Difference between revisions of "Pyro match-ups"

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m (Applied filters to Pyro match-ups (Review RC#158160))
(Added some newer, important details while keeping it consise.)
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| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout match-ups|Scout]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout match-ups|Scout]]
| The battle against a Scout depends entirely on your use of all three weapons when appropriate. If he gets too close, light him on fire with one of your flamethrowers. If he steps out of range, try to pull off a [[Flare Gun]] shot or pepper him with [[Shotgun]] fire. If he insists on staying close by, consider an [[Axtinguisher]] or [[Powerjack]] hit. Airblasting can help if you're trying to pull him into a corner for more focused fire.
+
| If a Scout gets too close, use your flamethrower to disorient him. If out of range, try to pull off a [[Flare Gun]] shot or pepper him with [[Shotgun]] fire. Melee swings are difficult to land on a moving Scout, but devistating when they connect - compression blasting him into wall makes an easier target. The most important part is dodging the Scout's attacks until the afterburn can finish him off.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Soldier.png|100x100px|link=Soldier]]<br>[[Soldier match-ups|Soldier]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Soldier.png|100x100px|link=Soldier]]<br>[[Soldier match-ups|Soldier]]
| Key in a Soldier matchup is managing his rockets. If you're running with an airblast-capable Flamethrower, reflect his rockets as well as you can (remember, they deal [[Mini-Crit]] damage). If he switches to his [[Shotgun]], counter with your own secondary weapon. Remember, you're faster than him (unless he's taken out the [[Equalizer]]), so don't be afraid to close the distance and use your flames and your melees.
+
| Key in a Soldier matchup is managing his rockets. If you're running with an airblast-capable Flamethrower, reflect his rockets as well as you can (remember, they deal [[Mini-Crit]] damage). If he switches to his [[Shotgun]], counter with your own secondary weapon. The Pyro can easily outrun the Soldier (unless he carries the [[Equalizer]]), so don't be afraid to ambush with the [[Axtinguisher]] or [[Backburner]].
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>Pyro
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>Pyro
| The largest problem with fighting an enemy [[Pyro]] is the simple fact that all Pyros are immune to afterburn. The [[Flare Gun]] and the [[Axtinguisher]] are borderline useless against another Pyro, and the three flamethrowers aren't much better. If you have a [[Backburner]] and the opposing Pyro doesn't, you can try to out-damage him at point-blank range. Otherwise, Shotgun blasts are the most reliable method, and melee swings from the [[Fire Axe]] or [[Powerjack]] never hurt.
+
| The largest problem with fighting an enemy [[Pyro]] is their immunity to afterburn. The [[Flare Gun]] deals less damage, the flamethrowers are only effective in ambush, and the [[Axtinguisher]] is almost completely useless. Shotgun blasts are the most reliable method, and melee swings from the [[Fire Axe]] or [[Powerjack]] never hurt.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman match-ups|Demoman]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman match-ups|Demoman]]
| Dealing with a [[Demoman]] requires similar tactics used for the Soldier. If you can reflect projectiles, keep his Grenades and his stickies away from you at all costs, as a couple of direct hits will ruin you. Remember, the Demoman doesn't have a hitscan weapon, so your [[Shotgun]] and [[Flare Gun]] are fantastic for racking up damage. If he has equipped the [[Chargin' Targe]], fire won't be as effective. Shotgun blasts or a puff-and-sting [[Axtinguisher]] swipe are useful in these situations.
+
| Much like the [[Soldier]], reflected [[Grenades]] and [[Sticky Bombs]] are deadly to both you and the Demoman. Since he cannot fire bullets, your [[Shotgun]] and [[Flare Gun]] are both effective and unmatched. If he has equipped the [[Chargin' Targe]], fire damage won't be as effective. Use well-timed airblasts to prevent charges and melee attacks. Shotgun blasts or a puff-and-sting [[Axtinguisher]] swipe are most useful no matter the Demoman's loadout.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy match-ups|Heavy]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy match-ups|Heavy]]
| Dealing with a Heavy means staying out of the sights of his [[Minigun]] and [[Natascha]]. Taking on a Heavy head-on without some kind of surprise or health advantage isn't recommended. He has the biggest back in the game, a prime target for the [[Backburner]]. He is also susceptible to airblasts, particularly if you can exploit his speed weakness to put distance between you. Concentrated fire or sneaky [[Shotgun]] / [[Flare Gun]] work can take down a Heavy.
+
| Dealing with a Heavy means staying out of the sights of his [[Minigun]] and [[Natascha]]. Taking on a Heavy head-on without some kind of surprise or health advantage is suicide. However, his gigantic back is a prime target for the [[Backburner]]. He is also susceptible to airblasts, particularly with environmental traps or minor falls. The [[Flare Gun]], with multiple hits, can take a heavy down at long range.  An old Pyro favorite is to sneakily "puff and sting" - light a Heavy up and swing the [[Axtinguisher]] twice - a tactic made even faster with a [[Degreaser]].
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer match-ups|Engineer]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer match-ups|Engineer]]
| The Engineer by himself is hardly a threat. With identical speed and a fifty-point health advantage, any manner of strategies will be sufficient. However, the Engineer with a [[Sentry Gun]] will be a problem. Even with your high health, you can't stand a Sentry for long. Avoid it as much as possible and sneak up on the Engineer if you can. The [[Flare Gun]] can be useful if you find an out-of-range spot to hide in.
+
| An Engineer by himself is hardly a threat. With identical speed and a fifty-point health advantage, he is no match for any weapon. However, an Engineer with a [[Sentry Gun]] is very dangerous. Even with your high health, a Sentry will make quick work of you. Avoid a Sentry if you cannot attack it without being spotted, or go for the Engineer once he leaves the area. The [[Flare Gun]] can be useful for long-range sniping a neglected gun.|-
|-
 
