Difference between revisions of "Pyro match-ups"
m (Shuffling Degreaser + Flare Gun to general strategy.) |
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'''Useful weapons:''' | '''Useful weapons:''' | ||
− | * The [[Degreaser]]'s faster weapon switch time lets you easily select weapons as the Scout darts in and out of your range | + | * The [[Degreaser]]'s faster weapon switch time lets you easily select weapons as the Scout darts in and out of your range. |
* The [[Shotgun]] is best for engaging the Scout outside your Flame Thrower's range. | * The [[Shotgun]] is best for engaging the Scout outside your Flame Thrower's range. | ||
* The [[Detonator]] and the Scorch Shot use exploding flares that are easier to ignite the Scout with. | * The [[Detonator]] and the Scorch Shot use exploding flares that are easier to ignite the Scout with. | ||
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'''Tactics:''' You are most likely to ambush a Soldier in enclosed spaces where there is less room to rocket jump away. Once you are in a direct fight, make proper use of your compression blast and move erratically to avoid splash damage from his rockets. At medium range, react to fired rockets in time, reflect them back at the Soldier to deal mini-crit damage, or even aim downwards to rocket jump at him yourself. At close range, you can deflect his rockets the moment they leave his Rocket Launcher with proper prediction. If you mistime an airblast, decide whether to take cover or rush at the Soldier anyway. | '''Tactics:''' You are most likely to ambush a Soldier in enclosed spaces where there is less room to rocket jump away. Once you are in a direct fight, make proper use of your compression blast and move erratically to avoid splash damage from his rockets. At medium range, react to fired rockets in time, reflect them back at the Soldier to deal mini-crit damage, or even aim downwards to rocket jump at him yourself. At close range, you can deflect his rockets the moment they leave his Rocket Launcher with proper prediction. If you mistime an airblast, decide whether to take cover or rush at the Soldier anyway. | ||
− | Pay attention to the Soldier’s shoes and back. If he is not wearing | + | Pay attention to the Soldier’s shoes and back. If he is not wearing the Gunboats, Mantreads, B.A.S.E Jumper or a banner, it means he has a damaging secondary weapon that cannot be reflected. |
If the Soldier manages to rocket jump to high ground or switches to the Shotgun while you are too far away, fight back with your secondary weapon or retreat and try again elsewhere. | If the Soldier manages to rocket jump to high ground or switches to the Shotgun while you are too far away, fight back with your secondary weapon or retreat and try again elsewhere. |
Revision as of 21:25, 23 September 2022
“ | Mpphhh mphh mphhhh mphhh mhh!
Click to listen
— The Pyro on strategies
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Class | Strategy | ||
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![]() Pyro |
vs. | ![]() Scout |
Relative merits: Between you and the Scout, whoever has the advantage depends on the environment. In enclosed spaces, your Flame Thrower and subsequent afterburn make short work of his low health. In open spaces, the Scout can constantly switch between close and medium range weapons in response to whatever weapon you equip, wearing you down.
Tactics: The Scout must respect your Flame Thrower's effective range and afterburn damage. If you can ignite him, switch to another weapon like the Shotgun or Flare Gun as he retreats away from your Flame Thrower. If you have the opportunity, pin him down with your compression blast to stop his mobility entirely and mess up his aim. If the Scout engages you in an open area, you can take cover behind obstacles to coax him into approaching you for a clear shot. Useful weapons: |
![]() Pyro |
vs. | ![]() Soldier |
Relative merits: The enemy Soldier outranges you and can rocket jump to high ground outside your range. However, he is susceptible to grounded ambushes due to his slow walking speed and your compression blast can deflect his rockets with proper timing or prediction.
Tactics: You are most likely to ambush a Soldier in enclosed spaces where there is less room to rocket jump away. Once you are in a direct fight, make proper use of your compression blast and move erratically to avoid splash damage from his rockets. At medium range, react to fired rockets in time, reflect them back at the Soldier to deal mini-crit damage, or even aim downwards to rocket jump at him yourself. At close range, you can deflect his rockets the moment they leave his Rocket Launcher with proper prediction. If you mistime an airblast, decide whether to take cover or rush at the Soldier anyway. Pay attention to the Soldier’s shoes and back. If he is not wearing the Gunboats, Mantreads, B.A.S.E Jumper or a banner, it means he has a damaging secondary weapon that cannot be reflected. If the Soldier manages to rocket jump to high ground or switches to the Shotgun while you are too far away, fight back with your secondary weapon or retreat and try again elsewhere. Useful weapons:
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![]() Pyro |
vs. | ![]() Pyro |
Mirror match-up: Your flames have a wide spread, which means there's a good chance you and the enemy Pyro will be damaging each other at the same time. Play to your loadout - the Backburner encourages ambushes, while the Degreaser lets to switch to the Shotgun or a melee weapon for burst damage.
