|
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Line 7: |
Line 7: |
| == Information == | | == Information == |
| === Health === | | === Health === |
− | {| class="wikitable grid" | + | {{class health table|Pyro}} |
− | ! class="header" | Max Health
| |
− | ! class="header" | Overheal Max
| |
− | ! class="header" | Pill Bottle
| |
− | ! class="header" | First Aid Tin
| |
− | |-
| |
− | | style="background-color:#fffae7;" | <center>'''175''' hit points</center>
| |
− | | style="background-color:#fffae7;" | <center>'''260''' hit points</center>
| |
− | | style="background-color:#fffae7;" | <center>'''+36''' hit points</center>
| |
− | | style="background-color:#fffae7;" | <center>'''+88''' hit points</center>
| |
− | |} | |
− | | |
| === Speed === | | === Speed === |
− | {| class="wikitable grid" | + | {{class speed table|Pyro}} |
− | ! class="header" | Running
| |
− | ! class="header" | Backpedaling
| |
− | ! class="header" | Swimming
| |
− | ! class="header" | Crouching
| |
− | |-
| |
− | | style="background-color:#fffae7;" | '''100%''' (300 u/s)
| |
− | | style="background-color:#fffae7;" | '''90%''' (270 u/s)
| |
− | | style="background-color:#fffae7;" | '''80%''' (240 u/s)
| |
− | | style="background-color:#fffae7;" | '''33.33%''' (100 u/s)
| |
− | |} | |
− | ''Speeds written in "u/s" refer to in-game units per second. When running in a certain direction causes slowness, rapidly switching between diagonals usually improves speed.''
| |
− | | |
| === Weapons === | | === Weapons === |
| {{main|Pyro weapons (competitive)}} | | {{main|Pyro weapons (competitive)}} |
− | {| class="wikitable grid"
| + | The Pyro specialized in fire from its primary weapon, dealing afterburn, and with the ability to push players back as well as reflect projectiles. |
− | ! class="header" | #
| + | {{class weapon table pyro primary}} |
− | ! class="header" | Weapon
| |
− | ! class="header" | Damage
| |
− | ! class="header" | [[Critical hits|Critical]] Damage
| |
− | ! class="header" | Function Times
| |
− | ! class="header" | Special
| |
− | |-
| |
− | ! style="background-color:#FFF4CC;" rowspan="4" | 1
| |
− | ! style="background-color:#FFF4CC;" | [[Pyro weapons (competitive)#Flamethrower|Flamethrower]] <br>[[Image:RedFlamethrowerTilt.png|link=Pyro weapons (competitive)#Flamethrower|70x39px]]
| |
− | | style="background-color:#FFF4CC;" | Point-Blank: 7/particle <br>385u: 4/particle <br>Max DPS: 150/s <br>Afterburn: 3/hit
| |
− | | style="background-color:#FFF4CC;" | Point-Blank Critical: 19/particle <br>385u Critical: 11/particle <br>Max Critical DPS: 475/s <br>Point-Blank Mini-Crit: 8/particle <br>385u Mini-Crit: 5/particle <br>Max Mini-Crit DPS: 200/s
| |
− | | style="background-color:#FFF4CC;" | Ammo Usage: 0.08s <br>Particle Interval: 0.04s <br>Airblast Interval: 0.73s
| |
− | | style="background-color:#FFF4CC;" | Fire causes [[Pyro weapons (competitive)#Afterburn|afterburn]]. <br>Fire particle movement is unpredictable. <br>Airblast changes team of non-[[Demoman weapons (competitive)#Sticky Bomb Launcher|sticky]] enemy projectiles. <br>Airblast works against [[ÜberCharge|Übered]] foes. <br>Airblasted projectiles become Mini-Crits (Criticals during [[Kritzkrieg|Kritz]]). <br>Airblast extinguishes burning allies. <br>Useless underwater.
