Difference between revisions of "Pyro weapons (competitive)"

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(Axtinguisher)
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* '''Attack:''' 0.8s
 
* '''Attack:''' 0.8s
 
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* 100% Critical-hit chance against burning players.
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* 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

This article is for competitive play, based on the standard community competitive format.
The community competitive scene changes frequently. Some or all info may be outdated.
Some Pyro weapons may be banned in your league. For a list of banned weapons, please see the Weapon Ban List.

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
Flame Thrower
Flame Thrower
  • 0-200 Units: 6.82 per particle. (153.4 per second)
  • 200-384 Units: Linear decrease from 6.82 to 4.09 per particle. (92.07 per second)
  • Afterburn: 3 damage every 0.5 seconds for 10 seconds. (60 damage total)
  • Critical: 3x base damage, then rounded to the nearest whole number. (460.3 per second)
  • Mini-Crit: 1.35x base damage, then rounded to the nearest whole number.
  • Mini-Crit Afterburn: 4 damage every 0.5 second for 10 seconds. (80 damage total)
  • Attack Interval: 0.04s
  • Ammo Consumption Interval: 0.08s
  • Compression Blast Interval: 0.75s
  • Can airblast.
    • Airblasts cost 20 ammo each, for a total of 10.


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
Backburner
Backburner
  • 0-200 Units: 6.82 per particle. (153.4 per second)
  • 200-384 Units: Linear decrease from 6.82 to 4.09 per particle. (92.07 per second)
  • Afterburn: 3 damage every 0.5 second for 10 seconds. (60 damage total)
  • Critical: 3x base damage, then rounded to the nearest whole number. (460.3 per second)
  • Mini-Crit: 1.35x base damage, then rounded to the nearest whole number.
  • Mini-Crit Afterburn: 4 damage every 0.5 seconds for 10 seconds. (80 damage total)
  • Attack Interval: 0.04s
  • Ammo Consumption Interval: 0.08s
  • Can airblast.
    • Airblasts cost 50 ammo each, for a total of 4.


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
Degreaser
Degreaser
  • 0-200 Units: 6.2 per particle. (139.5 per second)
  • 200-384 Units: Linear decrease from 6.2 to 3.72 per particle. (83.7 per second)
  • Afterburn: 2 damage every 0.5 second (3 damage every fourth tick) for 10 seconds. (45 damage total)
  • Critical: 3x base damage, then rounded to the nearest whole number. (418.5 per second)
  • Mini-Crit: 1.35x base damage, then rounded to the nearest whole number.
  • Over 512 units Mini-Crit: 8/hit
  • Mini-Crit Afterburn: 4 damage every 0.5 seconds for 10 seconds. (80 damage total)
  • Attack Interval: 0.04s
  • Ammo Consumption Interval: 0.08s
  • Compression Blast Interval: 0.75s
  • Can airblast.
    • Airblasts cost 20 ammo each, for a total of 10.


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
Phlogistinator
Phlogistinator
  • 0-200 Units: 6.2 per particle. (139.5 per second)
  • 200-384 Units: Linear decrease from 6.2 to 3.72 per particle. (83.7 per second)
  • Afterburn: 3 damage every 0.5 second for 10 seconds. (60 damage total)
  • Critical: 3x base damage, then rounded to the nearest whole number. (418.5 per second)
  • Mini-Crit: 1.35x base damage, then rounded to the nearest whole number.
  • Mini-Crit Afterburn: 4 damage every 0.5 seconds for 10 seconds. (80 damage total)
  • Attack Interval: 0.04s
  • Ammo Consumption Interval: 0.08s
  • Cannot airblast.
  • Gains Mmmph! for all fire damage.
    • Meter fills after 225 points of damage.
    • Critical hit duration lasts 10 seconds.
    • Activates on alt-fire or taunt.
      • Taunt refills health.
      • 75% damage reduction while taunting, except for backstabs.


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
Shotgun
Shotgun
  • Point-Blank: 90
  • 512 units: 6/bullet, avg 6 hits
  • Over 1024 units: 3/hit
  • Critical: 18/bullet
  • Point-Blank Mini-Crit: 121
  • Over 512 units Mini-Crit 8/bullet
  • Attack: 0.625s
  • Reload Start: 1.0s
  • Reload More: 0.5s


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
Flare Gun
Flare Gun
  • Base: 30
  • Afterburn: 3 damage every 0.5 seconds for 10 seconds. (60 damage total)
  • Critical: 90
  • Mini-Crit: 41
  • Attack Interval: 2.02s
  • Deals critical hits on already burning targets.