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic match-ups|Medic]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic match-ups|Medic]]
| Fighting a Medic one-on-one is far from impossible. While his needles pack a bit of a punch, they travel in fairly predictable paths. Avoid them as best you can and set him on fire. Bear in mind that his health regeneration will keep your afterburn from being particularly effective, so light him up with secondary and melee shots as appropriate. If he brings a friend with him, focus fire on the Medic. Your airblast can be useful in this situation to separate any help he may bring.
+
| As wit all classes, a Medic is a high-priority target in any game mode.  In a one-on-one, his needles pack a bit of a punch, but travel in fairly predictable paths. Light him up and avoid his shots for maximum efficiency. His natural health regeneration and [[Blutsauger]] prevent afterburn from being fully effective, so secondary and melee attacks are appropriate. If he's not alone, focus fire on the Medic. The airblast is perfect for separating a Medic from his healing target.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper match-ups|Sniper]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper match-ups|Sniper]]
| The Sniper, perhaps the opposite of the Pyro, isn't difficult in close-quarters combat. Light him on fire and [[Shotgun]] / [[Flare Gun]] / [[Axtinguisher]] / [[Powerjack]] him to death as you please. Beware of his [[Jarate]], though, which can extinguish your flames and give him a shot at redemption. At longer ranges, try to stay out of sight. Flare Gun shots can be particularly useful here, as well as any Shotgun damage that lands, since his aim will jump. You can also attempt to reflect his arrows, should he be carrying the Huntsman.
+
| The Sniper, perhaps the opposite of the Pyro, can be killed with any weapon in close combat. Beware of his [[Jarate]], though, which can extinguish your flames, reduce your defense, and give him a shot at redemption. At longer ranges, stay out of sight if at all possible. [[Flare Gun]] shots can be dealdly as well as any Shotgun damage that lands, since his aim will jump. However, the Sniper can kill any Pyro too slow or too predictable to dodge a headshot.  [[Huntsman]] arrows are both difficult to reflect, and devistating if used effectively.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy.png|100x100px|link=Spy]]<br>[[Spy match-ups|Spy]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy.png|100x100px|link=Spy]]<br>[[Spy match-ups|Spy]]
| To find a Spy, there is no better way than to spray fire on every friendly who has not exhibited any convincing behavior recently (as well as in corners and other common Spy hangouts). Once a Spy is found, simply set him on fire and kill him however you please. Should he be carrying the [[Dead Ringer]], beware: activating the Dead Ringer extinguishes the fire, meaning that he can escape. Spray the area around his body after death if possible to certify that he is, indeed, dead.
+
| The best way to find a spy is to check every teammate who passes by with a quick puff from a flamethrower, or any suspicious looking hiding spot. Once detected simply light the spy up and use your favorite weapon. [[Dead Ringer]] Spies can, however extinguish the fire with their watch, allowing a quick escape. Spray the area around his dead body, just in case. The Dead Ringer cloak shields a burning spy from damage, and generally cannot be killed until their cloak wears off, seconds later.|}
|}
 
