Difference between revisions of "Community Pyro strategy"
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* Options for dealing with a Sentry depend on its placement. If a Sentry Gun is placed close to a corner, it can be edged and destroyed with the Flamethrower while while unable to return fire. Beware, however, that enemy players can easily dispatch Pyros attempting this, so make sure that the coast is clear first. | * Options for dealing with a Sentry depend on its placement. If a Sentry Gun is placed close to a corner, it can be edged and destroyed with the Flamethrower while while unable to return fire. Beware, however, that enemy players can easily dispatch Pyros attempting this, so make sure that the coast is clear first. | ||
− | * 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. | + | * 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. It is also possible to do this against Level 3 Sentry Guns, however it is far riskier and requires special circumstances. | * 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. It is also possible to do this against Level 3 Sentry Guns, however it is far riskier and requires special circumstances. |
Revision as of 16:19, 28 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.
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, and use speed in order to flank the enemy team.
- When the enemy retreats beyond the Flamethrower's range, be sure to switch to the 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 the Shotgun drawn. These classes often expose their backs for easy follow-up shots as they retreat. If set on fire, Medics may attempt to regain their health by attacking 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. Enemies that have been damaged sufficiently by the Flamethrower's flames can often be easily finished off with the Shotgun. If possible, try to pick up any health packs near burning enemies to prevent them from extinguishing themselves.
- 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 teammates and friendly buildings, 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 the Sentry Gun's gun barrels will still cause significant damage. 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 seen 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 targets, so that they walk into the flame particles. This can be be used as an advantage in fights, especially against enemy Pyros - fire while retreating backwards in a straight line, any enemy Pyros pursuing will not be able to deal damage due to the lagging flame hitbox, while the reverse will happen and the enemy Pyro will take damage from your lagging flames. (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 the Shotgun. Due to this lag, aiming at strafing enemies must be compensated for by leading them. Another interesting note is that running forward makes each plume go a greater distance, but at the same distance from the player model due to momentum.
- When flaming an enemy, it's best to listen for the higher pitched sizzling sound to know when the enemy is being damaged. The flames might be hitting the enemy on screen, but they won't cause damage unless the sizzling sound is heard. Turning on damage numbers and/or the hit sound can help with tracking burning foes and exactly when the enemy is taking damage.
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 teammates push at the same time 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 the 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 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 check for stragglers or other ambushers before attempting to perform an ambush against enemy groups. 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. Enemy players looking to perform their own ambushes may also use side paths, and can sometimes be encountered in such situations.
- 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., an ambush attempt fails because the enemy becomes aware), be sure to have an escape route. Quick-witted players 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 conducting pushes alongside teammates, 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.
- Target enemy medics first. This can prevent the enemy from quickly recovering from attacks.
- If an Engineer has left a Sentry Gun near a corner, it is possible to pop around the corner and take out the Sentry Gun at point-blank range. This works against Level 1 Sentry Guns but rarely Level 2 or 3, because of the knockback. Alternatively, Sentry Guns that are very close to corners or on some platforms can be "edged" by approaching the corner and firing the Flamethrower without being detected and targeted, hopefully igniting the Engineer and forcing him or her to retreat. If the Sentry Gun is positioned far from a corner, it is possible to circle-strafe around even a Level 3 Sentry Gun and burn it down, but this depends on the orientation of the Sentry Gun.
- 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. Try to approach from around corners whenever possible, and the Medic should always go first to draw the Sentry Guns' fire and knockback. The Backburner's additional damage can also facilitate the destruction of the Sentry Gun faster. With 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 deal with other threats. It is the quickest way to take down lone Sentry Guns (or even big groups if there are more Pyro-Spy teams working together) 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 actively attack teammates than ones sitting in prepared positions waiting for incoming attacks. 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 the Flamethrower.
- Using the 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 what paths the enemy may try to take in order to attack the team's 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 teammates of any serious danger that is approaching the base!
- Use your compression blast on the enemy to push them away from control points, payload carts and your intelligence.
