Difference between revisions of "Anti-Pyro strategy"

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[[File:Pyrohumiliation.png|right|150px|Eeuaghafvada...]]
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[[File:Pyrohumiliation.png|right|175px|Eeuaghafvada...]]
 
{{Quotation|'''The Demoman'''|Go to hell and tell the devil I'm comin' for him next!|sound=Demoman_dominationpyro03.wav}}
 
{{Quotation|'''The Demoman'''|Go to hell and tell the devil I'm comin' for him next!|sound=Demoman_dominationpyro03.wav}}
  
The '''[[Pyro]]''' is an extremely dangerous class at close range. Generally, the best way to engage a Pyro is from a distance because the Pyro lacks substantial ranged weaponry. The Pyro excels in close-quarters combat so try and fight him in the open, away from areas where he can trap you. Keep in mind that a Pyro can use his [[compression blast]] ability to deflect [[projectiles]] back at you.
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The '''[[Pyro]]''' is a hardy class that excels at close range combat, particularly in confined areas where their [[Flame Thrower]] is difficult to avoid. Due to the Flame Thrower’s wide damage spread, the Pyro can focus more on outmaneuvering their opponents than aiming and has leeway when fighting at close range. Additionally, the Pyro has access to the [[compression blast]], a powerful source of utility that allows them to forcibly reposition enemies or reflect [[projectiles]]. The overall theme of the Pyro’s available weapons is close range power; because their best long range weapon is just the [[Flare Gun]], they are most vulnerable when distant from enemies or when in open areas.
  
 
== General ==
 
== General ==
 
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
! class="header" colspan="1" width="200"| Attributes
 
! class="header" colspan="1" width="200"| Attributes
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| align="center" valign="center" style="padding:0.5em" |[[File:Pyro_badge_RED.png|40px]] '''[[Classes|Role]]'''
 
| align="center" valign="center" style="padding:0.5em" |[[File:Pyro_badge_RED.png|40px]] '''[[Classes|Role]]'''
 
|
 
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* Pyros are most successful when they [[Ambushing#Pyro|ambush]] their opponents. If you see them coming, prepare for them! Set up your own ambush, position yourself in a spot with a good escape route if things go awry, or retreat to a more suitable location.
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* The Pyro finds success in [[Ambushing#Pyro|ambushing]] opponents rather than approaching them head-on. Be aware of your surroundings; take note of different ways a Pyro can take to ambush you.
 +
* The Pyro brings defensive support in the form of the compression blast, which can reposition enemies and deflect projectiles.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_medic.png|40px]] '''[[Health]]'''
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_medic.png|40px]] '''[[Health]]'''
 
|
 
|
* The Pyro has an above average amount of health, and with their excellent close range combat they can be a hassle to take down if you attract their attention.
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* The Pyro has above-average health and can be difficult to repel if they manage to enter close range.
 +
* The Pyro has natural immunity to afterburn from all sources except the [[Gas Passer]]. They can still be ignited but are resistant to most afterburn sources.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]'''
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]'''
 
|
 
|
* The Pyro is only useful at close range, so he will try to get close to you by chasing you down. The Pyro moves at the standard speed, so you can retreat while attacking in order to avoid damage.
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* The Pyro only travels at the standard movement speed, which makes them an easy target for bullet-based weapons if attacking head-on.
 +
* The Pyro should circumvent this weakness by taking ambushing routes or playing defensively.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]'''
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]'''
 
|
 
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* Keeping your distance will negate much of the Pyro's strength. The [[Flare Gun]] and the [[Detonator]] are the Pyro's only long-range weapons, and they are both slow to fire and can be hard to score hits with, especially in open areas.
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* The Pyro is strong at close range but has no effective long range weaponry. Keep your distance to prevent much of the Pyro's possible damage.
* While it is easier to score hits with the Detonator, it only mini-crits if it hits you again.
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* The Pyro's compression blast can be used to reflect your own projectiles back at you for Mini-Crit damage, or to pin you in place for an execution.
* The only other ranged weapon the Pyro has is the [[Shotgun]], which is only viable at short or moderate distances.
 
 
|-
 
|-
 
|}
 
|}
  
 
== Weapon-specific ==
 
== Weapon-specific ==
 
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{{main|Weapons#Pyro|l1=Pyro weapons}}
A list of useful tidbits about the Pyro's tools, and how to counter them:
 
  
 
=== Primary weapons ===
 
=== Primary weapons ===
* [[Compression blast]]
 
** Pyros will often panic when confronted by a Soldier or Demoman and immediately use their Compression Blast in an attempt to deflect projectiles. Fire your rockets or grenades immediately after the airblast to hit the Pyro and avoid being damaged/killed by your own weapon.
 
** You can often cause an enemy Pyro to waste ammunition by firing projectiles off to the side where they can not be reflected.
 
** Do not fire your explosives straight at an enemy Pyro. This allows it to both aim and reflect them more easily. Aim near the Pyro and rely on splash damage instead.
 
** Each Compression Blast takes 20 units of ammo out of 200 total (unless it's a Backburner, which uses 50 units of ammo). Try and make the Pyro waste ammo by firing projectiles into the ground just short of the Pyro before making your actual attack; this also has the benefit of not allowing the Pyro to hit you with your own projectile. The Pyro may already be low on ammo and will have to switch to a much weaker weapon. Be careful engaging a Pyro near a Dispenser, however; it won't run out of ammo that quickly.
 
** Avoid fighting or retreating near cliffs or dangerous objects such as the [[Sawblade]]s in [[Sawmill]] when fighting a Pyro. A proficient Pyro will use Compression Blasts to kill you instantly via environmental damage.
 
