Difference between revisions of "Pyro match-ups"
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{{Match-Up|forclass=pyro | {{Match-Up|forclass=pyro | ||
− | | scout-strategy = You will have trouble against a Scout that can stay out of your [[Flamethrower]]’s short range. Try to engage him in an enclosed area to stop him from dodging your attacks as easily. Use your [[Shotgun]] or [[Flare Gun]] until he is close enough to ignite. If you can get into position, use your [[compression blast]] to shove him into a wall and render him immobile long enough for you to incinerate him. If you just get one puff of flame onto him, the fire will whittle down almost half of his health. Try not to let him get away; his speed lets him reach health kits easily enough, while [[Mad Milk]] and [[Bonk! Atomic Punch]] can negate your afterburn. | + | | scout-strategy = You will have trouble against a Scout that can stay out of your [[Flamethrower]]’s short range. Try to engage him in an enclosed area to stop him from dodging your attacks as easily. Use your [[Shotgun]] or [[Flare Gun]] until he is close enough to ignite or try and close the distance using the [[Powerjack]]. If you can get into position, use your [[compression blast]] to shove him into a wall and render him immobile long enough for you to incinerate him. If you just get one puff of flame onto him, the fire will whittle down almost half of his health. Try not to let him get away; his speed lets him reach health kits easily enough, while [[Mad Milk]] and [[Bonk! Atomic Punch]] can negate your afterburn. |
| soldier-strategy = An enemy Soldier will initially hold the advantage if he's at medium range or on high ground. You'll want enter close range as soon as possible, where he'll be forced to use the Shotgun or risk damaging himself with rockets. If you can't reach him, make use of the [[compression blast]] to deflect his rockets back. With prediction, you are actually able to deflect his rockets the moment they leave his Rocket Launcher. His slow speed makes him susceptible to an ambush. | | soldier-strategy = An enemy Soldier will initially hold the advantage if he's at medium range or on high ground. You'll want enter close range as soon as possible, where he'll be forced to use the Shotgun or risk damaging himself with rockets. If you can't reach him, make use of the [[compression blast]] to deflect his rockets back. With prediction, you are actually able to deflect his rockets the moment they leave his Rocket Launcher. His slow speed makes him susceptible to an ambush. | ||
| pyro-strategy = If you and an enemy Pyro insist on fighting in close quarters, it's a simple matter of outmaneuvering and outdamaging him with your own primary weapon. Although the two of you are immune to [[afterburn]], you aren't protected from the lion's share of the Flamethrower's damage. If he charges at you with his Flamethrower, backpedal while firing yours – due to the innate time flames take to travel, he will take more damage. To deal consistent damage while remaining relatively safe, stay at medium range and use a secondary weapon that uses bullets, such as the Shotgun. The compression blast can be used to position the enemy Pyro so that you can either retreat or land an easy Shotgun blast. The mirror matchup is uneventful at longer range, where your secondary weapons deal little damage without any supplementing afterburn. | | pyro-strategy = If you and an enemy Pyro insist on fighting in close quarters, it's a simple matter of outmaneuvering and outdamaging him with your own primary weapon. Although the two of you are immune to [[afterburn]], you aren't protected from the lion's share of the Flamethrower's damage. If he charges at you with his Flamethrower, backpedal while firing yours – due to the innate time flames take to travel, he will take more damage. To deal consistent damage while remaining relatively safe, stay at medium range and use a secondary weapon that uses bullets, such as the Shotgun. The compression blast can be used to position the enemy Pyro so that you can either retreat or land an easy Shotgun blast. The mirror matchup is uneventful at longer range, where your secondary weapons deal little damage without any supplementing afterburn. | ||
