Difference between revisions of "Community Pyro strategy"
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** 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. With the Reserve Shooter, juggle the Soldier with a compression blast first and shoot him while he's in the air. | ** 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. With the Reserve Shooter, juggle the Soldier with a compression blast first and shoot him while he's in the air. | ||
** When confronting a Soldier using the [[Direct Hit]], it's 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 confronting a Soldier using the [[Direct Hit]], it's 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. | ||
+ | **It is possible to airblast close range rockets by airblasting about a half of a second after he notices you. | ||
+ | ***Most players will panic when being attacked by a Pyro, they will often shoot all their rockets as fast as they can. Use this to your advantage to time airblasts at close range if the first one does not kill the Soldier. | ||
* 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. | * 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. |
Revision as of 14:48, 23 October 2011
“ | Mmmphya harrgh mrgha hrghgph!
Click to listen
— The Pyro on strategizing
|
” |
The Pyro is a close range class wielding a Flamethrower, dealing huge amounts of damage to enemies. 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.
Quick Tips
- Stay away from water and open areas. If you can't avoid them, wait to follow another friendly player.
- Pushing enemies away with the compression blast can disorient them, but it's usually the wrong move because it puts them out of range of your best weapon. Save it for the right situations (Such as a Demoman charge).
General
- Playing 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 you catch the enemy by surprise, you 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.
- 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.
- You wear a flame retardant suit and cannot be ignited, but they still take contact damage from the flame particles. The Shotgun is more useful in most 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 quicker than the fire would normally go out. Enemies that have been damaged sufficiently by your primary weapons 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 ability to use compression blast makes you 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 and Payload Carts.
- Separate and distract ÜberCharged enemies and prevent them from pushing forward.
- Extinguish burning allies, saving them from extended burn damage.
- Knock enemies into environmental hazards on the map.
- The flames seen on the screen do not match the flames' "real" presence on servers, as the "real" flames lag behind what Team Fortress 2 renders. 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 - players can fire while retreating backwards in a straight line, so that their flames will lag behind and damage any enemy Pyros that are pursuing, while the enemy Pyro will not be able to deal damage due to the lagging flame hitbox.
- 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
Ambushing is your specialty. As stated above, you are weak on frontal attacks as you will lose to most other classes if you are seen coming. However, if you catch the enemy by surprise, you can be the most dangerous class in the game.
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, be sure to keep these tips in mind:
- Use alternate routes to organize a synchronized attack on the enemy, igniting them from behind while teammates attack from the front.
- 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.
- If things don't go according to plan, be sure to have an escape route.
Frontline Combat/Support
Ambushing isn’t the only way you are an offensive class though. Like any good class that has offensive potential, you have an important place in offensive pushes at the front lines.
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's 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's 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.
- 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 you are a good offensive class, you can also be effective in defense, since it's easier to ambush enemies that are trying to actively attack teammates than ones sitting in prepared positions waiting for incoming attacks.
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.
- Using your primary weapon 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, your primary weapons can immediately use any ammo with which they're supplied. Standing next to a Dispenser can allow you to act as a stationary flame turret for guarding an Engineer fortification or the Intelligence room of Capture the Flag 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.
- 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!
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.
- Compression Blasts 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.
- 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's 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 hit, 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.
- Having a Crit boost will cause all reflected projectiles (excluding Stickybombs) to reflect as a Critical hit.
- 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's 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.
- Level 3 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. Moving quickly in and out of a Sentry Gun's range will minimize damage taken, as it will only fire about three bullets along with the rocket before losing its target, 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.
Weapon Specific
Primary Weapons
Flamethrower
Weapon | Kill Icon | Ammo | Damage | |||
---|---|---|---|---|---|---|
Carried | Point Blank | Medium Range | Afterburn | Critical | ||
Stock Flame Thrower |
200 | 6.2/particle | 3.72/particle | 60 over 10 seconds | 11-19/particle |
- The Flamethrower is a close quarters weapon with a very short range. It's 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 ally Pyros, and water will put out flames. Try to deny such sources to the enemy prior to attacks in order to maximize the amount of afterburn damage done.