| |
− | |-
| |
− | ! style="background-color:#FFF4CC;" | [[Pyro weapons (competitive)#Backburner|Backburner]] <br>[[Image:RedBackburnerTilt.png|link=Pyro weapons (competitive)#Backburner|70x39px]]
| |
− | | style="background-color:#FFF4CC;" | Point-Blank: 7/particle <br>385u: 4/particle <br>Max DPS: 175/s <br>Afterburn: 3/hit
| |
− | | style="background-color:#FFF4CC;" | Point-Blank Critical: 21/particle <br>385u Critical: 13/particle <br>Max Critical DPS: 525/s <br>Point-Blank Mini-Crit: 10/particle <br>385u Mini-Crit: 6/particle <br>Max Mini-Crit DPS: 250/s
| |
− | | style="background-color:#FFF4CC;" | Ammo Usage: 0.08s <br>Particle Interval: 0.04s
| |
− | | style="background-color:#FFF4CC;" | Fire causes [[Pyro weapons (competitive)#Afterburn|afterburn]]. <br>Fire particle movement is unpredictable. <br>Targets hit from behind suffer Critical damage. <br>+150% airblast cost <br>Useless underwater.
| |
− | |-
| |
− | ! style="background-color:#FFF4CC;" | [[Pyro weapons (competitive)#Degreaser|Degreaser]] <br>[[Image:RED_Degreaser.png|link=Pyro weapons (competitive)#Degreaser|70x39px]]
| |
− | | style="background-color:#FFF4CC;" | Point-Blank: 6/particle <br>385u: 4/particle <br>Max DPS: 150/s <br>Afterburn: 2/hit
| |
− | | style="background-color:#FFF4CC;" | Point-Blank Critical: 19/particle <br>385u Critical: 11/particle <br>Max Critical DPS: 475/s <br>Point-Blank Mini-Crit: 8/particle <br>385u Mini-Crit: 5/particle <br>Max Mini-Crit DPS: 200/s
| |
− | | style="background-color:#FFF4CC;" | Ammo Usage: 0.08s <br>Particle Interval: 0.04s <br>Airblast Interval: 0.73s
| |
− | | style="background-color:#FFF4CC;" | When equipped, grants 65% faster weapon changing. <br>Afterburn deals 25% less damage. <br>Deals 10% less damage. <br>Otherwise identical to [[Pyro weapons (competitive)#Flamethrower|Flamethrower]].
| |
− | |-
| |
− | ! style="background-color:#FFF4CC;" | [[Pyro weapons (competitive)#Phlogistinator|Phlogistinator]] <br>[[Image:RED Phlogistinator.png|link=Pyro weapons (competitive)#Phlogistinator|70x39px]]
| |
− | | style="background-color:#FFF4CC;" | Point-Blank: 6/particle <br>385u: 4/particle <br>Max DPS: 175/s <br>Afterburn: 3/hit
| |
− | | style="background-color:#FFF4CC;" | Point-Blank Critical: 19/particle <br>385u Critical: 11/particle <br>Max Critical DPS: 475/s <br>Point-Blank Mini-Crit: 8/particle <br>385u Mini-Crit: 5/particle <br>Max Mini-Crit DPS: 200/s
| |
− | | style="background-color:#FFF4CC;" | Ammo Usage: 0.08s <br>Particle Interval: 0.04s
| |
− | | style="background-color:#FFF4CC;" | '''Banned in most leagues for acquisition time.'''<br>Doing roughly 225 fire damage to fill the "Mmmph" bar and taunting triggers "Mmmph", resulting in refilled health and guaranteed crits for 13 seconds.<br>Can not airblast.<br>Otherwise identical to [[Pyro weapons (competitive)#Flamethrower|Flamethrower]].
| |
− | |-
| |
− | ! style="background-color:#fffae7;" rowspan="6" | 2
| |
− | ! style="background-color:#fffae7;" | [[Pyro weapons (competitive)#Shotgun|Shotgun]] <br>[[Image:Shotgun IMG.png|link=Pyro weapons (competitive)#Shotgun|70x39px]]
| |
− | | style="background-color:#fffae7;" | Point-Blank: 90 <br>512u: 6/hit, avg 6 hits <br>1024u+: 3/hit
| |
− | | style="background-color:#fffae7;" | Critical: 18/hit (max 180) <br>Point-Blank Mini-Crit: 121 <br>512u+ Mini-Crit: 8/hit
| |
− | | style="background-color:#fffae7;" | Attack: 0.625s <br>Reload Start: 1.0s <br>Reload More: 0.5s
| |
− | | style="background-color:#fffae7;" | Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).
