Difference between revisions of "Basic Pyro strategy"

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The [[Pyro]] is a moderately tough, close-range combat and utility class. He [[Ambushing|ambushes]] his enemies, combos them with his various other weapons, or pushes them around with a burst of air. Fleeing enemies can die from his [[afterburn]], making him a good hit and run class. He has a low difficulty curve so it's an easy class to start playing, but his other skills give him some depth to master.
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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]].}}
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{{Quotation|'''The Pyro''' |Mmmphya harrgh mrgha hrghgph!|sound=Pyro_autocappedintelligence01.wav}}
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[[File:Pyrotaunt1.PNG|350px|right]]
  
==General==
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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 Flamethrower's [[Compression blast]] ability is useful for clearing away projectiles, stopping enemy [[ÜberCharge]]s, and knocks enemies off ledges.
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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.
  
*Fragile classes like the [[Sniper]], Scout, Spy and Medic die quickly to the Flamethrower. Don't bother swapping to your [[secondary]] or [[melee]] weapons unless the foe moves out of range. You'll kill them faster with fire than you would with a combo attack.
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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]].
  
*Heavier classes like the [[Soldier]] can kill you faster than your Flamethrower can kill them. Reflect their shots, and if the opportunity arises, combo attack them with the [[Flare Gun]], [[Shotgun]] or [[Axtinguisher]]. The burst damage can save your life or even net you a clean kill.
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== Primary weapons ==
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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.  
  
*The Pyro can easily destroy a level 1 [[Sentry Gun]] with his fire. If a level 2 or 3 Sentry is close to a corner, he can sometimes circle-strafe it, successfully burning down both the Engineer and his nest all at once.
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===[[Flame Thrower]] + [[reskins]]===
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{{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}}
  
*The Flamethrower has a deceptively short range. Many new Pyros empty their weapon at a fleeing or strafing enemy to no effect. Remember to aim ahead, and listen for the sizzling sound of a frying foe. That will inform you whether or not you're burning them.
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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.
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* The Rainblower functions identically to the Flame Thrower, but also has the [[Armageddon]] kill taunt.
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* 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).
  
*Keep in mind that an enemy goes 10% slower while running backwards, so the pursuing Pyro has the speed advantage in most cases.
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===[[Backburner]] + reskins===
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{{icon item|Backburner|100px}} {{icon item|Festive Backburner|100px|link=Festive weapons}}
  
*Pyros wear flame retardant suits and are unable to catch fire, but they still take damage from an enemy Pyro's flames.
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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.
  
*Using your Flamethrower on team-mates is a good way to [[Spy-check]]. Only a momentary burst of flame is needed to ignite an enemy Spy; briefly shooting every team-mate is a cost-effective method of minimizing Spy encounters. However, should an enemy [[Spy]] be found, it is a good idea to spend another 3-4 seconds spraying nearby areas with fire to ensure that the Spy was not using the [[Dead Ringer]].
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===[[Degreaser]]===
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{{icon item|Degreaser|100px}}
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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.
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===[[Phlogistinator]]===
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{{icon item|Phlogistinator|100px}}
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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.
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===[[Dragon's Fury]]===
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{{icon item|Dragon's Fury|100px}}
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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.
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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.
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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.
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==[[Compression blast]]==
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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.
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== Secondary weapons ==
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===[[Shotgun]] + reskins===
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{{icon item|Shotgun|100px}} {{icon item|Festive Shotgun|100px|link=Festive weapons}}
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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.
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===[[Flare Gun]] + reskins===
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{{icon item|Flare Gun|100px}} {{icon item|Festive Flare Gun|100px|link=Festive weapons}}
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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.
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===[[Detonator]]===
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{{icon item|Detonator|100px}}
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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.
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===[[Reserve Shooter]]===
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{{icon item|Reserve Shooter|100px}}
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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.
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===[[Manmelter]]===
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{{icon item|Manmelter|100px}}
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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.
  
*Most players will fire straight into the flames while being chased thinking they're in a "w+m1" situation. Flaming them from the side while strafe running will allow you to dodge those attacks.
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===[[Scorch Shot]]===
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{{icon item|Scorch Shot|100px}}
  
*The Pyro can defend Engineer nests surprisingly well since they can keep up a steady stream of fire to keep a [[Spy]] away as well as deflecting incoming projectiles away from the buildings
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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.
  
==Weapon Specific==
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===[[Panic Attack]]===
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{{icon item|Panic Attack|100px}}
  
A list of useful tidbits about the Pyro's tools.
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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.
  
===[[Flamethrower]]===
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===[[Gas Passer]]===
{{Icon weapon|weapon=Flamethrower|icon-size=100x100px}}
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{{icon item|Gas Passer|100px}}
*[[Medic]]s, [[Dispenser]]s, your team's Payload Cart, [[Jarate]], [[Mad Milk]], Health Kits, [[Resupply lockers]], compression blasts from other Pyros, and water will put out your flames.
 