- Since the Flamethrower penetrate multiple targets, buildings and players in the line of the stream may all be hit at one time, giving you some additional utility against groups.
- The Flamethrower is very useful for destroying Buildings - Sentry Guns built near a corner can be destroyed without exposing you to the Sentry Gun's range, and Sentry Guns built at a bad angle to an entrance can be rushed, circle-strafed, and destroyed without taking significant damage.
- 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.
Backburner
Weapon | Kill Icon | Ammo | Damage | |||
---|---|---|---|---|---|---|
Carried | Point Blank | Medium Range | Afterburn | Critical | ||
Unlock Backburner |
200 | 6.82/particle | 4.09/particle | 60 over 10 seconds | 12-21/particle |
- The Backburner is an unlockable primary weapon for the Pyro. It inflicts 10% more damage than the Flamethrower or Degreaser and can guarantee Critical hits when attacking a target from behind, but in turn it uses 150% more ammo when performing a Compression Blast.
- Choosing to use the Backburner is a case of effort put in versus reward. The Flamethrower or Degreaser have 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.
- Remember that the Backburner uses much more ammo while performing a Compression Blast (50 compared to the 20 for the Flamethrower and Degreaser), so its utility will be greatly diminished. Try to only use it in emergency situations, such as when deflecting critical explosives, or for extinguishing multiple teammates at once.
- Because of the bonus damage that the Backburner deals, it's an ideal weapon to use against enemy Pyros. Try to overwhelm them with raw damage and circle-strafe around them to get Critical hits in.
- When using the Backburner, you 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.
- 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.
Degreaser
Weapon | Kill Icon | Ammo | Damage | |||
---|---|---|---|---|---|---|
Carried | Point Blank | Medium Range | Afterburn | Critical | ||
Craft Degreaser |
200 | 6.2/particle | 3.72/particle | 45 over 10 seconds | 11-19/particle |
- The Degreaser is a craftable primary weapon for the Pyro. It allows you to switch between weapons 65% faster than normal. 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.
- 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.
- If you are fighting against a Soldier constantly switching with his Rocket Launcher and his Shotgun (in order to prevent you to reflect him his projectiles), the Degreaser allows you to be more efficient; switching your weapons faster than him, you can attack him with your Shotgun or your Flare Gun, and reflect him when he tries to surprise you with a rocket.
Secondary Weapons
Shotgun
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Medium Range | Long Range | Critical | ||
Stock Shotgun |
6 | 32 | 86-90 | 24-67 | 3-26 | 120 |
- The Shotgun is an excellent weapon to follow up from an attack with a Flamethrower. It allows you to deal damage from a safer distance.
- 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.
- The Shotgun is also a good sneaking weapon. Its shape is less visible than the Flamethrower's or the Degreaser's long nozzles, yet it allows you 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.
- 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.
Flare Gun
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | Base Damage | Afterburn | Critical | Projectile Speed | ||
Unlock Flare Gun |
1 | 16 | 30 | 60 over 10 seconds | 90 | 1450 Hammer units/sec |
- 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. Ignited enemies will receive a Critical hit.
- 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.
- 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.
- 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.
- A Heavy's slow speed makes them an easy target. If you are unable to ambush one because they've seen you, try hitting them with repeated Flare Gun shots while popping out from behind cover to take them down.
- 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.
- 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.
Detonator
Weapon | Kill Icon | Ammo | Damage | |||||||
---|---|---|---|---|---|---|---|---|---|---|
Loaded | Carried | Base Damage | Afterburn | Flare Detonation | Flare Explosion | Self-Damage | Critical | Projectile Speed | ||
Craft Detonator |
1 | 16 | 30 | 60 | 10-20 | 56 | 39-68 | 90 | 1450 Hammer units/sec |
- The Detonator is a craftable secondary weapon for the Pyro. It functions much in the same way as the Flare Gun, except clicking the Alt-Fire button will detonate the flare projectile in mid-flight. As a downside, you take 25% more self-damage from flares detonating near you.
