Difference between revisions of "Community Pyro strategy"
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− | For the patient "Roaming Pyro" that likes to ambush | + | For the patient "Roaming Pyro" that likes to ambush the enemy team. Sneak around the map, avoiding direct confrontations whenever possible. Attack from behind when the enemy is unaware or distracted, dealing Critical hits with your Backburner; remember that you are vulnerable to projectiles such as rockets without your Airblast. Don't be afraid to take on large groups; if their backs are turned there's little they can do. The Shotgun is to be used when you are not close enough to hit enemies with your Primary Weapon. Using either the Powerjack or the Back Scratcher will change how you play. The Powerjack is less powerful due to its inability to land random Critical hits, but allows players to replenish their health more reliably from Medics and Dispensers. The Back Scratcher can allow players to eliminate enemies more decisively due to random Critical hits, and increases survivability behind enemy lines due to being able to replenish more health from health packs, but greatly decreases survival when fighting alongside teammates. Good circle-strafing is required to use this set effectively. |
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Revision as of 14:59, 6 February 2011
The Pyro is a close range class. Pyros ambush their enemies, or charge in and disrupt groups of opponents with a cloud of flame. Enemies can usually be ignited and then left to die from the afterburn, making the Pyro a very good hit-and-run class. Although the Pyro has a low difficulty curve, making it an easy class to pick up, intricacies of mastering the compression blast, ambushing, and weapon-switching have rendered the Pyro much harder to master in recent updates.
Contents
General
- Playing a Pyro requires a different mindset than other classes. Pyros tend to be weak on frontal attacks—they will lose to most other classes if they are seen coming. However, if they catch the enemy by surprise, Pyros can be 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.
- 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.
- 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.
- 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 an enemy 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 player immediately. If you believe the flames caused sufficient damage before they were extinguished, 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. This can give you a great advantage in battle.
- The Flamethrower's and Degreaser’s compression blast ability makes the Pyro an invaluable minesweeper class. Use it to:
- 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.
- Push Stickybombs away from important 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.
- 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, or push them off maps or into environmental hazards.
- Separate and distract ÜberCharged enemies.
- Extinguish burning allies, saving them from extended burn damage.
- The flames you see on the screen do not match the flames' "real" presence on servers, as the "real" flames lag behind the graphics. This is why it is easy to miss fast classes like Scouts 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 Demonstration 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 servers and the graphics on a player's screen results in an even shorter range. 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.
Ambushing/Roaming
- For more information, see Ambush
Ambushing is the Pyro's specialty. As stated above, Pyros are weak on frontal attacks—they will lose to most other classes if they are seen coming. However, if they catch the enemy by surprise, Pyros can be the most dangerous class in the game.
Unlike the Scout, Pyros are not as maneuverable and cannot double jump. Pyros cannot Cloak away to stay out of sight like Spies. What a Pyro does have that these classes don't is a good amount of health and a Flamethrower that can easily spread side-to-side. Basically, while the Scout and Spy have maneuverability and stealthiness respectively, the Pyro has survivability that helps players conduct ambushes.
Ambushing can be effective in both offense and defense. Attacking the enemy push from behind while your teammate’s push finishes them off is both an excellent offensive and defensive tactic.
When planning an ambush as a Pyro, be sure to keep these tips in mind:
- 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.
- 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.
- Use elevation to your advantage to get the drop on the enemy. Most unaware players do not look above eye level.
- Know which corners on the map are blind corners or offer cover from enemies coming around them. These can often be good points to attack single enemies or small groups of slightly more vulnerable classes such as Scouts.
- Be sure to watch your back before going out to your ambush. Sometimes Snipers stay behind the enemy push to focus their fire on ambushers such as Scouts, Spies, and, of course, Pyros.
- Be prepared for one-on-one combat. You may encounter an enemy ambusher who's using the same route as you.
- The Backburner is an ideal ambushing tool as it gives Critical hits when it hits the enemy's back and does much more damage. However, the lack of a compression blast leaves Pyros inflexible in certain defensive situations.
- If things don't go according to plan (i.e., the enemies you are about to ambush spot you and start attacking), be sure to have an escape route. If you're quick enough, you can turn a failed ambush into a new opportunity rather than a death.
Front-Line Combat/Support
Ambushing isn’t the only way the Pyro is an offensive class though. Like any good class that has offensive potential, the Pyro has an important place in offensive pushes at the front-lines.
Pyros can cause panic to the enemy by setting them ablaze through close-combat with their primary weapon, or far away with the Flare Gun. Moreover, players can support their teammates by reflecting projectiles away from the offensive push or putting out anyone that is on fire with the compression blast ability.
When going with your team for the push, consider these words of advice:
- 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. Keep in mind that this is usually considered a suicidal tactic.
- If there is a Medic in the enemy group, it is a good strategy to target that player first. This can prevent your attacks from causing little or no damage to healed players.
- 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 the Sentry Gun, hopefully igniting the Engineer and forcing him or her 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 also 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 the Engineer out of range of the Sentry Gun to prevent him or her from repairing it, making it go down much faster.
- 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 the Flamethrower. Engineers will sometimes 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 also attack Engineers attempting to remove Sappers, killing them while they are distracted and preventing them from repairing their damaged buildings.
- 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 (Stickybombs in particular) can be deflected away from the Sentry Guns, and a Spy would think twice before attacking a Sentry Gun with a Pyro nearby. When equipped with the Homewrecker, the Pyro is arguably as good a buddy to the Engineer as the Medic is to the Heavy. The ability to destroy Sappers with the Homewrecker, while still replenishing 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 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.
- The Flare Gun is useful to light enemies on fire from far away. This can alert other teammates of an enemy they haven't spotted yet. Be careful not to hit targets that are being healed by an enemy Medic, or the Medic's ÜberCharge will increase faster.
- Be sure to check the health of allies that are on fire to organize last-second priorities. There may only be a couple of seconds to put them out with the compression blast before the afterburn kills them!
Defensive
While the Pyro is a good offensive class, they 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. A Pyro can be a powerful foe to all those that are attempting to destroy backline bases and is a key element in Spy-checking.
In fact, a good defensive Pyro coupled with a good defensive Engineer can become a great team to protect the back lines. The Engineer can keep the Pyro loaded and healthy while the Pyro protects the buildings with fire and compression blast.
When protecting the back-lines, try these strategies to keep the enemy at bay:
- Stand near the Capture point or Intelligence (preferably out of sight) and ignite anyone who comes near with your Flamethrower.
- 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.
- 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.
- Know the alternate routes of your own base. Map knowledge goes a long way to countering the enemy by attacking from their blind spots. For example, when the enemy rushes the front doors in 2Fort, try to ambush them by dropping through the grate and attacking them from behind.
- Take care to watch an Engineer's base while the Engineer isn't around, preferably with the Homewrecker equipped to destroy Sappers.
- The compression blast can save the lives of many Sentry bases, especially when the Engineer isn't around. Reflect away projectiles or Übers that are targeting Sentry Guns, and push away Spies before they start sapping.
- As a member of defense, don't forget to alert your teammates of any serious danger that is approaching the base!
