Difference between revisions of "Pyro weapons (competitive)"
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* '''Attack:''' 0.8s | * '''Attack:''' 0.8s | ||
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− | * 100% Critical-hit chance against burning players. | + | * 100% Critical-hit chance against burning players from behind. |
* Mini-crits burning players from the front. | * Mini-crits burning players from the front. | ||
* Deals 50% less damage to non-burning players. | * Deals 50% less damage to non-burning players. |
Revision as of 18:12, 22 June 2014
The community competitive scene changes frequently. Some or all info may be outdated.
The Pyro's weaponry is best suited for medium to close range encounters, focusing heavily on a fire-based arsenal to get the job done. However, this leaves the Pyro with a lack of reliable long-range weapons, encouraging him to ambush enemies at close range.
Primary Weapons
All of the Pyro's primary weapons have damage ramp-up. The flames of the flame throwers become unpredictable at maximum range. Fire damage dealt causes afterburn. Fire particles will penetrate players and buildings. If the weapon can airblast, airblasts will deflect projectiles, converting them into mini-crit projectiles. Airblasts will knock back players and planted stickybombs. Airblasts will extinguish friendly burning allies. Flame throwers will not deal fire damage underwater.
Flame Thrower
The Flame Thrower deals standard damage, and deals significant afterburn. The Rainblower has the same stats as the stock Flame Thrower, but is only visible in pyroland. It provides the Armageddon taunt.
Weapon | Damage | Critical Damage | Function Times | Special |
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Flame Thrower |
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Backburner
The Backburner deals the same amount of damage and afterburn as the stock Flame Thrower. It also deals critical hits in a 90º radius behind players. Its airblasts cost 50 ammo, as opposed to the standard 20, requiring precision use of airblasts.
Weapon | Damage | Critical Damage | Function Times | Special |
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Backburner |
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Degreaser
The Degreaser deals -10% damage from the default Flame Thrower as well as reduced afterburn. It allows for 65% faster weapon switching.
Weapon | Damage | Critical Damage | Function Times | Special |
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Degreaser |
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Phlogistinator
The Phlogistinator deals 10% less damage than the stock Flame Thrower, but gains Mmmph! while dealing fire damage. When the meter fills, it can be activated with a taunt to grant critical hits for 10 seconds and 75% damage reduction for the duration of the taunt. However, the Phlogistinator cannot airblast.
Weapon | Damage | Critical Damage | Function Times | Special |
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Phlogistinator |
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Primary Weapon Usage
The stock Flame Thrower and the Degreaser both provide 10 airblasts, the most of any Flame Thrower. Airblasts tend to be quite useful with large quantites of projectiles. The Backburner can be good for a Pyro who is confident in their ambushes, or in case of a large quantity of enemies. The Phlogistinator provides strong hit-and-run tactics, but a lack of airblasts greatly counterbalances the guaranteed critical hits. The Degreaser's decreased switch time allows it to pair well with the Flare Gun or the Axtinguisher, making it a popular choice.
Secondary Weapons
The Pyro's secondary weapons tend to be for finishing off enemies, rather than taking up the brunt of their health. All Pyro secondaries perform a taunt kill.
Shotgun
The Shotgun deals well with other Pyros, as they are not effected by afterburn. It deals large quantities of damage at close range, and moderate damage at medium range.
Weapon | Damage | Critical Damage | Function Times | Special |
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Shotgun |
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Flare Gun
The Flare Gun has the ability to set enemies on fire from afar. It deals impact damage, and if the enemy is already on fire, it deals critical impact damage. It causes afterburn identical to the Flame Thrower.
Weapon | Damage | Critical Damage | Function Times | Special |
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Flare Gun |
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Detonator
The Detonator is very similar to the Flare Gun. Its flares can be detonated with alt-fire, setting enemies on fire within a small radius. It deals increased damage, allowing Pyros to jump with it in the same manner as a Soldier's rockets, if less effectively. If it strikes a burning target without being detonated, it deals mini-crit damage. After hitting a target in any manner, it will cause afterburn equivalent to the stock Flame Thrower.
