible burst damage. If you are having trouble, airblast him away and retreat. If his Minigun is already revved, your best option would be to harass him with your secondary weapon while searching for an alternate path.

Useful weapons:

  • Weapons with high raw damage, like the Backburner or the Phlogistinator, burn through the Heavy's health quickly.
  • Even at long range, your Flare Gun can ignite the Heavy and deliver a succession of critical hits which he can't dodge easily.
Pyro.png
Pyro
vs. Engineer.png
Engineer
Relative merits: A lone Engineer can duel you at medium range with his Shotgun, but is toast once you close the distance. The Engineer's Sentry Gun is the true threat, being potentially more resilient than the Heavy and immune to afterburn.

Tactics: Lower-leveled Sentry Guns can be brute forced if you begin your attack from around a corner and circle-strafe. However, a level 3 Sentry Gun tracks you too quickly, so attack that one from behind cover or come back with teammates. If you're feeling ambitious, try deflecting the Sentry Gun rockets back at the Sentry Gun or its owner.

Useful weapons:

  • The Dragon's Fury fires projectiles with longer range than the Flame Thrower's flames, which lets you attack a distanced Sentry Gun from behind cover and if positioned correctly potentially deal heavy damage with its shorter cooldown between firing on hit.
Pyro.png
Pyro
vs. Medic.png
Medic
Relative merits: Although you can outduel an enemy Medic, he will usually be surrounded by his teammates. The Medic is free to turn around and watch for ambushers while healing. The Medic moves slightly faster than you, so he is able to keep constant pressure on you whilst you only have longer ranged weapons to rely on damaging the Medic as your flamethrowers have much shorter range.

Tactics: Ignite the Medic and his patient at range with the Flare Gun, as fire damage reduces the Medi Gun's healing rate, but leave directly targeting them to your teammates. Instead, try for an ambush and concentrate fire on the Medic. Without their Medic, nearby enemies will take further damage from afterburn.

One of the most important roles you play against the Medic is ÜberCharge disruption. Your compression blast works against the Medic's invincibility-granting ÜberCharge; when a Medic deploys his ÜberCharge, use your airblast to separate him from his patient, cut the ÜberCharge link, and save your team from being overwhelmed.

Useful weapons:

  • Depending on enemy positioning, the Backburner can kill the Medic quickly, while the Third Degree can hit the Medic when you hit his patient.
  • You can use the Thermal Thruster to get into position to ambush the Medic from behind.
Pyro.png
Pyro
vs. Sniper.png
Sniper
Relative merits: The Sniper is your opposite, dealing precise damage to single targets at long range. In general, he is a soft counter to you until you get up close. However, you lack the mobility options of other classes to get close in the first place.

Tactics: Flank an enemy Sniper from a route that he's not watching over, then make sure he doesn't get away and use Jarate to extinguish your flames. Once you are up close, the compression blast is useful for pinning him down and deflecting Huntsman arrows.

Useful weapons:

  • The Flare Gun and its variants are your best tool for dealing with a faraway Sniper, as its shots travel far and can ignite him to lower his accuracy, provided he is not using Darwin's Danger Shield or the Cozy Camper.
  • The Thermal Thruster lets you take alternate routes to reach the Sniper’s spot.
  • The Powerjack's speed bonus can help in quickly and quietly flanking around a Sniper's sightline.
Pyro.png
Pyro
vs. Spy.png
Spy
Relative merits: You are the deadliest enemy a Spy can face, as most of your weapons inflict afterburn, which exposes the Spy to your team. You are not immune to backstabs, so look behind yourself occasionally too.

Tactics: Fire nullifies the Cloak and disguise of any Spy, so Spy-check all of your teammates with a quick puff of flame. If a teammate is about to be backstabbed or the Spy is trying to trickstab you, you can even use your compression blast to send the Spy flying away.

Once you've exposed the Spy, he might fight back. Keep out of his Knife's range to avoid accidentally getting backstabbed while keeping up the heat. If he gets too far away, it's fine to take cover and await his next attempt, as his Revolver is more accurate than your Shotgun at long range.

The Spy has two specific items that aid in surviving your flames; the Dead Ringer will allow him to extinguish your flames once before Cloaking, while the Spy-cicle will protect him from being ignited for a short time. In both cases, liberally flame the area to ensure that he does not escape.

Useful weapons:


See also