Difference between revisions of "Anti-Pyro strategy"
Qwertyxp2000 (talk | contribs) (→Primary weapons: Phlog temporary invinsible when mmph taunt max fill) |
BrazilianNut (talk | contribs) m (Made the text refer to the Pyro as "them" instead of as "him"; improved the tip on activating "Mmmph" ("invincible" -> "immune to all damage and knockback"); other, minor changes.) |
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{{Quotation|'''The Demoman'''|Go to hell and tell the devil I'm comin' for him next!|sound=Demoman_dominationpyro03.wav}} | {{Quotation|'''The Demoman'''|Go to hell and tell the devil I'm comin' for him next!|sound=Demoman_dominationpyro03.wav}} | ||
− | The '''[[Pyro]]''' is a hardy class that excels at close range combat, particularly in confined areas where his [[Flamethrower]] is difficult to avoid. Due to the Flamethrower’s wide damage spread, the Pyro can focus more on outmaneuvering | + | The '''[[Pyro]]''' is a hardy class that excels at close range combat, particularly in confined areas where his [[Flamethrower]] is difficult to avoid. Due to the Flamethrower’s wide damage spread, the Pyro can focus more on outmaneuvering their opponents than aiming and has leeway when fighting at close range. Additionally, the Pyro has access to the [[compression blast]], a powerful source of utility that allows them to forcibly reposition enemies or reflect [[projectiles]]. The overall theme of the Pyro’s available weapons is close range power; because they lack strong ranged weaponry, they are most vulnerable when distant from enemies or when in open areas. |
== General == | == General == | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Flamethrower}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Flamethrower}} + '''reskins''' | ||
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− | * It is very difficult to escape the Pyro's | + | * It is very difficult to escape the Pyro's Flamethrower once caught, so take note of routes a Pyro can take so that you can repel them before they reach you. |
− | ** If you can't escape the Pyro, try to weaken | + | ** If you can't escape the Pyro, try to weaken them for your teammates before they kill you. |
− | * Extinguish yourself as soon as possible once | + | * Extinguish yourself as soon as possible once a Pyro sets you on fire to reduce [[afterburn]] damage. Keep in mind where you can find medkits or allies who can extinguish you. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Backburner}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Backburner}} + '''reskins''' | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Phlogistinator}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Phlogistinator}} | ||
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− | * The Phlogistinator promotes an aggressive playstyle. Don't allow the Pyro to easily enter close range or | + | * The Phlogistinator promotes an aggressive playstyle. Don't allow the Pyro to easily enter close range or they will quickly fill their "Mmmph" meter. |
− | * While a Pyro is taunting to activate the Phlogistinator's ability, | + | * While a Pyro is taunting to activate the Phlogistinator's ability, they are immobile but temporarily immune to damage and knockback. You can prepare for their attempted rampage by having your team focus fire on them. |
** Individually, class-specific methods for preparing include laying a carpet of Stickybombs, charging the Sniper Rifle, and getting into position for the Knife's [[backstab]]. | ** Individually, class-specific methods for preparing include laying a carpet of Stickybombs, charging the Sniper Rifle, and getting into position for the Knife's [[backstab]]. | ||
* The Phlogistinator cannot airblast, so you can freely use rockets, grenades, and other projectiles against the Pyro without fear of reflection. | * The Phlogistinator cannot airblast, so you can freely use rockets, grenades, and other projectiles against the Pyro without fear of reflection. | ||
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* The compression blast can reflect [[projectiles]]; use bullets, fire from outside the Pyro's line of sight, or change the timing of your shots to avoid having them be reflected. | * The compression blast can reflect [[projectiles]]; use bullets, fire from outside the Pyro's line of sight, or change the timing of your shots to avoid having them be reflected. | ||
* The compression blast has a small cooldown time. Two teammates can easily overwhelm a Pyro with more projectiles than can be reflected. | * The compression blast has a small cooldown time. Two teammates can easily overwhelm a Pyro with more projectiles than can be reflected. | ||
− | * The compression blast uses a significant amount of ammunition; if you can trick the Pyro into wasting compression blasts, | + | * The compression blast uses a significant amount of ammunition; if you can trick the Pyro into wasting compression blasts, their offense will be diminished. |
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* The Manmelter has unlimited ammunition and faster projectiles, making it effective at continuous long-range harassment. Keep moving to reduce this weapon's effectiveness. | * The Manmelter has unlimited ammunition and faster projectiles, making it effective at continuous long-range harassment. Keep moving to reduce this weapon's effectiveness. | ||
− | * The Manmelter's projectiles do not deal increased damage to burning players, making it less effective at finishing foes off. A Pyro will likely engage you with | + | * The Manmelter's projectiles do not deal increased damage to burning players, making it less effective at finishing foes off. A Pyro will likely engage you with their Flamethrower instead. |
* If an enemy is set on fire, try to finish them off before a Manmelter Pyro can extinguish them and gain a critical hit. | * If an enemy is set on fire, try to finish them off before a Manmelter Pyro can extinguish them and gain a critical hit. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Homewrecker}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Homewrecker}} + '''reskins''' | ||
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− | * A Pyro with the Homewrecker often | + | * A Pyro with the Homewrecker often watches over an Engineer's buildings, protecting them from Spies. This playstyle can leave them more susceptible to attacks from long distances. |