| |
− | |-
| |
− | ! style="background-color:#fffae7;" | [[Pyro weapons (competitive)#Flare gun|Flare Gun]] <br>[[Image:RedFlaregun.png|link=Pyro weapons (competitive)#Flare gun|70x39px]]
| |
− | | style="background-color:#fffae7;" | Any Range: 30 <br>Afterburn Total: 60
| |
− | | style="background-color:#fffae7;" | Critical: 90 <br>Mini-Crit: 41 <br>Mini-Crit Afterburn Total: 80
| |
− | | style="background-color:#fffae7;" | Attack: 2.02s
| |
− | | style="background-color:#fffae7;" | Flares cause 10-second [[Pyro weapons (competitive)#Afterburn|afterburn]]. <br>Has no damage falloff or ramp-up. <br>Crits burning targets regardless of range. <br>Useless underwater.
| |
− | |-
| |
− | ! style="background-color:#fffae7;" | [[Pyro weapons (competitive)#Detonator|Detonator]] <br>[[Image:Detonator_RED.png|link=Pyro weapons (competitive)#Detonator|70x39px]]
| |
− | | style="background-color:#fffae7;" | Any Range: 30 <br>Flare Detonation: 10-20 <br>Flare Explosion: 56 <br>Afterburn Total: 60
| |
− | | style="background-color:#fffae7;" | Critical: 90 <br>Mini-Crit: 41 <br>Mini-Crit Afterburn Total: 80
| |
− | | style="background-color:#fffae7;" | Self-Damage: 39-68
| |
− | | style="background-color:#fffae7;" | Attack: 2.02s <br>Mini-crits burning targets regardless of range. <br>+25% damage to self <br> Otherwise identical to [[Pyro weapons (competitive)#Flare gun|Flare Gun]].
| |
− | |-
| |
− | ! style="background-color:#fffae7;" | [[Pyro weapons (competitive)#Reserve Shooter|Reserve Shooter]] <br>[[Image:Reserve Shooter.png|link=Pyro weapons (competitive)#Reserve Shooter|70x39px]]
| |
− | | style="background-color:#fffae7;" | Point-Blank: 90 <br>512u: 6/hit, avg 6 hits <br>1024u+: 3/hit
| |
− | | style="background-color:#fffae7;" | Critical: 18/hit (max 180) <br>Point-Blank Mini-Crit: 121 <br>512u+ Mini-Crit: 8/hit
| |
− | | style="background-color:#fffae7;" | Attack: 0.625s <br>Reload Start: 1.0s <br>Reload More: 0.5s
| |
− | | style="background-color:#fffae7;" | Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center). <br>+15% faster weapon switch speed. <br>Mini-crits airborne targets for 3 seconds after switch. <br>Holds 3 shells instead of 6.
| |
− | |-
| |
− | ! style="background-color:#fffae7;" | [[Pyro weapons (competitive)#Manmelter|Manmelter]] <br>[[Image:RED Manmelter.png|link=Pyro weapons (competitive)#Manmelter|70x39px]]
| |
− | | style="background-color:#fffae7;" | Any Range: 30 <br>Afterburn Total: 60
| |
− | | style="background-color:#fffae7;" | Critical: 90 <br>Mini-Crit: 41 <br>Mini-Crit Afterburn Total: 80
| |
− | | style="background-color:#fffae7;" | Attack: 2.42s
| |
− | | style="background-color:#fffae7;" | '''Banned in most leagues for acquisition time.'''<br>50% faster projectile speed than the [[Pyro weapons (competitive)#Flare gun|Flare Gun]].<br>Does not require ammo.<br>Cannot be deflected.<br>Alt-Fire extinguishes teammates like an airblast would, and earns a guaranteed critical hit for each extinguish.<br>No random critical hits.