Weapon Specific
Example Combinations | |||
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Combo | Usage | ||
or |
For the patient "Roaming Pyro" that likes to ambush the enemy team. Sneak around the map, avoiding direct confrontations whenever possible. Attack from behind when the enemy is unaware or distracted, dealing Critical hits with your Backburner; remember that you are vulnerable to projectiles such as rockets without your Airblast. Don't be afraid to take on large groups; if their backs are turned there's little they can do. The Shotgun is to be used when you are not close enough to hit enemies with your Primary Weapon. Using either the Powerjack or the Back Scratcher will change how you play. The Powerjack is less powerful due to its inability to land random Critical hits, but allows players to replenish their health more reliably from Medics and Dispensers. The Back Scratcher can allow players to eliminate enemies more decisively due to random Critical hits, and increases survivability behind enemy lines due to being able to replenish more health from health packs, but greatly decreases survival when fighting alongside teammates. Good circle-strafing is required to use this set effectively. | ||
This setup is ideal for dedicated support Pyros, rather than for players that like to take the fight to the enemy. The Flamethrower can be used to deflect projectiles, shepherd Sentry Guns, and push back Übers; while the same can be accomplished with the Degreaser, the additional afterburn damage can help your team more and there is no real need to pull off weapon combos that would require the faster switch time. The Flare Gun allows you to ignite enemies at a distance, making things easier for your team, and allows you to harass enemy Snipers, reducing the enemy's ability to support their own team. The Homewrecker lets you save friendly buildings from Sappers and quickly destroy any Mini-Sentry Guns that any enemy Engineer may try to place close to your team's lines. | |||
or |
This is The Gas Jockey's Gear setup, which will provide 10% more speed but 10% more bullet vulnerability when wearing the Attendant. The Degreaser allows you to switch to other weapons much faster, reducing the Scout's ability to Weapon Heckle you, and to switch to your secondary quicker when your opponent is out of the flame's range. Deciding between the Shotgun and Flare Gun will depend on the role you wish to play. The Shotgun allows players to personally dispatch players more reliably in duels, while the Flare Gun allows players to support their team from a distance, and can be used to negate the Degreaser's reduced afterburn damage by hitting enemies with a flare after igniting them with the Degreaser. | ||
The Degreaser's faster switch time allows players to pull off weapon combos with ease, and one of the best to take advantage of is the Axtinguisher's "Puff and Sting." A Degreaser-Axtinguisher combo can give players a tremendous advantage in 1-on-1 situations, and allows players to whittle down large-HP targets with relative ease. The Shotgun is better for general purpose combat than the Flare Gun, and gives players an advantage when taking on enemy Pyros. |
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 does not attack in a "line" or "cone" shape. 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 Flamethrower'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. This can significantly impact firing around corners.
- The Flamethrower is the in-between choice of The Backburner and The Degreaser based on ambushing 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.
- Due to the Flamethrower's long world model, its nozzle can be seen sticking out through walls or around corners while it is equipped. Because of this, be sure to either switch to another weapon while waiting for an ambush opportunity, or face in a direction where the nozzle cannot be spotted.
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 Scouts under the effects of the Bonk! Energy Drink from reaching their objective, or even to hold enemy players in place until the effects wear off and they become 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 or her. It can also be used to deadly effect with the "Puff and Sting" tactic; set a foe on fire, knock enemy players into the air with compression blast while taking out your Axtinguisher, and then hit them when they land.
- 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.
- If you are on the receiving end of this tactic, remember that you can drop the intelligence (default key: L). Drop it as soon as you realize the enemy plan to prevent your team from losing significant ground.
- Depending on your timing, it is possible to deflect projectiles fired by an enemy back at their 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, Mad Milk bottles, Soldier rockets, Pyro flares, Demoman explosives (both types), Sentry Gun rockets, Huntsman arrows, and Jarate jars.
- Any deflected projectiles will automatically cause Mini-Crits on anybody enemies hit by the projectile, with the exception of Stickybombs from the Stickybomb 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 Stickybombs 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.
- Remember that Mini-Crits have no damage falloff and deal extra damage as well, so if you can airblast rockets back to the Soldier that fired them from across the map, you will be able to do about 120-140 damage per rocket.
- 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.
- 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. The enemy Soldier will load another rocket to bounce you away, and when you see the rocket reload finish (on the Soldier's model) simply wait about a half second and airblast. With luck, you will airblast right as the other player 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.
- 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 separate Engineers from their 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.
- A useful tactic is to knock enemies into range of your team's Sentry Guns if they are hiding out of the Sentry Gun's line of sight. Airborne enemies that are targeted by a Sentry will be blasted away quickly, and will usually die from fall damage if not from the Sentry Gun's firepower.
Backburner
- The Backburner is an unlockable primary weapon for the Pyro. I inflicts 15% more damage than the Flamethrower or Degreaser and can guarantee Critical hits when attacking a target from behind, but in turn it lacks the ability to use compression blast. Therefore, it is a good choice for players who want to concentrate on inflicting raw damage and ambushing enemies.
- Choosing to use the Backburner is a case of effort put in versus reward. The Flamethrower or Degreaser has more utility in most one-on-one confrontations, but in cases where an entire enemy team is caught off guard, the Backburner is good for mowing down everything in its way. For this reason, if you plan to receive or ask for a Medic's Übercharge, the Backburner is often the best weapon to use, especially for clearing out confined spaces such as tunnels, hallways, and small rooms.
- 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 overhealed Heavies or Chargin' Targe-equipped Demomen will die before they have time to react if you catch them from behind.
- Because of the reduced damage of the Flamethrower, the Backburner is an ideal weapon to use against enemy Pyros.
- When using the Backburner, it's helpful to think of yourself as a Spy that can't Cloak. Take alternate routes into enemy territory and loop back to the front lines.
- The Backburner can be especially deadly on Payload maps; teams in an offensive push often don't look behind them.
- 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 180°.
- 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.
- 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 the Heavy's bullets slow down the enemy, sneak up behind slowed targets and light them up.
- The extra damage makes the Backburner more ideal for eliminating Engineer nests, especially with an active ÜberCharge.
- The Backburner can be especially effective against Dead Ringer Spies. When a Spy cloaks with it, they would normally run away from you with their backs turned. It only takes a few seconds of Crits to kill them through their damage resistance.
Degreaser
- The Degreaser is a craftable primary weapon for the Pyro. It allows players to switch between weapons 65% faster than normal, giving players considerably more flexibility. As a penalty, afterburn damage is reduced by 25%, meaning that enemies will take a maximum of 45 afterburn damage from being set on fire by the Degreaser, instead of the normal 60.
- In order to take the greatest advantage of the faster switch time, players are recommended to use the "Last Used Weapon" key to quickly change between weapons in one button press. When preparing for ambushes, always switch between your two combo weapons beforehand so that they can be quickly accessed.
- 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 you can quickly switch to and from your Shotgun or melee weapon to deal with the Scout as appropriate.
- Be warned that the faster weapon switch with the Degreaser can sometimes throw off players who are new to using it. If you are having trouble adjusting to it, it is recommended to bind some commands to easy-to-reach keys.
- Due to the decreased weapon switch time, the Degreaser is recommended for Pyros who like to 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 where the enemy's movement can be easily restricted, such as knocking them into walls and corners. 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 them, switching to your Axtinguisher for the final blow.
- The Shotgun and Flare Gun can be used immediately after an airblast to deal a surprising amount of damage. Quickly hitting an enemy with a flare does Mini-Crit damage, and can do full Critical damage if your target tries to ride the compression blast to escape. The Shotgun is also good for follow-up combo hits, and is more effective against Pyros. With good timing, it is possible to land multiple hits on enemies before they even land.
- 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.
- If carrying the Flare Gun, it is possible to negate the afterburn damage penalty. After igniting an enemy, try to hit them with a flare as they retreat. The flare will deal Mini-Crit damage, and your opponent will take regular afterburn damage.
Shotgun
- The Shotgun is the stock 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 the Flamethrower still does moderate damage to a Pyro.
- 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 restricting the player to close range like a melee weapon 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.
- Due to its high damage at close range, the Shotgun can be an excellent first-strike weapon for ambushing when using the Degreaser or standard Flamethrower. When ambushing an enemy, try firing your Shotgun at close range before switching to your Flamethrower to continue dealing damage. Often the Shotgun can deal up to 90 damage to an enemy before enemy players realize that they are under attack from a Pyro.