* Spies will have increased difficulty sapping buildings that are guarded by a Pyro equipped with the Homewrecker. Coordinate with teammates to distract or eliminate the Pyro. | * Spies will have increased difficulty sapping buildings that are guarded by a Pyro equipped with the Homewrecker. Coordinate with teammates to distract or eliminate the Pyro. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Powerjack}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Powerjack}} | ||
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− | * The Powerjack grants the Pyro bonus movement speed while it is active, allowing | + | * The Powerjack grants the Pyro bonus movement speed while it is active, allowing them to outrun any class except the Scout. |
− | * The Powerjack gives the Pyro a 20% damage vulnerability. If you catch | + | * The Powerjack gives the Pyro a 20% damage vulnerability. If you catch a Pyro moving between areas with it out, you can get in extra damage before they switch weapons. |
* In combat, the Pyro will sometimes switch to the Powerjack to finish you off and regain some health. The damage vulnerability it gives the Pyro gives you a chance to fend him off yourself. | * In combat, the Pyro will sometimes switch to the Powerjack to finish you off and regain some health. The damage vulnerability it gives the Pyro gives you a chance to fend him off yourself. | ||
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* Engage a Pyro wielding the Back Scratcher from a distance, as you will more likely lose in close combat. | * Engage a Pyro wielding the Back Scratcher from a distance, as you will more likely lose in close combat. | ||
− | * The Back Scratcher gives a Pyro that roams alone increased healing from medkits. Try to take any nearby health packs before | + | * The Back Scratcher gives a Pyro that roams alone increased healing from medkits. Try to take any nearby health packs before a Pyro wielding this weapon can use them. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sharpened Volcano Fragment}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Sharpened Volcano Fragment}} | ||
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* A Pyro may try to finish you off with the Neon Annihilator if you are wet. Keeping your distance remains a sound strategy. | * A Pyro may try to finish you off with the Neon Annihilator if you are wet. Keeping your distance remains a sound strategy. | ||
* Beware fighting Scouts (who throw Mad Milk) and Snipers (who throw Jarate) in enemy territory; they may give opportunities to a Pyro with the Neon Annihilator. | * Beware fighting Scouts (who throw Mad Milk) and Snipers (who throw Jarate) in enemy territory; they may give opportunities to a Pyro with the Neon Annihilator. | ||
− | * The Neon Annihilator gives the Pyro one strong underwater weapon to use alongside his Shotgun. As when on land, keep a distance to minimize | + | * The Neon Annihilator gives the Pyro one strong underwater weapon to use alongside his Shotgun. As when on land, keep a distance to minimize their effectiveness. |
− | * The Neon Annihilator is able to break Sappers in 2 hits. Treat it | + | * The Neon Annihilator is able to break Sappers in 2 hits. Treat it as if the Pyro was holding the Homewrecker. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Hot Hand}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Hot Hand}} |
Revision as of 00:09, 27 February 2020
“ | Go to hell and tell the devil I'm comin' for him next!
Click to listen
— The Demoman
|
” |
The Pyro is a hardy class that excels at close range combat, particularly in confined areas where his Flamethrower is difficult to avoid. Due to the Flamethrower’s wide damage spread, the Pyro can focus more on outmaneuvering their opponents than aiming and has leeway when fighting at close range. Additionally, the Pyro has access to the compression blast, a powerful source of utility that allows them to forcibly reposition enemies or reflect projectiles. The overall theme of the Pyro’s available weapons is close range power; because they lack strong ranged weaponry, they are most vulnerable when distant from enemies or when in open areas.
Contents
General
Attributes | Anti-Pyro strategy |
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Weapon-specific
Main article: Pyro weapons
Primary weapons
Weapon | Anti-Pyro strategy |
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![]() Flame Thrower + reskins |
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![]() Backburner + reskins |
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![]() Degreaser |
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![]() Phlogistinator |
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![]() Dragon's Fury |
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![]() Rainblower |
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![]() Compression Blast |
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Secondary weapons
Weapon | Anti-Pyro strategy |
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![]() Shotgun + reskins |
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![]() Flare Gun + reskins |
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![]() Detonator |
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![]() Reserve Shooter |
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![]() Manmelter |
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![]() Scorch Shot |
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![]() Panic Attack |
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![]() Thermal Thruster |
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![]() Gas Passer |
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Melee weapons
Weapon | Anti-Pyro strategy |
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![]() Fire Axe + reskins |
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![]() Axtinguisher + reskins |
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![]() Homewrecker + reskins |
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![]() Powerjack |
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![]() Back Scratcher |
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![]() Sharpened Volcano Fragment |
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![]() Third Degree |
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![]() Neon Annihilator |
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![]() Hot Hand |
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See also
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