| |
− | |-
| |
− | ! style="background-color:#fffae7;" | [[Pyro weapons (competitive)#Scorch Shot|Scorch Shot]] <br>[[Image:Backpack Scorch Shot.png|link=Pyro weapons (competitive)#Scorch Shot|70x39px]]
| |
− | | style="background-color:#fffae7;" | Any Range: 15 <br>Afterburn Total: 60 <br>Close-range taunt: 400
| |
− | | style="background-color:#fffae7;" | Critical: 45 <br>Mini-Crit: 20 <br>Mini-Crit Afterburn Total: 80
| |
− | | style="background-color:#fffae7;" | Self-Damage: 39-68
| |
− | | style="background-color:#fffae7;" | '''Banned in most leagues for acquisition time.'''<br>Attack: 2.02s <br>Knocks back enemies on hit. <br>-50% damage penalty. <br>Ignites enemies within small radius. <br> Otherwise identical to [[Pyro weapons (competitive)#Flare gun|Flare Gun]].
| |
− | |-
| |
− | ! style="background-color:#FFF4CC;" rowspan="8" | 3
| |
− | ! style="background-color:#FFF4CC;" | [[Pyro weapons (competitive)#Fire Axe|Fire Axe]] <br>[[Image:Axe IMG.png|link=Pyro weapons (competitive)#Fire Axe|70x39px]]
| |
− | | style="background-color:#FFF4CC;" | Melee: 65
| |
− | | style="background-color:#FFF4CC;" | Critical: 195 <br>Mini-Crit: 88
| |
− | | style="background-color:#FFF4CC;" | Attack: 0.8s
| |
− | | style="background-color:#FFF4CC;" | Completely standard melee weapon.
| |
− | |-
| |
− | ! style="background-color:#FFF4CC;" | [[Pyro weapons (competitive)#Conscientious Objector|Conscientious Objector]] <br>[[Image:Conscientious Objector.png|link=Pyro weapons (competitive)#Conscientious Objector|70x39px]]
| |
− | | style="background-color:#FFF4CC;" | Melee: 65
| |
− | | style="background-color:#FFF4CC;" | Critical: 195 <br>Mini-Crit: 88
| |
− | | style="background-color:#FFF4CC;" | Attack: 0.8s
| |
− | | style="background-color:#FFF4CC;" | Statistically identical to [[Pyro weapons (competitive)#Fire Axe|Fire Axe]].
| |
− | |-
| |
− | ! style="background-color:#FFF4CC;" | [[Pyro weapons (competitive)#Axtinguisher|Axtinguisher]] <br>[[Image:Axtinguisher.png|link=Pyro weapons (competitive)#Axtinguisher|70x39px]]
| |
− | | style="background-color:#FFF4CC;" | Melee: 33
| |
− | | style="background-color:#FFF4CC;" | Critical: 195 <br>Mini-Crit: 44
| |
− | | style="background-color:#FFF4CC;" | Attack: 0.8s
| |
− | | style="background-color:#FFF4CC;" | Criticals on burning foes. <br>Never Crits on nonburning foes, even during [[ÜberCharge]].
| |
− | |-
| |
− | ! style="background-color:#FFF4CC;" | [[Pyro weapons (competitive)#Homewrecker|Homewrecker]] <br>[[Image:Homewrecker.png|link=Pyro weapons (competitive)#Homewrecker|70x39px]]
| |
− | | style="background-color:#FFF4CC;" | Melee (player): 49 <br>Melee (building): 130
| |
− | | style="background-color:#FFF4CC;" | Critical: 146 <br>Mini-Crit: 66
| |
− | | style="background-color:#FFF4CC;" | Attack: 0.8s
| |
− | | style="background-color:#FFF4CC;" | Varies damage based on whether target is player or building. <br>Can damage enemy [[Spy weapons (competitive)#Sapper|Sappers]].
| |
− | |-
| |
− | ! style="background-color:#FFF4CC;" | [[Pyro weapons (competitive)#Powerjack|Powerjack]] <br>[[Image:RED Powerjack.png|link=Pyro weapons (competitive)#Powerjack|70x39px]]
| |
− | | style="background-color:#FFF4CC;" | Melee: 65
| |
− | | style="background-color:#FFF4CC;" | Critical: 195 <br>Mini-Crit: 88
| |
− | | style="background-color:#FFF4CC;" | Attack: 0.8s
| |
− | | style="background-color:#FFF4CC;" | Kills with the Powerjack heal the user for 75 health (can [[Overheal]]). <br> The player takes an additional 20% damage from melee sources when active
| |
− | |-
| |
− | ! style="background-color:#FFF4CC;" | [[Pyro weapons (competitive)#The Back Scratcher|Back Scratcher]] <br>[[Image:Back_Scratcher.png|link=Pyro weapons (competitive)#The Back Scratcher|70x39px]]
| |
− | | style="background-color:#FFF4CC;" | Melee: 81
| |
− | | style="background-color:#FFF4CC;" | Critical: 244 <br>Mini-Crit: 110
| |
− | | style="background-color:#FFF4CC;" | Attack: 0.8s
| |
− | | style="background-color:#FFF4CC;" | Increases health from pick ups by 50%. <br>Decreases healing from healers by 75%.