Weapon Specific
Example Combinations | |||
---|---|---|---|
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 the Backburner; remember that without compression blast, explosives become much more of a threat. Ambushing groups of enemies from behind can also produce devastating results, as the Backburner's spread will deal Critical hits over multiple enemies, which can single-handedly stop pushes. The Shotgun is to be used against enemies that are fighting from outside of the Backburner's range. Using either the Powerjack or the Back Scratcher will affect playing priorities and tactics. 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 support teammates' efforts better and there is no real need to pull off weapon combos that would require the faster switch time. The Flare Gun allows players to ignite enemies at a distance, making things easier for teammates, and can be used to harass enemy Snipers, reducing the enemy's ability to support their own team. The Homewrecker can save friendly buildings from Electro Sappers and quickly destroy any Mini-Sentry Guns that any enemy Engineer may try to place. | |||
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 players to switch to other weapons much faster, reducing the Scout's ability to perform a Weapons Heckle, as well as switch to the Shotgun to deal with enemies outside of the Degreaser's range. Deciding between the Shotgun and Flare Gun will depend on the role players 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, the Payload Cart (depending on setting and team), Jarate, Mad Milk, Health kits, compression blasts from other Pyros, and water will put out flames. Try to deny such sources to the enemy prior to attacks (or attack where such sources are not available) in order to maximize the amount of afterburn damage done.
- 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 make a headshot more difficult.
- The Flamethrower is superior to the Backburner in open areas and while acting in a supporting role.
- 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.
- Walls do not obstruct fire unless they actually obstruct line of sight back to the origin point. This allows Pyros to attack through small cracks and crevices much more effectively than hitscan weapons.
- Mechanically, the Flamethrower does not attack in a "line" or "cone" shape. Instead, it functions very much like the Medic's Syringe Gun. 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 viewmodels (i.e., 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
- The compression blast can knock enemy players into map hazards (such as the instant death pit on Steel or the trains in Well) or simply push enemies away to deny a decisive combat action.
- In Arena mode, using compression blast to knock opponents off the map is a great way of increasing the chances of a win.
- 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 the 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.
- Enemies can be pushed 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 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 the 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 the Intelligence timer from expiring. This can be turned against them by allowing them to pick up the Intelligence and then airblasting them in the opposite direction, causing them to lose much more ground than they gain. It's best to tell teammates not to kill the Intelligence carrier when doing this.
- Depending on reflexes and timing, it is possible to deflect projectiles fired by an enemy back at their own team. This can significantly help teammates by negating potential damage to teammates and turning it into potential 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 teammates. If possible, try to blast them away from teammates and friendly buildings. Pipe bombs from the Grenade Launcher will change ownership to the Pyro that airblasted them, and cannot damage teammates, though players can still be hurt by them.
- When deflecting projectiles, remember that they don't have to be aimed back at the original player who fired it. Any projectiles that are deflected will "re-fire" in the direction of the crosshair, so a rocket can be turned against a Soldier's teammates, a Sniper's Jarate can be redirected to soak a Heavy-Medic pair, and so on.
- Remember that Mini-Crits have no damage falloff and deal extra damage as well, so reflected long-range projectiles can deal significantly more damage to the enemy than the original projectile would have against any teammates.
- Deflecting special projectiles will retain those properties. When deflecting a rocket fired from the Black Box, players 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. Timing the delay between projectiles or watching the enemy player's animation can help in judging when to use a compression blast more easily than watching the projectile itself.
- It is possible to use explosives to perform explosive jumps via the use of deflected explosives (excluding sticky bombs, which remain under the ownership of the Demoman who fired them). 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 players an opportunity to get in close and disrupt their plans. Players can choose to block both enemies or try to separate the Medic from the ÜberCharged player. This works best when near ledges and cliffs. However, beware that wary enemies will always target Pyros first in order to prevent being juggled.
- Another effective defensive tactic is the shepherding of friendly Sentry Guns, stationary Heavies, capture points, etc. by deflecting incoming explosives. While it is not always possible to stop all incoming fire, it is often enough to keep 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 teammates' 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. It 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, players that plan to receive or ask for a Medic's Übercharge, should consider the Backburner as their weapon of choice, 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. Overhealed Heavies, Dead Ringer-using Spies or Chargin' Targe-equipped Demomen will die before they have time to react if caught from behind.
- Because of the bonus damage that the Backburner deals, it is an ideal weapon to use against enemy Pyros.
- When using the Backburner, players must rely more on performing ambushes than in attacking in frontal assaults. 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°.
- 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 the 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.