Tactics: Fighting an enemy Pyro is a matter of outmaneuvering them with your own Flame Thrower. Flames take time to travel - if the enemy Pyro brazenly charges at you, backpedal while firing to make them take more damage. Your compression blast can be used to knock the enemy Pyro back so that you can either retreat or land an easy Shotgun blast. The matchup is uneventful at longer range, where your secondary weapons deal little damage without any supplementing afterburn. Useful weapons:
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![]() Pyro |
vs. | ![]() Demoman |
Relative merits: Your compression blast is your best protection against the Demoman's onslaught of explosive projectiles. However, his Grenade Launcher fires faster and properly aimed Stickybombs at medium range and beyond are difficult to reflect.
Tactics: You must catch the Demoman off-guard at close range. To approach him from medium range, react to his weapon. If he uses grenades, cautiously try to reflect every other one. If he uses Stickybombs, move in quickly before each Stickybomb arms. From beyond medium range, retreat and take an alternate route to flank him. A Demoknight wielding a shield secondary such as the Chargin’ Targe specializes in melee combat and gains fire resistance. If he charges at you, use the compression blast to break his charge and stay outside his melee range. Useful weapons:
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![]() Pyro |
vs. | ![]() Heavy |
Relative merits: It is usually suicide to directly face a Heavy, the other class that specializes in close-range combat — he has far more health than you do. If you have no escape route, his Minigun can shred you in less than a second.
Tactics: To defeat a Heavy before he can spin up his Minigun and kill you, you’ll have to ambush him and perhaps use the Backburner or a Degreaser/Panic Attack combo to deal your highest possible burst damage. If you are having trouble, airblast him away and retreat. If his Minigun is already revved, your best option would be to harass him with your secondary weapon while searching for an alternate path. Useful weapons:
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![]() Pyro |
vs. | ![]() Engineer |
Relative merits: A lone Engineer can duel you at medium range with his Shotgun, but is toast once you close the distance. The Engineer's Sentry Gun is the true threat, being potentially more resilient than the Heavy and immune to afterburn.
Tactics: Lower-leveled Sentry Guns can be brute forced if you begin your attack from around a corner and circle-strafe. However, a level 3 Sentry Gun tracks you too quickly, so attack that one from behind cover or come back with teammates. If you're feeling ambitious, try deflecting the Sentry Gun rockets back at the Sentry Gun or its owner; however, you will have to be careful in order to ensure you don't get killed by the bullets first. Useful weapons:
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![]() Pyro |
vs. | ![]() Medic |
Relative merits: Although you can outduel an enemy Medic, he will usually be surrounded by his teammates.
Tactics: Ignite the Medic and his patient at range with the Flare Gun, as fire damage reduces the Medi Gun's healing rate, but leave directly targeting them to your teammates. Instead, try for an ambush and concentrate fire on the Medic. Without their Medic, nearby enemies will take further damage from afterburn. Useful weapons:
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![]() Pyro |
vs. | ![]() Sniper |
Relative merits: The Sniper is your opposite, dealing precise damage to single targets at long range. In general, he is a soft counter to you until you get up close. However, you lack the mobility options of other classes to get close in the first place.
Tactics: Flank an enemy Sniper from a route that he's not watching over, then make sure he doesn't get away and use Jarate to extinguish your flames. Once you are up close, the compression blast is useful for pinning him down and deflecting Huntsman arrows. Useful weapons:
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![]() Pyro |
vs. | ![]() Spy |
Relative merits: You are the deadliest enemy a Spy can face, as most of your weapons inflict afterburn. You are not immune to backstabs, so keep an eye out for yourself, too.
Tactics: 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 much more accurate and superior to your Shotgun at long range, so don't hesitate to take cover if you can't catch him. 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 that he does not escape. Useful weapons:
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See also
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