− | | demoman-strategy = The Demoman's ranged weapons can only fire [[projectiles]], so you'll want to make good use of the [[airblast]]. Protect your team and yourself by deflecting the grenades and Stickybombs that the Demoman launches at you. Aim your compression blast carefully, as your own deflected projectiles are still harmful. While he is reloading, pepper him with your secondary weapon while steadily approaching. The Demoman’s weapons are difficult to aim and can inflict self-damage at close range; once you close the distance, you should easily be able to kill him. If the Demoman equips one of [[Chargin’ Targe|his]] [[Splendid Screen|shields]], you'll want to use your Shotgun or melee weapon to ignore the | + | | demoman-strategy = The Demoman's ranged weapons can only fire [[projectiles]], so you'll want to make good use of the [[airblast]]. Protect your team and yourself by deflecting the grenades and Stickybombs that the Demoman launches at you. Aim your compression blast carefully, as your own deflected projectiles are still harmful. While he is reloading, pepper him with your secondary weapon while steadily approaching. The Demoman’s weapons are difficult to aim and can inflict self-damage at close range; once you close the distance, you should easily be able to kill him. If the Demoman equips one of [[Chargin’ Targe|his]] [[Splendid Screen|three]] [[Tide Turner|shields]], you'll want to use your Shotgun or melee weapon to ignore the shield's fire resistance while using the compression blast to break his charges. |
| heavy-strategy = It is usually suicide to directly face a Heavy, the other class that specializes in close range combat; his [[Minigun]] can shred you in less than a second. If he already sees you, your best option would be just to harass him with your secondary weapon at range. To take him out quickly enough, you’ll have to ambush him and perhaps use the [[Backburner]] or [[Axtinguisher]] to deal your highest possible burst damage. If you are having trouble, [[airblast]] him away and retreat. At range, your [[Flare Gun]] can be relied upon to deliver a succession of [[Critical hits]] which even a Heavy cannot ignore. | | heavy-strategy = It is usually suicide to directly face a Heavy, the other class that specializes in close range combat; his [[Minigun]] can shred you in less than a second. If he already sees you, your best option would be just to harass him with your secondary weapon at range. To take him out quickly enough, you’ll have to ambush him and perhaps use the [[Backburner]] or [[Axtinguisher]] to deal your highest possible burst damage. If you are having trouble, [[airblast]] him away and retreat. At range, your [[Flare Gun]] can be relied upon to deliver a succession of [[Critical hits]] which even a Heavy cannot ignore. | ||
− | | engineer-strategy = A lone Engineer is an easy target. His [[Sentry Gun]], however, is more resilient than even a Heavy and immune to afterburn. If the Sentry Gun has already been upgraded to level 3, you will find it difficult to circle-strafe it without taking heavy damage. Unless you can safely attack it with your [[Flamethrower]] or [[Shotgun]] from an angle, you’re best off retreating and coming back with teammates. If you're feeling ambitious, try deflecting the Sentry Gun rockets back at the Sentry Gun or its owner. Your Flamethrower can penetrate his buildings and attack him directly, making you a prime candidate to destroy Sentry positions when [[ÜberCharge]]d. | + | | engineer-strategy = A lone Engineer is an easy target. His [[Sentry Gun]], however, is more resilient than even a Heavy and immune to afterburn. If the Sentry Gun has already been upgraded to level 3, you will find it difficult to circle-strafe it without taking heavy damage. Unless you can safely attack it with your [[Flamethrower]] or [[Shotgun]] from an angle, you’re best off retreating and coming back with teammates. If you're feeling ambitious, try deflecting the Sentry Gun rockets back at the Sentry Gun or its owner. Your Flamethrower can penetrate his buildings and attack him directly, making you a prime candidate to destroy Sentry positions when [[ÜberCharge]]d. The [[Homewrecker]] can also be used, as it can destroy any of the Engineer's buildings, no matter what level they are, in one or two hits. |
− | | medic-strategy = Although you can easily defeat a Medic in a one-on-one duel, he will usually be surrounded by his teammates. You probably won’t be able to pick him off, as he is slightly faster than you and his natural health regeneration makes [[afterburn]] less effective. Leave directly targeting him to your teammates and try for an [[Axtinguisher]] or [[ | + | | medic-strategy = Although you can easily defeat a Medic in a one-on-one duel, he will usually be surrounded by his teammates. You probably won’t be able to pick him off, as he is slightly faster than you and his natural health regeneration makes [[afterburn]] less effective. Leave directly targeting him to your teammates and try for an [[Axtinguisher]], [[Backburner]] or even a [[Third Degree]] ambush. When a Medic deploys his [[ÜberCharge]], use your [[airblast]] to separate him from his patient and prematurely cut the ÜberCharge link. |
