Difference between revisions of "Community Pyro strategy"

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* You can use the compression blast to knock enemy players into map hazards (such as the instant death pit on [[Steel]] or the trains in [[Well]]) or simply push them away if you cannot beat them one-on-one (such as if you encounter a Heavy around a corner).  
 
* You can use the compression blast to knock enemy players into map hazards (such as the instant death pit on [[Steel]] or the trains in [[Well]]) or simply push them away if you cannot beat them one-on-one (such as if you encounter a Heavy around a corner).  
 
** In [[Arena]] mode, using compression blast to knock your opponents off the map is a great way of tilting the odds in your team's favor.
 
** In [[Arena]] mode, using compression blast to knock your opponents off the map is a great way of tilting the odds in your team's favor.
** On [[Upward]], a similar strategy as above can be employed. Pushing the enemy off the edge of the map can easily break an offensive push or stop the payload cart at a critical moment.
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** On [[Upward]], a similar strategy as above can be employed. Pushing the enemy off the edge of the map can easily break an offensive push or stop the Payload cart at a critical moment.
  
 
* Compression blast can be used to blast enemies away from [[Health]] pickups they are trying to get. If paired with a Medic, this can be crucial in keeping your Medic alive.
 
* Compression blast can be used to blast enemies away from [[Health]] pickups they are trying to get. If paired with a Medic, this can be crucial in keeping your Medic alive.
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* If you retreat with your Shotgun while firing at an enemy Pyro you can cause him to advance with his Flamethrower. Switch to your axe and charge for a strong surprise attack.
 
* If you retreat with your Shotgun while firing at an enemy Pyro you can cause him to advance with his Flamethrower. Switch to your axe and charge for a strong surprise attack.
  
* While not as effective as the Axtinguisher with the "Puff and Sting," the Fire Axe can still deal significant damage to an enemy if you pin them to a wall or corner, and random critical hits can often have the same effect.
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* While not as effective as the Axtinguisher with the "Puff and Sting," the Fire Axe can still deal significant damage to an enemy if you pin them to a wall or corner, and random Critical hits can often have the same effect.
  
 
=== [[Axtinguisher]] ===
 
=== [[Axtinguisher]] ===
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* Spy-checking is one of the principal jobs of the Pyro. Any [[Disguise]]d or [[Cloak]]ed Spy will be lit on [[fire]] by the Pyro's Flamethrower and thus become obvious to teammates. The Pyro should therefore regularly puff a small burst of fire on any team member that has not indicated their true allegiance.
 
* Spy-checking is one of the principal jobs of the Pyro. Any [[Disguise]]d or [[Cloak]]ed Spy will be lit on [[fire]] by the Pyro's Flamethrower and thus become obvious to teammates. The Pyro should therefore regularly puff a small burst of fire on any team member that has not indicated their true allegiance.
  
* It is generally a good idea to spray into corners and niches to uncover Spies using the [[Cloak and Dagger]]. Most will often try to hide in a corner or in less-traveled areas to recharge their cloak, so be sure to check unsuspecting areas frequently.
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* It is generally a good idea to spray into corners and niches to uncover Spies using the [[Cloak and Dagger]]. Most will often try to hide in a corner or in less-traveled areas to recharge their Cloak, so be sure to check unsuspecting areas frequently.
 
** Be aware that some Cloak and Dagger Spies will hide out in the open to prevent from being exposed by Pyros checking in corners and niches. To counter this, be sure to check open areas as well.
 
** Be aware that some Cloak and Dagger Spies will hide out in the open to prevent from being exposed by Pyros checking in corners and niches. To counter this, be sure to check open areas as well.
** Simply patrolling an area and randomly puffing can often be enough to spook a Cloak and Dagger Spy into moving to avoid being lit on fire. If you know that a Spy is in the area, then try maneuvering around to force him into using up his cloak to avoid you.
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** Simply patrolling an area and randomly puffing can often be enough to spook a Cloak and Dagger Spy into moving to avoid being lit on fire. If you know that a Spy is in the area, then try maneuvering around to force him into using up his Cloak to avoid you.
  
 
* If you think that you've killed a Spy, it's a good idea to keep spraying the area where you saw him die with flames, as the [[Dead Ringer]] will extinguish Spies feigning death. Some Spies will try to trigger their Dead Ringer when knocked into the air for a Puff and Sting maneuver, so don't be fooled if the Spy suddenly dies from afterburn while in mid-air.
 
* If you think that you've killed a Spy, it's a good idea to keep spraying the area where you saw him die with flames, as the [[Dead Ringer]] will extinguish Spies feigning death. Some Spies will try to trigger their Dead Ringer when knocked into the air for a Puff and Sting maneuver, so don't be fooled if the Spy suddenly dies from afterburn while in mid-air.
  
* When dealing with Dead Ringer Spies, use your compression blast to prevent them from escaping once you ignite them. The Spy cannot be damaged effectively while the Dead Ringer is active, so your goal is to deny him his ability to escape, and hold him in place until his cloak runs out. Be sure to prevent him from getting any ammo to recharge his cloak, otherwise he may quickly decloak to have another feign death ready.
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* When dealing with Dead Ringer Spies, use your compression blast to prevent them from escaping once you ignite them. The Spy cannot be damaged effectively while the Dead Ringer is active, so your goal is to deny him his ability to escape, and hold him in place until his Cloak runs out. Be sure to prevent him from getting any ammo to recharge his Cloak, otherwise he may quickly decloak to have another feign death ready.
  
 
* Standing near a [[Dispenser]] will keep your primary ammo at its maximum, even while constantly firing. This can be used to guard [[Sentry Gun]] nests from Spies.
 
* Standing near a [[Dispenser]] will keep your primary ammo at its maximum, even while constantly firing. This can be used to guard [[Sentry Gun]] nests from Spies.

Revision as of 01:49, 8 November 2010

The Pyro is a close range class. He ambushes his enemies, or charges in disrupting enemy groups with a cloud of flame. He can usually ignite enemies and leave them to die from the afterburn, making him a very good hit-and-run class. He has a low difficulty curve so it's an easy class to first start playing, but due to the difficulty to completely master the compression blast, ambushing, and weapon-switching skills, the Pyro has become much harder to master in the recent updates.