 
 
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
! class="header" colspan="1" width="200" | Weapon
 
! class="header" colspan="1" width="200" | Weapon
 
! class="header" colspan="1" width="800" | Anti-Pyro strategy
 
! class="header" colspan="1" width="800" | Anti-Pyro strategy
 
|-
 
|-
| align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Flamethrower|icon-size=100x100px}} {{Icon weapon|weapon=Festive Flamethrower|icon-size=100x100px}}<br />'''[[Flamethrower]]'''/'''[[Flamethrower|Festive Flamthrower]]'''
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Flame Thrower}} + '''reskins'''
 
|
 
|
* Do not panic if you are set on fire, as it will take time to lower your health. By running you expose yourself to more damage, especially if you're playing a class with less speed than the Pyro. Try and finish off the Pyro before running off to extinguish the fire.
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* It is very difficult to escape the Pyro's Flame Thrower once caught, so take note of routes a Pyro can take so that you can repel them before they reach you.
* Remember that many classes possess the ability to instantly put out burning teammates (ex. Snipers with Jarate, friendly Pyros with their [[compression blast]], etc.). If you have access to those abilities, be sure to help out your teammates who have been lit.
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** Pyros will generally wait behind turns or hide behind objects for a chance at successfully ambushing you. Going around them at a distance will give you more reaction time to deal with them.
 +
** If you can't escape the Pyro, try to weaken them for your teammates before they kill you.
 +
* If the Pyro sets you on fire, extinguish yourself as soon as possible to reduce [[afterburn]] damage. Health packs, certain teammates, and bodies of water can all extinguish flames.
 +
** An allied Pyro can extinguish you with their compression blast or a few choice secondary weapons. An allied Scout's [[Mad Milk]], a Heavy's [[Sandvich]], and a Sniper's [[Jarate]] also work.
 
|-
 
|-
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Backburner}}
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Backburner}} + '''reskins'''
 
|
 
|
* The Backburner uses much more ammo for Compression Blasts than the standard Flamethrower. A careless Pyro can be tricked into wasting its blasts by firing multiple projectiles at it. Alternatively, a Pyro may be less likely to use a Compression Blast in order to conserve ammo, unless they are near a Dispenser or can readily access other sources of ammo.
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* Watch your surroundings at all times to reduce the chances of a successful ambush by a Pyro.
* Always try to keep a Pyro using the Backburner in front of you. If he gets close to you and starts strafing, he may get a lucky Critical hit from behind or from the side.
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* The Backburner deals guaranteed Critical hits from behind. If the Pyro finds you, keep facing them while you fight back.
* The Backburner inflicts 10% more damage than the regular Flamethrower, so stay well away from a Pyro using one, and prevent it from closing the gap between you.
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* The Backburner uses much more ammunition for compression blasts; forcing a Pyro to reflect projectiles with it will quickly deplete the weapon's ammo. Knowing this, a Backburner Pyro will use its compression blast less often.
* If cornered by a Pyro with the Backburner, it may be better to try and deal damage to it before it kills you; to turn your back on the Pyro and attempt to flee will give it an added advantage with the weapon.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Degreaser}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Degreaser}}
 
|
 
|
* The Degreaser allows a Pyro to quickly switch weapons, making close-quarters combat extremely dangerous. If a Pyro lights you on fire, try to stay out of melee range, as it can quickly bring out the Axtinguisher and finish you off in one or two hits.
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* The Degreaser allows a Pyro to quickly switch weapons. This makes [[Community Scout strategy|weapon heckling]] much less effective.  
* The Degreaser inflicts 25% less afterburn damage than the regular Flamethrower, making it more likely that you'll survive being set on fire.
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* The Degreaser deals minimal afterburn damage and requires slightly more ammo to airblast. Expect the Pyro to use another weapon, such as the Flare Gun or Axtinguisher, to finish you off.
* Never attempt to [[Community Scout strategy#Weapon Heckling|weapon heckle]] a Pyro using the Degreaser.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Phlogistinator}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Phlogistinator}}
 
|
 
|
* A Pyro with the Phlogistinator cannot reflect attacks, so use rockets, grenades and other projectiles to juggle it to prevent it from advancing and also damage it.
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* The Phlogistinator promotes an opportunistic playstyle. Don't allow the Pyro to freely ambush teammates or ignite you from long range with flares, which will fill their "Mmmph" meter.
* If the Pyro activates the Phlogistinator's critboost (which is readied by the Pyro damaging enemies with fire), you will see it taunt while a particle effect surrounds it. During this taunt the Pyro receives full health and has 90% resistance to all damage, making attempts to hurt it futile. Instead, use the time given by the taunt to get away from it, as the critical damage from the Phlogistinator will be deadly at close range.
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* The Pyro can activate a fully charged Phlogistinator to gain guaranteed Critical hits. A full charge is indicated by the weapon's nozzle sparking.
* During the taunt, Demomen can consider using the time while the Pyro is frozen to place stickybombs around the Pyro and detonate them when the taunt is finished and the Pyro loses its damage resistance. Snipers can likewise line up a headshot. Spies could place themselves behind the Pyro and prepare to backstab it, but remember the Pyro will be in third person during the taunt and will see anyone too close.
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** If the Pyro taunts in the open for brief invulnerability, have your team prepare for their attempted rampage. Class-specific methods include laying a carpet of Stickybombs, charging the Sniper Rifle, and getting into position for the Knife's [[backstab]].
*Pyros with the Phlogistinator have a tendency to charge and play very aggressively. Give them a distraction target and then overwhelm them with firepower. 
+
* The Phlogistinator cannot airblast, so you can freely use rockets, grenades, and other projectiles against the Pyro without fear of reflection.
* A Pyro behaving uncommonly wary and attempting to snipe with the [[Flare Gun]], [[Detonator]] or [[Manmelter]] could be attempting to build up a charge, so it is a good idea to take them out before they damage a vital offensive.
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* You are always free to retreat and wait for "Mmmph" to run out.
 +
* If a Pyro with the Phlogistinator has not shown it for a while, they may be trying to hide their full "Mmmph". Be extra alert for ambushes or any of the [[Pyro taunts#Primary|primary taunt voice lines]] and try to notify your team.
 +
|-
 +
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Dragon's Fury}}
 +
|
 +
* The Dragon's Fury shoots fireballs instead of a wide spread of flames, actually giving you opportunities to dodge the Pyro's attacks.
 +
* Be as unpredictable as you can; the weapon reloads quickly if the Pyro can land successive shots, and accurate shots inflict heavy damage to you.
 +
* While the Dragon's Fury can use the compression blast, using the compression blast takes much longer for the Pyro to attack again compared to other primary weapons. Pressure from projectiles will force a Pyro with this weapon to take cover.
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|-
 +
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Rainblower}}
 +
|
 +
* The Rainblower functions identically to the Flame Thrower but also comes with the [[Armageddon]] taunt attack.
 +
* There are multiple distinct cues during the 3 seconds Armageddon takes to activate, including rainbows (flames), a neighing unicorn (only in Pyroland), and a [[Dreams of Cruelty|menacing song]]. Don't blindly rush around corners.
 +
* Without [[Pyrovision]], the Rainblower is not visible, except for in the kill feed. Keep in mind that the Pyro has taunt attacks on other weapons too.
 