− | | sniper-strategy = The Sniper is perhaps your exact opposite. While you deal damage over a wide area at close range, the Sniper deals precise damage to single targets at long range. If possible, stay out of sight until you are within Flamethrower range. An ignited Sniper will have difficulty aiming his weapon, so harass him with your Flare Gun if he spots you. Move erratically to avoid being headshot and fire your primary to obscure his view of your head; once you close the distance, the Sniper is easy prey. Don’t rely on [[afterburn]] to kill a Sniper, as his [[Jarate]] can extinguish your flames. While difficult, you can use your [[compression blast]] to defensively deflect [[Huntsman]] arrows and Jarate. | + | | sniper-strategy = The Sniper is perhaps your exact opposite. While you deal damage over a wide area at close range, the Sniper deals precise damage to single targets at long range. If possible, stay out of sight until you are within Flamethrower range. An ignited Sniper will have difficulty aiming his weapon, so harass him with your Flare Gun, [[Detonator]], [[Scorch Shot]] or [[Manmelter]] if he spots you. Move erratically to avoid being headshot and fire your primary to obscure his view of your head; once you close the distance, the Sniper is easy prey. Don’t rely on [[afterburn]] to kill a Sniper, as his [[Jarate]] can extinguish your flames. While difficult, you can use your [[compression blast]] to defensively deflect [[Huntsman]] arrows and Jarate. |
− | | spy-strategy = You are the deadliest enemy a Spy can face. Although you are not immune to [[backstab]]s, your flames are a natural deterrent for any Spy. [[Fire]] nullifies both the [[Cloak]] and [[disguise]] of any Spy, so [[Spy-check]] all of your teammates with a quick puff of flame. His [[Revolver]] is surprisingly accurate and superior to your [[Shotgun]] at long range, so don't hesitate to retreat if you can't catch him quickly enough. You can further annoy enemy Spies by using the | + | | spy-strategy = You are the deadliest enemy a Spy can face. Although you are not immune to [[backstab]]s, your flames are a natural deterrent for any Spy. [[Fire]] nullifies both the [[Cloak]] and [[disguise]] of any Spy, so [[Spy-check]] all of your teammates with a quick puff of flame. His [[Revolver]] is surprisingly accurate and superior to your [[Shotgun]] at long range, so don't hesitate to retreat if you can't catch him quickly enough. You can further annoy enemy Spies by using the Homewrecker or [[Neon Annihilator]] to remove their [[Sapper]]s from friendly buildings. |
The Spy has two specific items that aid in surviving your flames; the [[Dead Ringer]] will allow him to extinguish your flames once before Cloaking, while the [[Spy-cicle]] will protect him from being ignited for a short time. In both cases, liberally flame the area to ensure he does not escape. | The Spy has two specific items that aid in surviving your flames; the [[Dead Ringer]] will allow him to extinguish your flames once before Cloaking, while the [[Spy-cicle]] will protect him from being ignited for a short time. In both cases, liberally flame the area to ensure he does not escape. | ||
}} | }} |
Revision as of 19:30, 20 February 2016
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— The Pyro on strategies
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” |
Class | Strategy | ||
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![]() Pyro |
vs. | ![]() Scout |
You will have trouble against a Scout that can stay out of your Flamethrower’s short range. Try to engage him in an enclosed area to stop him from dodging your attacks as easily. Use your Shotgun or Flare Gun until he is close enough to ignite or try and close the distance using the Powerjack. If you can get into position, use your compression blast to shove him into a wall and render him immobile long enough for you to incinerate him. If you just get one puff of flame onto him, the fire will whittle down almost half of his health. Try not to let him get away; his speed lets him reach health kits easily enough, while Mad Milk and Bonk! Atomic Punch can negate your afterburn. |
![]() Pyro |
vs. | ![]() Soldier |
An enemy Soldier will initially hold the advantage if he's at medium range or on high ground. You'll want enter close range as soon as possible, where he'll be forced to use the Shotgun or risk damaging himself with rockets. If you can't reach him, make use of the compression blast to deflect his rockets back. With prediction, you are actually able to deflect his rockets the moment they leave his Rocket Launcher. His slow speed makes him susceptible to an ambush. |
![]() Pyro |
vs. | ![]() Pyro |