- The Detonator also only receives Mini-Crits on burning players, instead of the full Critical hits of the Flare Gun.
- The explosive knockback of the Detonator permits the Pyro to perform a maneuver similar to that the Rocket Jump.
- The Pyro takes extra damage from blasts from his own Detonator, reducing the effectiveness of this strategy.
Reserve Shooter
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Medium Range | Long Range | Critical | ||
Stock Reserve Shooter |
3 | 32 | 86-90 | 24-67 | 3-26 | 120 |
- The Reserve Shooter is a craftable secondary weapon for the Pyro. It allows you to switch between weapons 15% faster than normal, as well as deals mini-crits to any enemy who is airbourne. At the cost of this, it comes with only 3 loaded shells.
- This weapon does very well with the Puff'n'Sting tactic. After airblasting them, switch to the Reserve Shooter to score mini-crits on your targets.
- You could also use the increased switch speed to take the Axetinguisher out instead and score crits.
- This tactic works even better if you're using the Degreaser, as your switch time increases to almost 75% faster. The Axetinguisher tactic also works well here.
- You could also use the increased switch speed to take the Axetinguisher out instead and score crits.
- If you see enemies airbourne, such as Soldiers or Demomen explosion jumping or Scouts double-jumping, pull this out and score your mini-crits.
- This weapon does only have half the loaded shells of the stock Shotgun, so it's worse as a sidearm to your Flamethrower. So if you run out of ammo, either make a quick getaway or switch to your primary weapon to scare them off.
- If you have the Degreaser equipped, help compensate for the small clip-size using the heavily decreased switch to reload quickly even when not currently using the Reserve Shooter--even a spare second and a half is enough time to load one shell.
Hadouken
Kill Icon | Weapon | Damage | Duration | Details | |
---|---|---|---|---|---|
Hadouken |
Shotgun, Flare Gun, Detonator, Reserve Shooter | 500 | 3 seconds | The Pyro winds his hands back, concentrates, then releases his inner fire energy as a Hadouken. Capable of hitting multiple enemies and can destroy buildings. If the enemy survives the attack, he will be set on fire. |
- 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's very useful against groups of enemies, if timed perfectly.
Melee Weapons
Fire Axe / Saxxy / Conscientious Objector
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
Stock Fire Axe |
0.8 seconds | 65 | 195 | |
Promotional Saxxy |
||||
Craft Conscientious Objector |
- 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 enemy Pyros, the Fire Axe is more viable against them than the Axtinguisher.
- 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 / Postal Pummeler
Weapon | Kill Icon | Attack Interval | Damage | ||
---|---|---|---|---|---|
On Burning Enemies | On Non-Burning Enemies and Buildings | Critical | |||
Unlock Axtinguisher |
0.8 seconds | 65 | 33 | 195 | |
Craft Postal Pummeler |
- 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 also does not roll for random Critical hits.
- The Axtinguisher is best used as an ambush weapon. It's 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 Blasts, 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 makes the Axtinguisher very useful when ambushing classes with high health, such as Heavies, Soldiers and Demomen. It's 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 you 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.
- The Axtinguisher pairs very well with the Degreaser, as the faster weapon switch time allows you to quickly puff an enemy with flames and then finish him off without leaving yourself vulnerable. Try to ambush enemies as much as you can, as they will most likely won't have enough time to react when caught by surprise.
Homewrecker / Maul
Weapon | Kill Icon | Attack Interval | Damage | ||
---|---|---|---|---|---|
On Enemies | On Buildings | Critical | |||
Craft Homewrecker |
0.8 seconds | 42-55 | 130 | 147 | |
Promotional/Craft Maul |
- 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.
- 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 can also one-shot Combat Mini-Sentry Guns.
- 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 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.
- It's 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 you.
- Despite the damage bonus, attempting to attack Wrangled Sentry Guns is not a good idea. However, if they are offline due to the Engineer dying, the Homewrecker stands a good chance of destroying it before it can re-activate.
