Difference between revisions of "Anti-Pyro strategy"
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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 deploys quickly but suffers from massive bullet spread with consecutive shots. Expect it to be deployed for strong burst damage at close range, especially if you get airblasted. |
− | + | * Anything past the first shot will typically deal less damage, especially at medium range. If you survive the first shot, maintain distance and press your advantage. | |
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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 greatly increased mobility. When fired, the Pyro will be launched into the air, | + | * The Thermal Thruster grants the Pyro greatly increased mobility. When fired, the Pyro will be launched into the air, similarly 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. | + | * The Pyro can switch weapons in mid-flight. They may take their primary out and be ready to attack before they land! |
− | * The Thermal Thruster stores two charges which take 15 seconds to recharge. If the Pyro has recently used both charges, | + | * The Thermal Thruster stores two charges which take 15 seconds to recharge. If the Pyro has recently used both charges, their mobility is as average as usual. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Gas Passer|}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Gas Passer|}} |
Revision as of 23:20, 16 September 2022
“ | 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 their best long range weapon is just the Flare Gun, 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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