Difference between revisions of "Anti-Pyro strategy"
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[[File:Pyrohumiliation.png|right|175px|Eeuaghafvada...]] | [[File:Pyrohumiliation.png|right|175px|Eeuaghafvada...]] | ||
{{Quotation|'''The Demoman'''|Go to hell and tell the devil I'm comin' for him next!|sound=Demoman_dominationpyro03.wav}} | {{Quotation|'''The Demoman'''|Go to hell and tell the devil I'm comin' for him next!|sound=Demoman_dominationpyro03.wav}} | ||
− | The '''[[Pyro]]''' is a | + | The '''[[Pyro]]''' is a hardy 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 than aiming and has leeway when fighting at close range. Additionally, the Pyro has access to the [[compression blast]], a powerful source of utility that allows 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 == | == General == | ||
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| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]''' | | align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]''' | ||
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− | * | + | * The Pyro only travels at the standard movement speed and is susceptible to being outmaneuvered or even defeated before he gets too close. |
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| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]''' | | align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]''' | ||
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− | * The Pyro is strong at close range but has no effective long range weaponry. | + | * The Pyro is strong at close range but has no effective long range weaponry. Keep your distance to prevent much of the Pyro's possible damage. |
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* It is very difficult to escape the Pyro's Flame Thrower once caught, so take note of routes he can take so that you can repel him before he reaches you. | * It is very difficult to escape the Pyro's Flame Thrower once caught, so take note of routes he can take so that you can repel him before he reaches you. | ||
** If you can't escape the Pyro, try to weaken him for your teammates before he kills you. | ** If you can't escape the Pyro, try to weaken him for your teammates before he kills you. | ||
− | * Extinguish yourself as soon as possible once he sets you on fire to reduce [[afterburn]] damage. | + | * Extinguish yourself as soon as possible once he sets you on fire to reduce [[afterburn]] damage. Keep in mind where you can find medkits or allies who can extinguish you. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Backburner}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Backburner}} + '''reskins''' | ||
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* Watch your surroundings at all times to reduce the chances of a successful ambush by a Pyro. | * Watch your surroundings at all times to reduce the chances of a successful ambush by a Pyro. | ||
− | * | + | * The Backburner deals critical hits from behind. If the Pyro finds you, keep facing him while you fight back. |
* The Backburner uses much more ammunition for compression blasts; forcing a Pyro to reflect projectiles with it will quickly deplete the weapon's ammo. Knowing this, a Backburner Pyro will use their compression blast less often. | * The Backburner uses much more ammunition for compression blasts; forcing a Pyro to reflect projectiles with it will quickly deplete the weapon's ammo. Knowing this, a Backburner Pyro will use their compression blast less often. | ||
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* The Degreaser allows a Pyro to quickly switch weapons. This makes [[Community Scout strategy|weapon heckling]] much less effective. | * The Degreaser allows a Pyro to quickly switch weapons. This makes [[Community Scout strategy|weapon heckling]] much less effective. | ||
− | * The Degreaser deals minimal afterburn damage and requires slightly more ammo to airblast. Expect the Pyro to use another weapon | + | * The Degreaser deals minimal afterburn damage and requires slightly more ammo to airblast. Expect the Pyro to use another weapon, such as the Flare Gun or Axtinguisher, to finish you off. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Phlogistinator}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Phlogistinator}} | ||
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* The Phlogistinator promotes an aggressive playstyle. Don't allow the Pyro to easily enter close range or he will quickly fill his "Mmmph" meter. | * The Phlogistinator promotes an aggressive playstyle. Don't allow the Pyro to easily enter close range or he will quickly fill his "Mmmph" meter. | ||
− | * While a Pyro is taunting to activate the Phlogistinator's ability, he | + | * While a Pyro is taunting to activate the Phlogistinator's ability, he is immobile. You can prepare for his attempted rampage by having your team focus fire him. |
** Individually, class-specific methods for preparing include laying a carpet of Stickybombs, charging the Sniper Rifle, and getting into position for the Knife's [[backstab]]. | ** Individually, class-specific methods for preparing include laying a carpet of Stickybombs, charging the Sniper Rifle, and getting into position for the Knife's [[backstab]]. | ||
− | * The Phlogistinator cannot airblast, so you can freely use rockets, grenades, and other projectiles against the Pyro without fear of | + | * The Phlogistinator cannot airblast, so you can freely use rockets, grenades, and other projectiles against the Pyro without fear of reflection. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Dragon's Fury}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Dragon's Fury}} | ||