Flare Gun
- The Flare Gun is an unlockable secondary weapon for the Pyro. A completely different weapon from the Shotgun, it fires one flare at a time and reloads slowly. Any enemies hit by a flare will suffer moderate damage and be ignited.
- 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 does 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.
- The Flare Gun projectile will start to arc after traveling a fair distance, approximately the length of 2Fort's bridge. Be sure to compensate at long distances.
- 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.
- Another factor when choosing between the Flare Gun and Shotgun is your typical strategy. If you play by singling out a player and chasing them down, the Shotgun might be more appropriate, as it does massive damage at close range and the pellet spread gives it a better chance of hitting a moving target (e.g. zigzagging Scouts). Also, the slow reload time of the Flare Gun may allow the enemy to strike back and possibly kill you before you can get in your next shot.
- The Flare Gun does not have falloff damage, meaning that it does the same base amount of damage at all ranges. The projectile is hard to dodge at medium ranges, and enemies may run into it by mistake.
- 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 low- or medium-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 another flare to deal maximum damage.
- One general use for the Flare Gun is for dispatching fleeing enemies at long range. Often, if a low- or medium-health class (such as a Scout, Medic, or Demoman) is ignited, they will turn around and retreat for health, leaving their backs wide open for a Critical flare. Most players will generally flee in a straight line, making them easy targets to lead.
- Another 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 be aware 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.
- However, Flare Gun pellets can still deal Mini-Crit/Critical hit damage to Pyros without use of the Airblast or Jarate, but only in a very specific circumstance. This only works if the enemy Pyro is currently being attacked by another friendly Pyro using a Flamethrower, Backburner or Degreaser, as the game registers the enemy Pyro as being on fire.
- Another good strategy with the Flare Gun is against charges. If a threat, such as a Heavy, is approaching a point, you can play defensive Pyro and easily take down the attacker. Fire a couple shots at the enemy with your Flare Gun, lighting them on fire and dealing Mini-Crit or Critical damage. The burn damage will weaken them substantially. By this point a Heavy would have in the range of 200-250 health remaining. Once the enemy player gets close enough, perform a flank and finish him or her off using the Axtinguisher, which will do Critical damage on a burning enemy, or the Flamethrower.
- 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 fired while the Pyro is underwater.
- 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 or Degreaser and are dealing with a 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.
- With good aiming and reflexes, the Flare Gun prove to be a very effective weapon when combined with the abilities bestowed by the Degreaser. Puffing enemies with flames then quickly firing a flare at them can be surprisingly effective; and unexpected.
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.
- Another method on small, bunched up Sentry nests that can be used is for a Pyro to sneak behind a Dispenser. If you're lucky, the Dispenser along with Engineer and Sentry Gun will be caught in the attack.
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 that player to advance with the Flamethrower out. 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 an unlockable melee weapon for the Pyro. When used against targets that have been ignited, it inflicts a Critical hit. However, against targets that are not on fire it does only 50% damage.
- 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, make 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 out-damage 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 and another hacking away immediately afterward 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
- The Homewrecker is a craftable melee weapon for the Pyro. It does double damage against Engineer buildings and has the ability to destroy Electro Sappers placed by enemy Spies in one hit, but inflicts 25% less damage against non-building targets.
- Unlike the Axtinguisher, which is an anti-player weapon, the Homewrecker is ideal for Engineer support and for destroying enemy buildings. The Homewrecker's double damage makes it a boon against Engineer nests, but its reduced damage against 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 the faster weapon switching time when moving between Spies and their Sappers. 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.
- Despite the damage bonus, attempting to attack Wrangled Sentry Guns is not a good idea. However, if they are offline due to the Engineer dying, the Homewrecker is your best choice to try and dispatch it before it re-activates.
Powerjack
- The Powerjack is a craftable melee weapon for the Pyro. It does 25% more base damage than the Fire Axe; however it cannot deal random Critical hits. Upon killing an enemy with the Powerjack, the player is rewarded with 75 HP. This makes it a useful weapon for fighting in situations where health pickups are rare.
- 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 via the use of "Puff and Sting." However, the tactic is still valid for cornering enemies due to the Powerjack's higher damage.
- You will still receive the +75 HP bonus if you strike a player with the Powerjack, then quickly finish them off with another weapon.
- 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 and valuable 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.
Back Scratcher
- The Back Scratcher is a craftable melee weapon for the Pyro. Like the Powerjack, it does 25% more base damage than the Fire Axe, however it does not share the disadvantage of being unable to land random Critical hits. It also has the further advantage of replenishing 50% more health when the player picks up health packs, but reduces the healing rate from Medics and Dispensers by 75%.
- The Back Scratcher is ideal for players who replenish their health from picking up health packs rather than from being healed by friendly Medics and Dispensers. As such, it makes surviving while behind enemy lines considerably easier, where players must rely on picking up health packs in order to survive.
- Due to the reduced healing rate, try to avoid being primary heal targets for Medics, as this can put yourself and Medic in danger if the Medic tries to make a push with you. In order to alert a Medic trying to pocket you, simply equip the Back Scratcher and show that player.
- Conversely, the Back Scratcher can allow Medics to build up their ÜberCharge meters faster due to the reduced healing rate. This can be useful for Medics when there are no Soldiers or Demomen that can use their explosives to damage themselves.
- The Crusader's Crossbow will still heal Pyros using the Back Scratcher as normal.
- The Back Scratcher is the best Pyro choice for Medieval Mode, since it has no disadvantages (Medi Guns and Dispensers cannot be used in Medieval Mode), but it has extra damage output and grants extra healing from the small health packs dropped by dead players.
Sharpened Volcano Fragment
- The Sharpened Volcano Fragment is a promotional melee weapon for the Pyro. Upon hitting an enemy, the target is ignited, however it does 20% less damage than the Fire Axe.
- The Sharpened Volcano Fragment can be used to ignite enemies in situations where using your primary weapon would give your position away. However, its reduced damage means that you should rely on other weapons if killing your target is a priority.
- In Medieval Mode, the Sharpened Volcano Fragment is one of only two weapons capable of igniting enemies (the other being the Sniper's Huntsman). This can provide a useful tactical advantage for your team.
The Gas Jockey's Gear
- 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. However, wearing Attendant with Degreaser equipped without Power Jack may be a smart disguise making you look weaker than you actually are.
- 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 Natascha are a powerful weakness of Gas Jockey Pyros, especially if the Heavy is overhealed. Their high-rate of fire combined with a consistent slow down can take a huge advantage of your bullet weakness and nullify your speed bonus. If you are wearing the set, then avoid Natascha-wielding Heavies whenever possible.
Class-Specific Strategies
Scout
- Scouts are the fastest class in the game, and like the Pyro, are excellent at ambushing their opponents at close range. As such, always be aware of any routes or corners that a Scout may try to use to ambush you.
- Always try to avoid engaging Scouts in wide-open areas, where they can use their superior speed and maneuverability to dictate the fighting terms. Instead, try to fight indoors whenever possible, as corridors and walls will greatly restrict Scouts' movements, eliminating their greatest advantage over you.
- Scouts will often try to use their superior speed to choose the range at which to engage you, and as such will try to heckle you to force you to engage them with the wrong weapon. Always try to anticipate when a Scout will try to heckle you, and switch to the proper weapon to engage the Scout. Carrying the Degreaser will make this significantly easier as you can almost instantly have the right weapon on hand.
- Dealing with a heckling Scout often depends on carrying the right weapon. Engaging the Scout at medium ranges will be much harder if you're using a Flare Gun instead of a Shotgun, and carrying the Flamethrower or Degreaser can allow you to use compression blast to force Scouts farther away or restrict their movements.