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
Detonator
Detonator
  • Base: 30
  • Explosion 16
  • Afterburn: 3 damage every 0.5 seconds for 10 seconds. (60 damage total)
  • Critical: 90
  • Mini-Crit: 41
  • Attack Interval: 2.02s
  • Deals mini-crits on already burning targets.
  • Flares can detonate to deal reduced damage and set multiple players alight.
  • +25% damage to self


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
Reserve Shooter
Reserve Shooter
  • Point-Blank: 90
  • 512 units: 6/hit, avg 6 hits
  • Over 1024 units: 3/hit
  • Critical: 18/hit (max 180)
  • Point-Blank Mini-Crit: 121
  • Over 512 units Mini-Crit: 8/hit
  • Attack: 0.625s
  • Reload Start: 1.0s
  • Reload More: 0.5s
  • Affected by fixed weapon spread (1 extra pellet at center).
  • 15% faster weapon switch speed.
  • Mini-Crits airborne targets for 3 seconds after switch.
  • Has a halved clip size.
  • Functions identically to the Soldier's Reserve Shooter.


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
Manmelter
Manmelter
  • Base: 30
  • Afterburn: 3 damage every 0.5 seconds for 10 seconds. (60 damage total)
  • Critical: 90
  • Mini-crit: 41
  • Attack Interval: 2.42s
  • Projectile travels 50% faster.
  • Has infinite ammo.
  • Alt-fire: Extinguish nearby teammates, earning one guaranteed crit per extinguished player.


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
Scorch Shot
Scorch Shot
  • Base: 15
  • Afterburn: 3 damage every 0.5 seconds for 10 seconds. (60 damage total)
  • Critical: 45
  • Mini-Crit: 20
  • Mini-Crit Afterburn: 4 damager every 0.5 seconds for 10 seconds (80 damage total)
  • Attack Interval: 2s
  • Shot bounces off of targets, and explodes on contact with the floor.
    • Explosion deals identical damage to the impact.
  • Provides the Execution taunt.
    • Use at close range deals 500 damage, and the projectile then bounces.
    • Use at moderate range deals normal damage.
  • Impact provides large knockback.

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
Fire Axe
Fire Axe
  • Melee: 65
  • Critical: 195
  • Mini-crit: 88
  • Attack: 0.8s
  • Stock melee weapon.


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
Axtinguisher
Axtinguisher
  • Melee: 33 (65 against buildings)
  • Critical: 195
  • Mini-crit: 44
  • Attack: 0.8s
  • 100% Critical-hit chance against burning players from behind.
  • Mini-crits burning players from the front.
  • Deals 50% less damage to non-burning players.
  • No Critical-hits on non-burning players.


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
Homewrecker
Homewrecker
  • Melee: 49
  • Melee against buildings: 130
  • Critical: 146
  • Mini-crit: 66
  • Attack: 0.8s
  • Deals double damage to buildings.
  • Destroys Electro-Sappers on friendly buildings.
  • 25% less damage against players.


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
Powerjack
Powerjack
  • Melee: 65
  • Critical: 195
  • Mini-crit: 88
  • Attack: 0.8s
  • 75 health gained on kill.
    • Can overheal.
    • Cannot overheal beyond 150%
  • +20% damage from all sources when active
  • +15% move speed while active


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
Back Scratcher
Back Scratcher
  • Melee: 81
  • Critical: 244
  • Mini-crit: 109
  • Attack: 0.8s
  • +25% damage done
  • +50% health gained from packs on wearer
  • -75% health gained from healers on wearer


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
Sharpened Volcano Fragment
Sharpened Volcano Fragment
  • Melee: 52
  • Afterburn: 3 damage every 0.5 seconds for 10 seconds. (60 damage total)
  • Critical: 156
  • Mini-crit: 70
  • Mini-crit Afterburn: 4 damage every 0.5 seconds for 10 seconds. (80 damage total)
  • Attack: 0.8s
  • -20% damage



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
Neon Annihilator
Neon Annihilator
  • Melee: 52
  • Melee against buildings: 65
  • Critical: 156
  • Mini-crit: 70
  • Attack: 0.8s
  • Deals 20% less damage vs players.
  • Deals critical hits versus wet players.
  • Destroys Electro-Sappers on friendly buildings.


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.