General

  • Playing a Pyro requires a different mindset than other classes. Pyros are weak on frontal attacks—they will lose to most other classes if they see him coming. However, if they catch the enemy by surprise, Pyros are the most dangerous class in the game. Always try for an Ambush. Learn the maps and use side pathways rather than main ones. Use your speed to your advantage to flank the enemy team.
  • Pyros have relatively low health compared to other front-line classes but are also quite fast, so always try to use your maneuverability to your advantage. Whenever possible, try to circle-strafe around enemies to confuse and disorient your enemies. It is possible, albeit difficult, to take down a Heavy this way. You can also use your speed to get the drop on a group of enemies, ignite and damage as many as possible, and then escape before they can focus fire on you.
  • While the Pyro is a good offensive class, he can also be effective in defense, since it is easier to ambush enemies that are trying to proactively attack your teammates than ones sitting in prepared positions waiting for your team to come to them. Stand near the Capture point or Intelligence and ignite anyone who comes near with your Flamethrower.
  • The Flamethrower's short range forces the Pyro to sneak up on opponents and attack while they are distracted. Chase fleeing players into hallways or corners to increase your chances of seriously injuring or killing them. Keep in mind that an enemy goes 10% slower when running backward, so the pursuer has the advantage many times.
  • Try to avoid fighting enemies in open areas, where they will have room to maneuver and get out of range of your Flamethrower, and where enemies can easily engage you at long range. Try to engage your opponents indoors, where their lack of maneuverability works to your advantage and it is easy to back them into a wall or corner.
  • Charging into a group of enemies and setting them all on fire is a good way to sow chaos and disrupt an offensive push. Five incoming enemies are much more dangerous than four panicked, burning enemies looking for health packs and jumping into water.
    • If there is a Medic in the group make sure he dies first, otherwise your chaos and disruption will be turned into just so much wasted ammunition, and can in fact help the enemy Medic build his ÜberCharge faster by extinguishing your flames.
  • Weaker classes like Scouts, Engineers, Medics and Snipers tend to retreat when they are on fire. Light them up and quickly retreat, then return with your Shotgun drawn. They often give you an exposed back for your Shotgun shells. If set on fire, Medics may attempt to regain their health by shooting at you with the Blutsauger - either leave them to burn or switch to the Shotgun and pursue from a distance.
  • When the enemy retreats beyond your Flamethrower's range, be sure to switch to your Shotgun to continue damaging them. Combined with afterburn damage from the flames, it can often be enough to finish off almost any class.
  • Pyros wear flame retardant suits and cannot be ignited, but they still take contact damage from the flame particles. The Shotgun may be more useful in some cases for fighting another Pyro.
  • Use caution when fighting near water or a source of enemy healing, such as Health pickups, Medics or Dispensers, as these can extinguish a burning character immediately. If you believe the flames did enough damage before they were extinguished then use the Shotgun to finish off the enemy. If possible, try to pick up any health packs near burning enemies to prevent them from extinguishing themselves.
  • Using your Flamethrower on teammates is a good way to Spy-check. Only a momentary burst of flame is needed to ignite an enemy Spy; briefly puffing every teammate is a cost-effective method of minimizing Spy encounters.
  • The Flamethrower's compression blast ability makes the Pyro an invaluable minesweeper class. Use it to:
    • Push stickybombs away from important game objectives like Control Points or Intelligence. Deflected stickybombs remain dangerous to your team, but can also damage the Demoman who fired them. Deflected stickybombs do not deal Mini-Crits.
    • Deflect rockets, grenades, flares, Huntsman arrows, or Sandman balls back at the attacker or other enemies. Reflected projectiles deal Mini-Crits to enemies and are harmless to allies. Smaller projectiles like arrows, flares, or balls are much harder to reflect. Reflected arrows can Headshot enemies.
    • Reflect enemy Sentry Gun rockets for 135-147 damage, potentially killing the Engineer or other weaker classes. Be aware that you will still take damage from the Sentry Gun's bullets. This tactic is most effective in conjunction with a friendly Medic.
    • Knock enemies away from objectives like Control Points, and push them off maps or into environmental hazards.
    • Separate and distract ÜberCharged enemies.
    • Extinguish burning allies, saving them from extended burn damage.
  • If an Engineer has left a Sentry Gun near a corner, you can try to pop around the corner and take out the Sentry Gun at point blank range before it kills you. This works against Level 1 Sentry Guns but rarely Level 2 or 3, because of the knockback. Alternatively, you can "edge" the Sentry by approaching the corner and firing your Flamethrower without activating it, hopefully igniting the Engineer and forcing him to retreat. If the Sentry Gun is positioned somewhere other than a corner, it is possible to circle-strafe around even a Level 3 Sentry Gun and burn it down, but only if the Sentry Gun is not already aimed at your entry point.
  • An ÜberCharged Pyro can lay waste to a Sentry Gun nest faster than most other classes, but they are more easily thwarted by Knockback than other classes. They must get to point blank range before the Sentry Guns start firing. Use corners to your advantage, and the Medic should always go first to draw the Sentry Guns' fire and knockback. If you are using the Backburner, the enemy Engineer should die quickly. If you are using the regular Flamethrower, it can be helpful to compression blast him out of range of his gun to prevent him from repairing it, making it go down much faster.
  • The flames you see on the screen do not match the flames' "real" presence on the server, as the "real" flames lag behind the graphics. This is why it is easy to miss fast classes like Scouts and Demomen with the initial burst. In order to compensate, be sure to aim ahead of your target, so that they walk into the flame particles. This can be exploited to your advantage, especially against enemy Pyros - if you fire while retreating backwards in a straight line, an enemy Pyro pursuing you will not be damaging you due to the lagging flame hitbox, but will be taking damage from your flames despite visually being just outside them. (This Flamethrower Mechanics Video created by HvCTerr of the Steam Forums will demonstrate the projectile mechanics of the Flamethrower.)
  • The Flamethrower has a deceptively short range. Many new Pyros empty their weapon at a fleeing enemy to no effect. Also, when an enemy is fleeing, the lag between the "real" flames on the server and the graphics on your screen makes the range even shorter. If an enemy is more than a few feet away, switch to your Shotgun. Due to this lag, you have to lead off on strafing enemies. Another interesting note is that running forward makes each plume go a greater distance, but the same distance from your body because they inherit your momentum.
  • When flaming an enemy, it's best to listen for the higher pitched sizzling sound to know when you're actually hitting the enemy. The flames might be hitting the enemy on screen, but they won't cause damage unless you hear the sound. Turning on damage numbers and/or the hit sound can help you with tracking burning foes and exactly when you're hitting.
  • Without the need to reload, the Flamethrower can immediately use any ammo with which it is supplied. Standing next to a Dispenser can allow the Pyro to act as a stationary flame turret for guarding an Engineer fortification or the Intelligence room of CTF maps. A Spy cannot pass through without serious health loss and exposure.
  • Use alternate routes to organize a synchronized attack on the enemy, igniting them from behind while teammates attack from the front. This can be very effective on Defense, especially on 2Fort, running down alternate corridors to sneak behind Medics partnered with a Heavy.
  • Pyros are great when teamed up with other classes.
    • Pyros teamed up with Spies are great in crushing enemy defenses. The Spy can go on a rampage sapping enemy buildings, which allows the Pyro to quickly rush in and destroy the buildings using his Flamethrower. Engineers will be too busy removing Sappers to notice you. It is the quickest way to take down lone Sentry Guns (or even big groups if there are more Pyro-Spy teams working with you) within tight quarters.
    • Pyros can counter the three main enemies of Engineers: Spies, ÜberCharges, and Explosives. ÜberCharged opponents can be disrupted and kept away from Sentry Gun nests with the compression blast. Explosives (sticky bombs in particular) can be deflected away from the Sentry Guns, and a Spy would think twice about attacking a Sentry Gun with a Pyro next to it. When equipped with a Homewrecker to destroy Sappers, the Pyro is arguably as good a buddy to the Engineer as the Medic is to the Heavy. The ability to replenish health and especially ammunition from the Engineer's Dispenser is an added boon.
    • A Pyro and Soldier team can be a force to be reckoned with. The Pyro can deal with opponents close-in and deflect explosives away from the pair, and the Soldier can use his rockets to deal with opponents beyond the Flamethrower's range.
    • Pyros teamed with a Medic/Heavy combo make an effective combination: the Pyro can shepherd the Medic from close-range attackers and keep Spies at bay, while the pair can take out fleeing enemies on fire.
  • If fighting a Heavy that knows where you are in close quarters, you will surely die in direct combat. Instead, try to ignite the Heavy and then back off, then approaching from a different direction with the Axtinguisher to finish him with a swift Critical hit or two. Obviously, this works better if the Heavy is alone, and impossible to pull off if there is an enemy Medic or Pyro nearby. A compression blast can disorient a Heavy, ruining his aim and giving you more time to make the strike, or continue burning him with your Flamethrower. A Heavy can survive a single swipe from the Axtinguisher on occasion, but will die from the burn damage if he doesn't have the Sandvich or a Medic.
  • If you turn a corner and encounter a Heavy & Medic combo, it is best to disrupt the Heavy's aim with compression blast while retreating back around the corner. While it is possible to jump backwards and use the Minigun's knockback to help facilitate your escape, this is highly dangerous and is not a guaranteed method of survival.