- Due to their low health, getting just a few good hits in on a Scout can force players to retreat. Simply igniting the Scout may be enough in most cases, allowing you to pick him or her off at range with your other weapons.
- In close quarters, using your compression blast to stop a Scout's movements is often enough to ensure you victory. Simply forcing the Scout along a predictable line of movement can allow you to get close enough to deal significant damage with your Flamethrower. Remember that Scouts can double-jump, however, and be ready to blast them twice in order to completely limit their ability to get away from you.
- Scouts equipped with the Force-A-Nature can cause tremendous damage to you in a short time if they get the drop on you. On top of that, the knockback from the weapon can prevent you from chasing after them, and they can then reload their weapon safely for a second strike. This requires that the Scout gets extremely close to deal enough damage, however, so always keep an eye out for possible ambush points, and check your back regularly.
- Because the Force-A-Nature requires Scouts to get point-blank to make the most of an ambush, anticipating Scouts' movements can allow you to quickly ignite them before they can get within range to make the most of their rounds. An ignited Scout will often forgo a second attack and retreat to get health or extinguish the flames.
- Scouts using the Force-A-Nature will often employ hit-and-run tactics, discharging both rounds quickly and then fading away to reload before approaching from another direction. Try to anticipate what direction the Scout will come from, and use your compression blast to knock that player away.
- Depending on their setup, Scouts will often try to gain an advantage over you either by using Mad Milk to increase their survivability or by stunning you with a baseball from their Sandman and dealing damage to you while you cannot reply. However, in both cases, the projectiles can be deflected with compression blast. If you see a Scout approaching you with either weapon equipped, be ready with your compression blast to throw it right back in their face.
- Scouts trying to break through your team's lines or reach objectives will sometimes use Bonk! Atomic Punch to quickly navigate through hazards safely. The easiest way to counter this is by using compression blast to push them back. As the Scout cannot counterattack until the energy drink wears off, you can try to knock Scouts into corners where they can be summarily eliminated.
- Scouts using the Crit-a-Cola can kill you in two shots if you're not careful, however, they must also forgo equipping a Pistol in order to use it, and thus will often use it when ambushing. Because they do not have a Pistol, they lose the ability to heckle you, so try to engage the Scout at range with your Shotgun if he or she is using the Crit-a-Cola, and prevent him or her from getting too close. As Scouts under the Crit-a-Cola's effects will also have Mini-Crits inflicted on them, the easiest way to deal with Crit-a-Cola-equipped Scouts is simply to spot them approaching and attack first.
- A Scout using the Special Delivery item set will have an additional 25 HP, but loses the ability to weapons heckle and deal significant damage at close range. Try to restrict the Scout's movements, and always be ready to deflect any Mad Milk thrown at you. As the Scout is more effective at medium range than at close, simply cornering the Scout and attacking at close range can be enough to ensure victory.
Soldier
- The key to beating Soldiers often relies on your ability to deflect their rockets back at them using your compression blast. Because of this, it can be easier to deal with a Soldier at medium range rather than at close range, as it will give you a better reaction time for deflecting the rockets. Remember that reflected rockets will deal Mini-Crit damage, so hitting a Soldier with one will deal a lot of damage.
- One of the keys to using rockets effectively is to know how to aim them properly, so having experience playing as a Soldier yourself can help you to judge the best places to direct the rockets to. Try to predict the enemy Soldier's movements, and then aim the rocket where you think the enemy player will be at the range that you're fighting him or her at.
- Some Soldiers will attempt to deny you the ability to deflect their rockets by aiming their rockets at locations where they will do splash damage but where you cannot reach them with your compression blast. To counter this, try to predict where the rocket will land first, and then decide if you are able to deflect it or not. If you decide that you cannot deflect it, simply step out of its damage radius and wait for the Soldier to fire another rocket at you.
- If the Soldier switches to the Shotgun, your reaction will have to depend on your own secondary weapon. If you're carrying a Shotgun, try to close the range while firing and then switching to your Flamethrower once you get close enough. If you're carrying the Flare Gun, back off to reduce the damage that the Shotgun can do, and then rain flares from a distance.
- When confronting a Soldier using the Direct Hit, it is often better to simply dodge the rockets rather than reflect them back. At close ranges the timing will be similar to regular rockets, however the small splash radius also means that deflecting the rocket will have less chance of hurting the Soldier as well.
- If you are using the Backburner, then you cannot confront a Soldier head-on. Try to sneak around behind enemy Soldiers and attack when they least suspect it. Use your increased damage and ability to deal Critical hits from behind to eliminate players before they realize that you are behind them.
- Soldiers make excellent targets for the Puff and Sting. Due to their slow movement and small magazine size, juggling Soldiers can often throw off their aim considerably, making them easy to follow up with the Axtinguisher. However, beware that point-blank rockets can still hurt, even with only splash damage, so try to juggle and deflect the Soldier's rocket at the same time.
- Most Soldiers will usually be equipped with the Equalizer, so beware if you see a Soldier trying to approach you for a melee kill. Simply use your compression blast to keep that player at arm's length, and continue dealing fire damage until he or she succumbs to the flames.
- If the Soldier has a Buff Banner activated, try to focus on avoiding taking damage from the enemy team until it wears off, rather than inflicting damage on the Soldier. While inflicting Mini-Crit damage on the Soldier with reflected rockets is possible, there is also a significant risk of being killed by Mini-Crit rockets yourself trying to deflect them, and as Soldiers have more base HP than you they can simply outlast you in an attrition fight
- Similarly, try to simply stall a Soldier with the Battalion's Backup until it wears off. Any rockets you deflect will do normal damage to the Soldier instead of Mini-Crits, and your other weapons will inflict reduced damage, so it is better to bide your time until you can reliably eliminate that player without worrying about the Battalion's Backup's effects.
- Remember that deflecting rockets from the Black Box will replenish 15 HP for each enemy you hit. Try to use this against enemy Soldiers to prevent them from regaining health by hitting your teammates, and to negate any damage they manage to inflict on you.
- You can use deflected rockets in order to execute your own explosive jumps. Pyros can often reach greater heights than Soldiers via rocket jumping, so you can use this to surprise the enemy by closing the gap between you unexpectedly and quickly. Rocket jumping as a Pyro is significantly harder than as a Soldier, but having experience rocket jumping as a Soldier can help you to judge where to deflect the rockets to get the desired jump.
Pyro
- Defeating a Pyro in single combat can be significantly harder than most other classes, simply due to the fact that neither of you can be ignited by the other's flames. This renders both the Flare Gun and the Axtinguisher next to useless, so try not to rely on using either of those weapons when fighting a Pyro. If you use this loadout it might be better to simply avoid conflict with other Pyros or stick to the compression blast to help your allies finish them off.
- Pyro combat largely boils down to which primary weapon both Pyros are carrying, as well as their aim with both their weapons. A Pyro with the Backburner can put out more raw damage and can sometimes get lucky back Crits from circle-strafing, but lacks the ability to restrict his or her opponent's movements with compression blast.
- If you are carrying the Flamethrower or Degreaser, try to use compression blast to throw off the enemy player's aim and juggle him or her into corners to inflict some easy damage. If you are also carrying a Shotgun, try to juggle enemy Pyros and firing at them with the Shotgun while they are in mid-air, while retreating outside of Flamethrower range.
- If you are using the Backburner, try to maneuver and strafe to get at your opponent's back to deal additional damage, or simply overpower enemy players with raw damage. If he or she retreats out of range, switch to your secondary weapon.
- Keep in mind that particles lag behind by a little, so retreating from enemy Pyros can allow you to damage them at slightly longer ranges, while chasing will give you reduced range and allow your opponent to damage you without being burned.