|-
 
|-
 +
| align="center" valign="center" style="padding:0.5em" | [[File:Airblast.png|100px|Compression blast]]<br />'''[[Compression blast]]'''
 +
|
 +
* The compression blast's most obvious use is to shove enemies into environmental hazards, such as off cliffs, or into corners, where you are easier to target. Stay away from areas where a Pyro can easily pin you down or push you off the map.
 +
* The compression blast can reflect [[projectiles]]; use bullets, if using projectiles fire from outside the Pyro's line of sight, or change the timing of your shots to avoid having them be reflected.
 +
* The compression blast has a small cooldown time. Two teammates can easily overwhelm a Pyro with more projectiles than they can reflect.
 +
* The compression blast uses a significant amount of ammunition; if you can trick the Pyro into using their compression blasts, they may run out of ammo, giving you the upper hand.
 +
** Pay attention to which primary the Pyro has equipped. Some flamethrowers consume more ammo than others when using a compression blast.
 
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|}
  
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! class="header" colspan="1" width="800" | Anti-Pyro strategy
 
! class="header" colspan="1" width="800" | Anti-Pyro strategy
 
|-
 
|-
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}}
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}} + '''reskins'''
 
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* This weapon is only truly effective at mid-range or closer due to its bullet spread. Most classes have much more dangerous ranged weapons to use if the Pyro is forced to engage you from a distance.
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* The Shotgun is the Pyro's best secondary weapon against foes outside the flamethrower's range as well as against enemy Pyros. Keep your distance to reduce the effectiveness of all the enemy Pyro's weapons, and move erratically to avoid damage.
 
|-
 
|-
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Flare Gun|}}
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Flare Gun}} + '''reskins'''
 
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|
* This weapon is slow to fire and can be difficult to score a hit with. While it can set you on fire, the damage from the flare itself is low and it will take time for the Pyro to hit you again with it. Further, the flare is very easy to avoid in open areas.
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* The Flare Gun's projectiles should be easy to avoid in open areas, even at close range, as long as your movement is unpredictable.
* Most Pyros use this weapon as a long-range harassment weapon. It should be easy enough to find a body of [[water]], a [[Dispenser]], or a [[Medic]] without having to fight the Pyro up-close. If you ''do'' get lit on fire, keep your distance from the Pyro so they cannot inflict even more damage on you with the Flamethrower or the Axtinguisher.
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* The Flare Gun's flares deal guaranteed Critical hits to burning enemies. If you are ignited from a distance, extinguish yourself before re-engaging the Pyro. If ignited up close, move erratically to avoid being finished off by a critical flare. If the flare misses, attack while the Pyro reloads or switches weapons.
* If you are on fire, avoid flares at all costs, as they will deal critical hits on burning enemies.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Detonator|}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Detonator|}}
 
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|
* Most of the rules for countering the Flare Gun also apply to the Detonator.
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* The Detonator's flares can be manually triggered by the Pyro to explode, creating a small blast that can ignite multiple targets. Stay away from your teammates to minimize splash damage, and dodge incoming flares to avoid mid-air explosions.
* Detonator flares can be remotely triggered by the Pyro that fired them, creating a small blast radius that can ignite multiple targets simultaneously. Teammates should stay scattered to minimize the amount of damage Detonator flares can inflict.
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* Compared to the [[Flare Gun]], Detonator flares only deal Mini-Crits to burning players, making it less effective for killing enemies. Despite this, the Detonator is easier to hit players with, as the Pyro only needs to aim the flare directly at you or your teammates to follow up with the blast.
* Detonator flares have a distinctive 'whine' they emit while in the air, making them easy to distinguish from standard Flare Gun shots.
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* A Pyro can use the Detonator to perform a [[Jumping#Flare jump|flare jump]] at the cost of their health. Stay aware of all possible routes that the Pyro can take to reach you.
* Pyros equipped with the Detonator can use its explosive effects to mimic [[Rocket jumping]], at the cost of nearly a third of their health. One should thus be wary of potential ambushes from above, in addition to typical Pyro ambush locations.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Reserve Shooter|}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Reserve Shooter|}}
 
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|
* This weapon is an effective counter to other Pyros, due to the compression blast capable of launching the target into the air, whereby the attacking Pyro can subsequently shoot for mini-crits. This can make exchanges between Pyros very quick, compared to the slower (and more dangerous) method of a head-on Flamethrower battle, which usually leaves one Pyro dead and the other at very low health.
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* The Reserve Shooter is capable of landing Mini-Crits on targets airborne through every type of [[knockback]] excluding airblast and bullets. Try to dodge explosives from enemy [[Soldier]]s and [[Demoman|Demomen]] that may launch you into the air, and avoid blast jumping until the Pyro retreats or is killed.
* This weapon can also be used for open combat where the Pyro is at a disadvantage against enemies such as the Demoman or Soldier, where Pyros can blow enemies away while simultaneously back pedalling with the Reserve Shooter, hopefully dealing large amounts of damage. This tactic is limited as the Reserve Shooter, like all shotguns, suffer from bullet spread with increasing range.
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* The Reserve Shooter's reduced clip size gives the Pyro much less staying power. If the Pyro fires all four shots, they will be forced to reload or switch to their primary, giving you time to attack.
* The Reserve Shooter only carries 3 rounds as opposed to the standard Shotgun's 6. Thus, Pyros will need to be aim more carefully when shooting. Conversely, this means that enemies may use the frequent reload periods to launch a counterattack.
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** Keep in mind on what flamethrower they're using, if they are using the Degreaser this strategy can end up being ineffective due to its switch speed, if they're using any other flamethrower this will be more effective.
* Enemies must avoid close quarter combat with Pyros using the Reserve Shooter with the Degreaser at all costs. The Pyro now has an even greater weapon-switch time, and will exploit this to their advantage by using the Reserve Shooter in the case that the Axtinguisher has missed.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Manmelter|}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Manmelter|}}
 