Powerjack
Weapon | Kill Icon | Attack Interval | Damage | Healing | |
---|---|---|---|---|---|
Point Blank | Critical | From Kill | |||
Craft Powerjack |
0.8 seconds | 65 | 195 | 75 |
- The Powerjack is a craftable melee weapon for the Pyro. Upon killing an enemy with the Powerjack, you are rewarded with 75 HP, which can Overheal in the normal manner. However, while wielding it, you will take 20% more melee damage from enemies.
- Due to the melee vulnerability, it's recommended to only use this weapon in ambushes where the enemy will not have enough time to take out a melee weapon to counter.
- The Powerjack can amicably pull off its own version of the Puff and Sting tactic, and the Powerjack's ability to restore health as part of the bargain makes this remarkably effective at keeping you alive.
Back Scratcher
Weapon | Kill Icon | Attack Interval | Damage | Healing | |||||
---|---|---|---|---|---|---|---|---|---|
Point Blank | Critical | From Small Health Packs | From Medium Health Packs | From Mediguns | From Dispensers | From Payload Carts | |||
Craft Back Scratcher |
0.8 seconds | 81 | 244 | 54 | 132 | 6-18/sec | 2.5-5/sec | 2.5/sec |
- The Back Scratcher is a craftable melee weapon for the Pyro. It does 25% more base damage than the Fire Axe, and 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 if you like to replenish your 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.
- Due to the reduced healing rate,if you're carrying the Back Scratcher, try to avoid being a primary heal target for Medics, as this can put the Medic in danger when attempting pushes.
- Conversely, the Back Scratcher can allow Medics to build up their ÜberCharge meters faster due to the reduced healing rate.
- The Crusader's Crossbow will still heal you as normal.
- 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.
- The Payload cart will also heal you more slowly, so keep that in mind when you are on BLU in Payload, or playing Payload Race.
Sharpened Volcano Fragment
Weapon | Kill Icon | Attack Interval | Damage | ||
---|---|---|---|---|---|
Point Blank | Afterburn | Critical | |||
Promotional, Craft Sharpened Volcano Fragment |
0.8 seconds | 52 | 60 over 10 seconds | 156 |
- The Sharpened Volcano Fragment is a promotional and craftable melee weapon for the Pyro. Upon hitting an enemy, the target is ignited, however, the Sharpened Volcano Fragment 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 upon.
- The Sharpened Volcano Fragment is very useful for spychecking teammates when conserving ammunition is a priority.
- When carrying this weapon, the Flare Gun is an effective secondary weapon to carry, as it can be used to deal large amounts of instantaneous damage.
- Note that the afterburn made by the Sharpened Volcano Fragment is not affected by the Degreaser, this can be used to ignite enemies with this weapon to negate the Degreaser's downside.
Item Sets
The Gas Jockey's Gear
The Gas Jockey's Gear | |
---|---|
Effect |
Leave a Calling Card on your victims |
- With the Gas Jockey's Gear item set equipped, you can make some jumps that you otherwise could not, such as jumping directly onto the final point on Steel.
- The set bonus' 10% movement speed increase is helpful when flanking, chasing 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 you at a disadvantage against Soldiers using the Shotgun, Engineers, enemy Pyros using the Shotgun, Heavies, Scouts, and even Sentry Guns.
- Remember that the set bonus does not require a specific secondary weapon. Take advantage of the three weapons' differing qualities at different ranges by switching between them.
- Heavies wielding Natascha are a powerful weakness if you're wearing the Set, 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.
- The Gas Jockey item set can assist considerably in dealing with Spies, as the faster movement speed allows you to chase down Spies more easily. However, beware that the increased hitscan vulnerability makes it easier for Spies to fight back.