- Remember that you can deflect flares with your compression blast, so if the Pyro is trying to hit you with flares, you can reflect them back and cause Mini-Crit damage.
- Carrying the Fire Axe or Powerjack can give you an edge if you can corner the enemy Pyro. A quick melee attack can inflict significant damage if the enemy does not expect it.
Demoman
- As a Demoman possesses only explosive projectile weapons besides melee, frequent use of compression blast is often enough to prevent Demoman players from damaging you. Try to close the distance and engage them at close range to prevent them from countering you effectively.
- Demomen do not have any hitscan weapons, so try to take advantage of this by attacking them directly with your Shotgun or Flare Gun whenever possible. Conversely, avoid fighting Demomen around corners and obstacles, as they can easily use their explosive weapons to deal splash damage from angles where you cannot hit them.
- Dealing with the Grenade Launcher depends as much on the Demoman's skill at aiming as it does on your ability to deflect them. Grenades that have touched the ground can be easily avoided, and can be easily airblasted to prevent them from damaging teammates. If the Demoman is trying to hit you with direct-contact grenades, treat them as you would a rocket from a Soldier, but remember that they travel in arcs rather than straight lines so you should aim above Demomen if you want to try to damage them with their own grenades. Try to strafe unpredictably as you approach the Demoman to prevent that player from easily hitting you with contact grenades.
- Stickybombs can be dealt with two ways, depending on your own loadout. If you are carrying the Shotgun, the simplest and most decisive way is to simply fire at groups of Stickybombs to destroy them. However, they can also be rolled away using compression blast if they are too spread out and need to be dealt with quickly. Depending on the situation and your loadout, both options are viable.
- You should use your Shotgun to deal with sticky traps if they are tightly grouped or placed in corners where they cannot be easily airblasted away. If they are spread out more and are in an open area, it will take more shots to deal with the trap so compression blast can take care of several at once.
- When using compression blast to roll sticky carpets away, try to roll them away from teammates or places where they can damage friendly buildings. Experienced Demomen will usually detonate their sticky traps once they realize that their traps are being manipulated, so make sure that your teammates are not within its blast radius when that happens.
- It is possible to kill Demomen with their own stickies by rolling them in that player's direction. Most Demomen will try to stay within visual range of their sticky traps, but will do so from an angle where they cannot be easily spotted. Try to predict where a trap will be placed and, if you think the Demoman will be close by, roll them in that direction. You can also reverse this by sneaking behind and airblasting the Demomen into their own sticky traps, as inexperienced players will often detonate their traps upon being attacked.
- Dealing with sticky traps depends on the layout of the map. Remember to quickly pop around corners to check for stickies before advancing, and that traps can be placed above door frames where they are hard to spot.
- Rolling away sticky carpets can also be done to shepherd friendly forces in the heat of battle. When dealing with an ÜberCharged Heavy, Demomen will usually try to lay Stickybombs at the Heavy's feet and detonate them when the ÜberCharge wears off. Counter this by blasting the Stickybombs away from the Heavy while the charge is still active.
- When dealing with Demomen equipped with the Chargin' Targe, remember that they take reduced damage from your Flamethrower and take less afterburn damage as well. Try to engage them at range with your Shotgun or Flare Gun, and remember that long-range hits with the Flare Gun will still inflict a Critical hit.
- If the Demoman tries to charge you, you can use your compression blast to interrupt the charge and leave the enemy player vulnerable for a follow-up. If he or she is carrying the Eyelander, Scotsman's Skullcutter, or Horseless Headless Horsemann's Headtaker, negate his or her longer melee reach advantage by restricting his or her movements with compression blast.
- Chargin' Targe Demomen are excellent victims for the Puff and Sting, as they can be easily dealt with in a single hit unless they are overhealed. Even with five heads, simply try to puff Demomen a few times to bring their HP below 200, and then whip out the Axtinguisher and finish them off.
Heavy
- Due to their significant health stock and superior firepower at close range, avoid fighting a Heavy head-on. Instead, ambush Heavies when they least expect it and use your maneuverability to avoid being hit by the Minigun.
- It is possible to kill Heavies by attacking from behind and circle-strafing to prevent them from locking on to you. However, this only works against lone Heavies, and is not a guarantee that the Heavy will not be able to kill you quickly once you are in his or her sights. If you are carrying the Backburner, try to stay behind the Heavy as long as possible to inflict Critical hits.
- While Sasha and Natascha inflict significant damage at close range, their damage falls off significantly at longer ranges. If a Heavy knows where you are, try to keep him or her from closing the distance on you.
- The Flare Gun is an excellent weapon to use at long range against Heavies. Try to ignite the Heavy first using your flares, and then follow up with Critical flares once the enemy player is lit up.
- If a Heavy attempts to close the range on you, use your compression blast to knock that player away as you retreat. This will often throw his or her aim off long enough for you to get around a corner or behind cover.
- The Axtinguisher is the best weapon for ambushing a Heavy. Try to first ignite the Heavy without revealing your position, and then close in with the Axtinguisher equipped to kill that player in two swipes before he or she knows what's going on.
- The Backburner is also very useful for ambushing the Heavy. Even if the Heavy is being healed by a Medic, the guaranteed Critical hits are often enough to completely overpower the Medic's healing. Not killing the Medic first can be risky, but if you do, the Heavy is much more likely to turn around.
- Heavies that receive a significant amount of damage may attempt to retreat and hide behind a corner and use the Sandvich to quickly recover. If you see a Heavy retreating from battle at medium range with the Sandvich equipped, try to follow that player in and eliminate him or her while he's vulnerable.
- While Heavies trying to get kills with the Fists are rarely a threat to a Pyro who knows how to Puff and Sting, beware that Heavies that get a kill using the K.G.B. can quickly switch to their Minigun and shred you at long range, as Critical hits do not suffer from damage fall-off. Always be ready to duck behind cover if you see a Heavy with the K.G.B. score a kill in the distance.
- 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 or her 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 the other player's aim and giving you more time to make the strike, or continue dealing fire damage with your Flamethrower. A Heavy can survive a single swipe from the Axtinguisher on occasion, but will die from the afterburn damage if he or she doesn't have the Sandvich, Dalokohs Bar 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.
Engineer
- Engineers pose a threat primarily from their Sentry Guns, which when placed properly, can nullify ambush attempts. Try to lure Engineers away from their Sentry Guns or attack from a distance using the Flare Gun or Shotgun first.
- Options for dealing with a Sentry depend on its placement. If a Sentry is placed close to a corner, you can edge the Sentry and destroy it with your Flamethrower while it cannot return fire. Beware, however, that this leaves you highly vulnerable to attack from other enemies, so make sure that the area is clear before attempting this.
- Since the Flamethrower's projectiles penetrate multiple targets, a Pyro can kill an Engineer turtling between a Sentry Gun and Dispenser by hiding behind the Dispenser before attacking. As the Sentry Gun does not fire through the Dispenser yet the Flamethrower passes through it, Engineers and their buildings can all be destroyed in nearly simultaneous manner.
- Circle-strafing works on Level 1 and 2 Sentry Guns placed in the open, as their movement speed is slow enough to allow the Pyro to stay ahead of their fire. Simply attack from an angle where the Sentry is not immediately facing and strafe, keeping a steady stream of flame on the Sentry Gun.
- When paired with a Medic with an ÜberCharge, a Pyro is one of the most powerful building-destroying classes in the game. Try to make your way as quickly as possible to the enemy Sentry nest, and have the Medic body-block the Sentry to prevent it from pushing you back. Most Engineers will retreat upon seeing an ÜberCharged Pyro approaching, so if possible try to kill the Engineer first before focusing on the buildings.