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|
* The Manmelter behaves similarly to the Flare Gun, but with a distinctive purple-coloured projectile, and unlimited ammo. However, the Manmelter projectiles move 50% faster than flares, so they are more difficult to avoid at medium range.
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* The Manmelter has unlimited ammunition and faster projectiles, making it more effective at continuous long-range harassment than the [[Flare Gun]]. Move unpredictably to avoid being ignited.
* This weapon does not do critical damage to burning target like the Flare Gun, but the damage potential of the afterburn means attacks should still be dodged.
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* The Manmelter's projectiles do not deal critical nor Mini-Crits to burning players, making it less effective at finishing foes off. The Pyro will likely engage you with their Flamethrower instead.
* The harassment potential of this weapon is higher due to the infinite ammo, so lurking Manmelter Pyros should be rooted out swiftly, especially if they are using this weapon in combination with the Phlogistinator to build up charge.
+
* If an enemy is set on fire, try to finish them off before a Manmelter Pyro can extinguish them and gain a stored Critical hit. If they manage to do so, they might try to finish you off instead.
 +
* Extinguishing from the Manmelter has virtually no cooldown; the Pyro can capitalize on their burning teammates to quickly regain plenty of health!
 +
|-
 +
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Scorch Shot|}}
 +
|
 +
* Due to the Scorch Shot's unique ability to get a second hit, avoid exposing yourself to vulnerable locations, stay in open environments, and move quickly.
 +
* Explosions from the Scorch Shot ignite multiple targets with one hit. Even if they miss the flare, the projectile can touch the ground to act as a fiery explosive trap. Don’t cluster near your teammates, and stay clear from your same spot if the Pyro fires the Scorch Shot.
 +
* The Scorch Shot's flares can knock enemies back; the knockback increases if you already are on fire. If you get hit by the flare, the resulting explosion can stunlock your movement. Don't idle close to environmental hazards.
 +
* The Scorch Shot excels at keeping enemies on fire but is less effective at finishing them up. Remember where you can find healing or extinguish yourself.
 +
* Pyros often use this weapon to charge up the [[Phlogistinator]] for guaranteed Critical hits. Keep an ear out for the Pyro activating their Crit boost.
 +
* Like the Detonator, the Scorch Shot allows the Pyro to perform a Flare Jump at the cost of their health, albeit slightly weaker. Although a Scorch Shot jump may not be as common, be aware of your surroundings.
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|-
 +
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Panic Attack|}}
 +
|
 +
* The Panic Attack deploys quickly but suffers from massive bullet spread with consecutive shots. Expect it to be deployed for strong burst damage at close range, especially if you get airblasted.
 +
* Anything past the first shot will typically deal less damage, especially at medium range. If you survive the first shot, maintain distance and press your advantage.
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|-
 +
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Thermal Thruster|}}
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|
 +
* The Thermal Thruster grants the Pyro greatly increased mobility. When used, the Pyro will be launched into the air, similarly to a Soldier's rocket jump. Landing knocks nearby enemies back, and deals triple fall damage to enemies landed on.
 +
* In combat, the Pyro can use the Thermal Thruster allowing them to get into their flamethrower's effective range quickly. It takes one second to launch, so pick the correct direction to move away.
 +
* The Pyro can switch weapons in mid-flight. They may be ready to attack with their flamethrower upon landing!
 +
* The Thermal Thruster stores two charges which take 15 seconds to recharge. If the Pyro has recently used both charges, their mobility is as average as usual.
 +
* The Reserve Shooter deals Mini-Crits to Pyros launched by the Thermal Thruster making it a soft counter to Thermal Thruster Pyros.
 
|-
 
|-
 +
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Gas Passer|}}
 +
|
 +
* The Pyro can use the Gas Passer to deploy a Gas Cloud. Anyone who enters the Gas Cloud is doused for 10 seconds. Anyone (including Pyros) who is doused will be ignited for 10 seconds if damaged by any source.
 +
* The Pyro must wait up to 60 seconds or deal enough damage to use the Gas Passer. Until then, the Pyro lacks a ranged weapon.
 +
* If you are doused, consider retreating to a source of healing to reduce the debuff's duration.
 +
* If you are blocked by the Gas Cloud, consider if it is worth braving to quickly reach the area you are trying to access.
 +
* If the Pyro throws the Gas Passer, they may follow up with the Neon Annihilator. Stay away from closed areas if you know the Pyro has both of these weapons, or your wetness may prove fatal.
 
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! class="header" colspan="1" width="800"| Anti-Pyro strategy
 
! class="header" colspan="1" width="800"| Anti-Pyro strategy
 
|-
 
|-
! align="center" valign="center" style="padding:0.5em" | {{icon weapon|weapon=Fire Axe|icon-size=100x100px}} {{icon weapon|weapon=Saxxy|icon-size=100x100px}} {{icon weapon|weapon=Conscientious Objector|icon-size=100x100px}}
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Fire Axe}} + '''reskins'''
<br />[[Fire Axe]] / [[Saxxy]] / [[Conscientious Objector]]
 
 
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* Most Pyros will use other melee weapons instead of the Fire Axe. If a Pyro is using this, he's either counting on a random [[critical hit]] or he's out of Flamethrower ammunition. Use this to your advantage and press your attack.
+
* Due to the vast range of utility that unlockable melee weapons provide, it is rare for a Pyro to equip the stock Fire Axe, much less use it; the Pyro's primary weapons have better range and more consistent damage.
 +
* As with all other Pyro melee weapons, stay away from melee range if the Pyro is holding their melee weapon. Be aware that if you remain outside their melee range too long, the Pyro will likely switch to their primary or secondary weapon.
 