Weapon | Damage | Critical Damage | Function Times | Special |
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Detonator |
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Reserve Shooter
The Reserve Shooter allows the Pyro to deal increased damage to airborne targets. With decreased switching time, the Pyro can make it active and fire off a shell, dealing mini-crits to any airborne target. It has a reduced clip, but otherwise deals identical damage to the Shotgun.
Weapon | Damage | Critical Damage | Function Times | Special |
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Reserve Shooter |
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Manmelter
The Manmelter deals identical damage to the Flare Gun, with the added benefit of alt-fire extinguishing nearby players to store guaranteed crits. The Manmelter can not crit opponents that are on fire.
Weapon | Damage | Critical Damage | Function Times | Special |
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Manmelter |
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Scorch Shot
The Scorch Shot deals less damage than the Flare Gun, but deals strong knockback. Provides the deadly Execution taunt.
Weapon | Damage | Critical Damage | Function Times | Special |
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Scorch Shot |
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Secondary Weapon Usage
The Shotgun deals consistant close range damage, whereas the Flare Gun and Detonator can be great for sniping a particular class with continued crits or Mini-Crits. The Detonator offers more flexibility, allowing the Pyro to navigate the map more intricately. The Manmelter provides stored critical hits, but only has use versus another Pyro. The stock Shotgun tends to be chosen, since it helps conserve primary ammunition while having a significant clip itself.
Melee Weapons
The Pyro has a variety of Melee weapons, which deal damage in specialized ways.
Fire Axe
The stock Fire Axe deals consistant damage, and can be used if the Pyro is out of or low on ammunition.
The Third Degree has the same stats as the stock Fire Axe, but deals damage through players connected by Medi Gun beams. The Lollichop has the same stats as the stock Fire Axe, but is only visible in pyroland.
Weapon | Damage | Critical Damage | Function Times | Special |
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Fire Axe |
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Axtinguisher
The Axtinguisher deals critical hits to players who are on fire. It pairs well with the Degreaser, but is weak against another Pyro.
The Postal Pummeler has the same stats as the Axtinguisher.
Weapon | Damage | Critical Damage | Function Times | Special |
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Axtinguisher |
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Homewrecker
The Homewrecker deals with buildings as opposed to players. It deals increased damage versus enemy buildings, and removes Sappers from friendly buildings. It deals reduced damage versus players.
The Maul has the same stats as the Homewrecker.
Weapon | Damage | Critical Damage | Function Times | Special |
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Homewrecker |
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Powerjack
The Powerjack grants the Pyro 75 health on kill, with the ability to gain overheal (with standard decay) from it. The Pyro cannot be overhealed beyond 150% base health. It increases the Pyro's move speed by 15%, but adds +20% damage vulnerability while active.
Weapon | Damage | Critical Damage | Function Times | Special |
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Powerjack |
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Back Scratcher
The Backscratcher offers Pyros more independence. It provides increased melee damage, bonus health from health packs, but a severe reduction of health gained from medics and Dispensers.
Weapon | Damage | Critical Damage | Function Times | Special |
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Back Scratcher |
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Sharpened Volcano Fragment
The Sharpened Volcano Fragment deals reduced damage on hit, but causes afterburn on the target.
Weapon | Damage | Critical Damage | Function Times | Special |
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Sharpened Volcano Fragment |
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Neon Annihilator
The neon annihilator is a situational weapon. It deals less damage by default but crits wet players and damages sappers encouraging coordination with engies, scouts and snipers or usage on maps featuring water.
Weapon | Damage | Critical Damage | Function Times | Special |
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Neon Annihilator |
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Melee Weapon Usage
The Axtinguisher provides the quickest source of damage, whereas the Homewrecker is useful in the presence of Engineers or Spies, such as on Payload or Attack/Defend maps. The Powerjack is useful for the Pyro to quickly regain health on a kill, but leaves the player vulnerable to melee damage. The Backscratcher helps a Pyro to survive longer without a Medic, but makes him impossible to heal, and his dependance on health packs will hinder his Medic's survivability. The Volcano fragment deals afterburn, but provides few other benefits. The Third Degree can always be used in place of the Fire Axe, but still deals low damage. The Axtinguisher tends to be a favorite for Pyros, and the Powerjack can help them recover from near-death. The Backscratcher can also be useful if the Pyro is separated from the team.
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