- The Homewrecker allows Pyros to destroy any building in one or two hits, and gives the Engineer almost no warning. With good timing and movement, it is possible to dismantle a Sentry Gun before it can do too much damage to you.
- When destroying a Sentry belonging to an Engineer with the Frontier Justice, be sure to try to either kill the Engineer first or force him or her to retreat. Try to keep your distance until the enemy player empties out his or her magazine, or attack from range with the Flare Gun.
- Combat Mini-Sentry Guns deployed using the Gunslinger cannot take much damage and will fall to a single hit from the Homewrecker. However, combat Engineers will often use them as a distraction and attack you simultaneously from another angle, so if you suspect a trap, try to single out the Engineer first and kill that player before retreating to destroy the Mini-Sentry from another angle. If you can spot the Mini-Sentry from a distance, try to snipe it with flares, as Mini-Sentry Guns cannot be repaired.
- Engineers equipped with the Wrangler are highly vulnerable to ambush, as their Sentry will not automatically target approaching enemies. Try to sneak behind and kill the Engineer, then destroying his or her buildings at your leisure. Remember that the Sentry will be disabled for three seconds upon the death of the Engineer, so use this opportunity to deal damage to it.
- Engineers equipped with the Southern Hospitality are 20% more susceptible to fire damage. If you notice that an Engineer with the Southern Hospitality is out of range from his or her Sentry Gun, try to take advantage of it.
Medic
- Medics by themselves are rarely dangerous, but will often travel in groups or with escorts. If you encounter a Medic with a buddy, your best option is to ambush the pair and separate them if possible.
- How you decide to ambush a Medic pair depends on your primary weapon. The Flamethrower and Degreaser allow you to physically separate the pair with compression blast and prey on the Medic easily, while the Backburner allows you to quickly destroy the Medic from behind before the patient realizes what is happening.
- While the Medic's Syringe Gun can be hard to aim, it also does a surprising amount of damage at close range. Don't chase a retreating enemy Medics if they are firing syringes at you, but instead try to dodge the needles at range and attack with your secondary weapon.
- Because the Medic passively regenerates health, you cannot rely on afterburn damage to finish Medics off reliably. Try to deal as much direct damage to a Medic in order to ensure a kill.
- The compression blast is the best weapon for eliminating the threat of an ÜberCharge. You can use the compression blast to knock the pair off of ledges or simply prevent them from advancing, but smart players will quickly target any nearby Pyros to prevent this from happening, so make sure to stay hidden until the right moment.
- If possible, try to airblast only the Medic and allow the patient proceed forward. As you hold the Medic back, the patient will often continue to charge forward and only realize that they are not ÜberCharged when it is too late.
- Countering a Medic equipped with the Kritzkrieg depends on the class of his or her buddy. If paired with a Soldier or Demoman, try to reflect their explosives back at the Medic to shut down the ÜberCharge quickly, and then focus on eliminating the buddy.
Sniper
- Snipers are easy to eliminate once you get close enough to do damage, but will often stay far away from the front lines to prevent being ambushed. As such, the main challenge in killing a Sniper lies in being able to sneak in close enough without being spotted or killed. Memorize the most frequent spots that Snipers try to snipe from, and try to take back routes to reach those positions. As Snipers are often unaware of their immediate surroundings, simply getting close enough can guarantee a kill.
- The Flare Gun is the best weapon to engage Snipers at long range. Hitting a Sniper with a flare will eliminate that player's ability to aim with the scope, and will normally force him or her to retreat to look for health or put the fire out with Jarate. However, be sure not to expose yourself too much while firing flares, as Snipers will generally try to specifically target you when they realize what is happening.
- Hitting a Sniper with two flares at long range will usually result in a kill due to flares guaranteeing a Critical hit on burning targets. You can try to cooperate with a friendly Pyro to take out a Sniper if both of you are using the Flare Gun, or you can try to hit the Sniper twice in a row.
- Remember that Jarate jars can be deflected away from your teammates. Try to redirect jars at groups of enemies to make them easier to kill.
- Huntsman Snipers can be hard to kill at close range since they use hitscan hitboxes and can headshot enemies at point-blank very easily. It is possible to try to deflect the arrow back at the Sniper, but doing so requires good reflexes. Try to time your compression blast with the Sniper's animation upon releasing the arrow rather than with the arrow itself.
- A Sniper with the Bushwacka is considerably more vulnerable to fire, but can also kill you with a single hit at close range if you have been hit by Jarate. If engaging a Sniper at close range under these circumstances, focus on using compression blast to prevent the Sniper from getting a melee hit in, and use your Flamethrower to quickly dispatch that player.
Spy
- Spies cannot effectively fight back against Pyros due to their inability to deal enough damage in head-on fights. As such, Spies will often go out of their way to avoid Pyros.
- Your first priority in fighting Spies should always be to set them on fire. This eliminates their ability to Cloak and escape, and renders their disguises useless for the duration of the fire.
- Retreating Spies firing their Revolver at you can do more damage at medium ranges than your Shotgun. Try to throw off their aim by moving unpredictably and forcing them to waste bullets.
- When dueling with a Spy in close combat, beware of the possibility of being sidestabbed or even facestabbed. If needed, create some distance via compression blast to prevent this from happening while hitting the Spy with your Flamethrower.
- Some Spies will try to lure Pyros onto stairs to execute a stairstab. Prevent this by igniting then juggling the Spy with compression blast once that player jumps at you, then follow up with an Axtinguisher swing.
- If you think that you've killed a Spy, it's a good idea to keep spraying the area where you saw the Spy die with flames, as the Dead Ringer will extinguish Spies upon 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 are using the Flare Gun, be sure not to get too focused on firing flares and keep an eye on your back at all times. Spies will sometimes try to backstab Pyros sniping with Flare Guns in order to reduce the possibility of being discovered.
- Remember that you can use compression blast to throw off a Spy's aim even when he or she is attempting to backstab a teammate. If you see any suspicious teammates approaching another teammate's backside, try to airblast them to see if they are juggled.
- Beware of Spies carrying the Ambassador, as they can deliver Critical hits via headshots. If chasing a Spy with the Ambassador, try to strafe as much as possible to prevent enemy players from getting a headshot in.
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 players into using up their Cloak to avoid you.
- 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 that player the ability to escape, and hold him or her in place until the Cloak runs out. Be sure to prevent the Spy from getting any ammo to recharge his or her Cloak, otherwise that player 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.
- 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. Good Spy players can do most of their 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
- Hiding on the battlements and watching the bridge area is a good way to ambush enemy players as they enter your base. When playing as RED, you can use the shadowed areas to conceal yourself.
- The base entrance into the sewers are also a good place to ambush players when on RED. As the RED base has a stack of crates just outside of the entrance, they can be used as quick concealment to fool passing enemies.
- The grate area that overlooks the main base entrance is also a good ambush point. However, be sure to have a weapon other than your Flamethrower equipped, as its nozzle is particularly noticeable in this spot.
- The inside corners of the base entrances are also good ambush points, as players often neglect to check the corners before proceeding farther into your base. However, be sure not to allow yourself to be spotted as you make your way to these corners, as Snipers can easily spot you and warn their team of your presence.
- If you wish to play as a defensive Pyro, the Homewrecker is an excellent choice for a melee weapon, as you can use it to save your teammates' Sentry Guns from Electro Sappers as necessary.
- The Backburner is more useful for performing ambushes, as you can land guaranteed Critical hits from behind and stop offensive pushes very quickly. However, using the Flamethrower or Degreaser also allow you to stop ÜberCharges in their tracks by using the compression blast.