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 two combo weapons beforehand so that they can be quickly accessed.
- The Degreaser is great for dealing with Scouts that try to perform a Weapons heckle. The faster switch time applies to all weapons while the Degreaser is carried, so players can quickly switch to and from any weapon to deal with the Scout as appropriate.
- 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 opponents into a corner and juggle them, switching to the 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 the enemy 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 the enemy 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 players to deal damage from a safer distance (against Soldiers, who will destroy Pyros 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 ambush situations (save the compression blast's effects against projectiles). Keep the Flamethrower out 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.
- With good accuracy, the Shotgun actually overpowers the Flamethrower in a close up fight against a single target. Players with good aiming skills can use 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 outside of Flamethrower range. 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 the Shotgun at close range before switching to the 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.
- The 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 actually see the flare, they might assume they are being attacked at point blank and try to look for an attacker nearby 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 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 personal play style. Players that like singling out lone enemies and chasing them down can utilize the Shotgun more effectively, 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 becomes a disadvantage at close ranges.
- 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 teammates' offensive or defensive efforts at the right moment.
- On top of that, Snipers equipped with the Sniper Rifle or Sydney Sleeper will usually be sitting targets for flares. But be aware that wary Snipers can easily counter-snipe any Pyros attempting to launch flares at them
- 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 makes the Flare Gun a more effective weapon against enemy Pyros.
- Additionally, a Pyro currently being attacked by the Flamethrower is considered on fire, and will still receive critical damage from flares.
- Fire flares into enemy charges. The burn damage will weaken them considerably and leave them ready for a strike from the Axtinguisher.
- While the Flare Gun will not ignite anybody in water, the projectile itself will 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 to mark targets. While the damage of a single hit may not be significant (i.e. against an enemy Heavy), a burning opponent will often serve as a beacon for teammates to 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.
- The Flare Gun can also be used as an ambush and counterattack weapon. When fighting lone enemies, hit them with a flare and then feign a retreat around a corner. If the enemy take the bait, follow up with the Axtinguisher for a nasty surprise.
- In conjunction with compression blast, flares can be used to deal surprising amounts of damage. When fighting enemies at close range (Pyros excluded), try to use the compression blast to create some distance then switch to the Flare Gun to deal Mini-Crit or full Critical damage.
- With good aim 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 as the gates open, and may catch more inattentive players in the blast.
- The Hadouken can be effective during stalemate and humiliation.
- An inattentive Sniper or an idle, non-moving player can be the perfect target for a surprise attack or humiliation.
- This taunt can take out multiple enemies, so it is very useful against groups of enemies, if timed perfectly.
- The 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 players 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 players are safe from the Sentry Gun's fire, the taunt leaves Pyros completely vulnerable.
- Another method on small, bunched up Sentry nests that can be used is for a Pyro to sneak behind a Dispenser. Lucky players can kill the Dispenser along with Engineer and Sentry Gun in a single 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.
- Retreat with the Shotgun while firing at an enemy Pyro can cause that player to advance with the Flamethrower out. Switch to the 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 enemies if they are pinned 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 foes 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 targets 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 counterattack, and line them 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 kill a burning and cloaked Spy.
- If used to ambush bigger classes, the Flare Gun may give players a better chance of successfully landing an Axtinguisher hit, as it sets them on fire from a longer distance and thus gives players more time to switch to the Axtinguisher while closing the distance, as well as increasing the burn duration. 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, flares must be aimed very precisely, as a missed flare passing right past them will alert enemies very quickly.
- 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 using the Axtinguisher.
- Consider pairing up with other Pyros while using 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 even when not currently playing as Pyro. Enemy Spies will often try to sap Teleporter Entrances, so quickly switching to Pyro while in spawn can easily save them.
- It is possible, although difficult, to circle-strafe around a Sentry Gun whilst attacking it, and avoid damage completely. Remember, however, that this is highly dependent on the Sentry Gun's orientation relative to the Pyro prior to the attack.
- 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 stands a good chance of destroying it before it can re-activate.
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 players 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.
- Even at full health it can be beneficial to try to kill with the Powerjack; the +75 HP from a kill can still overheal Pyros, making follow-up attacks easier.
- 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.
- If possible, try following up a reflected rocket with a Powerjack strike. The enemy's health should be low enough to deal with them in one hit, unless they are an overhealed tougher 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.