|-
 
|-
! align="center" valign="center" style="padding:0.5em" | {{icon weapon|weapon=Axtinguisher|icon-size=100x100px}}{{icon weapon|weapon=Postal Pummeler|icon-size=100x100px}}<br />'''[[Axtinguisher]]'''/'''[[Postal Pummeler]]'''
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Axtinguisher}} + '''reskins'''  
 
|
 
|
* This is arguably the Pyro's most dangerous weapon, as it usually only takes one hit to kill most classes. You won't usually see the Pyro use this weapon unless you're on fire and in close range of the Pyro, because it deals very little damage to a non-burning target.
+
* The Axtinguisher deals less damage against non-burning players, but deals Mini-Crit damage against burning players, and deals all the afterburn damage the player would have taken, all at once. A Pyro will use this weapon to finish you off after igniting you with their other weapons.
* Heavies and overhealed Soldiers usually take two (or sometimes three) hits before dying to this weapon. If you're being healed by a Medic, be sure to hit the Pyro with everything you have; that extra second or two can make the difference between life and death.
+
* The bonus damage is equal to the damage you would have taken from afterburn. The Pyro must choose between different options, such the Degreaser's fast weapon switch and low afterburn power. Take note of the Pyro's other weapons - you may gain insight into what tactics they use.
* The best strategy for dealing with the Axtinguisher is prevention. Avoid being caught on fire, and avoid getting within melee range if you do get lit. This holds especially true against Pyros who pair this weapon with the Degreaser; the faster weapon switch allows for much faster kills.
+
* The Axtinguisher has less range than the Flame Thrower and holsters 35% slower, giving you time to counterattack should you survive the hit.
 
|-
 
|-
! align="center" valign="center" style="padding:0.5em" | {{icon weapon|weapon=Homewrecker|icon-size=100x100px}}{{icon weapon|weapon=Maul|icon-size=100x100px}}<br />'''[[Homewrecker]]'''/'''[[Maul]]'''
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Homewrecker}} + '''reskins'''
 
|
 
|
* The Homewrecker/Maul does decreased damage to players making it less effective as a melee weapon.
+
* A Pyro with the Homewrecker typically watches over an Engineer's buildings, protecting them from Spies and incoming projectiles. They will tend to play passively and defend an Engineer nest, only going on the offensive to punish an enemy for overextending.
* Watch your Buildings, as a Pyro with the Homewrecker/Maul can easily destroy them due to the increased damage.
+
* The Homewrecker one-shots Sappers, allowing the Pyro to prevent Spies from sapping any nearby buildings. Coordinate with teammates to distract or backstab the Pyro first.
* Spies will have increased difficulty sapping Buildings if a Pyro wielding the Homewrecker/Maul is defending them; it only takes a single hit to destroy an Electro Sapper. Either kill the Pyro first, or change to/get help from a class equally or more suited to destroying Buildings, such as the Demoman.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Powerjack}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Powerjack}}
 
|
 
|
* Pyros tend to use this weapon in a similar manner as an Axtinguisher; they will light you on fire and attempt to finish you off with the Powerjack in order to gain back health. As the weapon doesn't deal critical hits to burning foes like the Axtinguisher can, this may give you more time to fend off a Pyro who attempts this.
+
* The Powerjack grants the Pyro bonus movement speed but causes them to take 20% more damage while active. This speed boost makes them faster than every class besides the Scout. Pyros will typically deploy this weapon to reach the front lines faster, then switch to their other weapons for combat. If you catch a Pyro moving between areas with it, try to hit the Pyro before they can switch weapons.
* While equipped, this weapon gives the Pyro a 20% vulnerability to melee weapons. If a Pyro equips the Powerjack, exploit this weakness by attacking it with your own melee weapon.
+
* In combat, the Pyro will sometimes switch to the Powerjack to finish you off and regain some health. Take advantage of the Pyro's damage vulnerability, and shoot them before they reach you.
** However, as the Powerjack is capable of overhealing the Pyro, killing it can still be a difficult task. Be careful engaging in close combat with a Pyro you've witnessed murder a few of your teammates with the weapon.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Back Scratcher}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Back Scratcher}}
 
|
 
|
* The Back Scratcher makes it harder for a Pyro/Medic combo to be effective because the Pyro will be healed at a much slower rate. This can make it a lot easier to take out the Pyro first, rather than attempting to kill its Medic first.
+
* Stay out of melee range - the Back Scratcher hits much harder than the stock Fire Axe.
* Avoid a melee fight with a Pyro wielding the Back Scratcher; the weapon deals 25% more damage than the standard Fire Axe, giving the Pyro the advantage.
+
* The Back Scratcher grants Pyros increased healing from medkits, encouraging them to roam the map more freely, away from their team. Try to take any nearby health packs before the Pyro can reach them.
* If there are health kits around the area, have yourself or your allies take them as soon as possible, as the health of a Pyro is replenished more quickly when it takes a medkit with the Back Scratcher equipped.
 
* Wounded Pyros wielding the Back Scratcher can greatly help a Medic build his UberCharge. Be sure to finish off the Pyro and its Medic quickly.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sharpened Volcano Fragment}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sharpened Volcano Fragment}}
 
|
 
|
* This weapon inflicts 20% less damage than the regular Fire Axe, but this is offset by the fact that a successful hit can set enemies on fire. Stay out of melee range by walking backwards and attacking using your ranged weapons, much like you would with against the Flamethrower.
+
* A Pyro may use the Sharpened Volcano Fragment to conserve Flame Thrower ammo, or as a last resort for lighting enemies ablaze. As with all melee weapons, keep your distance and continue attacking.
* Many Pyros use the Sharpened Volcano Fragment as a last resort to set enemies on fire, or in Medieval Mode as one of only two ways to burn their foes.
 
* Since this weapon engulfs its victims in flames, you should always be wary of other enemy Pyros wielding the Axtinguisher or Flare Gun as well as enemy Scouts with the [[Sun-on-a-Stick]].
 