- When fighting in the bridge area, try to use the bridge cover supports to shield yourself from fire, and the cover itself to block Sniper attacks. As most fire comes down the axis of the bridge, this creates a corridor in which you can use your compression blast and Flare Gun effectively.
- An ÜberCharged Pyro can clear an entire Sentry Gun-locked area with ease, as long as the Backburner is not equipped. Due to the indoors nature of the bases, you can use corners to easily approach Sentry Guns without worrying too much about knockback. Using your compression blast you can knock back and burn the enemy Engineer with ease while still doing damage to the Sentry Gun.
- On the battlements, a skilled Pyro can use compression blast to knock back incoming arrows, rockets, and other explosives. It can also be used to ignite and knock away explosive-jumping Soldiers and Demomen, as well as Scouts jumping across the bridge covering.
- 2Fort has a central pool of water into which some enemies will jump if they are ignited. Ask a teammate to lie in wait below the bridge and use your fire to force enemies into their ambush.
- Great care must be taken when using the sewers to enter the enemy's base. Remember that the Pyro's primary weapon does not work while underwater, and that enemies can put your flames out easily. However, the sewers also provide significant cover from enemy Snipers, which can allow you to perform flanks very easily.
- A Pyro with the Flare Gun can take advantage of the enclosed nature of the sewers and rain flares on the enemy from a distance. Especially in the long stretch, a Pyro with good aim can land Critical flares and delay an advance for a significant amount of time.
- Pyros are also useful for ambushing enemies coming from the sewers. The sewer entrance into the respective bases have various blind spots that can be exploited, particularly just above the stairway into the base and the corner just next to the entrance. It is also possible to jump down into the sewers from the outside, and box players in and deny them the ability to reach the water.
Granary
- Control Points 2 and 4 are excellent ambush and attack points for Pyros, due to the blind corners and upper level.
- The upper levels offer the Pyro excellent opportunities to ambush enemies attempting to guard the point, provided Engineers have not placed Sentry Guns in the path as a deterrent.
- Sentry Gun emplacements can be attacked from around corners or circle-strafed. Take advantage of the indoors conditions and take Sentry Gun nests by surprise.
- Always be careful when fighting around Control Points 1, 3 and 5, as their outdoors nature allow you to be spotted from a long distance away. Around Control Point 3, try to use the crates to flank and ambush the enemy, and on Control Points 1 and 5 try to use the second-level ramp to ambush players from above.
Gravel Pit
- Due to the open nature of the map, it is hard for Pyros to perform ambushes in general. Use the rocks and ramps as cover, and take advantage of corners whenever possible.
- 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. When fighting for Control Points A and B, traversing on the path between the two points can net you many surprise kills.
- Due to its isolated nature, Control Point A is often undefended, and RED team will rarely offer more than token resistance in defending it. Due to this, it is possible for a RED Pyro to execute devastating ambushes since BLU players will rarely expect any serious resistance. 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.
- Control Point B is often very well-defended, and its open nature makes it hard to perform ambushes. Try to use the house as cover when cornering to ambush, be careful of attacks that may come through the windows.
- The areas connecting Control Points A and B to Control Point C are well-suited for ambushes. Use the corridors to restrict enemy movement, but be sure to always have an escape route handy.
- Your compression blast is invaluable on Control Point C, both on RED and on BLU. Use it to force enemies off the point or deny a rocket-jumping Soldier from accessing it.
Well (CP)
- Use underwater passages to reach the enemy side of Control Point 3, ambushing them. The bridges can be used to provide cover, as well as an area to breath without being noticed. Players will rarely go underwater so nobody will notice you, allowing you to perform devastating ambushes from seemingly open areas. But be aware that you can only rely on melee attacks and the Shotgun should you be forced to fight someone.
- Skilled Pyros can use compression blast to push enemies around Control Point 3 into the path of oncoming trains. This can be effective in turning the tide of a battle
- Pyros fighting on Control Points 1 or 5 can use the upper levels to ambush enemies in the area. Keep Sentry Gun placements in mind when taking this path, though, as the entire area is in the open with little in the way of cover. The shadows on the upper levels can make you hard to spot at a distance.
- The multiple levels at Control Point 2 and Control Point 4 provide ample opportunity for well-timed ambushes from above. They also provide cover when attacking or defending from the ground floor; for example, enemy Sentry Guns placed on the walkways above the points can be edged with your primary weapon.
- The Flare Gun may prove useful when dealing with enemy Snipers in the windows between Control Points 2 and 4, and Control Point 3. It also works from a distance at Control Points 1 and 5 to ignite Engineers, Snipers and Heavies guarding the final control point.
Dustbowl
Stage 1
- The shacks by the BLU spawn points can serve as excellent ambush points when on the defense. Try to wait for the enemy to pass, then attack from behind. Hiding in these areas can also allow you to ambush players who are using the bottom exit to attack.
- The areas between Capture Points 1 and 2 are very tightly enclosed, allowing you to easily box in enemies and get multiple kills at once. However, they also have few escape routes should the tables turn on you.
- The upper levels behind the one-way gate near Capture Point 2 are often used as forward bases for both teams. In these enclosed areas, an ÜberCharged Pyro can make quick work of everything. When your team is in control, use your compression blast to limit the damage that enemy ÜberCharged pairs can inflict. When on defense, always remember to open up the one-way gate so that your teammates can quickly reinforce or push through.
Stage 2
- The shack near the BLU spawn point can be used to catch enemy players off guard. The health and ammo in the shack itself can be used to quickly replenish yourself, but be aware that any players that you kill will immediately be on guard upon entering this area again.
- The entire lowered area close to the BLU spawn point can serve as a devastating kill zone due to its enclosed nature. RED Pyros can run in and out quickly while igniting enemy players, while BLU Pyros can cut enemy pushes short by ambushing through the raised entrance to the left of the spawn.
- The building where Capture Point 1 is located can serve as a similar kill zone due to its narrow corridors. Use this to your advantage by hiding and ambushing players that try to make it through.
- When on defense, use the compression blast and Flare Gun to keep attackers at bay if they try to take the direct path to the Capture Point. Its narrow entrance funnels players in tightly, allowing you to ignite and kill several at once. Simultaneously, be sure to keep an eye out for incoming explosives, and deflect as necessary.
- The narrow mining area between Capture Points 1 and 2 serve as choke points where Pyros can easily devastate any enemy pushes. Use the corners to ambush players, and the long straightaways to rain flares.
- The one-way gate that leads to the house can also be used to catch enemies off-guard from either side. Like the similar area in Stage 1, Pyros that make it through the opposite side can completely destroy any base that is set up there.
- When on defense, try to used the raised wooden areas above the exits to ambush players that are exiting the narrow corridors. While smart players will check these raised areas before proceeding, you can distract the enemy long enough for your teammates to join in.
- The house in front of Control Point 2 can be used as an ambush point for any player passing through or under it, for both sides. The alcoves with the health and ammo can be used as hiding spots to take enemies by surprise.
- From the ground level, compression blast can be used to easily juggle any enemies that try to attack from above.
Stage 3
- The house area just outside of the BLU spawn point has many narrow corridors and corners, allowing Pyros of either side to devastate their enemies. RED Pyros can easily delay attackers in this area, while BLU Pyros can more easily resupply and kill defenders that have pushed into this area.
- The house next to Capture Point 1 can be used as cover for both sides, but be mindful of attacks that come through the windows. You can ignite enemies on the other side by puffing flames through the windows or shooting flares. On defense, this can be done to surprise any enemies that are using it to take cover and delay their offense.
- The path between Control Points 1 and 2 provide excellent fields of fire for the Flare Gun. Additionally, the side buildings can be used to ambush enemies from elevated positions.
- The underground path can be used to flank the enemy, both on offense and defense. Additionally, on defense, you can used the elevated areas above the ravine to get the jump on anyone attempting to perform a flank from the other side.
