Difference between revisions of "Anti-Pyro strategy"
(→Secondary weapons: Most of the Pyro's secondaries have a taunt kill. Mentioning them is less significant given the Pyro's role as an actual close range fghter.) |
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| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_medic.png|40px]] '''[[Health]]''' | | align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_medic.png|40px]] '''[[Health]]''' | ||
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− | * The Pyro has above-average health and can be | + | * The Pyro has above-average health and can be difficult to take down if allowed to enter close range. |
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| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]''' | | align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]''' | ||
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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, they may run out of ammo, giving you the upper hand. |
+ | ** Pay attention to which primary the Pyro has equipped. Some flamethrowers consume more ammo than others when firing a compression blast. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}} + '''reskins''' | ||
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− | * The Shotgun is the Pyro's best secondary weapon against foes | + | * The Shotgun is the Pyro's best secondary weapon against foes outside the Flame Thrower's range as well as against enemy Pyros. Keep your distance to reduce the effectiveness of all the enemy Pyro's weapons, and move erratically to avoid damage. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Flare Gun}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Flare Gun}} + '''reskins''' | ||
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* The Flare Gun's projectiles should be easy to avoid in open areas, even at close range, as long as your movement is unpredictable. | * The Flare Gun's projectiles should be easy to avoid in open areas, even at close range, as long as your movement is unpredictable. | ||
− | * The Flare Gun's projectiles deal guaranteed critical hits to burning enemies. If you are | + | * The Flare Gun's projectiles deal guaranteed critical hits to burning enemies. If you are ignited from a distance, extinguish yourself before re-engaging the Pyro. If ignited up close, move erratically to avoid being finished by a critical flare. If the Pyro misses his flare, attack while he reloads or switches weapons. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Detonator|}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Detonator|}} | ||
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− | * The Detonator's flares can be | + | * The Detonator's flares can be manually triggered by the Pyro to explode, creating a small blast that can ignite multiple targets. Stay away from your teammates to minimize potential splash damage. |
− | * Detonator flares only deal mini-crits to burning players, making it | + | * Compared to the [[Flare Gun]], Detonator flares only deal mini-crits to burning players, making it ineffective for killing enemies. |
* A Pyro can use the Detonator to perform a small Flare Jump at the cost of health. Stay aware of all possible routes that the Pyro can take to reach you. | * A Pyro can use the Detonator to perform a small Flare Jump at the cost of health. Stay aware of all possible routes that the Pyro can take to reach you. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Reserve Shooter|}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Reserve Shooter|}} | ||
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− | * The Reserve Shooter is capable of landing mini-crits on targets airborne through every type of [[knock back]] excluding airblast and bullets. | + | * The Reserve Shooter is capable of landing mini-crits on targets airborne through every type of [[knock back]] excluding airblast and bullets. Try to dodge explosives from enemy [[Soldiers]] and [[Demomen]] that may launch you into the air, and avoid blast jumping until the Pyro retreats or is killed. |
− | * The Reserve Shooter's reduced magazine size | + | * The Reserve Shooter's reduced magazine size gives the Pyro much less staying power. If he fires all four shots, he will be forced to reload or switch to his primary, giving you time to attack. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Manmelter|}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Manmelter|}} | ||
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− | * The Manmelter has unlimited ammunition and faster projectiles, making it effective at continuous long-range harassment. | + | * The Manmelter has unlimited ammunition and faster projectiles, making it more effective at continuous long-range harassment than the [[Flare Gun]]. Move unpredictably to avoid being ignited. |
− | * The Manmelter's projectiles do not deal | + | * The Manmelter's projectiles do not deal critical damage to burning players, making it less effective at finishing foes off. A Pyro will likely engage you with their Flame Thrower instead. |
* If an enemy is set on fire, try to finish them off before a Manmelter Pyro can extinguish them and gain a stored critical hit. | * If an enemy is set on fire, try to finish them off before a Manmelter Pyro can extinguish them and gain a stored critical hit. | ||
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* The Scorch Shot can ignite multiple targets with one hit. Don't stay clustered with teammates. | * The Scorch Shot can ignite multiple targets with one hit. Don't stay clustered with teammates. | ||
− | * One of the Scorch Shot's main | + | * One of the Scorch Shot's main strengths is how its flares can knock enemies back; the knockback increases if you already are on fire. Don't idle while close to places with environmental hazards. |
− | * The Scorch Shot focuses on keeping enemies on fire rather than finishing them off. Remember where you can find healing to | + | * The Scorch Shot focuses on keeping enemies on fire rather than finishing them off. Remember where you can find healing, and extinguish yourself as quickly as possible. |
+ | * Pyros often use this weapon to charge up the [[Phlogistonator]] for guaranteed critical hits. Keep an ear out for the Pyro activating his crit-boost. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Panic Attack|}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Panic Attack|}} | ||
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− | * The Panic Attack | + | * The Panic Attack deals more damage up close but suffers from massive bullet spread with consecutive shots. Survive the first shot, and the following ones will deal less damage. |
+ | * Keep your distance. This weapon increases Pyro's close-range damage, but leaves them vulnerable to mid-range attacks. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Thermal Thruster|}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Thermal Thruster|}} | ||
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− | * The Thermal Thruster grants the Pyro | + | * The Thermal Thruster grants the Pyro greatly increased mobility. When fired, the Pyro will be launched into the air, similar to a Soldier's rocket jump. Landing knocks nearby enemies back, and deals triple fall damage to enemies landed on. |
* In combat, the Pyro can use the Thermal Thruster to enter close range quickly. It takes one second to launch, so pick the correct direction to move away. | * In combat, the Pyro can use the Thermal Thruster to enter close range quickly. It takes one second to launch, so pick the correct direction to move away. | ||