* If you are struck, keep an eye out for friendly Medics, Dispensers, water sources and health packs in order to counteract the afterburn damage.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Third Degree}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Third Degree}}
 
|
 
|
* This weapon transfers damage between players connected by Medi Gun beams. If playing as Medic, as you are free to look around while healing, ensure you keep a watch for Pyros armed with this weapon.
+
* The Flame Thrower is often more effective than the Third Degree when it comes to attacking a Medic and his patient. Either way, beware of possible ambushes.
 +
* In Casual Mode, Pyros with this weapon will often try to take advantage of the high melee Critical hit rate. If a Pyro approaches your patient with this weapon, disconnect your Medi Gun, or you may be killed instantly.
 
|-
 
|-
|}
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Neon Annihilator}}
 
+
|
== Item set effects ==
+
* A Pyro may try to finish you off with the Neon Annihilator if you are wet, as it deals Critical hits on wet players. Keep your distance, and they will be left vulnerable.
{{main|Item sets}}
+
* Beware fighting Scouts (who throw [[Mad Milk]]), Snipers (who throw [[Jarate]]), and Pyros (who throw [[Gas Passer]]) in enemy territory; they may give opportunities to a Pyro with the Neon Annihilator.
{| class="wikitable grid" cellpadding="0" cellspacing="0"
+
** If the Pyro pulls out the Neon Annihilator immediately after throwing the Gas Passer, consider that they’re trying to take advantage of your wetness.
! class="header" colspan="1" width="200" | Set
+
* Like the Homewrecker, the Neon Annihilator can destroy Sappers, albeit at a slower rate. Treat it as if the Pyro was holding the Homewrecker.
! class="header" colspan="1" width="800" | Anti-Pyro strategy
 
 
|-
 
|-
| align="center" valign="center" style="padding:0.5em" |
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Hot Hand}}
{{item icon|Degreaser|100px}}
 
{{item icon|Powerjack|100px}}
 
{{item icon|Attendant|100px}}
 
<br />[[Item sets#Pyro|'''The Gas Jockey's Gear''']]
 
 
|
 
|
* The Pyro has an increased 10% bullet vulnerability while using this set. Use bullet-based weapons to harass him at long range, and prevent him from getting into close quarters with his extra 10% movement speed and 65% faster weapon switch speed.
+
* The Hot Hand attacks faster than all other Pyro melees, deals less damage, and provides the Pyro a brief speed boost upon a successful hit. Unlike other clothing-related weapons, the Pyro can hide this weapon from their loadout until they pull out their distinct right-handed grey glove.
|-
+
* This weapon announces each Slap in the kill feed, which can be used to track down Spies using the [[Dead Ringer]], although this is often less of a threat compared to the Pyro's fiery weapons.
 +
* A Pyro using this weapon generally is not taking the game too seriously. Still, continue to stay out of melee range - this weapon allows Pyro to continuously hit you, even as a Scout.
 
|}
 
|}
  
 
== See also ==
 
== See also ==
 +
* [[Fire]]
 +
* [[Compression blast]]
 
* [[Team strategy]]
 
* [[Team strategy]]
  

Latest revision as of 01:00, 22 July 2024

Eeuaghafvada...

The Pyro is a hardy class that excels at close range combat, particularly in confined areas where their Flame Thrower is difficult to avoid. Due to the Flame Thrower’s wide damage spread, the Pyro can focus more on outmaneuvering their opponents than aiming and has leeway when fighting at close range. Additionally, the Pyro has access to the compression blast, a powerful source of utility that allows them to forcibly reposition enemies or reflect projectiles. The overall theme of the Pyro’s available weapons is close range power; because their best long range weapon is just the Flare Gun, they are most vulnerable when distant from enemies or when in open areas.

General

Attributes Anti-Pyro strategy
Pyro emblem RED.png Role
  • The Pyro finds success in ambushing opponents rather than approaching them head-on. Be aware of your surroundings; take note of different ways a Pyro can take to ambush you.
  • The Pyro brings defensive support in the form of the compression blast, which can reposition enemies and deflect projectiles.
Leaderboard class medic.png Health
  • The Pyro has above-average health and can be difficult to repel if they manage to enter close range.
  • The Pyro has natural immunity to afterburn from all sources except the Gas Passer. They can still be ignited but are resistant to most afterburn sources.
Leaderboard class scout.png Speed
  • The Pyro only travels at the standard movement speed, which makes them an easy target for bullet-based weapons if attacking head-on.
  • The Pyro should circumvent this weakness by taking ambushing routes or playing defensively.
Leaderboard class soldier.png Power
  • The Pyro is strong at close range but has no effective long range weaponry. Keep your distance to prevent much of the Pyro's possible damage.
  • The Pyro's compression blast can be used to reflect your own projectiles back at you for Mini-Crit damage, or to pin you in place for an execution.