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, players carrying the Back Scratcher should try to avoid being primary heal targets for Medics, as this can put the Medic in danger when attempting pushes. Simply equipping the Back Scratcher and showing a Medic will alert that player to this danger.
- 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.
- A coordinated Back Scratcher Pyro and Candy Cane Scout can make for strong allies; the Pyro can engage enemies, distracting them while the Scout comes in to finish them off, awarding a boosted health kit for the Pyro to use.
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 the Flamethrower would alert the enemy to a nearby Pyro. However, its reduced damage reduces its utility in other situations where killing the enemy has higher priority than stealth.
- 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 teammates, both doing damage over time and "painting" targets for a Scout with the Sun-on-a-Stick or fellow Pyro wielding the Axtinguisher to capitalize on.
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 set bonus' 10% movement speed increase is helpful when flanking and ambushing enemies, in addition to dodging their attacks.
- In addition, moving at 110% speed makes hunting Medics easier, as Medics move at 107% speed.
- The 10% increased hitscan vulnerability puts players at a disadvantage against Heavies, Scouts, and even Sentry Guns. Engineers and Soldiers can also more easily deal with players by using their non-explosive weapons.
- Wearing the Attendant can easily serve as a sign to enemies to use hitscan weapons in order to deal increased damage. This can be used to fool the enemy by equipping the Attendant but not the entire set, and goading enemies into attacking with hitscan weapons.
- Remember that the set bonus does not require a specific secondary weapon. Take advantage of the two weapons' 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 the set's bullet weakness and nullify its speed bonus. Avoid Natascha-wielding Heavies whenever possible while wearing this set.
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 perform ambushes in order to avoid being caught off-guard.
- 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 this advantage.
- Scouts will often try to use their superior speed to choose the range at which to engage enemies, and as such will often try to perform a weapons heckle to force their opponents to engage them with the wrong weapon. In order to counter this, always try to anticipate when a Scout will try to perform a heckle, and switch to the proper weapon to engage the Scout. Carrying the Degreaser will make this significantly easier as the faster weapon switch time afforded can prevent a Scout from performing a successful heckle
- Dealing with a heckling Scout often depends on carrying the right weapon. Engaging the Scout at medium ranges will be much harder if using a Flare Gun instead of a Shotgun, and carrying the Flamethrower or Degreaser can allow players 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 him or her to retreat. Simply igniting the Scout may be enough to force a retreat in most cases, allowing for easy follow-up with a secondary weapon.
- In close quarters, using the compression blast to stop a Scout's movements is often enough to ensure victory. Simply forcing the Scout along a predictable line of movement can allow players to get close enough to deal significant damage with the 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.
- Scouts equipped with the Force-A-Nature can cause tremendous damage in a short time if they catch their targets off-guard. On top of that, the knockback from the weapon can prevent Pyros 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 be cautious of flanking at all times.
- Because the Force-A-Nature requires Scouts to get point-blank to make the most of an ambush, anticipating Scouts' movements can allow Pyros 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 the compression blast to knock that player away.
- Depending on their setup, Scouts will often try to gain an advantage either by using Mad Milk to increase their survivability or by stunning targets with a baseball from their Sandman and dealing damage safely against defenseless targets. However, in both cases, the projectiles can be deflected with compression blast. If a Scout is approaching with either weapon equipped, be ready with a compression blast to throw it right back in their face.
- Scouts trying to break through defense lines or reach objectives will often 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, try to knock Scouts into corners where they can be summarily eliminated.
- Scouts using the Crit-a-Cola can kill unwary targets in two shots; however, they must also forgo equipping a Pistol in order to use it, and thus will often use it in ambushing situations rather than in frontal assaults. Because they do not have a Pistol, they lose the ability to perform weapons heckles, so try to engage the Scout at range with the 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 that may be thrown. 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 timing and reflexes; the ability to deflect their rockets back at them using the compression blast is instrumental. Because of this, it can be easier to deal with a Soldier at medium range rather than at close range, as it will give players more time to deflecting rockets. Remember that reflected rockets will deal Mini-Crit damage, so hitting a Soldier with one will deal a significant amount 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 can help in deciding on the best places to redirect the rockets to. Try to predict the enemy Soldier's movements, and then lead the rocket where that Soldier will be.
