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, inflicts heavy damage by combining the abilities of his unique weapons, or pushes the enemy 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 can knock 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 when attacked by Flamethrower. As such, players should not normally bother swapping to their [[secondary]] or [[melee]] weapons unless the foe moves out of range, as the fire damage from the Flamethrower will kill enemies faster than a combination 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 a Pyro faster than the Flamethrower can kill them. Players should use the compression blast to reflect their rockets and, if the opportunity arises, combo attack them with the [[Flare Gun]], [[Shotgun]] or [[Axtinguisher]] in order to inflict significant damage.
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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]] using only the Flamethrower. If a Level 2 or 3 Sentry is close to a corner, players can sometimes circle-strafe it, successfully burning down both the Engineer and his nest at the same time.
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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, and many new Pyros empty their weapon at a fleeing or strafing enemy to no effect. Players should remember to aim ahead and listen for the sizzling sound of a frying foe, as that will confirm that the enemy is being damaged.
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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 moves 10% slower while running backwards, so the pursuing Pyro has the advantage of speed 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 do not suffer from afterburn, however 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 the Flamethrower on team-mates is a good way to [[Spy-check]]. Only a momentary burst of flame is needed to ignite an enemy Spy, and briefly shooting every team-mate is a cost-effective method of minimizing Spy encounters. Should an enemy [[Spy]] be located and be killed, 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.
  
*Most players will fire straight into a Pyro's flames while being chased. Using the Flamethrower while strafing sideways while still pursuing the enemy will allow the Pyro to dodge some attacks.
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===[[Manmelter]]===
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{{icon item|Manmelter|100px}}
  
*The Pyro can defend Engineer nests surprisingly well since they can keep up a steady stream of fire in order keep [[Spy|Spies]] at bay, as well as reflect incoming projectiles away from the buildings.
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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.
  
*The Pyro can take out many enemies at once, especially if they are gathered together in a group, due to the large radius of the Flamethrower's attack.
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===[[Scorch Shot]]===
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{{icon item|Scorch Shot|100px}}
  
*The Pyro becomes a dominant force when it comes to flanking from behind, especially with the Backburner because of its bonus critical hits.
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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, the team's Payload Cart, [[Jarate]], [[Mad Milk]], Health Kits, [[Resupply lockers]], compression blasts from other Pyros, and water will extinguish [[afterburn]].
 
  
*The Flamethrower is a reliable choice, and has no strengths or weaknesses when compared to the [[Degreaser]] or [[Backburner]]. It lacks the highly-damaging effects of the [[Backburner]], but has has the compression blast ability. Similarly, the Flamethrower deals more [[afterburn]] damage than the [[Degreaser]], but is more difficult to use in conjunction with the Axtinguisher or other weapons for combination attacks.
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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]]===
*Players can use the compression blast to knock enemy players into map hazards, or to repel enemies if the player cannot beat them one-on-one.
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{{icon item|Thermal Thruster|100px}}
*Blasting enemies away from [[Health]] pickups they are trying to collect can be an effective strategy when fighting wounded or burning opponents.
 
*Players should remember that they can airblast invulnerable Medics (or their buddy) and [[phasing]] Scouts, even though they cannot be damaged.
 
*Airblasting foes into a corner where the player or a friend can easily dispatch them can be a useful tactic, especially when used against the faster classes such as the Scout.
 
*It can be difficult to reflect projectiles at close range, so players should learn the timing of their foes. Ambushed Soldiers will fire a rocket as soon as they turn, and reloading foes will generally fire as soon as possible.
 
*As of the [[Sniper vs. Spy Update|Sniper vs. Spy Update]], the compression blast can be used to extinguish allies that are on fire.
 
*The compression blast gains any on-hit effects of the projectile that is reflected. For example, a [[Black Box]] rocket will restore 15 health to the Pyro rather than the Soldier if reflected, and a long-range flare will Crit on a burning enemy. All reflected shots will at least mini-crit.
 
*Most reflected projectiles (with the exception of grenades and baseballs) are redirected to the point underneath the Pyro's crosshair. Players can use this to accurately aim the projectile in a new direction and target enemies.
 
*When facing a Soldier, Demoman or a Sniper using Huntsman in a confined space (such as the vents in [[Turbine|ctf_turbine]]), reflecting the enemy's projectile(s) can be very effective.
 
  
===[[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, players must rely on surprising enemies and use the Backburner's high damage to quickly dispatch foes.
 
*The Backburner's 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 the direction the enemy is facing. This is significantly smaller than the Spy's [[Backstab]] angle, which appears to be 160°.  
 
*Players are more likely to set off crits by strafing across the foe's back when they are first attacked.
 
*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" technique 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 that wish to quickly ignite enemies and Compression Blast them into the air for quick Shotgun blasts, [[Flare Gun]] or [[Axtinguisher]] kills. Some of these combinations are significantly more difficult to perform without it.
 
*The Degreaser's negative attribute only applies to afterburn, so players should not rely on it to finish off enemies. As such, players should try to deal as much damage as possible before the enemy 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 the Pyro to back off while facing a dangerous foe while still dealing good damage and increasing the effectiveness of any [[afterburn]].
 
*If the players is a good shot, the Shotgun can actually overpower the Flamethrower for single-target fighting in certain situations.
 
*The Shotgun is the Pyro's best (and essentially only) ranged option in situations in which fire is ineffective, such as aquatic combat, or fighting another [[Pyro]].
 