If you and an enemy Pyro insist on fighting in close quarters, it's a simple matter of outmaneuvering and outdamaging him with your own primary weapon. Although the two of you are immune to afterburn, you aren't protected from the lion's share of the Flamethrower's damage. If he charges at you with his Flamethrower, backpedal while firing yours – due to the innate time flames take to travel, he will take more damage. To deal consistent damage while remaining relatively safe, stay at medium range and use a secondary weapon that uses bullets, such as the Shotgun. The compression blast can be used to position the enemy Pyro so that you can either retreat or land an easy Shotgun blast. The mirror matchup is uneventful at longer range, where your secondary weapons deal little damage without any supplementing afterburn. |
![]() Pyro |
vs. | ![]() Demoman |
The Demoman's ranged weapons can only fire projectiles, so you'll want to make good use of the airblast. Protect your team and yourself by deflecting the grenades and Stickybombs that the Demoman launches at you. Aim your compression blast carefully, as your own deflected projectiles are still harmful. While he is reloading, pepper him with your secondary weapon while steadily approaching. The Demoman’s weapons are difficult to aim and can inflict self-damage at close range; once you close the distance, you should easily be able to kill him. If the Demoman equips one of his three shields, you'll want to use your Shotgun or melee weapon to ignore the shield's fire resistance while using the compression blast to break his charges. |
![]() Pyro |
vs. | ![]() Heavy |
It is usually suicide to directly face a Heavy, the other class that specializes in close range combat; his Minigun can shred you in less than a second. If he already sees you, your best option would be just to harass him with your secondary weapon at range. To take him out quickly enough, you’ll have to ambush him and perhaps use the Backburner or Axtinguisher to deal your highest possible burst damage. If you are having trouble, airblast him away and retreat. At range, your Flare Gun can be relied upon to deliver a succession of Critical hits which even a Heavy cannot ignore. |
![]() Pyro |
vs. | ![]() Engineer |
A lone Engineer is an easy target. His Sentry Gun, however, is more resilient than even a Heavy and immune to afterburn. If the Sentry Gun has already been upgraded to level 3, you will find it difficult to circle-strafe it without taking heavy damage. Unless you can safely attack it with your Flamethrower or Shotgun from an angle, you’re best off retreating and coming back with teammates. If you're feeling ambitious, try deflecting the Sentry Gun rockets back at the Sentry Gun or its owner. Your Flamethrower can penetrate his buildings and attack him directly, making you a prime candidate to destroy Sentry positions when ÜberCharged. The Homewrecker can also be used, as it can destroy any of the Engineer's buildings, no matter what level they are, in one or two hits. |
![]() Pyro |
vs. | ![]() Medic |
Although you can easily defeat a Medic in a one-on-one duel, he will usually be surrounded by his teammates. You probably won’t be able to pick him off, as he is slightly faster than you and his natural health regeneration makes afterburn less effective. Leave directly targeting him to your teammates and try for an Axtinguisher, Backburner or even a Third Degree ambush. When a Medic deploys his ÜberCharge, use your airblast to separate him from his patient and prematurely cut the ÜberCharge link. |
![]() Pyro |
vs. | ![]() Sniper |
The Sniper is perhaps your exact opposite. While you deal damage over a wide area at close range, the Sniper deals precise damage to single targets at long range. If possible, stay out of sight until you are within Flamethrower range. An ignited Sniper will have difficulty aiming his weapon, so harass him with your Flare Gun, Detonator, Scorch Shot or Manmelter if he spots you. Move erratically to avoid being headshot and fire your primary to obscure his view of your head; once you close the distance, the Sniper is easy prey. Don’t rely on afterburn to kill a Sniper, as his Jarate can extinguish your flames. While difficult, you can use your compression blast to defensively deflect Huntsman arrows and Jarate. |
![]() Pyro |
vs. | ![]() Spy |
You are the deadliest enemy a Spy can face. Although you are not immune to backstabs, your flames are a natural deterrent for any Spy. Fire nullifies both the Cloak and disguise of any Spy, so Spy-check all of your teammates with a quick puff of flame. His Revolver is surprisingly accurate and superior to your Shotgun at long range, so don't hesitate to retreat if you can't catch him quickly enough. You can further annoy enemy Spies by using the Homewrecker or Neon Annihilator to remove their Sappers from friendly buildings.
The Spy has two specific items that aid in surviving your flames; the Dead Ringer will allow him to extinguish your flames once before Cloaking, while the Spy-cicle will protect him from being ignited for a short time. In both cases, liberally flame the area to ensure he does not escape. |
See also
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