- Some Soldiers will attempt to prevent Pyros from reflecting their rockets by aiming at locations where the rockets will do splash damage but where they cannot be reached them with compression blast. To counter this, try to predict where the rocket will land first, and then decide if it can be deflected on time or not. When faced with a rocket that cannot be deflected in this manner, simply step out of its damage radius and wait for the Soldier to fire another rocket.
- If the Soldier switches to the Shotgun, a proper response will depend on which secondary weapon is being carried. With the Shotgun, try to close the range while firing and then switching to the Flamethrower once the range difference is close enough. With the Flare Gun, back off to reduce the damage that the Soldier's 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.
- When using the Backburner, do not confront a Soldier head-on. Try to sneak around behind enemy Soldiers and attack when they least suspect it. Use the Backburner's increased damage and ability to deal Critical hits from behind to eliminate players before they realize that what is happening.
- 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 a Soldier is trying to approach for a melee kill. Simply use compression blast to keep the Soldier 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 while trying to deflect them, and as Soldiers have more base HP than Pyros they can simply outlast opponents in an attrition fight.
- Similarly, try to simply stall a Soldier with the Battalion's Backup until it wears off. Any deflected rockets will do normal damage to the Soldier instead of Mini-Crits, and other weapons will inflict reduced damage, so it is better to avoid decisive combat until the Battalion's Backup's effects expire.
- Remember that deflecting rockets from the Black Box will replenish 15 HP for each enemy hit. Try to use this against enemy Soldiers to prevent them from regaining health by hitting teammates, and to mitigate any damage personally taken.
- Reflected rockets can be used in order to execute explosive jumps. Pyros can often reach greater heights than Soldiers via rocket jumping, so this can be used to surprise the enemy by closing the distance to that enemy 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 players 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 player 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. When using either weapon, it might be better to simply avoid conflict with other Pyros or stick to a support role and use compression blast to make them easier targets for teammates.
- Pyro combat largely boils down to which primary weapon both Pyros are carrying, as well as their aim with both their primary and secondary 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 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 the option of using the Shotgun is available, try to juggle enemy Pyros and firing at them while they are in mid-air, while retreating outside of Flamethrower range.
- If using the Backburner, try to maneuver and strafe to get at opponents' backs to deal additional damage, or simply overpower enemy players with raw damage. If he or she retreats out of range, switch to a secondary weapon to continue dealing damage.
- Keep in mind that particles lag behind by a little, so retreating from enemy Pyros can allow players to damage them at slightly longer ranges, while chasing will give you reduced range and allow opponents to damage you without being burned.
- Remember that flares can be deflected with compression blast, so if the Pyro is trying to attack at a distance with flares, they can be reflected back to cause Mini-Crit damage.
- Carrying the Fire Axe, Powerjack or Back Scratcher can greatly even the odds if the enemy Pyro can be knocked into a corner. 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 causing any damage at all. Try to close the distance and engage them at close range, where they cannot fight enemies nearly as effectively.
- Demomen do not have any hitscan weapons, so try to take advantage of this by attacking them directly with the 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 their opponents cannot reply.
- Dealing with the Grenade Launcher depends as much on the Demoman's skill at aiming as it does on the Pyro's 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 targets with direct-contact grenades, use the same tactics as when encountering a rocket from a Soldier, but remember that they travel in arcs rather than straight lines so this must be compensated for by aiming above targets. Try to strafe unpredictably while approaching the Demoman to prevent that player from easily getting contact hits with grenades.
- Stickybombs can be dealt with two ways, depending on the Pyro's loadout. If 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, provided that the Backburner is not being used. Depending on the situation and loadout, both options are viable.
- Use the 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 teammates are not within the 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 the Demoman is close by, roll them in that direction. This can also be reversed 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 fire attacks, as well as afterburn damage. Try to engage them at range with the Shotgun or Flare Gun, and remember that long-range hits with the Flare Gun will still inflict a Critical hit.
- If the Demoman initiates a charge, use the compression blast to interrupt it and leave the Demoman 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 four 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.
- If the Demoman is using the Ullapool Caber, try to avoid being caught at close range. Use a combination of compression blast and Shotgun fire to kill the Demoman before he or she can get within melee range. In some instances, swing-happy opponents may even accidentally hit a wall and kill themselves in the explosion.