  
*The Flamethrower is the in-between choice. It lacks the highly-damaging effects of the [[Backburner]] but has more utility. It deals more [[afterburn]] damage than the [[Degreaser]] but has less utility.
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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.
  
====[[Compression blast]]====
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===[[Thermal Thruster]]===
*You can use the compression blast to knock enemy players into map hazards or push them away if you cannot beat them one-on-one.
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{{icon item|Thermal Thruster|100px}}
*Blast to blast enemies away from [[Health]] pickups they are trying to take.
 
*Push invulnerable Medics, phasing Scouts, and other foes into a corner where you or a friend can easily dispatch them.
 
*It is very difficult to reflect objects at close range, so learn the timing of your foes. Ambushed Soldiers will fire a rocket as soon as they turn. Reloading foes will fire as soon as possible.
 
*As of the [[May 21, 2009 Patch|Spy vs. Sniper update]], the compression blast can put out allies on fire.
 
*The compression blast gains any on-hit effects of the projectile e.g. a Black Box rocket will restore 15 health, and a long-range flare will Crit on a burning enemy. All reflected shots will Mini-Crit at minimum.
 
*Most reflected projectiles (with the exception of grenades and baseballs) are redirected to the point underneath the Pyro's crosshairs. You can use this to actually aim the projectile in a new direction and target enemies.
 
*When facing a soldier or demoman or sniper using huntsman in a small spaced area ( Ex. The vents in ctf_turbine ) make it so you can reflect any grenades, arrows, and rockets.
 
  
===[[Backburner]]===
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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.
{{Icon weapon|weapon=Backburner|icon-size=100x100px}}
 
*Without the compression blast, you rely on surprising enemies and high damage to quickly dispatch foes.
 
*The Backburner criticals register up to approximately a 45° angle to the back of a target's left or right, i.e. roughly a 90° angle centered behind where they are facing. This is significantly smaller than the Spy's [[Backstab]] angle, which appears to be 160°.  
 
*You're more likely to set off Crits by strafing across the foe's back when you first attack them.
 
*The Backburner's extra 15% damage makes it very effective in face-to-face combat.
 
*A skilled Pyro can effectively mimic the Spy's stairstab by using the Backburner's criticals.
 
  
===[[Degreaser]]===
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== Melee weapons ==
{{Icon weapon|weapon=Degreaser|icon-size=100x100px}}
 
*Due to the 65% decreased weapon switch time, the Degreaser is recommended for Pyros who quickly ignite enemies and Compression Blast them into the air for quick Shotgun blasts, [[Flare Gun]] or [[Axtinguisher]] kills. Some of these combos are significantly more difficult to perform without it.
 
*The Degreaser's negative attribute only applies to afterburn, so don't rely on it to finish off your enemies for you. Try to deal the most damage possible before you die or he/she/it retreats.
 
  
===[[Shotgun]]===
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===[[Fire Axe]] + reskins===
{{Icon weapon|weapon=Shotgun|icon-size=100x100px}}
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{{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}}  
*The Shotgun is an '''excellent''' weapon to follow up from an attack with a Flamethrower. It allows you to back off a dangerous foe while dealing good damage and aiding your [[afterburn]].
 
*If you are a good shooter, the Shotgun actually overpowers the Flamethrower for single-target fighting.
 
*The Shotgun is the Pyro's best (and essentially the only) ranged option in situations in which fire is ineffective, such as aquatic combat, or fighting another [[Pyro]].
 
  
===[[Flare Gun]]===
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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.
{{Icon weapon|weapon=Flare Gun|icon-size=100x100px}}
 
*The Flare Gun does not have falloff damage, meaning it does just as much damage at close range as at far range.
 
*The Flare Gun is much less powerful against Pyros because they are flame retardant.
 
*Snipers are easy targets, and their aim is constantly shaking while they're on fire.
 
*The Flare Gun will Mini-Crit on burning enemies at short range, and fully Crit at medium to long range. This makes it a highly effective finisher if the opponent flees.
 
*The Flare Gun shots do tend to arc over long distances so adjust your aim.
 
  
===[[Fire Axe]]===
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===[[Axtinguisher]] + reskins===
{{Icon weapon|weapon=Fire Axe|icon-size=100x100px}}
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{{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 Fire Axe is rarely used because the Pyro's other weapons are superior in close combat.  
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*If you like scoring surprise melee Crits, this is your best choice. You don't have to burn the enemy, so they won't know you're coming.
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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.
  
===[[Axtinguisher]]===
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===[[Homewrecker]] + reskins===
{{Icon weapon|weapon=Axtinguisher|icon-size=100x100px}}
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{{icon item|Homewrecker|100px}} {{icon item|Maul|100px}}
*The guaranteed Critical hit makes the Axtinguisher very useful when ambushing classes with high health.
 