Weapon-specific

Main article: Pyro weapons

Primary weapons

Weapon Anti-Pyro strategy
Flame Thrower
Flame Thrower + reskins
  • It is very difficult to escape the Pyro's Flame Thrower once caught, so take note of routes a Pyro can take so that you can repel them before they reach you.
    • Pyros will generally wait behind turns or hide behind objects for a chance at successfully ambushing you. Going around them at a distance will give you more reaction time to deal with them.
    • If you can't escape the Pyro, try to weaken them for your teammates before they kill you.
  • If the Pyro sets you on fire, extinguish yourself as soon as possible to reduce afterburn damage. Health packs, certain teammates, and bodies of water can all extinguish flames.
    • An allied Pyro can extinguish you with their compression blast or a few choice secondary weapons. An allied Scout's Mad Milk, a Heavy's Sandvich, and a Sniper's Jarate also work.
Backburner
Backburner + reskins
  • Watch your surroundings at all times to reduce the chances of a successful ambush by a Pyro.
  • The Backburner deals guaranteed Critical hits from behind. If the Pyro finds you, keep facing them while you fight back.
  • The Backburner uses much more ammunition for compression blasts; forcing a Pyro to reflect projectiles with it will quickly deplete the weapon's ammo. Knowing this, a Backburner Pyro will use its compression blast less often.
Degreaser
Degreaser
  • The Degreaser allows a Pyro to quickly switch weapons. This makes weapon heckling much less effective.
  • The Degreaser deals minimal afterburn damage and requires slightly more ammo to airblast. Expect the Pyro to use another weapon, such as the Flare Gun or Axtinguisher, to finish you off.
Phlogistinator
Phlogistinator
  • The Phlogistinator promotes an opportunistic playstyle. Don't allow the Pyro to freely ambush teammates or ignite you from long range with flares, which will fill their "Mmmph" meter.
  • The Pyro can activate a fully charged Phlogistinator to gain guaranteed Critical hits. A full charge is indicated by the weapon's nozzle sparking.
    • If the Pyro taunts in the open for brief invulnerability, have your team prepare for their attempted rampage. Class-specific methods include laying a carpet of Stickybombs, charging the Sniper Rifle, and getting into position for the Knife's backstab.
  • The Phlogistinator cannot airblast, so you can freely use rockets, grenades, and other projectiles against the Pyro without fear of reflection.
  • You are always free to retreat and wait for "Mmmph" to run out.
  • If a Pyro with the Phlogistinator has not shown it for a while, they may be trying to hide their full "Mmmph". Be extra alert for ambushes or any of the primary taunt voice lines and try to notify your team.
Dragon's Fury
Dragon's Fury
  • The Dragon's Fury shoots fireballs instead of a wide spread of flames, actually giving you opportunities to dodge the Pyro's attacks.
  • Be as unpredictable as you can; the weapon reloads quickly if the Pyro can land successive shots, and accurate shots inflict heavy damage to you.
  • While the Dragon's Fury can use the compression blast, using the compression blast takes much longer for the Pyro to attack again compared to other primary weapons. Pressure from projectiles will force a Pyro with this weapon to take cover.
Rainblower
Rainblower
  • The Rainblower functions identically to the Flame Thrower but also comes with the Armageddon taunt attack.
  • There are multiple distinct cues during the 3 seconds Armageddon takes to activate, including rainbows (flames), a neighing unicorn (only in Pyroland), and a menacing song. Don't blindly rush around corners.
  • Without Pyrovision, the Rainblower is not visible, except for in the kill feed. Keep in mind that the Pyro has taunt attacks on other weapons too.
Compression blast
Compression blast
  • The compression blast's most obvious use is to shove enemies into environmental hazards, such as off cliffs, or into corners, where you are easier to target. Stay away from areas where a Pyro can easily pin you down or push you off the map.
  • The compression blast can reflect projectiles; use bullets, if using projectiles fire from outside the Pyro's line of sight, or change the timing of your shots to avoid having them be reflected.
  • The compression blast has a small cooldown time. Two teammates can easily overwhelm a Pyro with more projectiles than they can reflect.
  • The compression blast uses a significant amount of ammunition; if you can trick the Pyro into using their compression blasts, they may run out of ammo, giving you the upper hand.
    • Pay attention to which primary the Pyro has equipped. Some flamethrowers consume more ammo than others when using a compression blast.

Secondary weapons

Weapon Anti-Pyro strategy
Shotgun
Shotgun + reskins
  • The Shotgun is the Pyro's best secondary weapon against foes outside the flamethrower's range as well as against enemy Pyros. Keep your distance to reduce the effectiveness of all the enemy Pyro's weapons, and move erratically to avoid damage.
Flare Gun
Flare Gun + reskins
  • The Flare Gun's projectiles should be easy to avoid in open areas, even at close range, as long as your movement is unpredictable.
  • The Flare Gun's flares deal guaranteed Critical hits to burning enemies. If you are ignited from a distance, extinguish yourself before re-engaging the Pyro. If ignited up close, move erratically to avoid being finished off by a critical flare. If the flare misses, attack while the Pyro reloads or switches weapons.
Detonator
Detonator
  • The Detonator's flares can be manually triggered by the Pyro to explode, creating a small blast that can ignite multiple targets. Stay away from your teammates to minimize splash damage, and dodge incoming flares to avoid mid-air explosions.
  • Compared to the Flare Gun, Detonator flares only deal Mini-Crits to burning players, making it less effective for killing enemies. Despite this, the Detonator is easier to hit players with, as the Pyro only needs to aim the flare directly at you or your teammates to follow up with the blast.
  • A Pyro can use the Detonator to perform a flare jump at the cost of their health. Stay aware of all possible routes that the Pyro can take to reach you.
Reserve Shooter
Reserve Shooter
  • The Reserve Shooter is capable of landing Mini-Crits on targets airborne through every type of knockback excluding airblast and bullets. Try to dodge explosives from enemy Soldiers and Demomen that may launch you into the air, and avoid blast jumping until the Pyro retreats or is killed.
  • The Reserve Shooter's reduced clip size gives the Pyro much less staying power. If the Pyro fires all four shots, they will be forced to reload or switch to their primary, giving you time to attack.
    • Keep in mind on what flamethrower they're using, if they are using the Degreaser this strategy can end up being ineffective due to its switch speed, if they're using any other flamethrower this will be more effective.
Manmelter
Manmelter
  • The Manmelter has unlimited ammunition and faster projectiles, making it more effective at continuous long-range harassment than the Flare Gun. Move unpredictably to avoid being ignited.
  • The Manmelter's projectiles do not deal critical nor Mini-Crits to burning players, making it less effective at finishing foes off. The Pyro will likely engage you with their Flamethrower instead.
  • If an enemy is set on fire, try to finish them off before a Manmelter Pyro can extinguish them and gain a stored Critical hit. If they manage to do so, they might try to finish you off instead.
  • Extinguishing from the Manmelter has virtually no cooldown; the Pyro can capitalize on their burning teammates to quickly regain plenty of health!
Scorch Shot
Scorch Shot
  • Due to the Scorch Shot's unique ability to get a second hit, avoid exposing yourself to vulnerable locations, stay in open environments, and move quickly.
  • Explosions from the Scorch Shot ignite multiple targets with one hit. Even if they miss the flare, the projectile can touch the ground to act as a fiery explosive trap. Don’t cluster near your teammates, and stay clear from your same spot if the Pyro fires the Scorch Shot.
  • The Scorch Shot's flares can knock enemies back; the knockback increases if you already are on fire. If you get hit by the flare, the resulting explosion can stunlock your movement. Don't idle close to environmental hazards.
  • The Scorch Shot excels at keeping enemies on fire but is less effective at finishing them up. Remember where you can find healing or extinguish yourself.
  • Pyros often use this weapon to charge up the Phlogistinator for guaranteed Critical hits. Keep an ear out for the Pyro activating their Crit boost.
  • Like the Detonator, the Scorch Shot allows the Pyro to perform a Flare Jump at the cost of their health, albeit slightly weaker. Although a Scorch Shot jump may not be as common, be aware of your surroundings.
Panic Attack
Panic Attack
  • The Panic Attack deploys quickly but suffers from massive bullet spread with consecutive shots. Expect it to be deployed for strong burst damage at close range, especially if you get airblasted.
  • Anything past the first shot will typically deal less damage, especially at medium range. If you survive the first shot, maintain distance and press your advantage.
Thermal Thruster
Thermal Thruster
  • The Thermal Thruster grants the Pyro greatly increased mobility. When used, the Pyro will be launched into the air, similarly to a Soldier's rocket jump. Landing knocks nearby enemies back, and deals triple fall damage to enemies landed on.
  • In combat, the Pyro can use the Thermal Thruster allowing them to get into their flamethrower's effective range quickly. It takes one second to launch, so pick the correct direction to move away.
  • The Pyro can switch weapons in mid-flight. They may be ready to attack with their flamethrower upon landing!
  • The Thermal Thruster stores two charges which take 15 seconds to recharge. If the Pyro has recently used both charges, their mobility is as average as usual.
  • The Reserve Shooter deals Mini-Crits to Pyros launched by the Thermal Thruster making it a soft counter to Thermal Thruster Pyros.
Gas Passer
Gas Passer
  • The Pyro can use the Gas Passer to deploy a Gas Cloud. Anyone who enters the Gas Cloud is doused for 10 seconds. Anyone (including Pyros) who is doused will be ignited for 10 seconds if damaged by any source.
  • The Pyro must wait up to 60 seconds or deal enough damage to use the Gas Passer. Until then, the Pyro lacks a ranged weapon.
  • If you are doused, consider retreating to a source of healing to reduce the debuff's duration.
  • If you are blocked by the Gas Cloud, consider if it is worth braving to quickly reach the area you are trying to access.
  • If the Pyro throws the Gas Passer, they may follow up with the Neon Annihilator. Stay away from closed areas if you know the Pyro has both of these weapons, or your wetness may prove fatal.