Weapon Specific

Flamethrower

  • The Flamethrower is a close quarters weapon with a very short range. It is devastating at point-blank range and sets fire to all classes except other Pyros.
  • Medics, Dispensers, your team's Payload Cart, Jarate, medkits, compression blasts from other Pyros, and water will put out flames. If you want to keep the enemy ignited after they get out of range of your Flamethrower, try to deny these sources to your enemy.
  • The Flamethrower is very useful for destroying Buildings - Sentry Guns built near a corner can be destroyed without exposing the Pyro to its firing circle, and Sentry Guns built at a bad angle to an entrance can be rushed, circle-strafed, and destroyed without taking significant damage.
  • The Flamethrower's head can also be used to obscure the Pyro's head from Snipers in order to prevent a headshot. The Flamethrower is better in open ground or supporting roles when compared to the Backburner.
  • Additionally, since the Flamethrower's projectiles penetrate multiple targets, Buildings and players in the line of the stream may all be hit at one time, giving the Pyro some additional utility against groups.
  • Of note is the fact that walls do not obstruct fire unless they actually obstruct line of sight back to the origin point. This allows Pyros to spray fire through small cracks and crevices to hit targets on the opposite side much more effectively than hitscan bullet weapons can.
  • Mechanically, the Flamethrower is not a "line", "laser sword" or "cone". Instead, it functions very much like the needlegun. A stream of projectiles (fireboxes) is rapidly created near the Pyro's right ear. These projectiles follow a roughly straight path along the flamer's model, with some measure of scatter (this scatter creates the appearance of a cone). Each projectile does very little damage to a target, but their number, large size and rapid fire nature simulates an unbroken stream of fire.
    • Note that by reversing your viewmodels (ie., switching to left-handed models), the particle stream instead emerges from the left side. Left-handed players should be aware of this, as it can significantly impact firing around corners.
  • The Flamethrower is the in-between choice of The Backburner and The Degreaser based on ambusing vs. combined fire. (i.e. hitting burning opponents with the Shotgun.) The Flamethrower gives Pyros good enough capability to both ambush and use combined fire effectively. Mastering both methods of execution helps to maximize the Flamethrower's potential in both fields, making up for the lack of bonuses the other Primary Weapons dish out.


This Flamethrower Mechanics Video created by HvCTerr of the Steam Forums demonstrates the hidden projectile mechanics of the Flamethrower using simple debug commands that can be used by any client with console access enabled.

Compression blast

  • You can use the compression blast to knock enemy players into map hazards (such as the instant death pit on Steel or the trains in Well) or simply push them away if you cannot beat them one-on-one (such as if you encounter a Heavy around a corner).
    • In Arena mode, using compression blast to knock your opponents off the map is a great way of tilting the odds in your team's favor.
    • On Upward, a similar strategy as above can be employed. Pushing the enemy off the edge of the map can easily break an offensive push or stop the Payload cart at a critical moment.
  • Compression blast can be used to blast enemies away from Health pickups they are trying to get. If paired with a Medic, this can be crucial in keeping your Medic alive.
  • Enemy movement can be limited by well-timed blasts, such as preventing a Scout under the effects of the Bonk! Energy Drink from reaching his objective, or even to hold him in place until the effects wear off and he becomes vulnerable again.
    • You can also push enemies into corners to prevent movement and for easy follow-up. This method works well on Scouts if they are trying to escape.
    • In general, limiting an enemy's movements also makes it easier for your teammates to kill him. It can also be used to deadly effect with the "Puff and Sting" tactic; set a foe on fire, knock him into the air with compression blast while taking out your Axtinguisher, and then hitting him when he lands.
  • Remember that the compression blast can put out allies on fire. This allows Pyros to stop allies from sustaining burn damage, and can be especially instrumental in saving burning Medics on the front line as they can regenerate health and continue healing teammates. In some cases, stopping a teammate from burning to death until they can find some health can make all the difference.
  • One of the most useful roles of the compression blast is to knock back the enemy Intelligence carrier. On many CTF maps, the enemy will often resort to suicide Scouts and Spies to constantly touch the Intelligence and prevent it from returning to your Intelligence room. You can turn this against them by allowing them to pick up the Intelligence and then airblasting them back to your base, causing them to lose much more ground than they gain. It's best to tell your teammates not to kill the Intelligence carrier if this is your plan.
  • Depending on your timing, it is possible to deflect projectiles fired by an enemy back at his own team. This can significantly help your team as you deflect potential damage to your teammates away and turn it into damage against the enemy team. Projectiles that can be deflected include Sandman balls, Soldier rockets, Pyro flares, Demoman explosives (both types), Sentry Gun rockets, and Huntsman arrows.
    • Any deflected projectiles will automatically cause Mini-Crits on anybody enemies hit by the projectile, with the exception of sticky bombs from the Sticky Bomb Launcher or Scottish Resistance. If the projectile is already a critical, it will return as a critical as well. Jarate does not cause damage but will inflict Mini-Crits on any enemies hit by it, and Huntsman arrows can cause headshots if they hit an enemy in the head.
    • Remember that any sticky bombs that have been rolled away are still under the control of the enemy Demoman, and can still damage your teammates. If possible, try to blast them away from teammates. Pipe bombs from the Grenade Launcher will turn into your team's color, and cannot damage teammates, though you can still be hurt by them.
    • When you deflect a projectile, remember that you don't have to fire it back at the one who shot it. Any projectiles that are deflected will "re-fire" in the direction of your crosshair, so you can turn a rocket against a Soldier's teammates, or use a Sniper's Jarate to soak a Heavy-Medic pair, and so on.
  • It is very difficult to reflect objects at close range, so for these situations, extra attentiveness is called for. Watch a Soldier, count the rockets fired, and then when that hits four move forward quickly. He will load another rocket to bounce you away, and when you see the rocket reload finish (on his model) simply wait about a half second and airblast. With luck, you will airblast right as he fires.
  • Upon deflecting a projectile, its ownership is transferred to the Pyro. Therefore, it is possible to use explosives to perform explosive jumps. This can allow players to access areas that a Pyro normally can't, or to ambush enemies with unexpected maneuverability.
  • Deflecting special projectiles will retain those properties. When deflecting a rocket fired from the Black Box, you will gain 15 HP for every enemy that it hits, and deflected rockets from the Rocket Jumper will do no damage to the enemy or yourself.
  • Sentry Guns that are far away or sit around a corner can be compromised with their own rockets by using the compression blast. This tactic can be used to part an Engineer from his Buildings, destroy the supplying Dispenser, or cause a distraction long enough for another teammate to storm in and take care of the situation. The "gun" of a Sentry Gun will only deal about three shots per reflection if performed correctly.
  • The compression blast can also be used very effectively to stop enemy ÜberCharged pairs. Usually an ÜberCharged pair will ignore all other threats to attack the most threatening targets, giving you an opportunity to get in close and disrupt their plans. You can choose to block both players or try to separate the Medic from the ÜberCharged player. This works best when you are near ledges and cliffs. However, beware that if you try to block both players, the Medic's patient may choose to single you out for elimination.
  • Another effective defensive tactic is the shepherding of friendly Sentry Guns, stationary Heavies, capture points, etc. by deflecting incoming explosives. While it is unlikely you will stop all incoming fire, it is often enough to keep your allies alive against otherwise daunting odds. This is especially effective when the Sentry Gun is near a cliff (e.g. near the 2nd point on Badlands), as it is significantly easier to remove stickies from the blast range when gravity-assisted.

