Difference between revisions of "Anti-Pyro strategy"
m (→Primary weapons: did some wording and some slight additions to existing ones) |
m (→Secondary weapons: added another thing to the strategy for the Thermal Thruster (remove or add on to it if need be), wording, added the link to flare jumps on the first mention of flare jumps) |
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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 | + | * The Flare Gun's flares 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 off by a critical flare. If the flare misses, attack while the Pyro 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 manually triggered by the Pyro to explode, creating a small blast that can ignite multiple targets. Stay away from your teammates to minimize splash damage, and dodge incoming flares to avoid mid-air explosions. | * 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 splash damage, and dodge incoming flares to avoid mid-air explosions. | ||
* Compared to the [[Flare Gun]], Detonator flares only deal mini-crits to burning players, making it less effective for killing enemies. Despite this, the Detonator is easier to hit players with, as the Pyro only needs to aim the flare directly at you or your teammates to follow up with the blast. | * Compared to the [[Flare Gun]], Detonator flares only deal mini-crits to burning players, making it less effective for killing enemies. Despite this, the Detonator is easier to hit players with, as the Pyro only needs to aim the flare directly at you or your teammates to follow up with the blast. | ||
− | * A Pyro can use the Detonator to perform a | + | * A Pyro can use the Detonator to perform a [[Jumping#Flare_jump|flare jump]] at the cost of their 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 [[ | + | * The Reserve Shooter is capable of landing mini-crits on targets airborne through every type of [[knockback]] excluding airblast and bullets. Try to dodge explosives from enemy [[Soldier]]s and [[Demoman|Demomen]] that may launch you into the air, and avoid blast jumping until the Pyro retreats or is killed. |
− | * The Reserve Shooter's reduced | + | * The Reserve Shooter's reduced clip size gives the Pyro much less staying power. If the Pyro fires all four shots, they will be forced to reload or switch to their 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 more effective at continuous long-range harassment than the [[Flare Gun]]. Move unpredictably to avoid being ignited. | * 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 critical | + | * The Manmelter's projectiles do not deal critical nor mini-crits to burning players, making it less effective at finishing foes off. The 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 stored critical hit. If they manage to do so, they might try to finish you off 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 they manage to do so, they might try to finish you off instead. | ||
* Extinguishing from the Manmelter has virtually no cooldown; the Pyro can capitalize on their burning teammates to quickly regain plenty of health! | * Extinguishing from the Manmelter has virtually no cooldown; the Pyro can capitalize on their burning teammates to quickly regain plenty of health! | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Scorch Shot|}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Scorch Shot|}} | ||
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− | * Due to the Scorch Shot's unique ability to get a | + | * Due to the Scorch Shot's unique ability to get a second hit, avoid exposing yourself to vulnerable locations, stay in open environments, and move quickly. |
− | * Explosions from the Scorch Shot ignite multiple targets with one hit. Even if | + | * Explosions from the Scorch Shot ignite multiple targets with one hit. Even if they miss the flare, the projectile can touch the ground to act as a fiery explosive trap. Don’t cluster near your teammates, and stay clear from your same spot if the Pyro fires the Scorch Shot. |
* The Scorch Shot's flares can knock enemies back; the knockback increases if you already are on fire. If you get hit by the flare, the resulting explosion can stunlock your movement. Don't idle close to environmental hazards. | * The Scorch Shot's flares can knock enemies back; the knockback increases if you already are on fire. If you get hit by the flare, the resulting explosion can stunlock your movement. Don't idle close to environmental hazards. | ||
* The Scorch Shot excels at keeping enemies on fire but is less effective at finishing them up. Remember where you can find healing or extinguish yourself. | * The Scorch Shot excels at keeping enemies on fire but is less effective at finishing them up. Remember where you can find healing or extinguish yourself. | ||
− | * Pyros often use this weapon to charge up the [[Phlogistinator]] for guaranteed critical hits. Keep an ear out for the Pyro activating their crit | + | * Pyros often use this weapon to charge up the [[Phlogistinator]] for guaranteed critical hits. Keep an ear out for the Pyro activating their crit boost. |
− | * Like the Detonator, the Scorch Shot allows the Pyro to perform a Flare Jump at the cost of health, albeit slightly weaker. Although a Scorch Shot jump may not be as common, be aware of your surroundings. | + | * Like the Detonator, the Scorch Shot allows the Pyro to perform a Flare Jump at the cost of their health, albeit slightly weaker. Although a Scorch Shot jump may not be as common, be aware of your surroundings. |
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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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| 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 | + | * The Thermal Thruster grants the Pyro greatly increased mobility. When used, 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 | + | * In combat, the Pyro can use the Thermal Thruster allowing them to get into their flamethrower's effective range quickly. It takes one second to launch, so pick the correct direction to move away. |
− | * The Pyro can switch weapons in mid-flight. They may be ready to attack with their | + | * The Pyro can switch weapons in mid-flight. They may be ready to attack with their flamethrower upon landing! |
* 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. | * 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. | ||
+ | * The Reserve Shooter deals mini-crits to Pyros launched by the Thermal Thruster making it a soft counter to Thermal Thruster Pyros. | ||
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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|}} | ||
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− | * The Pyro can use the Gas Passer to deploy a Gas Cloud. Anyone who enters the Gas Cloud is doused for 10 seconds. Anyone who is doused | + | * The Pyro can use the Gas Passer to deploy a Gas Cloud. Anyone who enters the Gas Cloud is doused for 10 seconds. Anyone (including Pyros) who is doused will be ignited for 10 seconds if damaged by any source. |
* The Pyro must wait up to 60 seconds or deal enough damage to use the Gas Passer. Until then, the Pyro lacks a ranged weapon. | * The Pyro must wait up to 60 seconds or deal enough damage to use the Gas Passer. Until then, the Pyro lacks a ranged weapon. | ||
* If you are doused, consider retreating to a source of healing to reduce the debuff's duration. | * If you are doused, consider retreating to a source of healing to reduce the debuff's duration. |
Revision as of 23:50, 16 May 2023
“ | 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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