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| * The Powerjack tends to be used in the same manner as the Axtinguisher; in combination with a puff of flame and the compression blast. | | * The Powerjack tends to be used in the same manner as the Axtinguisher; in combination with a puff of flame and the compression blast. |
− | * The Powerjack sacrifices the ability to critically strike burning players for health restoration upon a kill. While this facilities longer rampages, you'll have more time to fight off a Pyro that is attacking you with it. | + | * The Powerjack sacrifices the ability to critically strike burning players for health restoration upon a kill. While this facilitates longer rampages, you'll have more time to fight off a Pyro that is attacking you with it. |
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| | align="center" valign="center" style="padding:0.5em" | {{Table icon|Back Scratcher}} | | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Back Scratcher}} |
Revision as of 16:51, 19 May 2012
The Pyro is a relatively bulky class that excels at close range combat, particularly in confined areas where his Flamethrower is difficult to avoid. Due to the Flamethrower’s wide damage spread, the Pyro can focus more on outmaneuvering his opponents and has more leeway when fighting at close range. Additionally, the Pyro has access to the compression blast, a powerful source of utility that allows him to forcibly reposition enemies or reflect projectiles. The overall theme of the Pyro’s available weapons is close range power; because he lacks strong ranged weaponry, he is most vulnerable when distant from enemies or when in open areas.
General
Role
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- The Pyro tends to find more success in ambushing opponents rather than approaching them head-on. Be aware of your surroundings; if you see an enemy Pyro, take note of what available routes he can take to ambush you and reposition yourself accordingly.
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Health
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- The Pyro has an above average amount of health and can be a hassle to take down if allowed to enter close range.
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Speed
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- Although the Pyro is relatively bulky, he only travels at the standard movement speed and is suspectible to being kited or even defeated before he gets too close.
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Power
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- The Pyro is strong at close range but has very weak long range weaponry. Keeping your distance will prevent much of the Pyro's possible damage.
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Weapon-specific
Primary weapons
Flamethrower/Festive Flamthrower
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- The Flamethrower deals continuous damage and can set you on fire. If a Pyro manages to approach you, his moderate movement speed will allow him to quickly deplete your health.
- If you're set on fire, don't panic; if you run, the Pyro can keep up with and damage you. Instead, try and defeat the Pyro before trying to extinguish yourself.
- There are many items that can extinguish burning teammates, the most common being a friendly Pyro's compression blast and the Sniper's Jarate. If you have access to those abilities, make sure to help out burning teammates.
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Backburner
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- The Backburner amplifies the Pyro's offense, dealing substantially more damage when attacking from behind. Stay aware of your surroundings so that you aren't unexpectedly turning away from any Pyro.
- Always try to keep the Pyro in front of you; not only does this improve your accuracy, but also prevents critical hits from the Backburner.
- To flee from a Backburner means to expose your back, so attempt to fend off the Pyro first if you need to retreat.
- The Backburner uses much more ammunition for the compression blast. This leaves the Pyro more vulnerable to projectiles; Backburner ammunition can be easily wasted by forcing the Pyro on the defensive.
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Degreaser
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- The Degreaser allows a Pyro to quickly switch weapons. This makes weapon heckling ineffective and makes close-quarters combat much more dangerous.
- Even if a Pyro has you cornered, try to stay out of melee range. An example of a popular combination attack is for a Pyro to set you on fire, reposition you with the compression blast, then finish you off with the Axtinguisher in just a few short moments.
- The Degreaser inflicts less afterburn damage, meaning that if you survive the Pyro's initial assault, the fire is less likely to kill you.
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Phlogistinator
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- The Phlogistinator has a unique "Mmmph" meter that is charged by dealing fire damage, promoting an aggressive playstyle. To prevent the Pyro from quickly charging the meter at close range, don't allow him to easily enter that range.
- Once the "Mmmph" meter is fully charged, the Pyro can then activate a taunt that causes the Pyro to deal guaranteed critical hits for the next few seconds. During the taunt, the Pyro takes heavily reduced damage, making attempts to prevent the taunt futile.
- Instead, use the time the Pyro spends taunting to either retreat or set up a counter-offensive. For example, a Demoman can plant a field of Stickybombs while a Sniper can line up an easy headshot.
- A Pyro with the Phlogistinator cannot reflect attacks, so you can free use rockets, grenades, and other projectiles that are normally reflectable.
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Compression Blast
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- The compression blast's most obvious use is to shove you into stage hazards, such as bottomless pits, or into corners, where you are then easily targetable. Stay out in the open, away from areas where a Pyro can easily pin you down.
- While the compression blast can reflect projectiles, there is a moderate cooldown time. If you are using a projectile-based weapon, attempt to trick the Pyro into using the compression blast early, then fire your weapon.
- The compression blast uses a significant amount of ammunition. You can trick the Pyro into wasting compression blasts, such as by pretending that you're going to fire your weapon.
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Secondary weapons
Shotgun
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- The Shotgun is the Pyro's best weapon at medium range but is still weak at greater distances. It is typically used by the Pyro to finish off a foe that is fleeing or repositioned via the compression blast.