Backburner

  • Without the compression blast the Pyro has trouble against Demomen and Soldiers. However, the ability to deal more damage as well as inflict 100% Critical hits when attacking an enemy from behind means that it can take out low health classes extremely quickly, and even Chargin' Targe-equipped Demomen will die before they have time to react if you catch them from behind.
  • The Backburner registers up to approximately a 45° angle to the back of a target's left or right, i.e. roughly a 90° angle centered behind where they are facing. This is significantly smaller than the Spy's Backstab angle, which appears to be 160°.
  • The Backburner may be better for ambush and/or closer-quarters combat than the Flamethrower at times, though the lack of compression blast gives players fewer tactical options. It also denies them the ability to break the engagement and retreat should it become necessary.
  • While the narrow Crit area for the Backburner may prove difficult to account for with the hectic movement of combat (short of chasing enemies running in a straight line), an alternative is to find a group of enemies and strafe laterally behind them while firing your Backburner. While this is less likely to result in 1-second kills, the chance of finding and frying at least one open back is higher.
  • The Backburner is ideal in conjunction with an allied Heavy with Natascha. While his bullets slow down the enemy, sneak up behind slowed targets and light them up.

Degreaser

  • The Degreaser allows players to switch between and ready weapons faster than normal, giving players considerable flexibility. As a penalty, afterburn damage is reduced by 25%, meaning that enemies will take a maximum of 45 damage from being set on fire.
  • Due to the 65% decreased weapon switch time, the Degreaser is recommended for Pyros who quickly ignite enemies and Compression Blast them into the air for quick Shotgun blasts, Flare Gun or Axtinguisher kills.
    • Remember, "Puff & Sting" is only effective in rooms or smaller areas of combat. The Degreaser is an optimal weapon for "Puff & Sting" Pyros, but it must be used appropriately. In general, always try to apply the same tactics as with the Flamethrower, and never take enemies on in a head-on fight. Take small corridors and be prepared to blast your opponent into a corner and juggle, switching to your Axtinguisher for the final blow.
    • With good reflexes and timing, it is possible to quickly ignite and Axtinguish enemies without the need for the compression blast. Most enemies cannot react quickly enough to turn around to react before getting hit, and not using the compression blast gives them less warning, as well as negating the need to close the distance after knocking them away. This video demonstrates its effectiveness.
  • The Degreaser is great for dealing with Scouts that try to heckle you. The faster switch time applies to all weapons while the Degreaser is carried, so switching to and from your Shotgun can be done quickly.
  • If carrying the Flare Gun, it is possible to negate the afterburn damage penalty. After igniting an enemy, try to hit him with a flare as he retreats. The flare will deal Mini-Crit damage, and your opponent will take regular afterburn damage.

Shotgun

  • The Shotgun is the secondary weapon of the Pyro and should be used when the enemy is out of range of the Pyro's Flamethrower.
  • It can also be used against enemy Pyros as the Flamethrower does not ignite them, although it still does significant damage at closer range.
  • The Shotgun is an excellent weapon to follow up from an attack with a Flamethrower. It allows you to deal damage from a safer distance (against Soldiers, who will destroy you with rockets at close range) and the enemy will still suffer from the afterburn damage.
  • Consider switching to the Shotgun when moving in open spaces, as the short range of the Flamethrower will make it mostly ineffective in defending yourself (save the compression blast's effects against projectiles). Keep the Flamethrower for confined spaces.
  • The Shotgun is also a good sneaking weapon for the Pyro. Its shape is less visible than the Flamethrower's long nozzle, yet it allows the Pyro the ability to deal a fair amount of damage quickly if caught while not limiting the player to melee range like an axe would.
  • An often overlooked option for Pyros is igniting a foe, using the compression blast to disorient them, then blasting the target with Shotgun pellets. While less immediately lethal than the "Puff and Sting," it also avoids the risks of closing the range with some classes, as well as allowing a Pyro without the unlockable weapons to still have a fighting chance. This works particularly well against enemy Pyros against whom the Axtinguisher cannot one-hit kill.
  • If forced to cross open ground where enemy Snipers are known to be on the lookout, consider firing the Shotgun at them after leaving cover. While not as useful as the Flare Gun in keeping them suppressed, Shotgun rounds can shake the scopes of rifle-carrying Snipers long enough get back to a safe spot.
  • If you are a good shooter, the Shotgun actually overpowers the Flamethrower in a close up fight against a single target. If your accuracy is above average while playing, play using the Shotgun as the primary weapon and the compression blast of the Flamethrower for defense and other uses.
  • The Shotgun is great for taking care of fleeing enemies. Many players will run from a Pyro, or at least try to keep away from your Flamethrower. Pull out the Shotgun and fire a few shots to bring down their last bit of health, or trick them into coming closer.