Weapon Combinations
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 with a restricted Compression Blast, explosives are 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 more dangerous to wield due to its increased melee vulnerability, 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 increased damage and 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. | ||
or
Homewrecker or Maul |
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; the Degreaser's faster switch time is not required and its reduced afterburn damage reduces its ability to support teammates, while the Backburner's limited Compression Blast ability makes it a liability and the increased damage is not necessary for support purposes. 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 or
Shotgun or Flare Gun or Reserve Shooter |
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, Flare Gun or Reserve Shooter 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 Reserve Shooter will mini-crit on airblasted enemies and it's weapon switch bonus stacks with the Degreaser, allowing for lightning quick switches. | ||
or | or |
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. The weapon switch bonus for the Reserve Shooter stacks with the Degreaser, allowing for lightning quick weapon switches and mini-crit bonuses on airblasted enemies, but be careful to make every shot count. | |
For players who are used to QWTF/TFC, especially those who assault head-on alone against other players. The Backburner, along with the Back Scratcher, provides the much needed high damages for head-on assaults, at the cost of minimize defense due to its limited airblast. The Detonator allows the Pyro to attack a number of enemies, but be warned it is weaker against Sentry Guns when compared to the Shotgun. |
Class Combat Strategies
Due to being an offensive and ambushing class, Pyros often find themselves engaging in single combat against every other class in the game.
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 and / or Reserve Shooter 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 Blasts 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 Blasts 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.
- Airborne Scouts are vulnerable to the Reserve Shooter's mini-crit ability. Use this weapon if facing Scouts who like to jump around a lot.
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 Blasts. 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. With the Reserve Shooter, juggle the Soldier with a compression blast first and shoot him while he's in the air.
- When confronting a Soldier using the Direct Hit, it's 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.
- It is possible to airblast close range rockets by airblasting about a half of a second after he notices you.
- Most players will panic when being attacked by a Pyro, they will often shoot all their rockets as fast as they can. Use this to your advantage to time airblasts at close range if the first one does not kill the Soldier.
- 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.
- While it is possible to deflect rockets using the Backburner, remember that the Pyro has, at most, four Compression Blasts to use before running completely dry on ammo. Therefore, only try to use Compression Blasts against a Soldier if there is plenty of ammo nearby, or in emergency situations such as against a Kritzkrieg-charged Soldier.
- 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 Blasts 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's 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 replenish 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 Blasts 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.
- If carrying the Flamethrower or Degreaser, try to use Compression Blasts 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 or Reserve Shooter 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. While it's possible to use Compression Blasts to restrict the enemy Pyro's movements, this greatly increases the danger of running out of ammo in the middle of a fight.
- Remember 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 result in reduced range and allow opponents to cause flame damage 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. However, if using the Powerjack, be sure not to let the enemy Pyro get a melee hit in.
- If you have the Backscratcher equipped, you can often take the advantage of the higher melee damage in fights, so you are often able to take down enemy Pyros even when attacking head-on with it and "scratch their backs" however, they often try to get some space by pushing you with the compression blast and get into middlerange, if that happens, just take your Shotgun or use your Flamethrower/Backscratcher again,a single Backscratcher slash takes up to 50% of the Pyros health, makes him easily to finish off by using another swing or using your Flamethrower/Shotguns
Demoman
- As a Demoman possesses only explosive projectile weapons besides melee, frequent use of Compression Blasts 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, Reserve Shooter 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 or Reserve Shooter, 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 Blasts if they are too spread out and need to be dealt with quickly. 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 Blasts can take care of several at once. The Reserve Shooter can also be used for this, but be wary of the reduced clip size.
- When using Compression Blasts 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, Reserve Shooter or Flare Gun, and remember that hits with the Flare Gun will still inflict a Critical hit on burning enemies.
- 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 Blasts.
- 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 Blasts and Shotgun / Reserve Shooter 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's 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 against Heavies. Simply fire as many flares as possible at the Heavy, allowing the Critical hits to do most of the damage. Staying at range reduces the amount of damage that the Heavy can inflict with the Minigun.
- 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 Blasts 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 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's also possible to do this against Level 3 Sentry Guns, however it's 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's 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 Blasts 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, Reserve Shooter 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 Blasts 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 Blasts 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 Blasts 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 midair.
- 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 Blasts 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's 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 Blasts 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.
- Players dedicated to Spy checking should consider carrying the Homewrecker, as it allows Pyros to destroy Electro Sappers in a single hit, saving 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.