| |
− | |-
| |
− | ! style="background-color:#FFF4CC;" | [[Pyro weapons (competitive)#Sharpened Volcano Fragment|Sharpened Volcano Fragment]] <br>[[Image:Sharpenedvolcanofragment.png|link=Pyro weapons (competitive)#TSharpened Volcano Fragment|70x39px]]
| |
− | | style="background-color:#FFF4CC;" | Melee: 52 <br>Afterburn base: 3 damage every 0.5 seconds for 10 seconds (60 damage total)
| |
− | | style="background-color:#FFF4CC;" | Critical: 156 <br>Mini-Crit: 70 <br>Afterburn mini-crit: 4 damage every 0.5 seconds for 10 seconds (80 damage total)
| |
− | | style="background-color:#FFF4CC;" | Attack: 0.8s
| |
− | | style="background-color:#FFF4CC;" | On Hit: target is engulfed in flames
| |
− | -20% damage done.
| |
− | |-
| |
− | ! style="background-color:#FFF4CC;" | [[Pyro weapons (competitive)#Third Degree|Third Degree]] <br>[[Image:RED Third Degree.png|link=Pyro weapons (competitive)#Third Degree|70x39px]]
| |
− | | style="background-color:#FFF4CC;" | Melee: 65
| |
− | | style="background-color:#FFF4CC;" | Critical: 195 <br>Mini-Crit: 88
| |
− | | style="background-color:#FFF4CC;" | Attack: 0.8s
| |
− | | style="background-color:#FFF4CC;" | '''Banned in most leagues for acquisition time.'''<br>Damage done also applies to anyone connected by a [[Medic weapons (competitive)#Medigun|Medigun]] beam.<br>Otherwise identical to the [[Pyro weapons (competitive)#Fire Axe|Fire Axe]].
| |
− | |-
| |
− | ! style="background-color:#fffae7;" rowspan="1" | -
| |
− | ! style="background-color:#fffae7;" | [[Pyro weapons (competitive)#Afterburn|Afterburn]] <br>[[Image:Leaderboard class pyro.png|link=Pyro weapons (competitive)#Afterburn|70x39px]]
| |
− | | style="background-color:#fffae7;" | Varies
| |
− | | style="background-color:#fffae7;" | Mini-Crit Afterburn Hit: 4
| |
− | | style="background-color:#fffae7;" | Afterburn Hit: 0.5s <br>Duration: 10s
| |
− | | style="background-color:#fffae7;" | Extinguished by friendly [[Sniper weapons (competitive)#jarate|Jarate]], [[Scout (competitive)#Mad Milk|Mad Milk]], or [[Pyro weapons (competitive)#Airblast|airblast]]. <br>Ends much faster when being healed. <br>Instantly removed by Über/Kritz or underwater submersion. <br>Reveals Spies even when [[disguise|disguised]] or cloaked. <br>Removed by [[Spy weapons (competitive)#Dead Ringer|Dead Ringer]], but can be reapplied once cloaked.
| |
− | |}
| |
− | :''"u" stands for "units of distance." "+" stands for "or more." "s" stands for "seconds." "Reload Start" refers to how long it takes for 1 ammo to be reloaded after beginning to reload, and "Reload More" refers to how long it takes for each additional ammo to reload after the first. Damages and times are approximate and determined by community testing.