Flare Gun

  • Your Flare Gun is great against groups, holding down corridors, against slow enemies (like the Heavy), or against stationary enemies (like Engineers and scoped Snipers). If the enemy did not see you fire the flare, they might assume they are being attacked at point blank and try to find you or retreat to find either a Medic or health pack to put out the flames. This can be useful in forcing enemies to retreat and taking pressure off of your teammates.
  • A good general rule is that the usefulness of the Flare Gun over the Shotgun is directly proportional to the number of people playing the game, although this rule carries exceptions. In games with lots of Pyros on the opposite team, it is a good idea to pick the Shotgun over the Flare Gun.
  • The Flare Gun projectile will arc slightly over longer ranges just before it burns out. Be sure to compensate for this by aiming higher at longer ranges.
  • The Flare Gun does not have falloff damage, meaning that it does the same amount of damage at all ranges. The projectile is hard to dodge at medium ranges, and enemies may run into it by mistake.
  • A great use for the Flare Gun is to heckle enemy Snipers; Snipers carrying the default Sniper Rifle cannot aim properly if they are on fire, so setting a Sniper on fire at a distance may force them to temporarily retreat to find water or a health pack, which can assist in your team's offense or defense at the right moment.
    • On top of that, Snipers equipped with the default Sniper Rifle will usually be sitting targets for your flares. But beware that you're exposing yourself to the Sniper's fire by doing this, so be careful when shooting flares at Snipers.
  • The Flare Gun is much less powerful against Pyros because they cannot catch fire, but don't underestimate the contact damage the flare itself deals. At longer ranges, the Shotgun's pellet spread and damage falloff will give you the advantage against enemy Pyros.
  • While the Flare Gun will not ignite anybody in water, the projectile itself can still cause contact damage. However, the Flare Gun itself cannot be fire while the Pyro is underwater.
  • 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 or has already been hit by one flare. Two successive flares including the after-burn at long range is enough to kill any medium or low health class, while three to four flares spread out can even kill Heavies. Be sure to keep track of how long an enemy has been burning and time a flare to deal maximum damage.
  • A useful side effect of the Flare Gun is simply as a target marker — simply lighting up opponents can have benefits. Even when the damage of a single hit may not be significant (for example, against an enemy Heavy), a burning opponent will often serve as a beacon that your teammates will fire upon. This is especially useful against opponents who are concealing themselves in dark spots of the map, and can completely ruin a Spy's stealth capabilities.
  • You can trick enemy players that are unaware by shooting them with The Flare Gun and running away. If they follow you, without shooting, turn around and hit them with your Axtinguisher for a nasty surprise. If they run away for a medikit, keep attacking them.
  • If you are using the Flamethrower and dealing with a deadly close-range enemy (Pyros excluded), you can light them on fire and airblast them away, then use your Flare Gun to deal Mini-Crit/Critical hit damage from a distance.

Hadouken

This attack is rarely effective, especially in serious combat situations. However, with good timing, there are places where this can be as deadly as the Knife.

  • At the beginning of a round, on a level with setup time (like Gold Rush or Dustbowl), taunting with 0:01 left on the timer will cause the taunt to launch just when the gates open, to get inattentive players.
  • This can also be a good defense against rushes. While defending a point (such as Dustbowl first point, stage 1) fire at oncoming enemies with your Shotgun (or Flare Gun). When you see a group rushing forward, wait until they're about 15 feet from the door, hide around the corner, and perform the Hadouken. If you're lucky you could get an un-Übered player. The other main times Hadouken can be effective are during stalemate and humiliation.
  • If able to get to a Sniper or an idle, non-moving player, this taunt can be perfect for a surprise attack/humiliation.
  • This taunt can take out multiple enemies, so it is very useful against groups of enemies but only if timed perfectly.
  • Hadouken can also destroy Sentry Guns, Dispensers and Teleporters. However, it's not very effective as a means for taking down Sentry Guns because that will almost always require you to be ÜberCharged.
    • A scenario in which this method is useful is when a Sentry Gun is being deployed after being carried by its Engineer. While the Flamethrower is not able to out-damage the rapidly healing building, using Hadouken will instantly destroy it. A disadvantage of this is that even though you're safe from the Sentry Gun's fire, you can't run or retaliate if an enemy attacks you.

Fire Axe

  • The Fire Axe is the default melee weapon of the Pyro and is usually infrequently used given that the Pyro's primary and secondary weapons also excel at close range and offer superior damage output.
  • When used, its effect is much more likely to be passed off as a stray bullet from outside the target's field of view than being attacked by the Flamethrower is. To this end it can be used to knock down a target's health before attacking with the Flamethrower.
  • Additionally, because the Flamethrower does not ignite Pyros, the Fire Axe is more viable against them than the Axtinguisher.
  • If you retreat with your Shotgun while firing at an enemy Pyro you can cause him to advance with his Flamethrower. Switch to your axe and charge for a strong surprise attack.
  • While not as effective as the Axtinguisher with the "Puff and Sting," the Fire Axe can still deal significant damage to an enemy if you pin them to a wall or corner, and random Critical hits can often have the same effect.

Axtinguisher

  • The Axtinguisher is best used as an ambush weapon. It is not recommended to be used in direct combat due to the time necessary to switch between weapons, unless carrying the Degreaser. Furthermore, as a melee weapon, it requires the player to move in close, which cannot be done easily whilst under fire.
  • Setting your foe on fire with the Flamethrower or Degreaser and then knocking them into the air with compression blast, then finishing them with the Axtinguisher is also a very effective tactic, called the "Puff and Sting". Blasting your target into a corner or into a wall will restrict their movements (against Scouts, a second blast may be required as they can double-jump away after the first blast), disorient them and making it harder for them to hit you, and line you up for a perfect chance to land the killing blow as the enemy is coming down.
  • The extremely high damage (all classes bar Heavy, unless they are overhealed, fall to one Crit swipe of this axe) makes it very useful when ambushing classes with high health, such as Heavies, Soldiers and Demomen. It is often preferable to use the Axtinguisher in these situations because these classes can easily outdamage a Pyro if they have enough time (it is useless against Pyros and anyone underwater). Additionally, it can easily damage an alight and cloaked Dead Ringer Spy.
  • The Axtinguisher can also be used to finish off a Heavy you attacked with a Backburner as they turn around.
  • If used to ambush bigger classes, the Flare Gun may give you a better chance of successfully landing an Axtinguisher hit, as it lets you set them on fire from a longer distance and thus gives you more time to switch to the Axtinguisher as you close the distance, as well as making them burn longer as you close in. Furthermore, a stray shot from the Flare Gun is considerably less likely to make the enemy turn around than multiple hits from a Flamethrower. However, your aim with the Flare Gun must be very precise, as a missed flare passing right past them will alert them to your presence.
  • Due to the fact that both the Axtinguisher and the Backburner are often used for ambushing enemies, having both of these items equipped at the same time may be redundant. Because of this, in most situations it is advantageous to equip the Flamethrower when you are using the Axtinguisher.
  • If you have more than one Pyro on your team, consider pairing up with them using just the Axtinguisher. One Pyro setting players on fire, with another hacking away immediately afterwards can be a very devastating combo given the right circumstances.
  • The Axtinguisher can be used as a very effective direct combat weapon with the Degreaser and its very fast weapon change speed.

Homewrecker

  • Unlike the Axtinguisher, which is an anti-player weapon, the Homewrecker is designed for destroying buildings. The Homewrecker's double damage makes it a boon against Engineer nests, but its 25% damage reduction on players means that its niche is quite specific.
    • The Homewrecker is also capable of destroying Sappers built by Spies with a single hit. This can allow Pyros to save Engineer buildings quickly if the Engineer is too far away.
  • The Homewrecker can readily two-shot any building at full health in 1.6 seconds, or 0.8 seconds after the first swing, which is marginally less time than a Backburner in certain circumstances.
  • The Homewrecker is more subtle than a Flamethrower, so a sneaky Pyro could theoretically sneak behind the front lines and destroy a Teleporter Entrance in two swings without drawing the attention of opposing players turning around at the sound of fire.
  • A Pyro with the normal Flamethrower or Degreaser and the Homewrecker equipped is the best friend to any Engineer. Constant flames will keep out Spies, while the Compression Blast throws rockets, grenades and otherwise lethal stickies away as well as toss ÜberCharged players away, and the Homewrecker stops the Sappers of any Spy that manages to get through.
    • Keep a Homewrecker equipped in your Pyro loadout if you aren't currently playing as Pyro. Doing this will allow you to quickly switch to Pyro and destroy Sappers on friendly Teleporters if you spawn and witness/find them being sapped.
    • With the Degreaser equipped, you will need to account for less weapon switching time when moving between a Spy and his Electro Sapper. This means you can easily ignite and airblast the Spy away, switch and destroy the Electro Sapper, and then switch back to finish the Spy off.
  • It is possible, although difficult, to circle-strafe around a Sentry Gun whilst attacking it, and avoid damage completely. This should only be attempted if the Sentry Gun is initially facing away from you.