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− | * | + | * The Dragon's Fury shoots fireballs instead of a wide spread of flames, actually giving you opportunities to dodge the Pyro's attacks. |
− | + | * Be as unpredictable as you can; the weapon reloads quickly if the Pyro can land successive shots. | |
− | * Be as unpredictable as you can; the weapon | + | * While the Dragon's Fury can use the compression blast, it also temporarily disables the Pyro's ability to attack as well. Pressure from projectiles will force a Pyro with this weapon to take cover. |
− | * While | ||
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| align="center" valign="center" style="padding:0.5em" | [[File:Airblast.png|100px|Compression Blast]]<br />'''[[Compression Blast]]''' | | align="center" valign="center" style="padding:0.5em" | [[File:Airblast.png|100px|Compression Blast]]<br />'''[[Compression Blast]]''' | ||
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* The compression blast's most obvious use is to shove enemies into environmental hazards, such as cliffs, or into corners and the air, where you are easier to target. Stay away from areas where a Pyro can easily pin you down or push you off the map. | * The compression blast's most obvious use is to shove enemies into environmental hazards, such as cliffs, or into corners and the air, where you are easier to target. Stay away from areas where a Pyro can easily pin you down or push you off the map. | ||
* The compression blast can reflect [[projectiles]]; use bullets or fire your projectiles away from the Pyro's line of sight to reduce the chances of being struck by a reflected one. | * The compression blast can reflect [[projectiles]]; use bullets or fire your projectiles away from the Pyro's line of sight to reduce the chances of being struck by a reflected one. | ||
− | ** While the compression blast can reflect projectiles, there is a small cooldown time. Two | + | ** While the compression blast can reflect projectiles, there is a small cooldown time. Two teammates can easily overwhelm a Pyro with more projectiles than can be reflected. |
+ | * Try to delay firing successive shots. If you hold down the “fire” button, the Pyro may predict the next projectile and reflect it with ease. | ||
* The compression blast uses a significant amount of ammunition; if you can trick the Pyro into wasting compression blasts, his offense will be diminished. | * The compression blast uses a significant amount of ammunition; if you can trick the Pyro into wasting compression blasts, his offense will be diminished. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}} + '''reskins''' | ||
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− | * The Shotgun is the Pyro's best secondary weapon against foes barely outside the Flamethrower's range. Maintain a wide distance | + | * The Shotgun is the Pyro's best secondary weapon against foes barely outside the Flamethrower's range. Maintain a wide distance to reduce the effectiveness of all the Pyro's weapons. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Flare Gun}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Flare Gun}} + '''reskins''' | ||
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− | * The Flare Gun's projectiles should be easy to avoid in open areas, even at close range, as long as your movement is | + | * The Flare Gun's projectiles should be easy to avoid in open areas, even at close range, as long as your movement is unpredictable. |
− | * The Flare Gun's projectiles deal guaranteed critical hits to burning enemies. If you are set on fire from a distance, extinguish yourself before re-engaging the Pyro. If lit up close, move erratically to | + | * The Flare Gun's projectiles deal guaranteed critical hits to burning enemies. If you are set on fire from a distance, extinguish yourself before re-engaging the Pyro. If lit up close, move erratically to avoid being finished by a critical flare. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Detonator|}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Detonator|}} | ||
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− | * The Detonator's flares can be remotely triggered by the Pyro to explode, creating a small blast that can ignite multiple targets. Stay away from your teammates to minimize | + | * The Detonator's flares can be remotely triggered by the Pyro to explode, creating a small blast that can ignite multiple targets. Stay away from your teammates to minimize potential splash damage. |
* Detonator flares only deal mini-crits to burning players, making it less effective at finishing enemies off. | * Detonator flares only deal mini-crits to burning players, making it less effective at finishing enemies off. | ||
− | * A Pyro can use the Detonator to perform a small Flare Jump | + | * A Pyro can use the Detonator to perform a small Flare Jump at the cost of health. Stay aware of all possible routes that the Pyro can take to reach you. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Reserve Shooter|}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Reserve Shooter|}} | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Manmelter|}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Manmelter|}} | ||
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− | * The Manmelter has unlimited ammunition and faster projectiles, making it | + | * The Manmelter has unlimited ammunition and faster projectiles, making it effective at continuous long-range harassment. Keep moving to reduce this weapon's effectiveness. |