Cooperative Class Strategies
The Pyro, being a highly flexible class, is capable of supporting teammates as well as performing cooperative maneuvers with many other classes.
Scout
- As both the Scout and Pyro are excellent ambush classes, the two can work together to get the drop on enemy groups. The Pyro can jump in and ignite as many enemies as possible to create chaos and confusion, while the Scout maneuvers in to quickly pick off high-priority targets.
- This can be further applied by the Pyro playing as a decoy. Attack enemies from range using weapons like the Flare Gun can draw their attention, allowing the Scout to sneak up and attack from behind at close range.
- Remember that Scouts are highly vulnerable to explosive weapons due to their low HP. Try to use Compression Blasts to deflect away such projectiles whenever possible to help Scouts to stay alive longer.
- Compression Blasts can also be used against enemy players to juggle them and throw off their aim. This can help Scouts to land their shots more easily, as well as help them to dodge enemy fire.
- Pyro-Scout teams can also take down Sentry Guns. A Scout with Bonk! Atomic Punch equipped can use it to draw the fire of the Sentry Gun, allowing the Pyro to quickly close in and deal with the Engineer and the Sentry Gun. This is especially useful for negating the Flamethrower's short range.
- A Sandman-equipped Scout can buy time for a Pyro to close in and deal significant damage. As a stunned enemy cannot counterattack and is slowed, this gives Pyros an opportunity to quickly close in and possibly take the foe down with the Axtinguisher.
- Pyros can especially benefit from any Mad Milk thrown by a Scout, due to afterburn dealing additional damage if the enemy has retreated, which can increase the Pyro's survivability on the battlefield.
- A Scout equipped with the Boston Basher teamed up with a Pyro can cause significant damage-over-time effects against multiple enemies. By inflicting both bleeding and fire on the enemy, it's possible to deal a surprising amount of damage to enemies at close range, as well as finish them off if they retreat.
- Igniting enemies can pave the way for a Scout using the Sun-on-a-Stick to ambush and deal Critical hits. At close range the confusion of fire and Crits can be enough to overwhelm enemies. The Flare Gun can also be used to ignite targets from a distance for Scouts to ambush.
- In Medieval Mode, the Sharpened Volcano Fragment can be used as a substitute.
- Scouts can also use the Fan O'War to tag enemies and help in dealing increased afterburn damage.
Soldier
- The Soldier has considerably more range than the Pyro, but is often unable to fight at close range without inflicting self-damage from rockets and is further limited by a small magazine size. As such, Soldiers can often support Pyros from a distance with rockets while the Pyro fights the enemy at close range.
- Soldiers and Pyros can also form long-range combat pairs by engaging the enemy with the Rocket Launcher and Flare Gun, respectively. This combo can both juggle and ignite enemy groups from a distance, making combat easier for teammates closer to the fight.
- Try to take advantage of a Soldier's Buff Banner whenever possible. If several enemies have been ignited, try to stay inside of the Buff Banner's buff range to inflict increased afterburn damage. Use the Flare Gun from inside of the buff range if the Soldier is too far from combat to use the Flamethrower.
- Similarly, staying inside of an active Concheror's range after igniting several enemies can provide a useful health boost.
- In the same vein as above, using Compression Blasts to protect a Soldier with an active backpack buff can help keep the buff active for its duration. As a Soldier with an active banner is often a high-priority target for enemies, deflecting away explosives can make a significant difference.
- Compression Blasts can also be used to corner enemies and make them easier targets for the Soldier's rockets. This can be especially true if the Soldier is using the Direct Hit.
- The same can be done to help a Soldier who is wielding the Half-Zatoichi, as juggled enemies are often easier to hit with melee attacks.
- If the Pyro airblasts or juggles an enemy, a friendly Soldier using the Reserve Shooter can use its Mini-Crit ability to do damage to an enemy. A Pyro who also uses the Reserve Shooter can assist them,
- Alternatively, The Soldier could use the Direct Hit to even further juggle the enemy while still doing damage.
- This, combined with the Pyro's Axetinguisher and the puff and sting tactic, can deal lethal damage.