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 the Pyro's superior 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. However, this only works against lone Heavies, and is not a guarantee that the Heavy will not be able to achieve a kill quickly regardless. If carrying the Backburner, try to stay behind the Heavy as long as possible to inflict Critical hits.
- While the Minigun inflicts a great deal of damage at close range, their damage falls off considerably at longer ranges. If facing an aware Heavy, try to keep a fair distance away and avoid being surprised around corners.
- The Flare Gun is an excellent weapon to use at long range against Heavies. Simply fire as many flares as possible at the Heavy, allowing the Critical hits to do most of the damage.
- If a Heavy attempts to close the range, use the compression blast to knock that player away while retreating. This will often throw his or her aim off long enough to get around a corner or behind cover.
- The Axtinguisher is the best weapon for ambushing a Heavy. Try to first ignite the Heavy, 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 Heavies. Even if the Heavy is being healed by a Medic, the guaranteed Critical hits are often enough to completely overpower the Medic's healing. Depending on the Heavy's awareness, killing any attending Medics first may alert the Heavy very quickly.
- Heavies that receive a significant amount of damage may attempt to retreat and hide behind a corner and use a lunchbox item such as the Sandvich to quickly recover. Try to follow any Heavies that are seen retreating, and eliminate them before they can recover.
- 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 opponents even at long range, as Critical hits do not suffer from damage fall-off. Always be ready to duck behind cover if an enemy Heavy with the K.G.B. scores a kill in the distance.
- Avoid fighting Heavies in prolonged engagements in close quarters, as aware players can quickly kill any opponents. 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 quick compression blast can disorient enemy Heavies, ruining their aim and creating a larger window in which to make the strike, or continue dealing fire damage with the 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.
- Always avoid taking Heavy-Medic combos head-on. If surprised by such a pair around a corner, try to use compression blast to create some distance and retreat back around the corner.
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 Gun is placed close to a corner, it can be edged and destroyed with the Flamethrower while while unable to return fire. Beware, however, that enemy players can easily dispatch Pyros attempting this, so make sure that the coast is clear first.
- 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. It is also possible to do this against Level 3 Sentry Guns, however it is far riskier and requires special circumstances.
- When paired with a Medic with an ÜberCharge, a Pyro is one of the most powerful building-destroying classes in the game. Try to close the distance to the Sentry Gun nest as quickly as possible, and have the Medic body-block the Sentry Gun to keep the knockback to a minimum. 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. Circle-strafing a Sentry Gun while attempting this can increase the chances of a successful destruction
- When destroying a Sentry Gun 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 a fair distance until the enemy Engineer 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 simultaneously from another angle, so try to single out the Engineer first and kill that player before retreating to destroy the Mini-Sentry from another angle. If the Mini-Sentry Gun can be engaged from outside of its attack radius, try to snipe it with flares, as Mini-Sentry Guns cannot be repaired.
- Engineers equipped with the Wrangler are highly vulnerable to ambush and flanking, as their Sentry will not automatically target approaching enemies. Try to sneak behind and kill the Engineer, then destroying his or her buildings at 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. Try to take advantage of this when encountering Engineers that are away from their Sentry Guns, or using flares from a distance.
Medic
- Medics by themselves are rarely dangerous, but will often travel in groups or with escorts. When fighting a Medic teamed up with another class, try to separate the pair first and take them on one by one.
- Strategies for dealing with Medic combos depend on the primary weapon being used. The Flamethrower and Degreaser allow players to physically separate the pair with compression blast and prey on the Medic easily, while the Backburner can 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 retreating enemy Medics if they are backing up while firing syringes, but instead try to dodge the needles at range and attack from a distance with the Shotgun or Flare Gun.
- Because the Medic passively regenerates health, afterburn damage will rarely finish off Medics unless sufficient damage was done beforehand. 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. It can be used 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. Without the Medic, 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.
- Medics using the Crusader's Crossbow are relatively easy to deal with at close range, however they can deal a surprising amount of damage at long range. Remember that their crossbow bolts can be deflected, similar to arrows from the Huntsman.
Sniper
- Snipers are easy to eliminate at close and medium range, 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 wary of relying too much on this tactic, as Snipers will generally try to specifically target Pyros that are shooting flares at them when they realize what is happening.