- The buildings around Control Point 2 are ideal for tight quarters fighting. When on the offense, try to use them to attack the enemy from as many different angles as possible, while on defense try to keep the enemy from gaining control of them.
- When on defense, use your compression blast to knock ÜberCharged pairs into the ravine. This can very easily crush any offensive pushes and render the Über useless.
Hydro
- Whenever possible, try to attack through indoors areas or the narrow canyons. As with Gravel Pit, use the structures and rocks for cover when moving through wide-open areas.
- A particularly useful spot is underneath stairs, as your flames can go through the steps.
Badwater Basin
Attack
- Keep in mind that the enemy tends to build Sentry Gun nests in elevated positions, as well as the boxed-off rock formation on the right and the enclosed garage area next to the first Control Point. Try to take a path that lets you edge the Sentry Guns, or attack from an unexpected angle. Especially with the rock formation, remember that all classes except the Heavy can jump onto and over the rocks and attack from above.
- Once the elevated area above the cart's path has been taken, it can be used to perform ambushes from above against enemies on the other side. This especially helps if trying to destroy any Sentry Gun nests built inside of the garage area.
- The tunnel that the cart moves through provides very little cover for an ambush, but can be used effectively to launch flares from both sides. You can keep defenders at bay from the side closer to the BLU spawn point, or ambush enemies from above on the other side and trap any pushers inside between yourself and the rest of your team.
- The large building overlooking the second Control Point is a perfect area for ambushes, as the enclosed corridors will render enemy attempts to escape useless. The back yard area has a large amount of cover, allowing you to hide and ambush enemies as you please, as well as using the elevated positions to catch them from above. When attacking, always beware of the Sentry Guns on the roof, and have an ÜberCharge ready to destroy them. However, due to the elevated nature of this area, be careful not to be juggled and knocked off of the building.
- The third Control Point is often well-defended with numerous Sentry Guns placed in various locations. Due to the enclosed nature of the buildings immediately following the second Control Point, you can round corners and devastate any enemy entrenchments in those areas. Beware of the wide-open areas immediately around the cart's path, however, and always be ready to use compression blast to blow away any explosives that may be directed at you.
- The building to the immediate left of the Control Point is a favorite area for placing Sentry Guns, as well as around the corner to the right along the cart's path. However, if you can sneak into this building, its tight quarters will allow you to make short work of any defenses, as well as provide a back door for flanking the enemy from behind.
- The last Control 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 loft on the left side-path 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.
- If you have an ÜberCharge available, try to jump down on enemy Sentry Gun positions from the walkway overlooking the Control Point, or from the map room. It is possible to easily destroy any Sentry Guns here as long as you are not knocked back.
- When your team has pushed into the basin area, 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.
Defense
- Defending the area leading to the first Control Point is ideal for Pyros, as the high ground advantage means that you can drop behind unsuspecting attackers for an ambush. This 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 enemy team pushes the cart through the tunnel, try to use the Flare Gun to keep them at bay. While the tunnel provides little cover, it hems the enemy in and allows you to land Critical flares easily.
- A Pyro's main job at the second Control Point is to defend the Sentry Guns that your team will likely set up in the building. Keep an eye out for Spies and potential ÜberCharge pushes, and ambush these charges preemptively to hopefully trigger their ÜberCharge earlier than they should. If an ÜberCharged pair makes it up to the roof, use the compression blast to push them off. If you have the Backburner, strike from behind a charge after they have pushed, to hopefully mop them up while they're exposed.
- Use your elevated positions to ambush enemies whenever possible. Be especially vigilant for enemies trying to use the stairs from the back yard, and always beware of players attempting to use the alcove at the back of the yard to snipe at your teammates.
- On the defense around the third Control Point, try to hold the two buildings overlooking the cart's path for as long as possible, as the enclosed areas allow you to ambush pushing groups with little to no warning. You can also jump from the elevated area down into the gully from either side, allowing you to surprise enemies from unexpected angles.
- One of your primary jobs is to defend your team's Sentry Guns, so always be ready to chase down Spies, and use compression blast to push away explosives. Additionally, the Flare Gun can allow you to heckle enemy Snipers, reducing their ability to support their team.
- The building overlooking the Control Point itself can be used to jump onto the area overlooking the gully. However, Scouts, Soldiers and Demomen also try to jump up into this building to try to flank your team, so always be aware of any enemies trying to do this. Use your compression blast to knock enemies off into the gully.
- 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 ability to push back. 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 defending your team's Sentry Guns, be especially vigilant for Spies and explosives. Continuously check the area for Spies, and use your compression blast to neutralize explosives directed at the Sentry Guns.
- When ÜberCharged pairs push in, 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 delay them.
- Try to use the stairs from the basin area to attack the enemy from behind. This is especially useful for getting rid of any enemies attacking from the loft, as it provides instant access as well as a path to flanking the enemy. Conversely, be aware that Scouts, Soldiers and Demomen will also use these stairs to try to open up an additional avenue for attacking your team
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 from 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.
Steel
Attack
- Because of the way the path to A is laid out, Pyros can find it difficult to do much unless backed up by teammates. If there are distractions, however, a Pyro can easily slip past defenders and hide in the stairwell outside the first RED spawn exit. You can ambush enemies who emerge from the spawn, giving your teammates more time to capture Point A.
- Once Point A is captured, your options as Pyro increase drastically. The double doors at A will open, and this allows you to sneak all the way around the enemy position; this makes Backburner Pyros surprisingly efficient.
- A Pyro with the Gas Jockey set can make the jump onto Point E early in the match. However, due to the Pyro's limited ranged capabilities, this strategy is ill-advised unless backed up by a ranged specialist. However, Pyro reflections can be handy, especially since Soldiers tend to be used to try and fling people off the point.
- Additionally, a Pyro can cover the spawn gate for a teammate who is capturing E.
- After Point C is captured, Point E will become more of a hotspot for battles. This makes for more airblasting enemies into the chasm.
- Also from Point C onwards, most fighting is performed in a tight, indoor environment, making Pyro players particularly effective.
Defense
- Pyros can be used well on defense, because of the close contact with the exits of the BLU team spawn. Also, fighting on most points tends to be close-quarter combat.
- If the BLU team does manage to capture A, a clever Pyro can surprise enemies by waiting outside the double doors which lead to E. When Point A is captured, the doors slowly open. A Pyro can flame through the doors as soon as they start opening, while projectiles cannot get through easily. This can catch enemies off-guard and can distract them while your teammates set up a defense at Point B.
- If your team is doing well in defending the active point, it's always a good idea to check the rest of your base. Some enemies, particularly Spies and other Pyros, may use the back route to try and catch your team off-guard.
- Additionally, you can use the back route against the BLU team. By going through the doors at A, you can deliver a very surprising sneak attack on attackers who are approaching B.
- When defending Control Point E, never pass up the opportunity to use your compression blast to knock enemy players into the pit. During pitched battles, this can drastically increase your team's chances of successfully defending the point.
Double Cross
- The large chasm over the middle of Double Cross provides Pyros an excellent opportunity to use the compression blast for kills. It is possible to hide behind some of the large piles or mounds in the middle of the map and knock those who cross your path right into the chasm below.
- Likewise, Pyros can use the high bridge to ambush enemies trying to take the lower path, namely Intelligence carriers. Pushing an Intelligence carrier into the chasm will reset the Intelligence to its original capture point.
- The Flare Gun is of great use here in the map's middle against enemy Snipers and Heavies, due to the long sightlines. Be careful, though, as Snipers can use those same sightlines against you.
See also
External links
- TF2 - How to play the Pyro by EvilDaedalus
- Meet the PROro!2 by B||oodSire
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