Powerjack

  • The Powerjack is a good offensive alternative to the Axtinguisher, but it leaves you without a quick and decisive way to take out heavier classes decisively via the use of "Puff and Sting." However, the tactic is still valid for cornering enemies due to the Powerjack's higher damage.
  • Because the Powerjack restores 75 HP upon killing an enemy, it is a useful weapon for fighting in areas where health pickups are rare.
  • You will still recieve the +75 HP bonus if you strike a player with the Powerjack, then quickly finish them off with another weapon.
  • As long as you currently have the Powerjack out, killing enemies through other means will still give you +75 hp. This is useful when compression blasting enemies off cliffs and quickly switching to the Powerjack for the health gain.
  • Even at full health it can be beneficial to try to kill with the Powerjack; the +75 HP from a kill can push your health over the maximum, providing a temporary Overheal.
  • Remember the Powerjack's extra damage, and that in some situations where flames will be ineffective (such as against other Pyros) it is a much more viable weapon.
  • Also note that the Powerjack cannot randomly Crit; this will not be an issue on servers with random criticals disabled, but on other servers it may be something which stops you from using it.
  • If possible, try following up a reflected rocket with a Powerjack strike. The enemy's health should be low enough for you to deal with them in one hit, unless they are an overhealed heavier class or a Heavy.
  • Despite being one of the most powerful melee weapons in the game, the Powerjack's inability to deal random Crits means the average damage done per hit - 81.25 - is slightly less than a regular melee weapon; regular melee weapons have a 15% Crit chance and therefore deal an average of 84.5 damage per swing (97.5 when the recent damage modifier is at maximum). That said, its average damage output is more consistent and reliable than the Pyro's other options.
  • The Powerjack is a very useful weapon during arena and during sudden death modes since the +75 hp per kill can quickly heal you.

The Gas Jockey's Gear Set

  • 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 CP_Steel.
  • The 10% movement speed increase this loadout grants you is helpful when flanking and ambushing enemies, and also allows you to dodge more readily.
    • Your modified speed of 110% also makes Medic hunting slightly easier as you're marginally faster than the Medic, who moves at 107% speed.
  • The 10% bullet vulnerability you receive means you will have a harder time directly attacking enemies such as Heavies, Scouts, and even Sentry Guns. Engineers and Soldiers can also more easily deal with you using their non-explosive weapons.
  • Wearing the Attendant may telegraph your bullet weakness to any enemies who catch a glimpse of you, and cause them to play to your weaknesses accordingly. If you do not want to take advantage of the pack bonus but want to use its weapons anyway, wear another/no hat to prevent this from happening.
  • Your increased speed can help you defeat Spies and Medics since you are now faster than them. This is especially helpful against killing Dead Ringer Spies and fending off Medics if they aren't quick enough to run away from your sight.
  • You can wear this set and still be able to choose your own secondary weapon. If you can use both weapons efficiently, take advantage of their differing qualities at different ranges by switching between them . (i.e. Shotgun for ambushing, Flare Gun for long range, etc.)
  • Heavies wielding Natasha are a powerful weakness of Gas Jockey Pyros, especially if the Heavy is overhealed. Their high-rate of fire combined with a consistant slow down can take a huge advantage of your bullet weakness and nullify your speed bonus. If you are wearing the set, then avoid Natasha-wielding Heavies whenever possible.

Spy-checking

  • Spy-checking is one of the principal jobs of the Pyro. Any Disguised or Cloaked Spy will be lit on fire by the Pyro's Flamethrower and thus become obvious to teammates. The Pyro should therefore regularly puff a small burst of fire on any team member that has not indicated their true allegiance.
  • It is generally a good idea to spray into corners and niches to uncover Spies using the Cloak and Dagger. Most will often try to hide in a corner or in less-traveled areas to recharge their Cloak, so be sure to check unsuspecting areas frequently.
    • Be aware that some Cloak and Dagger Spies will hide out in the open to prevent from being exposed by Pyros checking in corners and niches. To counter this, be sure to check open areas as well.
    • Simply patrolling an area and randomly puffing can often be enough to spook a Cloak and Dagger Spy into moving to avoid being lit on fire. If you know that a Spy is in the area, then try maneuvering around to force him into using up his Cloak to avoid you.
  • If you think that you've killed a Spy, it's a good idea to keep spraying the area where you saw him die with flames, as the Dead Ringer will extinguish Spies feigning death. Some Spies will try to trigger their Dead Ringer when knocked into the air for a Puff and Sting maneuver, so don't be fooled if the Spy suddenly dies from afterburn while in mid-air.
  • When dealing with Dead Ringer Spies, use your compression blast to prevent them from escaping once you ignite them. The Spy cannot be damaged effectively while the Dead Ringer is active, so your goal is to deny him his ability to escape, and hold him in place until his Cloak runs out. Be sure to prevent him from getting any ammo to recharge his Cloak, otherwise he may quickly decloak to have another feign death ready.
  • Standing near a Dispenser will keep your primary ammo at its maximum, even while constantly firing. This can be used to guard Sentry Gun nests from Spies.
  • If you are primarily Spy checking, having the Homewrecker equipped allows you to stop the Sappers of any Spies that do manage to get past you and/or kill the Engineer.
  • If the Spy starts firing at you in an encounter, then make sure to strafe and use your speed to your advantage to make his shots more likely to miss. A Spy's Revolver is perfectly accurate every 1.25 seconds between bursts, can do more damage than your Shotgun at mid-range, and fires at a faster rate than your Flare Gun. Be sure to get the Spy on fire first before he starts to attack as it may throw off his aim, and the afterburn can help add damage along with your secondary weapon.
  • Be wary of Spies with the Ambassador who have mastered their aim. Be sure to keep moving and strafing to throw off his aim as you attack.
  • Have a good ear. Listening and recognizing various sounds that are associated with Spies can save someone's life or Sentry in seconds. Be sure to recognize the sound of de-cloaking, sapping, backstabbing a Razorback, and screaming from a teammate that was backstabbed.
  • Have a good eye. A Spy can do most of his tasks in less than a second before anyone recognizes that a Spy was in the area. Be sure you can recognize enemy-team Cloak glow, disguise smoke, a teammate suddenly disappearing silently (Your Eternal Reward), liquid effects dripping (water, Jarate, Mad Milk), and bleeding effects.