Melee weapons

Weapon Anti-Pyro strategy
Fire Axe
Fire Axe + reskins
  • Due to the vast range of utility that unlockable melee weapons provide, it is rare for a Pyro to equip the stock Fire Axe, much less use it; the Pyro's primary weapons have better range and more consistent damage.
  • As with all other Pyro melee weapons, stay away from melee range if the Pyro is holding their melee weapon. Be aware that if you remain outside their melee range too long, the Pyro will likely switch to their primary or secondary weapon.
Axtinguisher
Axtinguisher + reskins
  • The Axtinguisher deals less damage against non-burning players, but deals Mini-Crit damage against burning players, and deals all the afterburn damage the player would have taken, all at once. A Pyro will use this weapon to finish you off after igniting you with their other weapons.
  • The bonus damage is equal to the damage you would have taken from afterburn. The Pyro must choose between different options, such the Degreaser's fast weapon switch and low afterburn power. Take note of the Pyro's other weapons - you may gain insight into what tactics they use.
  • The Axtinguisher has less range than the Flame Thrower and holsters 35% slower, giving you time to counterattack should you survive the hit.
Homewrecker
Homewrecker + reskins
  • A Pyro with the Homewrecker typically watches over an Engineer's buildings, protecting them from Spies and incoming projectiles. They will tend to play passively and defend an Engineer nest, only going on the offensive to punish an enemy for overextending.
  • The Homewrecker one-shots Sappers, allowing the Pyro to prevent Spies from sapping any nearby buildings. Coordinate with teammates to distract or backstab the Pyro first.
Powerjack
Powerjack
  • The Powerjack grants the Pyro bonus movement speed but causes them to take 20% more damage while active. This speed boost makes them faster than every class besides the Scout. Pyros will typically deploy this weapon to reach the front lines faster, then switch to their other weapons for combat. If you catch a Pyro moving between areas with it, try to hit the Pyro before they can switch weapons.
  • In combat, the Pyro will sometimes switch to the Powerjack to finish you off and regain some health. Take advantage of the Pyro's damage vulnerability, and shoot them before they reach you.
Back Scratcher
Back Scratcher
  • Stay out of melee range - the Back Scratcher hits much harder than the stock Fire Axe.
  • The Back Scratcher grants Pyros increased healing from medkits, encouraging them to roam the map more freely, away from their team. Try to take any nearby health packs before the Pyro can reach them.
Sharpened Volcano Fragment
Sharpened Volcano Fragment
  • A Pyro may use the Sharpened Volcano Fragment to conserve Flame Thrower ammo, or as a last resort for lighting enemies ablaze. As with all melee weapons, keep your distance and continue attacking.
Third Degree
Third Degree
  • The Flame Thrower is often more effective than the Third Degree when it comes to attacking a Medic and his patient. Either way, beware of possible ambushes.
  • In Casual Mode, Pyros with this weapon will often try to take advantage of the high melee Critical hit rate. If a Pyro approaches your patient with this weapon, disconnect your Medi Gun, or you may be killed instantly.
Neon Annihilator
Neon Annihilator
  • A Pyro may try to finish you off with the Neon Annihilator if you are wet, as it deals Critical hits on wet players. Keep your distance, and they will be left vulnerable.
  • Beware fighting Scouts (who throw Mad Milk), Snipers (who throw Jarate), and Pyros (who throw Gas Passer) in enemy territory; they may give opportunities to a Pyro with the Neon Annihilator.
    • If the Pyro pulls out the Neon Annihilator immediately after throwing the Gas Passer, consider that they’re trying to take advantage of your wetness.
  • Like the Homewrecker, the Neon Annihilator can destroy Sappers, albeit at a slower rate. Treat it as if the Pyro was holding the Homewrecker.
Hot Hand
Hot Hand
  • The Hot Hand attacks faster than all other Pyro melees, deals less damage, and provides the Pyro a brief speed boost upon a successful hit. Unlike other clothing-related weapons, the Pyro can hide this weapon from their loadout until they pull out their distinct right-handed grey glove.
  • This weapon announces each Slap in the kill feed, which can be used to track down Spies using the Dead Ringer, although this is often less of a threat compared to the Pyro's fiery weapons.
  • A Pyro using this weapon generally is not taking the game too seriously. Still, continue to stay out of melee range - this weapon allows Pyro to continuously hit you, even as a Scout.

See also