* The Manmelter's projectiles do not deal increased damage to burning players, making it less effective at finishing foes off. A Pyro will likely engage you with his Flamethrower instead. | * The Manmelter's projectiles do not deal increased damage to burning players, making it less effective at finishing foes off. A Pyro will likely engage you with his Flamethrower instead. | ||
* If an enemy is set on fire, try to finish them off before a Manmelter Pyro can extinguish them and gain a critical hit. | * If an enemy is set on fire, try to finish them off before a Manmelter Pyro can extinguish them and gain a critical hit. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Panic Attack|}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Panic Attack|}} | ||
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− | *The Panic Attack | + | * The Panic Attack deploys quickly but suffers from massive bullet spread with consecutive shots. Survive the first shot, and the following ones are easier to dodge. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Thermal Thruster|}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Thermal Thruster|}} | ||
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− | * The Thermal Thruster | + | * The Thermal Thruster grants the Pyro extreme mobility they otherwise lack. When fired, the Pyro launches into the air, knocks nearby enemies back, and deals triple fall damage to enemies landed on. |
− | + | * In combat, the Pyro can use the Thermal Thruster to enter close range quickly. It takes one second to launch, so pick the correct direction to move away. | |
− | + | * The Pyro can switch weapons in mid-flight. As such, they may already have their primary out and ready to attack before they even land! | |
− | + | * The Thermal Thruster stores two charges which take 15 seconds to recharge. If the Pyro has recently used both charges, they are very vulnerable to attack. | |
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− | * The Pyro can switch weapons in mid-flight. As such, they may already have their | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Gas Passer|}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Gas Passer|}} | ||
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− | * | + | * The Pyro can use the Gas Passer to deploy a Gas Cloud. Anyone who enters the Gas Cloud will be doused for 10 seconds. Anyone who is doused, including Pyros, who takes damage is ignited for 10 seconds. |
− | + | * The Pyro must wait up to 60 seconds or deal enough damage to use the Gas Passer. Until then, the Pyro lacks a damaging secondary weapon. | |
− | + | * If you are doused, consider retreating to a source of healing to reduce the debuff's duration. | |
− | + | * If you are blocked by the Gas Cloud, consider if it is worth braving to quickly reach the area you are trying to access. | |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Fire Axe}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Fire Axe}} + '''reskins''' | ||
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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. As such, | + | * 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. As such, it is seldom used. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Axtinguisher}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Axtinguisher}} + '''reskins''' | ||
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− | * The Axtinguisher | + | * The Axtinguisher deals mini-crit damage to burning enemies. A Pyro will deploy this weapon after igniting you with flame weaponry. |
− | * Equipping the Degreaser or the Reserve Shooter allows a Pyro to switch to and attack with the Axtinguisher considerably faster | + | * Equipping the Degreaser or the Reserve Shooter allows a Pyro to switch to and attack with the Axtinguisher considerably faster. |
− | * The | + | * The bonus damage depends on your afterburn duration. The Pyro must choose between different options, such the Degreaser's fast weapon switch and low afterburn time. React to their other weapons accordingly. |
− | + | * The Axtinguisher has even less range than the Flamethrower, and holsters 35% slower, giving you a chance to fight back. | |
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− | * The | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Homewrecker}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Homewrecker}} + '''reskins''' | ||
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− | * | + | * A Pyro with the Homewrecker often watch over an Engineer's buildings, protecting them from Spies. This playstyle can leave them more susceptible to attacks from long distances. |
* Spies will have increased difficulty sapping buildings that are guarded by a Pyro equipped with the Homewrecker. Coordinate with teammates to distract or eliminate the Pyro. | * Spies will have increased difficulty sapping buildings that are guarded by a Pyro equipped with the Homewrecker. Coordinate with teammates to distract or eliminate the Pyro. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Powerjack}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Powerjack}} | ||
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* Engage a Pyro wielding the Back Scratcher from a distance, as you will more likely lose in close combat. | * Engage a Pyro wielding the Back Scratcher from a distance, as you will more likely lose in close combat. | ||
* The Back Scratcher gives a Pyro that roams alone increased healing from medkits. Try to take any nearby health packs before he can use them. | * The Back Scratcher gives a Pyro that roams alone increased healing from medkits. Try to take any nearby health packs before he can use them. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sharpened Volcano Fragment}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Sharpened Volcano Fragment}} | ||