Map-specific

2Fort

  • When playing as RED you can catch a glimpse of the attackers as they cross the bridge. Hiding in the battlements and jumping down to flank a wave of attackers is a very effective way of disorientating and breaking the assault.
  • You can also hide in the metal grill room and drop down behind the enemy as they pass through.
  • Hiding in the corner alcoves next to front doors is an effective way to ambush intruders especially preoccupied Heavy-Medic Combos.
  • If you wish to be a defensive Pyro in 2Fort, remember to have the Backburner equipped alongside your Homewrecker. You can protect your Intelligence, your Sentry Guns and yourself having the critical power of the Backburner to surprise enemies, and a Homewrecker to save your friends sentry if necessary.
  • An ÜberCharged Pyro can clear an entire Sentry locked area with ease, as long as they have the original Flamethrower. Most Sentry Guns sit up top just outside the battlements. Using your compression blast, you can knock back a burn the enemy Engineer with ease while still doing damage to the Sentry Gun. Some would recommend the Homewrecker for clearing a Sentry Gun, however, this leaves you at a disadvantage in being unable to knock back the Engineer as he heals his Sentry Gun, or even worse, you could find yourself getting air blasted by another Pyro, with no way of pushing him back. Burn the Engineer and knock him away, then burn down the Sentry Gun.
  • Out on the Sniper top, a skilled Pyro can use Airblast to knock back enemy arrows or rockets coming towards their Sniper Pal's.
  • If the sewers are unguarded, a Pyro can use them to get into the enemy base, head to the exits and roast anyone coming from the battlements.
  • Pyros are also useful for ambushing enemies coming from the sewers.
  • The Pyro's Homewrecker is useful for breaking Engineer's nests which are often prevalent in the teams' respective bases.

Granary

  • The control points are prime Pyro targets on this map. Try to enter these areas via the central channels and Strafe through the Control point and out the other side.
  • Run past the health pick ups and repeat the Strafing run.
  • Sentry Gun emplacements can be attacked from round the corner or if you feel suicidal start the Flamethrower and turn the corner and face the gun directly.
  • On defense the same tactics as above apply but with the point being you are defending the point.
  • Also on defense defend those Sentry Guns from the inevitable Spies. Get your Engineer to place a convenient Dispenser and you need never move an inch while the Sentry Gun takes care of all the attackers.

Gravel Pit

  • Take the road less traveled. There is almost always more than one way to a given point on the map, so check which way the majority of the team is going, and go the other route. This will go a long way to setting the Pyro up as an effective Flanker.
  • Point A is often undefended, and the enemy knows this. If you hide underneath the capture point (in the shack with the healthpack), you can often set the enemy team ablaze by coming up the stairs. At worst, you'll just be a minor annoyance and slightly delay their capture. At best, you'll kill a few players and force an ÜberCharge. Either way, you'll have respawned before they can get to point B.
  • Your compression blast is invaluable on point C, both on RED and on BLU. Use it to force defenders off the point or deny a rocketjumping Soldier from accessing it.

Well

  • Use underwater passages to reach the enemy side of CP3, ambushing them. The bridges will provide you cover. Swim under one and hold SPACE so the character won't drown continuously. Players rarely go underwater so nobody will notice you. Even Scouts and Spies tend to swim straight to the CP3 without looking at their surroundings. From here you have a vast choice of ambushes that you can concentrate on. You can head to CP3 and strike the other team from the back, as well as hide within CP2 as nobody expects an enemy down there.Alternatively you can stay under the bridge and wait for an incoming enemy. Players rarely look back so whenever one runs past the bridge, it is your chance to get behind him and roast him, before he realizes what hit him.

Dustbowl

  • While defending Stage 1 Cap 1, stand on the small shack by the left entrance and hide yourself so that people coming out can't see you. Wait for them to pass and drop down and burn them from behind.
  • While defending Stage 2 Cap 1, the defending Pyro can stand to the left of the attackers' spawn point and catch them off guard here. There is no health and ammo for the Pyro in this area so unless you've got a Medic healing you, it is best to leave if you are too wounded. Remember: Spawn Killing is not accepted among many players and can result in a bad reputation for that player.
  • While defending Stage 2 Cap 1, guard the capture building and burn anyone who comes in. This is an excellent place for Pyros because it is got a large med kit, a medium med kit, a large ammo pack, and a medium ammo pack.
  • While defending Stage 2 Cap 2, stand on top of the wooden walkway over the entrances and drop down on enemy forces.
  • When defending Stage 3 Cap 2, watch the house that is to the left of your spawn. Prevent Engineers from building up there and be sure to kill any enemies that bunch up in there.
  • While defending Stage 3 Cap 2, stand on the ledge above the exit to the underground tunnel on your right and drop down when enemies come out.

Hydro

  • A complex map but the numerous choke points and stairwells make ideal spots for an ambush.
  • A particularly useful spot is underneath the stairs as your flames can go through the steps. This is particularly effective against Demomen who launch a full clip of grenades and then descend the steps thinking they are safe.

Badwater Basin

  • The Pyro is useful in defending the first area as the high ground advantage means you can drop behind unsuspecting attackers for an ambush, which can be especially effective if the Backburner is used (though it is worth waiting until you are right behind your target before firing, as the characteristic sound will prompt them to turn around, thus reducing the ambush's overall effectiveness and success rate.
  • On attack, a Pyro can clear out the Sentry Guns that may be situated around the map fairly easily with an Über, as most of the key Sentry Gun spots are around a corner (allowing you to instantly start damaging the Sentry Gun as soon as you round it), especially the possible Sentry Gun in the overhang next to the capture point. However, if attacking Sentry Guns on higher ground, be careful of defensive Pyros compression blasting you down to lower ground, wasting your Über in the process.
  • The second point's various corridors are a Pyro's perfect spot for ambushes, as the close range capabilities of the flames will render enemy attempts to escape useless, and the Backburner will be good if ambushing from the stairs behind the roof, allowing you to catch and kill enemies making trips between the ground floor and roof before they can have a chance to react. However, the Sentry Guns possibly on the roof will be difficult to kill unless you are careful to edge them or can strafe around them easily (if not, an Über will help). Once again, be careful not to be compression blasted to the ground floor on either side.
  • A defending Pyro's main job at the second point is to stop defend the Sentry Guns that may be on the roof or ground floor from Spies, other Pyros and ÜberCharges, and to ambush these charges pre-emptively to hopefully trigger their ÜberCharge earlier than they should. If an ÜberCharge makes it up to the roof, use the compression blast to blow them off the roof and waste their chance to push the point (if you can blast the Medic off too, all the better as otherwise they may go on to another player to do the damage). If you have the Backburner, strike from behind a charge after they have pushed, to hopefully mop them up while they're exposed.
  • The third point is difficult to attack as a Pyro without an ÜberCharge, as there will be Sentry Guns put next to the track at some point, as well as any incoming fire from the upper walkways. However, you can use the rockets and grenades fired at the area entrances to harass enemy players should they try to push in to your side, and to defend Snipers shooting from the bottom of the gully and the top left corridor. If you have an ÜberCharge or there are no Sentry Guns around the gully, you can jump down to surprise enemy Snipers and other classes (though watch out for Spies and charging Demos in doing so).
  • Playing the defensive Pyro is useful on the third point as your compression blast will save Sentry Guns by blowing Übers back around the corners they are advancing from, and also allow you to reflect any long range rockets or projectiles coming from the far right corridor. Watch for Snipers in doing so though, as they may kill you before you get a chance to send a rocket their way. If the BLU team have advanced to the main courtyard though, you can jump down from the upper right balcony to ambush enemies near the health and ammo kits, and destroy any Buildings an Engineer may be setting up (this will be less effective however if someone sees you jump down, as it leaves you to be airshotted by Soldiers or Demomen and immobilized by other Pyros).
  • The last point's main area is a problem for BLU Pyros as it is so open, and will also have Sentry Guns ready to ambush you as you drop down from the walkways and windows. As such, try keeping to the areas near the sniping watchtower to stop any ambushes or attempts to push your team out, and only move into the main area when you know there are no Sentry Guns around. Alternatively, stay near the main chokepoint above the stairs and compression blast any grenades, stickies or rockets back down the ramp to hopefully deter enemy Übers and pushes in. When your team has pushed in, you can harass players coming out of the lower spawn by hiding in the stairwell and attacking them from behind as they try to rebuild or hold the rest of your team off.
  • On defense, the Pyro's job is to keep the BLU team in the third point's main area for as long as possible, preventing their Snipers from reaching the windows on either side of the cart's path and stop them from building Sentry Guns to limit your team's space to move in. When your team pushes out, try to lie in wait in alcoves or around corners so when the BLU team pushes back in you can get rid of at least one of their players and retreat quickly. When Übers push in, as usual use the compression blast to protect Sentry Guns, by blowing them either into the middle of the area (where all possible Sentry Gun spots can hit them when it wears off) or up the ramp to waste time once again. Also be sure to Spy-check around the upper right courtyard as it is a hotspot for them, as well as deal with any camping Snipers in the tower.