| |
− | | |
| == Usage == | | == Usage == |
| The Pyro generally does not see much use in competitive play due to his short range, lack of versatility, and lack of mobility. His role is generally confined to to flanking, defending enclosed spaces, and protecting allies and [[Sentry Guns]] from projectiles. Fortunately, the Pyro is quite good at these roles, and in certain situations teams may substitute a [[Scout (competitive)|Scout]] or a [[Soldier (competitive)|Soldier]] for a Pyro. | | The Pyro generally does not see much use in competitive play due to his short range, lack of versatility, and lack of mobility. His role is generally confined to to flanking, defending enclosed spaces, and protecting allies and [[Sentry Guns]] from projectiles. Fortunately, the Pyro is quite good at these roles, and in certain situations teams may substitute a [[Scout (competitive)|Scout]] or a [[Soldier (competitive)|Soldier]] for a Pyro. |
| “Gotta move that gear up!” This article may contain content that is out of date. You can help improve this article by updating the content as necessary. See the wiki style guide. Notes: None added
|
The Pyro is a situational utility and roaming class sometimes used in the standard competitive lineup, valued for his ambush and point-holding capabilities.
Information
Health
Scout
|
125
|
185
|
158
|
With the Sandman equipped
|
110
|
165
|
139
|
Soldier
|
200
|
300
|
251
|
With the Battalion's Backup equipped
|
220
|
330
|
276
|
Pyro
|
175
|
260
|
220
|
Demoman
|
175
|
260
|
220
|
With weapon slot boots equipped
|
200
|
300
|
251
|
With a head-taking melee weapon equipped with 0 heads
|
150
|
225
|
189
|
With a head-taking melee weapon equipped with 1 head
|
165
|
245
|
208
|
With a head-taking melee weapon equipped with 2 heads
|
180
|
270
|
226
|
With a head-taking melee weapon equipped with 3 heads
|
195
|
290
|
245
|
With a head-taking melee weapon with 4 or more heads
|
210
|
315
|
264
|
With weapon slot boots and a head-taking melee weapon equipped with 0 heads
|
175
|
260
|
220
|
With weapon slot boots and a head-taking melee weapon equipped with 1 head
|
190
|
285
|
239
|
With weapon slot boots and a head-taking melee weapon equipped with 2 heads
|
205
|
305
|
258
|
With weapon slot boots and a head-taking melee weapon equipped with 3 heads
|
220
|
330
|
276
|
With weapon slot boots and a head-taking melee weapon equipped with 4 or more heads
|
235
|
350
|
295
|
Heavy
|
300
|
450
|
376
|
Under the effects of the Dalokohs Bar or Fishcake
|
350
|
500†
|
426
|
With the Fists of Steel equipped
|
300
|
390
|
346
|
With the Fists of Steel equipped and while under the effects of the Dalokohs Bar or Fishcake
|
350
|
440
|
396
|
Engineer
|
125
|
185
|
158
|
With the Gunslinger equipped
|
150
|
225
|
189
|
Medic
|
150
|
225
|
189
|
With the Vita-Saw equipped
|
140
|
210
|
176
|
Sniper
|
125
|
185
|
158
|
Spy
|
125
|
185
|
158
|
With the Big Earner equipped
|
100
|
150
|
126
|
With Conniver's Kunai equipped
|
70
|
105
|
89
|
Maximum overheal from Conniver's Kunai backstabs
|
N/A
|
210
|
N/A
|
†Theoretical value. Overheal does not exceed 150% of the classes' maximum health.
Speed
Weapons
The Pyro specialized in fire from its primary weapon, dealing afterburn, and with the ability to push players back as well as reflect projectiles.
Template:Class weapon table pyro primary
Usage
The Pyro generally does not see much use in competitive play due to his short range, lack of versatility, and lack of mobility. His role is generally confined to to flanking, defending enclosed spaces, and protecting allies and Sentry Guns from projectiles. Fortunately, the Pyro is quite good at these roles, and in certain situations teams may substitute a Scout or a Soldier for a Pyro.
Common Tactics
The Pyro's primary role in competitive play is defending enclosed Control Points. The Pyro's close-quarter-combat abilities allow him to clear the confined spaces of some control points efficiently, making him useful for defending areas such as the final point of Badlands. This role is particularly evident on Gravel Pit, point C, where a popular strategy for defenders is to put a Pyro on the point to ward off Soldiers and Demomen jumping on the point. The Compression Blast ability of the Pyro is especially useful for this, enabling the Pyro to push enemies off of the point and reflect enemy grenades and rockets. Pyro is also useful for defending against an Über with airblasts to either juggle the Übered player into the air or push the Über back, and although the player will often die in doing so it may buy just enough time for the team to get their own Über or repel the attack on its own. Finally, a Pyro may also be utilized when a team is under heavy projectile spam, such as when a combo is attempting to pass through a choke point or an Engineer nest is set up, as he can reflect the projectiles.