*[[Demoman|Demomen]] using the [[Chargin' Targe]] take significantly less damage from fire, however the Shotgun still inflicts full damage making it very effective.
 
  
===[[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, and therefore does just as much damage at close range as at long range.
 
*The Flare Gun is much less powerful against Pyros because they are fire-retardant.
 
*Scoped-in Snipers are easy targets, and their aim will constantly shake while they're on fire. This allows the player to approach safely and make the kill.
 
*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.
 
*Flare Gun shots tend to arc over long distances, and this should be taken into consideration.
 
  
===[[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 usually considered superior in close combat.  
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*If players prefer to score surprise melee crits, then the Fire Axe can be a good choice as the enemy does not need to be on fire in order for critical hits to register. This allows the player to ambush other players and inflict significant damage without warning nearby enemies.
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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.
 
*Players should set their foe on fire, knock them into the air with a compression blast, and then finish them off with the Axtinguisher. This is a very effective technique.
 
*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 kills Mini-Sentry Guns in one hit.
 
*A Pyro with the Homewrecker is an Engineer's best friend. Constant flames will repel Spies, the Compression Blast reflects projectiles and [[Übercharge|Übercharged]] enemies away from buildings, and the Homewrecker can destroy Sappers even if the Engineer is dead.
 
*Using the Flare Gun with the tactic above can greatly assist an Engineer, as the Flare Gun will take down fleeing targets so that Engineer has time to upgrade and/or repair their buildings.
 
*Keeping a Homewrecker equipped in the Pyro loadout, even if the player is not currently playing as Pyro, will allow players to quickly switch to Pyro and destroy Sappers on nearby friendly buildings if the Engineer is unable to save them.
 
*Even though the Homewrecker can destroy any building in two hits, it is inadvisable to use it to attack a Sentry Gun head-on. It is recommended that players arrange to have a friendly [[Scout]] with [[Bonk! Atomic Punch]] or a [[Medic]] with an [[ÜberCharge]] distract the Sentry Gun while the player attacks it from a different angle.
 
  
 
===[[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 players 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 an enemy with the Powerjack, as the +75 healing from a kill can push the Pyro's health over the maximum providing 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.
*Players should consider using the Powerjack on maps in which health kits tend to be scarce, and try to surprise an enemy so that they can get the initiative.
 
*Players do not need to kill someone with the Powerjack in order get the health bonus; the Powerjack simply needs to be held when the enemy dies. This can be very useful if a player is low on health, as they can perform a quick hit-and-run on an enemy using a flamethrower, and then gain +75 health when the enemy dies from the [[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]]. In addition, the healing bolts fired from the [[Crusader's Crossbow]] are unaffected by the healing penalty.
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*If there are no [[Medics]] on the player's team, the Back Scratcher can be 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 playing on 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.
 
*The Back Scratcher may not be a good weapon for Arena Mode, as the only sources of health are Medics and Dispensers.
 
  
 
===[[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 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.
 
*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.
 
*The weapon can however, be used to Spy-check foes without using ammo, although even this use is limited by the reduced damage it deals.
 
*The Sharpened Volcano Fragment can be a substitute for igniting enemies if your primary weapon runs out of ammo.
 
  
===[[Item sets#Pyro|The Gas Jockey's Gear]]===
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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.
{{item icon|Degreaser|100px}}
 
{{item icon|Powerjack|100px}}
 
{{item icon|Attendant|100px}}
 
  
*The 10% movement speed increase this loadout grants players is helpful when flanking, ambushing and chasing enemies.
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===[[Third Degree]]===
*Using the [[compression blast]] with the [[Powerjack]] will allow the Pyro to obtain health from weakened lighter classes such as Scouts.
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{{icon item|Third Degree|100px}}
*The Pyro's increased speed can help the players defeat [[Spies]] and [[Medics]], as the Pyro can now outrun both classes.
 
*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 hazardous. Due to a known bug, the Pyro is also 10% more vulnerable to Medic syringe guns.
 
  
==See also==
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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.
*[[Ambushing]]
 
*[[Team strategy]]
 
  
{{Class strategy}}
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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.
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===[[Hot Hand]]===
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{{icon item|Hot Hand|100px}}
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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.
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== See also ==
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* [[Ambushing]]
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* [[Team 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
Pyrotaunt1.PNG

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

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

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

Primary weapons

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

Flame Thrower + reskins

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

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

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

Backburner + reskins

Backburner Festive Backburner

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

Degreaser

Degreaser

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

Phlogistinator

Phlogistinator

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

Dragon's Fury

Dragon's Fury


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

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

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

Compression blast

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

Secondary weapons

Shotgun + reskins

Shotgun Festive Shotgun

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

Flare Gun + reskins

Flare Gun Festive Flare Gun

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

Detonator

Detonator

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

Reserve Shooter

Reserve Shooter

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

Manmelter

Manmelter

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

Scorch Shot

Scorch Shot

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

Panic Attack

Panic Attack

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

Gas Passer

Gas Passer

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

Thermal Thruster

Thermal Thruster

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

Melee weapons

Fire Axe + reskins

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

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

Axtinguisher + reskins

Axtinguisher Postal Pummeler Festive Axtinguisher Australium Axtinguisher

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

Homewrecker + reskins

Homewrecker Maul

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

Powerjack

Powerjack

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

Back Scratcher

Back Scratcher

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

Sharpened Volcano Fragment

Sharpened Volcano Fragment

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

Third Degree

Third Degree

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

Neon Annihilator

Neon Annihilator

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

Hot Hand

Hot Hand

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

See also