  
  

Revision as of 06:24, 10 November 2010

Class Strategy
Pyro.png
Pyro
vs Scout.png
Scout
If a Scout gets too close, use your flamethrower to disorient him. If out of range, try to pull off a Flare Gun shot or pepper him with Shotgun fire. Melee swings are difficult to land on a moving Scout, but devistating when they connect - compression blasting him into wall makes an easier target. The most important part is dodging the Scout's attacks until the afterburn can finish him off.
Pyro.png
Pyro
vs Soldier.png
Soldier
Key in a Soldier matchup is managing his rockets. If you're running with an airblast-capable Flamethrower, reflect his rockets as well as you can (remember, they deal Mini-Crit damage). If he switches to his Shotgun, counter with your own secondary weapon. The Pyro can easily outrun the Soldier (unless he carries the Equalizer), so don't be afraid to ambush with the Axtinguisher or Backburner.
Pyro.png
Pyro
vs Pyro.png
Pyro
The largest problem with fighting an enemy Pyro is their immunity to afterburn. The Flare Gun deals less damage, the flamethrowers are only effective in ambush, and the Axtinguisher is almost completely useless. Shotgun blasts are the most reliable method, and melee swings from the Fire Axe or Powerjack never hurt.
Pyro.png
Pyro
vs Demoman.png
Demoman
Much like the Soldier, reflected Grenades and Sticky Bombs are deadly to both you and the Demoman. Since he cannot fire bullets, your Shotgun and Flare Gun are both effective and unmatched. If he has equipped the Chargin' Targe, fire damage won't be as effective. Use well-timed airblasts to prevent charges and melee attacks. Shotgun blasts or a puff-and-sting Axtinguisher swipe are most useful no matter the Demoman's loadout.
Pyro.png
Pyro
vs Heavy.png
Heavy
Dealing with a Heavy means staying out of the sights of his Minigun and Natascha. Taking on a Heavy head-on without some kind of surprise or health advantage is suicide. However, his gigantic back is a prime target for the Backburner. He is also susceptible to airblasts, particularly with environmental traps or minor falls. The Flare Gun, with multiple hits, can take a heavy down at long range. An old Pyro favorite is to sneakily "puff and sting" - light a Heavy up and swing the Axtinguisher twice - a tactic made even faster with a Degreaser.
Pyro.png
Pyro
vs Engineer.png
Engineer
An Engineer by himself is hardly a threat. With identical speed and a fifty-point health advantage, he is no match for any weapon. However, an Engineer with a Sentry Gun is very dangerous. Even with your high health, a Sentry will make quick work of you. Avoid a Sentry if you cannot attack it without being spotted, or go for the Engineer once he leaves the area. The Flare Gun can be useful for long-range sniping a neglected gun.|- Pyro.png
Pyro
vs Medic.png
Medic
As wit all classes, a Medic is a high-priority target in any game mode. In a one-on-one, his needles pack a bit of a punch, but travel in fairly predictable paths. Light him up and avoid his shots for maximum efficiency. His natural health regeneration and Blutsauger prevent afterburn from being fully effective, so secondary and melee attacks are appropriate. If he's not alone, focus fire on the Medic. The airblast is perfect for separating a Medic from his healing target.
Pyro.png
Pyro
vs Sniper.png
Sniper
The Sniper, perhaps the opposite of the Pyro, can be killed with any weapon in close combat. Beware of his Jarate, though, which can extinguish your flames, reduce your defense, and give him a shot at redemption. At longer ranges, stay out of sight if at all possible. Flare Gun shots can be dealdly as well as any Shotgun damage that lands, since his aim will jump. However, the Sniper can kill any Pyro too slow or too predictable to dodge a headshot. Huntsman arrows are both difficult to reflect, and devistating if used effectively.
Pyro.png
Pyro
vs Spy.png
Spy
The best way to find a spy is to check every teammate who passes by with a quick puff from a flamethrower, or any suspicious looking hiding spot. Once detected simply light the spy up and use your favorite weapon. Dead Ringer Spies can, however extinguish the fire with their watch, allowing a quick escape. Spray the area around his dead body, just in case. The Dead Ringer cloak shields a burning spy from damage, and generally cannot be killed until their cloak wears off, seconds later.|}