Difference between revisions of "Basic Pyro strategy"
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− | {{ | + | {{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 | + | [[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, | + | 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 | + | 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 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}} |
− | + | 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}} | ||
− | + | 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 | + | 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]]=== |
+ | {{icon item|Dragon's Fury|100px}} | ||
− | The compression blast is | + | |
+ | 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 Dragon's Fury 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. | ||
+ | |||
+ | ==[[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 | + | 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 | + | 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. | + | 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 | + | 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 | + | 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 | + | 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 launches you in the direction you're looking at, but can be changed to backwards by holding the back key {{DK|S}}. 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 == | ||
− | === | + | ===[[Fire Axe]] + reskins=== |
− | {{icon item|Fire Axe|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 | + | 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 | + | 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 [[ | + | 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 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 | + | 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}} | ||
− | + | 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. Its only 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. | |
===[[Third Degree]]=== | ===[[Third Degree]]=== | ||
{{icon item|Third Degree|100px}} | {{icon item|Third Degree|100px}} | ||
− | The 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 [[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 | + | 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. |
− | |||
− | |||
− | ===[[ | + | ===[[Hot Hand]]=== |
− | {{ | + | {{icon item|Hot Hand|100px}} |
− | + | 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 | + | {{Class Strategy Nav}} |
{{Pyro Nav}} | {{Pyro Nav}} | ||
+ | [[Category:Pyro]] | ||
[[Category:Strategy]] | [[Category:Strategy]] | ||
− |
Latest revision as of 04:03, 29 July 2024
“ | Mmmphya harrgh mrgha hrghgph!
Click to listen
— The Pyro
|
” |
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
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
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
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
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
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 Dragon's Fury 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.
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
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
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
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
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
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
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
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
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
The Thermal Thruster launches you in the direction you're looking at, but can be changed to backwards by holding the back key (default key: S). 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
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
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
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
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
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
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. Its only 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.
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
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
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
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