*Set your foe on fire, knock them into the air with compression blast, and finish them with the Axtinguisher. This is a very effective tactic.
 
*When combined with the [[Degreaser]], the Axtinguisher can be used for super-fast criticals.
 
  
===[[Homewrecker]]===
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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.
{{Icon weapon|weapon=Homewrecker|icon-size=100x100px}}
 
*The Homewrecker can readily two-shot ''any'' building at full health in 1.6 seconds, and it instakills Mini-Sentry Guns.
 
*A Pyro with the Homewrecker is an Engineer's best friend. Constant flames will keep out Spies, the Compression Blast pushes projectiles and [[Übercharge|Übers]] away, and the Homewrecker clears Sappers even if the Engineer is dead.
 
*Keeping a Homewrecker equipped in the Pyro loadout, even if you aren't currently playing as Pyro, will allow you to quickly switch to Pyro and destroy Sappers on nearby friendly buildings if the Engineer is unable to save them.
 
  
 
===[[Powerjack]]===
 
===[[Powerjack]]===
{{Icon weapon|weapon=Powerjack|icon-size=100x100px}}
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{{icon item|Powerjack|100px}}
*The Powerjack is a good offensive alternative to the [[Axtinguisher]], but it leaves you without a quick and decisive way to take out [[Soldiers]], [[Demomen]], and [[Heavies]].
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*Even at full health it can be beneficial to try to kill with the Powerjack; the +75 healing from a kill can push your health over the maximum, providing a temporary [[Healing#Overheal|Overheal]].
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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.
*Use in maps where health-kits tend to be scarce and try to surprise an enemy so you can get the initiative.
 
*You do not need to kill someone with the Powerjack to get the health bonus; you simply have to be holding it when you get a kill. This can be very useful if you are low on health, as you can do a quick hit and run on an enemy then gain the +75 health when they die from [[afterburn]].
 
  
 
===[[Back Scratcher]]===
 
===[[Back Scratcher]]===
{{Icon weapon|weapon=Back Scratcher|icon-size=100x100px}}
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{{icon item|Back Scratcher|100px}}
*The Back Scratcher is ideal for [[Medieval Mode]], due to its extra Health recovery from [[Health|medkits]], along with the other main source of healing, the [[Crusader's Crossbow]], being unaffected by its healing penalty.
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*If there are no [[Medics]] on your team, the Back Scratcher is a good choice.
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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.
*If you are playing in a [[map]] without many medkits, this [[weapon]] can be useful.
 
*If a Medic has no other priority targets, healing a Back Scratcher Pyro will give him a great deal more ÜberCharge than overhealing a regular player.
 
  
 
===[[Sharpened Volcano Fragment]]===
 
===[[Sharpened Volcano Fragment]]===
{{Icon weapon|weapon=Sharpened Volcano Fragment|icon-size=100x100px}}
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{{icon item|Sharpened Volcano Fragment|100px}}
*The Sharpened Volcano Fragment's use is the only weapon available in [[Medieval Mode]] which can reliably set enemies on fire. When teaming up with another Pyro using the Axtinguisher or a Scout wielding the [[Sun-On-A-Stick]], it can be quite devastating.
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*Outside Medieval Mode, the Sharpened Volcano Fragment's usefulness is very limited, since the Pyro can already ignite his enemies at short range with his primary weapon.
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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.
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===[[Third Degree]]===
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{{icon item|Third Degree|100px}}
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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.
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===[[Neon Annihilator]]===
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{{icon item|Neon Annihilator|100px}}
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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 sets#Pyro|The Gas Jockey's Gear]]===
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===[[Hot Hand]]===
{{item icon|Degreaser|100px}}
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{{icon item|Hot Hand|100px}}
{{item icon|Powerjack|100px}}
 
{{item icon|Attendant|100px}}
 
  
*The 10% movement speed increase this loadout grants you is helpful when flanking, ambushing, and chasing enemies.
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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.
*Using the [[compression blast]] with the [[Powerjack]] similarly to the [[Axtinguisher]] will allow you to get health from weakened lighter classes like Scouts.
 
*Your increased speed can help you defeat [[Spies]] and [[Medics]], since you are now faster than them.
 
*With the Gas Jockey's Gear item set equipped, the Pyro can make some jumps that they otherwise could not, such as jumping directly onto the final point on [[Steel]].
 
*The set makes the Pyro 10% more vulnerable to bullets, making encounters with the [[Scout]], [[Heavy]], or [[Engineer]] more risky. Due to a known bug, the Pyro is also 10% more vulnerable to all melee weapons and Medic syringe guns.
 
  
==See also==
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== See also ==
*[[Ambushing]]
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* [[Ambushing]]
*[[Team strategy]]
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* [[Team strategy]]
  
{{Class strategy}}
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{{Class Strategy Nav}}
 
{{Pyro Nav}}
 
{{Pyro Nav}}
  
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[[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.
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The Pyro
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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