- Alternatively, The Soldier could use the Direct Hit to even further juggle the enemy while still doing damage.
Pyro
- Two Pyros ambushing a group simultaneously are often enough to cause enough chaos to break up a push.
- In particular, the Backburner can be utilized effectively as two attacking Pyros will have multiple opportunities to land Critical hits from behind while the enemy attempts to direct fire at either Pyro.
- If one or both Pyros are carrying the Axtinguisher, one Pyro can attack and set the group on fire while the other follows up quickly with Critical melee hits.
- Two Pyros carrying the Flare Gun can hold down narrow corridors for extended periods of time. By igniting enemies and landing Critical flares at long range, groups without Medics or Pyros with the ability to use Compression Blasts can be kept at bay very effectively.
- In Medieval Mode, Pyros can team up with the Sharpened Volcano Fragment and Axtinguisher. The Sharpened Volcano Fragment can be used to ignite a target, while the Axtinguisher follows up.
Demoman
- Demomen are the opposite of Pyros: they are able to deal large amounts of damage at range, but have little ability to defend themselves at close range. Working together, a Pyro and Demoman can play to their respective strengths and cover the other's weaknesses.
- Because Demomen have no hitscan weapons, they cannot destroy Stickybombs placed by other Demomen unless they use a melee weapon or are carrying the Scottish Resistance. Help them by either using Compression Blasts to clear away enemy stickies, or using the Shotgun to deal with them.
- If an enemy Demoman is trying to use the Scottish Resistance to destroy friendly sticky traps, Compression Blasts can be used to push them away. Remember that it will only affect enemy Stickybombs, leaving the friendly ones untouched.
- Compression Blasts can help Demomen using the Eyelander to collect heads by pinning enemies against walls and leaving them for follow-up. ** In the same sense, remember that Demomen using the Chargin' Targe are particularly vulnerable to a Puff and Sting maneuver by enemy Pyros. Try to assist by using Compression Blasts to extinguish any flames inflicted on the Demoman before the enemy Pyro has the chance to land an Axtinguisher hit.
Heavy
- While both the Heavy and Pyro both excel in dealing close-range damage, the classes have respective strengths that can be amplified and weaknesses eliminated by working together. Heavies can engage targets that Pyros cannot at longer ranges, while Pyros can help to deal with enemies that try to gang up on the Heavy.
- In general, the Minigun's greater range allows Heavies to offer protection for Pyros against enemies outside of the Flamethrower's range. At the same time, Pyros can discourage enemies trying to sneak up on or swarm the Heavy. As the Heavy is a very slow target while spun up, Pyros can help to shepherd Heavies, allowing them to focus on targets farther away.
- Because the Heavy often attracts significant firepower from the enemy team, Pyros should always be ready to use Compression Blasts to deflect away any projectiles directed at the Heavy. While the Heavy can often survive such attacks, preventing any damage to the Heavy can help towards keeping the pair alive for longer. This is especially true of Heavies equipped with the Brass Beast.
- In general, keeping a Heavy from taking damage too often will force that player to rely on lunchbox items less in order to regain health. In turn, generous Heavies may share their lunchbox items with Pyros who keep them safe.
- A Heavy using the Fists of Steel, like a Demoman with the Chargin' Targe, is particularly vulnerable to Axtinguisher attacks from enemy Pyros. Always be ready to use compression blast to put out burning Heavies.
- 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.
Engineer
- Pyros are often considered among an Engineer's best partners. Due to their ability to Spy-check easily as well as destroy Electro Sappers placed by enemy Spies by using the Homewrecker, seeing Pyros paired with Engineers is not uncommon.
- Whenever possible, always take advantage of a Dispenser placed by an Engineer to replenish health and ammo. This increases survivability, and keeps both the Pyro and the Engineer in action for longer.
- When Spy checking, take advantage of Dispensers by firing continuous bursts of flame around Building areas. This will discourage Spies from approaching and attempting to sap the Engineer's Buildings.
- Always carry the Homewrecker when paired with Engineers. While Pyros cannot repair buildings, they can destroy Electro Sappers in a single hit, preventing Spies from damaging them further.