Pyro flanking
An example of where a flanking Pyro might be utilised is at the initial fight for the middle point on Badlands. A team using a Pyro in this mid fight may distract the enemy soldiers and Scouts as the Pyro runs under the bridge at the center point and attacks the enemy team from behind. The Pyro can also go through the shall house, this is slightly more risky because a Scout normally watches it and a Soldier can easily juggle and kill you. However, if done correctly, the Pyro may be able to kill or severely injure the enemy team's Medic, giving his own team a significant advantage.
5-CP Push Strategies
There are generally two times when a team will use a Pyro instead of a Scout. The first is at the beginning of a 5-CP map, where a flank at the mid point can prove devastating to the other team, and the second is at the final point, where defenders may use the Pyro's close-range combat abilities in a last-ditch effort to save the point from capture. In either case, a Utility player should communicate with his team before deciding to switch to Pyro. During the mid fight, a Pyro should generally try to not be spotted by enemies at all while flanking, taking some extra time if necessary to ensure that he has the element of surprise. Because of his short range, a Pyro whose whereabouts are known to the enemy is usually a dead Pyro, so the Pyro's team should help distract the enemy while the Pyro performs his flanking maneuver.
Pyros will usually not survive their flanking maneuvers unless the enemy team becomes extremely disorganized, but in the case that a Pyro does survive the mid fight, he should try to switch back to another class as soon as possible, as the enemy team will expect him and eliminate him without difficulty. In addition, the Pyro is severely hampered in yard fights, due to his short range, limiting his usefulness beyond the mid point.
A Pyro is also a good choice when defending your last point with ÜberCharge disadvantage, the Compression Blast can knock the ÜberCharged couple up into the air and waste their ÜberCharge. This can take the pressure of the rest of your team and ensure that you don't lose as many people as you would if the ÜberCharged combo pushed straight in. Another advantage of a using a Pyro in this circumstance is that your combo doesn't have to fall into the respawn room to avoid getting killed. The knock-on effect of this is that the last point is better defended. Finally, a Pyro can prevent enemy players from remaining on the point
Attack-Defend Strategies
Pyros lack the versatility, health, and direct combat abilities of the Soldiers, especially when the Soldiers are buffed, so a defending Pyro should generally attack enemies standing on a point when they are distracted by something else. For a Pyro, attempting to defend a point against enemy Soldiers without any support from his team is almost invariably suicide, so players using a Pyro on Defense should wait for a distraction before attempting to flame attackers, or try to airblast them off the point, if the point sits on an elevated area. The classic example of this is Point C on Gravel Pit, where Soldiers and Demomen jumping towards the point can be airblasted away, denying a capture and separating the player from the rest of his team.
Similarly, attacking Pyros should always try to flank the enemy, as the enemy Soldiers and even the Scouts will kill a Pyro and escape unharmed in a direct battle. Pyros should wait for their team to attack from one side before flanking from the other to throw the enemy team into disarray without getting killed.
Capture-the-Flag Strategies
Due to the short range of the Flamethrower, the Pyro is generally not used in competitive Capture-the-Flag games. His inability to successfully chase down an enemy carrying his team's intelligence makes him a poor choice for defending, and the fact that many teams use Engineers in a Capture-the-flag game limits the Pyro's usefulness on offense. In a team that does field a Pyro, he should try to take side paths into the enemy Intelligence room (most notably the vents on Turbine, which offer access directly into the Intelligence room). Coordinating with his team, a Pyro can catch defenders in the room off guard and help his team escape with the intelligence. If the team's Pyro does attempt this, however, he should be wary of the enemy team's Engineer and Sentry Gun. It may be best for the Pyro to wait for the Sentry Gun's destruction before surprising the enemy team in their Intelligence room. If the team's Pyro picks up the intelligence himself, it may be best to have him drop it (default key "l") and allow a less easily harassed member of the team to take it back to the team's Intelligence room.
See also