* The Pyro can switch weapons in mid-flight. As such, they may already have their primary out and ready to attack before they even land! | * The Pyro can switch weapons in mid-flight. As such, they may already have their primary out and ready to attack before they even land! | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Fire Axe}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Fire Axe}} + '''reskins''' | ||
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− | * Due to the | + | * Due to the vast range of utility that unlockable melee weapons provide, it is rare for a Pyro to equip the stock Fire Axe, much less use it; his primary weapons better range and more consistent damage |
− | * As with all other Pyro melee weapons, stay away from melee range if the Pyro is holding | + | * As with all other Pyro melee weapons, stay away from melee range if the Pyro is holding his melee weapon. Be aware that if you remain outside his melee range too long, he will likely switch to his primary or secondary weapon. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Axtinguisher}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Axtinguisher}} + '''reskins''' | ||
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− | * The Axtinguisher deals mini-crit damage | + | * The Axtinguisher deals less damage against non-burning players, but deals mini-crit damage against burning players, and deals all the afterburn damage the player would have taken, all at once. A Pyro will use this weapon to finish you off after igniting you with his other weapons. |
− | * | + | * The bonus damage is equal to the damage you would have taken from afterburn. The Pyro must choose between different options, such the Degreaser's fast weapon switch and low afterburn power. Take note of the Pyro's other weapons - you may gain insight into what tactics they use. |
− | + | * The Axtinguisher has less range than the Flame Thrower and holsters 35% slower, giving you a time to counterattack should you survive the hit. | |
− | * The Axtinguisher has | ||
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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 | + | * A Pyro with the Homewrecker typically watches over an Engineer's buildings, protecting them from Spies and incoming projectiles. They will tend to play passively and defend an Engineer nest, only going on the offensive to punish an enemy for overextending. |
− | * | + | * A Pyro with the Homewrecker prevents Spies from sapping any nearby buildings. Coordinate with teammates to distract or backstab the Pyro first. |
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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 | + | * The Powerjack grants the Pyro bonus movement speed but causes him to take 20% more damage while active. This speed boost makes him faster than every class besides the Scout. Pyros will typically deploy this weapon to reach the front lines faster, then switch to their other weapons for combat. If you catch a Pyro moving between areas with it, try to hit him before he can switch weapons. |
− | + | * In combat, the Pyro will sometimes switch to the Powerjack to finish you off and regain some health. Take advantage of his damage vulnerability, and shoot him before he reaches you. | |
− | * In combat, the Pyro will sometimes switch to the Powerjack to finish you off and regain some health. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Back Scratcher}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Back Scratcher}} | ||
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− | * | + | * Stay out of melee range - the Back Scratcher hits much harder than the stock Fire Axe. |
− | * The Back Scratcher | + | * The Back Scratcher grants Pyros increased healing from medkits, encouraging them to roam the map more freely, away from their team. Try to take any nearby health packs before the Pyro can reach 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 use the Sharpened Volcano Fragment to conserve Flame Thrower ammo, or as a last resort for lighting enemies ablaze. | + | * A Pyro may use the Sharpened Volcano Fragment to conserve Flame Thrower ammo, or as a last resort for lighting enemies ablaze. As with all melee weapons, keep your distance and continue attacking. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Third Degree}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Third Degree}} | ||
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− | + | * The Flame Thrower is often more effective than the Third Degree when it comes to attacking a Medic and his patient. Either way, beware of possible ambushes. | |
− | * The Flame Thrower is often more effective than the Third Degree when it comes to attacking a Medic and his patient. Either way, beware of possible ambushes. | + | * In Casual Mode, Pyros with this weapon will often try to take advantage of the high melee critical hit rate. If a Pyro approaches your patient with this weapon, disconnect your Medi-Gun, or you may be killed instantly. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Neon Annihilator}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Neon Annihilator}} | ||
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− | * A Pyro may try to finish you off with the Neon Annihilator if you are wet. | + | * A Pyro may try to finish you off with the Neon Annihilator if you are wet. Keep your distance, and they will be left vulnerable. |
* 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. | ||
− | + | * Like the Homewrecker, the Neon Annihilator can destroy Sappers, albeit at a slower rate. Treat it as if the Pyro was holding the Homewrecker. | |
− | * Like the Homewrecker, the Neon Annihilator can | ||
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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}} | ||
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− | * Hot Hand | + | * The Hot Hand attacks faster than all other Pyro melees, deals less damage, and provides the Pyro a brief speed boost upon a successful hit. Unlike other clothing-related weapons, the Pyro can hide this weapon from their loadout until they pull out their distinct right-handed grey glove. |
− | * This weapon announces each Slap in the kill feed, which can be used to track down Spies using the [[Dead Ringer]], although this is | + | * This weapon announces each Slap in the kill feed, which can be used to track down Spies using the [[Dead Ringer]], although this is often less of a threat compared to the Pyro's fiery weapons. |
− | * | + | * A Pyro using this weapon generally is not taking the game too seriously. Despite this, continue to stay out of melee range - this weapon allows Pyro to continuously hit you, even as a Scout. |
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Revision as of 15:16, 7 December 2021
“ | Go to hell and tell the devil I'm comin' for him next!
Click to listen
— The Demoman
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” |
The Pyro is a hardy class that excels at close range combat, particularly in confined areas where their Flame Thrower is difficult to avoid. Due to the Flame Thrower’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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Role |
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Health |
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Speed |
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Power |
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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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