- Compression Blasts are invaluable for dealing with enemy Demomen trying to blow up the Engineer's Buildings, as well as ÜberCharge pushes attempting to destroy friendly Sentry Guns. Furthermore, it can be used to juggle enemies, vastly increasing the knockback power of level 3 Sentry Guns.
- When used in an ambush, Compression Blasts can also be used to push enemies around corners into friendly Sentry Guns.
- Pyros can also shepherd Engineers who are hauling their Buildings closer to enemy lines. Because Engineers cannot attack and moves slower while hauling, they are particularly vulnerable to Spy attacks.
- An Engineer with the Wrangler who is hauling a Sentry Gun also benefits significantly from having a Pyro bodyguard. The Pyro can deal with any enemies trying to attack the Engineer during the hauling period, and can deflect away explosives while the Sentry Gun is setting up.
Medic
- While many classes are excellent partners for the Medic, the Pyro excels more than most others due to greater flexibility.
- In general, Pyros are capable of supporting Medics better than most other classes. Besides Spy checking and chasing away any Spies trying to backstab the Medic, Compression Blasts can be used to deflect explosives, extinguish burning players, as well as push away attackers, making the Medic's job considerably easier.
- Compression Blasts can also be used to juggle and pin enemy players, making them easier targets for a Medic with the Übersaw. This can be used to help a Medic safely build ÜberCharge off of certain targets like Scouts and Spies.
- The Pyro is an excellent Medic buddy for making pushes against concentrated groups of Sentry Guns.
- A Medic equipped with the Crusader's Crossbow can help to attack any targets outside of the Pyro's range.
Sniper
- Due to usually staying in the rear lines of combat, Snipers are usually poor partners for Pyros. However, even fighting at a distance, Snipers can support Pyros on the front lines.
- Snipers can pick off enemies that attack Pyros from outside of the Flamethrower's range. Additionally, they can assist against classes that the Pyro has trouble with.
- Conversely, Pyros can use Compression Blasts in order to juggle enemies and make them easier targets for the Sniper.
- Escorting Snipers to various sniping spots close to the front lines is a task that the Pyro excels at. Pyros can watch the Sniper's back, as well as deal with enemies that manage to get close.
- Whenever possible, try to combine the effects of Jarate and afterburn on the same target. If the enemy escapes, it's still capable of causing upwards of 80 damage on an opponent, which can often be enough to kill.
- If fighting at a distance, a combination of the Sydney Sleeper and the Flare Gun can inflict considerable damage against enemy groups.
- If a Sniper is using the Huntsman, be sure to ignite the arrows using the Flamethrower. While the Pyro will not get assist credits, flaming arrows can inflict afterburn damage on enemies at a distance more easily than the Flare Gun.
- Remember that Snipers carrying the Bushwacka are particularly vulnerable to fire damage, and burning Snipers cannot aim with scoped weapons properly. Always put out burning Snipers using Compression Blasts.
Spy
- Due to using disguises and sneaking among the enemy, Spies do not often have the chance to perform cooperative maneuvers with Pyros. However, such situations do present themselves on occasion.
- While Pyros are among the best classes for destroying Buildings, they often have trouble getting close enough to damage Sentry Guns. Spies can place Electro Sappers on Sentry Guns to disable them, giving the Pyro a very quick window of opportunity to get in and destroy the Sentry Gun.
- Pyros can also act as decoys against enemy individuals or groups. By getting the attention of enemies and then retreating, cloaked Spies can often get the opportunity to sneak behind and backstab distracted enemies.
- A retreating Spy who has been ignited by an enemy Pyro should always be put out using Compression Blasts. Spies cannot Cloak while ignited, so putting out burning Spies enables them to hide again.
- A Spy using the Cloak and Dagger can act as a sentry and watch enemy movements safely. This can open up opportunities for Pyros to perform devastating ambushes against enemy groups, or warn Pyros of incoming danger.
See also
External links
- TF2 - How to play the Pyro by EvilDaedalus
- Meet the PROro!2 by B||oodSire
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