- Hitting a Sniper with two flares in quick succession at long range will usually result in a kill due to flares guaranteeing a Critical hit on burning targets. Cooperative Pyros can use this to their advantage to take out a Sniper if both are using the Flare Gun, while lone Pyros can try to hit the Sniper twice in a row.
- Remember that Jarate jars can be deflected away from 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 compression blasts 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 Pyros with a single hit at close range if Jarate is used beforehand. 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 the 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.
- When fighting Spies, the first priority 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 can do more damage at medium ranges than the 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 the 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 begins a stairstab attempt, then follow up with an Axtinguisher swing.
- It's normally a good idea to continue spraying down an area with flames upon seeing a Spy die, 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 using the Flare Gun, be sure not to get too focused on firing flares and turn around occasionally to check for flanking attempts. Spies will sometimes try to backstab Pyros sniping with the Flare Gun in order to reduce the possibility of being discovered.
- Remember that compression blast can be used to throw off a Spy's aim even when he or she is attempting to backstab a teammate. If suspicious teammates are seen 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 there is reason to believe that a Spy is in the area, then try maneuvering around to force enemy Spies into using up their Cloak to avoid detection.
- When dealing with Dead Ringer Spies, use compression blast to prevent them from escaping once they have been ignited. The Spy cannot be damaged effectively while the Dead Ringer is active, so the goal is to deny that player the ability to escape, and hold him or her in place until their 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.
- Since the Flamethrower does not need to reload, standing near a Dispenser will always continuously refill ammo, allowing Pyros to fire a continuous jet of flame. This can be used to guard Sentry Gun nests from Spies.
- Primarily Spy-checking players should consider carrying Homewrecker, as it allows Pyros to destroy Electro Sappers in a single hit, which can save friendly buildings from destruction.
- 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.
Map-specific
2Fort
- Hiding on the battlements and watching the bridge area is a good way to ambush enemy players as they attempt to push across. When playing as RED, the shadowed areas on the left side of the battlements can be used as concealment.
- 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 the 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 inside. However, be sure not to be spotted as while navigating to these corners, as Snipers can easily spot players from across the map and warn their teammates or simply dispatch them.
- The Homewrecker is an excellent choice for a melee weapon for defensively-minded players, as it can used to save teammates' Sentry Guns from Electro Sappers as necessary.
- The Backburner is more useful for performing ambushes, as its guaranteed Critical hits from flanking attacks can be used to stop offensive pushes very quickly. However, using the Flamethrower or Degreaser also allow players to stop ÜberCharges in their tracks by using the compression blast.
- When fighting in the bridge area, try to use the bridge cover supports as cover against enemy fire, and the awning itself to block Sniper attacks. As most fire comes down the axis of the bridge, this creates a corridor in which compression blast and the Flare Gun can be utilized effectively.
- An ÜberCharged Pyro can clear an entire Sentry Gun-locked area with ease. Due to the indoors nature of the bases, corners can be exploited to great effect to easily approach Sentry Guns without worrying too much about knockback. Using compression blast, players 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. Coordinated attacks can be used to ignite and force players into the water while teammates ambush them from below.
- 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 flames out easily. However, the sewers also provide significant cover from enemy Snipers, which can allow flanking Pyros to perform ambushes 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 players 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.
- When traversing the area between Control Points 3 and 2 and 4, keep in mind the elevated exit from the garage. When moving from Point 3, it can be used to ambush unsuspecting players, while from the other side it can be blocked off with flare fire.
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 achieve 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. By hiding underneath the capture point (in the shack with the healthpack), Pyros can often set the enemy team ablaze by coming up the stairs. At worst, it'll just be a minor annoyance and slightly delay their capture. At best, it can 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.
- 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 devastating ambushes can be achieved fairly easily from seemingly open areas. But remember that the Flamethrower and Flare Gun do not work underwater, so try to carry the Shotgun and a melee weapon other than the Axtinguisher when attempting such ambushes.
- 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 and pillars on the upper levels can provide concealment 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 the Flamethrower.
- 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 Pyros to ambush players who are using the bottom exit to attack.
- The areas between Capture Points 1 and 2 are very tightly enclosed, allowing players to easily box in enemies and get multiple kills at once. However, they also have few escape routes should the enemy gain the upper hand in a fight.