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− | * A Pyro may use the Sharpened Volcano Fragment to conserve Flamethrower ammo, or as a last resort for lighting enemies ablaze. Regardless, | + | * A Pyro may use the Sharpened Volcano Fragment to conserve Flamethrower ammo, or as a last resort for lighting enemies ablaze. Regardless, don't let the Pyro come close enough to reach you with the weapon. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Third Degree}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Third Degree}} | ||
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− | * As | + | * As the Medic, consider temporarily breaking off contact with your patient when approached by a Pyro with the Third Degree to prevent yourself from taking damage. |
* The Flamethrower is often more effective than the Third Degree when it comes to attacking a Medic and his patient. Either way, beware of possible ambushes. | * The Flamethrower is often more effective than the Third Degree when it comes to attacking a Medic and his patient. Either way, beware of possible ambushes. | ||
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* A Pyro may try to finish you off with the Neon Annihilator if you are wet. Keeping your distance remains a sound strategy. | * A Pyro may try to finish you off with the Neon Annihilator if you are wet. Keeping your distance remains a sound strategy. | ||
− | * Beware fighting Scouts (who throw Mad Milk) and Snipers (who throw Jarate) in enemy territory; they may give opportunities to a Pyro | + | * Beware fighting Scouts (who throw Mad Milk) and Snipers (who throw Jarate) in enemy territory; they may give opportunities to a Pyro with the Neon Annihilator. |
* The Neon Annihilator gives the Pyro one strong underwater weapon to use alongside his Shotgun. As when on land, keep a distance to minimize his effectiveness. | * The Neon Annihilator gives the Pyro one strong underwater weapon to use alongside his Shotgun. As when on land, keep a distance to minimize his effectiveness. | ||
* The Neon Annihilator is able to break Sappers in 2 hits. Treat it like if the Pyro was holding the Homewrecker. | * The Neon Annihilator is able to break Sappers in 2 hits. Treat it like if the Pyro was holding the Homewrecker. | ||
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* Much like the Fire Axe, this weapon is usually foregone for other weapons with more utility. | * Much like the Fire Axe, this weapon is usually foregone for other weapons with more utility. | ||
− | * | + | * This weapon announces each Slap in the kill feed, which can be used to track down Spies using the [[Dead Ringer]]. The Pyro's Flamethrower remains a superior option for doing so. |
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Revision as of 03:02, 11 February 2019
“ | Go to hell and tell the devil I'm comin' for him next!
Click to listen
— The Demoman
|
” |
The Pyro is a hardy 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 than aiming and has leeway when fighting at close range. Additionally, the Pyro has access to the compression blast, a powerful source of utility that allows 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.
Contents
General
Attributes | Anti-Pyro strategy |
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Role |
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Health |
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Speed |
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Power |
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Weapon-specific
Main article: Pyro weapons
Primary weapons
Weapon | Anti-Pyro strategy |
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Flame Thrower + reskins |
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Backburner + reskins |
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Degreaser |
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Phlogistinator |
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Dragon's Fury |
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Compression Blast |
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Secondary weapons
Weapon | Anti-Pyro strategy |
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Shotgun + reskins |
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Flare Gun + reskins |
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Detonator |
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Reserve Shooter |
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Manmelter |
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Scorch Shot |
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Panic Attack |
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Thermal Thruster |
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Gas Passer |
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Melee weapons
Weapon | Anti-Pyro strategy |
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Fire Axe + reskins |
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Axtinguisher + reskins |
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Homewrecker + reskins |
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Powerjack |
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Back Scratcher |
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Sharpened Volcano Fragment |
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Third Degree |
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Neon Annihilator |
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Hot Hand |
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See also
|