- The Pyro will rarely stay at medium range to just use the Shotgun; respond appropriately to whether he pursues or retreats from you.
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Flare Gun
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- The Flare Gun's projectiles deal minor damage, move slowly, and are easy to dodge at longer distances. However, the flares are spammable and can set you on fire. They should be easy to avoid in open areas.
- Flares deal guaranteed critical hits to burning enemies. At close range, the Flare Gun is an alternative to the Shotgun or Axtinguisher for finishing off burning foes. If set on fire at longer range, find a way to extinguish yourself before reengaging.
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Detonator
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- The Detonator functions similarly to the Flare Gun, firing flares that can ignite enemies. Its flares can be remotely triggered by the Pyro to explode, creating a small blast that can ignite multiple targets. Stay scattered from your teammates at longer ranges to minimize splash damage taken.
- Detonator flares only deal mini-crits to burning players, making it less effective at finishing enemies off particularly at close range.
- The Pyro can use the Detonator to perform a small explosive jump. Stay aware of all possible routes that the Pyro can take to reach you.
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Reserve Shooter
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- The Reserve Shooter is capable of landing mini-crits on airborne targets, even if the target is simply jumping. A Pyro will typically combine the compression blast with the Reserve Shooter in order to land these guaranteed mini-crits. As always, try to stay out of close range.
- The Reserve Shooter's reduced magazine side makes the Pyro far less effective at anywhere outside close range, especially since the Pyro's only way to force an enemy into the air is the compression blast.
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Manmelter
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- The Manmelter functions similarly to the Flare Gun, firing energy blasts that can ignite enemies.
- The Manmelter has unlimited ammunition and faster projectiles, making it more effective at continuous harassment.
- However, its energy blasts cannot deal critical hits to burning players, making it less effective as a finishing weapon. Aside from its harassment potential at long range, it is outclassed at medium range by the Shotgun.
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Melee weapons
Fire Axe / Saxxy / Conscientious Objector / Frying Pan
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- Most of the Pyro's alternate melee weapons outclass the Fire Axe in terms of utility, since the Pyro is already fighting at melee range with the Flamethrower. A Pyro attempting to use the Fire Axe in standard combat is likely out of Flamethrower ammunition.
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Axtinguisher/Postal Pummeler
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- The Axtinguisher deals guaranteed critical hits to burning players, making it one of the Pyro's most dangerous weapons at close range.
- The Axtinguisher is typically combined with a puff of flame and the compression blast to quickly eliminate foes. To avoid being caught by this combo, don't allow the Pyro to easily enter melee range. If you are caught, attempt to take down the Pyro before the same is done to you, especially if you're a class with a larger health pool.
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Homewrecker/Maul
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- The Homewrecker deals reduced damage to players, increased damage to buildings, and can remove the Sappers of enemy Spies. Because of its limited range as a melee weapon, it will typically be used for the last reason.
- Friendly Spies will have trouble taking down buildings that are guarded by a Pyro. Coordinate with teammates to distract or eliminate the Pyro so that you can safely get rid of the buildings.
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Powerjack
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- The Powerjack tends to be used in the same manner as the Axtinguisher; in combination with a puff of flame and the compression blast.
- The Powerjack sacrifices the ability to critically strike burning players for health restoration upon a kill. While this facilitates longer rampages, you'll have more time to fight off a Pyro that is attacking you with it.
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Back Scratcher
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- The Back Scratcher can be used in the same manner as the Axtinguisher, but is less effective in that regard due to it only having a base damage increase.
- The Back Scratcher's main draw comes in its greater health recovery from medkits, giving a Pyro that roams alone increased survivability. To avoid being caught by a roaming Pyro, stay near teammates or constantly be aware of routes an ambusher could take.
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Sharpened Volcano Fragment
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- The Sharpened Volcano Fragment deals less base damage than the Fire Axe but can set targets on fire.
- It's not as effective as the Flamethrower in direct combat, so treat it in the same manner; stay far away.
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Third Degree
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- The Third Degree damages any enemy connected to the target via a Medic's Medi Gun beams. The Flamethrower is arguably more effective when trying to kill a Medic and his patient at the same time, so treat it in the same manner. As the Medic or his Medic buddy, stay alert for any Pyro that may try to attack the two of you.
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Item set effects
See also
Pyro |
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| Weapons |
Primary | | | Secondary | | | Melee |
Fire Axe ( Frying Pan, Saxxy, Conscientious Objector, Freedom Staff, Bat Outta Hell, Memory Maker, Ham Shank, Golden Frying Pan, Necro Smasher, Crossing Guard, Prinny Machete) · Axtinguisher ( Postal Pummeler) · Homewrecker ( Maul) · Powerjack · Back Scratcher · Sharpened Volcano Fragment · Third Degree · Lollichop · Neon Annihilator · Hot Hand | | | | | | |
| | Abilities | | | Cosmetics | | | Item sets | | | Special taunts | | | Achievements | | | Character | | | Strategy | | | Other | |
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