- 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. Depending on which team is in control, compression blast can be used to limit the damage that enemy ÜberCharged pair can inflict. When on defense, always remember to open up the one-way gate so that 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 recover between attacks, but be aware that players will always enter this area with considerable caution due to its exposed nature.
- 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. The hallways can easily be utilized to box in and kill any enemy players trying to navigate 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 Pyros to ignite and kill several enemies 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, ambushes from these areas can still distract the enemy long enough for 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. Attacking from one side, it is possible to 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, the elevated areas above the ravine can be used 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 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 flames can go through the gaps between 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 facilitates the use of edging to destroy 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. On the side closer to the BLU spawn, defenders can be kept at bay relatively easily, while the side closer to the RED spawn can be easily attacked from above, then cut off to box in any RED players within the tunnel, trapping them with BLU forces attacking from both sides.
- 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 Pyros to hide and ambush enemies relatively easily, as well as use 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, corners can be exploited very easily to 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 reflect away any incoming explosives.
- 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, when fighting inside of this building, its tight quarters will allow players to make short work of any defenses, and the drop-down at the back can be used as a backdoor 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 players that try to 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 through this area, and only move into the main area when all enemy Sentry Guns have been destroyed. 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 an ÜberCharge is available for use, 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 if knockback can be negated.
- When teammates have pushed into the basin area, try to harass players coming out of the lower spawn by hiding in the stairwell and attacking them from behind as they try to rebuild or defend the area against pushing teammates.
Defense
- Defending the area leading to the first Control Point is ideal for Pyros, as the high ground advantage allows enterprising players to drop behind unsuspecting attackers for an ambush. This can be especially effective if the Backburner is used, though remember to delay attacking until the range has closed enough.
- 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 makes landing Critical flares easy.
- A Pyro's main job at the second Control Point is to defend the Sentry Guns that friendly Engineers will likely set up on the second floor. 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. The Backburner can also be used to strike from behind a charge after they have pushed, to hopefully mop them up while they're exposed.
- Use 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 enemies attempting to use the alcove at the back of the yard to snipe at 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 Pyros to ambush pushing groups with little to no warning. Jumping down from the elevated areas into the gully from either side also allows players to surprise enemies from unexpected angles.
- As with the second Control Point, Pyros should focus on defending friendly Engineers' Sentry Guns, so always be ready to chase down Spies, and use compression blast to push away explosives. Additionally, the Flare Gun can be used 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 perform flanks, so always be aware of any enemies trying to do this. Use 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 teammates' ability to push back. When a friendly force pushes out, try to lie in wait in alcoves or around corners so that when the BLU team pushes back in, they can be ambushed quickly.
- When defending teammates' Sentry Guns, be especially vigilant for Spies and explosives. Continuously check the area for Spies, and use the Flamethrower's 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 firing 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 teammates.
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 teammates.
- The Flare Gun can be useful here, as it can reach across to the other side of the map at stationary 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 spaces to perform devastating ambushes.
- Be careful of Soldiers or Demomen firing down from the central containers, upper walkways or the roof of the hut. Once again, use the Flamethrower's 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. Sentry Guns will often be placed closer to the bunker on the left side, and incoming explosives can be deflected to a range of locations.
- The far left side has a walkway that can be used to access the left side of the RED base. Use this to surprise enemies with the Backburner, but make sure that there are no Sentry Guns stopping an advance, or Snipers aiming from the right-side garage door.
- 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.
- 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 teammates are already at the maximum capturing speed. Try to ambush any RED players coming out 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 they can be delayed long enough for help to arrive 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. While this is largely a suicidal tactic, it can prevent the ÜberCharged pair from wreaking havoc among teammates instead.
- 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 teammates from behind (especially any Sentry Guns or Engineers located in the upper right room).
- The main point area is too open for Pyros 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 friendly lines, which could cause problems even if lone enemies make it through).
- When defending the last point, do not try to ambush the BLU team from behind. The main path to the point is too linear, and Pyros can often 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 longer that enemy players are distracted by being juggled, the smaller the chance of them being able to destroy any Sentry Guns is.
- Try to hide behind the crates in the main hall adjacent to the point, and use the Backburner to do considerable damage to attacking enemies. As always, be sure to keep another weapon out though while waiting due to the Flamethrower's long nozzle.
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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