Gorge

  • The first yard and point areas of Gorge are not very suited to Pyros, due to the wide open spaces and few hiding spots. However, an airblasting Pyro can do wonders, either reflecting any projectiles fired at the BLU spawn towards unsuspecting REDs or preventing the BLU team fom picking off targets at a range.
  • The halls connecting the two points also accommodate this tactic well, also providing extra cover to strafe in and out of.

Attack

  • As above, use the airblast to devastating effect in the spawn doors by nullifying any suppressing fire as well as clearing the way for your team.
  • The Flare Gun can be useful here, as you can fire across to the other side of the map at still or slowly moving targets (such as spun up Heavies). Do not expect to get consecutive hits, though, as the area has too many exits and pieces of cover for the RED team.
  • The small hut with the health and ammo kit may house some enemies waiting for either of these pickups to respawn. Flush them out and use the tight space to your advantage.
  • Be careful of Soldiers or Demomen firing down from the central containers,upper walkways or the roof of the hut. Once again, use your airblast to avoid their fire and try to take them down in the process.
  • The interior area between the yard and the main point area has some dark corners and alcoves to hide in. Should the RED team try to push back in, use these to get the drop on them as they pass by.
  • Try running around the far right side of the gorge, hiding behind the crates if necessary. You will out of the range of any Sentry Guns most likely, and can easily reflect anything fired at you back at the original owners/the Sentry Guns due to the mid to long distance between you.
  • The far left side has a walkway that you can use to access the left side of the RED base. Use this to your advantage by surprising them with the Backburner, but make sure that there are no Sentry Guns stopping your advance or Snipers aiming from the right garage door at you.
  • The upper walkways between the points make good ambush spots, as do the other pieces of assorted cover. Using the Backburner here to stifle RED pushes will work well, and if you are running in the same direction as them you will likely end up in a safe zone where your teammates are.
  • The tight spaces of the interior hallways are good places of Spies to hide, so be sure to check them regularly.
  • When attacking the last point, try standing away from the point in the shadows if your team is already at the maximum capturing speed. This allows you to ambush any RED players trying to block the point, and also airblast them off the point should they be too strong to kill immediately.
  • If the point is being captured by a single Scout or Soldier/Demoman with the Pain Train, move towards the main enemy spawn door and block their way with a series of airblasts. While it won't stop enemies coming out of the upper middle spawn door, at the very least you can buy some time for your team and also force all potential targets into coming at the point from one direction.

Defense

  • If the attacking team pushes in with an ÜberCharge, airblast them back into the spawn. You may die doing this, but it wastes precious seconds of charge for them.
  • Use the airblast to deflect any projectiles being fired at friendly Sentry Guns or players from long range, and be sure to get ammo regularly when doing so.
  • Check for Spies in the interior area behind the main yard regularly, as it is a popular place for them to uncloak and surprise your teammates from behind (especially any Sentry Guns or Engineers located in the upper right room).
  • The main point area is too open for you to regularly run across the gorge and surprise the BLU team, so try mixing it up a little by going under the bridge and waiting for them to attack the point, or hiding in the windowed corridors next to the end of the bridge. Be careful of Snipers also, as they can aim over the top right hill and hide behind cover easily should they be allowed to stay there.
  • Once again, use the compression blast to stop friendly Sentry Guns from being destroyed with long range rockets, and Spy-check regularly (this is especially important here, as there is an open door straight behind your lines, which could cause problems if you don't eliminate threats early).
  • When defending the last point, do not try to take the BLU team from behind. The main path to the point is too linear, and you will be spotted by BLU players running from spawn regularly.
  • As the BLU team jumps down onto the point itself, use the compression blast to keep them in the air and disorient them. Remember, the more time of theirs you waste, the smaller the chance of them being able to destroy any Sentry Guns is.
  • You may also be able to hide behind the crates in the main hall adjacent to the point, and use the Backburner to do considerable damage to attacking enemies. Be sure to keep another weapon out though while waiting, as the flamethrowers will make you stick out and put all your efforts to waste.

Pipeline

  • While moving the cart, defend your team from incoming explosives with your Airblast if you are not using the Backburner. Remember that the cart essentially gives you unlimited ammunition, so spray fire in all directions to detect Spies.
  • Attacking the enemy cart head-on is not a good idea, as your afterburn is rendered useless with the cart's healing.

Section 1

  • Make extensive use of the side route on the left to get behind the enemy. Use this path to attack the enemy Snipers and assist your Spies with removing Sentry Gun nests.
  • The Flare Gun is very useful in igniting the enemy Snipers attempting to shoot at your cart.
  • If your cart is near the end, consider sneaking around and dropping on top of it, using your Airblast to knock away foes and protect yourself long enough to finish the capture.

Section 2

  • In the main hallway, protect your cart from incoming projectiles with your Airblast. You will be able to see them coming from a long distance away.
  • Use the side route often to ambush your enemies. The route opens up above the enemy base, allowing you to plan an attack to kill enemy Snipers, destroy Sentry Gun nests or assault the cart. Consider taking the Backburner to clear the enemy cart off quickly.
  • The narrow pathways make Spy-checking much easier, if you know the enemy has a Spy, use puffs of flame in corners and hallways to find them.

Section 3

  • The abundance of deep water and lack of flanking paths makes this section of the map difficult for Pyros to work effectively on. Do not rely on Afterburn to kill anyone.
  • Attack the enemy Snipers in their bunker when possible to keep your teammates protected as they move the cart.

See also