Difference between revisions of "Pyro match-ups"

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m (Waaaait a second, I'll head back over and take care of the previous matchup pages. Valuable information is being removed amidst all of the "you.")
(Discussed with LordKelvin; reverted to "you" version and removed cleanup tag (He's in the midst of organizing community matchup pages).)
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{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
! class="header" colspan="3" width="200"| Class
 
! class="header" colspan="3" width="200"| Class
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| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout match-ups|Scout]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout match-ups|Scout]]
| A Pyro will have trouble against Scouts that can stay out of the [[Flamethrower]]’s short range. The [[Shotgun]] and [[Flare Gun]] are the Pyro's only ranged options; neither is particularly effective. [[Compression Blast]]ing the Scout into a wall or a corner allows the Pyro to corral the Scout, or to set up a shot with the Shotgun. A single puff of flame will force the Scout to retreat eventually to extinguish the [[afterburn]].  
+
| You will have trouble against a Scout that can stay out of your [[Flamethrower]]’s short range. Try to engage a Scout in an enclosed area to stop him from dodging your attacks as easily. Use your [[Shotgun]] or [[Flare Gun]] until he is close enough to ignite. If you can get into position, use your [[compression blast]] to shove him into a wall and render him immobile long enough for you to incinerate him. As long as you can get just one puff of flame onto him, he’ll have to retreat eventually to extinguish the [[afterburn]].  
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Soldier.png|100x100px|link=Soldier]]<br>[[Soldier match-ups|Soldier]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Soldier.png|100x100px|link=Soldier]]<br>[[Soldier match-ups|Soldier]]
| A Pyro without [[airblast]] is helpless against Soldiers. At medium range, Pyro's should reflect rockets while closing, forcing the Soldier to use the [[Shotgun]]. Once at close range, the Pyro should strafe with the Flamethrower or use a melee weapon, while dodging Shotgun shots.
+
| When dealing with an enemy Soldier, you absolutely want to have a primary weapon that is able to [[airblast]]. If you lack the compression blast, the Soldier is free to launch rockets at you from medium to long ranges. Reflect his rockets back and force him to take out the [[Shotgun]]. Once you close the distance, he’ll have to continue using the Shotgun or fire rockets at his feet, damaging himself. With prediction, you are actually able to reflect his rockets the moment they leave his Rocket Launcher. His slow speed makes him susceptible to an ambush.  
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>Pyro
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>Pyro
| Because Pyros are immune to [[afterburn]], the Flamethrower is much less effective. To deal maximum damage, Pyros should use the [[Shotgun]], even at close range. Due to the peculiarities of flame particles, a retreating Pyro will do much more damage to a charging Pyro than the reverse. Pyros with the [[compression blast]] should use it to maintain ideal Shotgun distance or to retreat.
+
| Because the two of you cannot be ignited and are immune to [[afterburn]], many of your weapons are rendered almost useless. To deal maximum damage, use the [[Shotgun]], even at close range. If he charges at you with his Flamethrower, backpedal while firing yours – due to the innate time flames take to travel, he will take more damage. The compression blast can be used to position the enemy Pyro so that you can either retreat or land an easy Shotgun blast.  
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman match-ups|Demoman]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman match-ups|Demoman]]
| As when dealing with Soldiers, a Pyro will want to have a primary weapon that can [[airblast]]. The airblast can neutralize [[grenades]] and move [[stickies]] away from your team. The aim of the the compression blast carefully, as reflected projectiles are still harmful to the Pyro. While the Demoman is reloading, the Pyro should pepper him with either the [[Shotgun]] or the [[Flare Gun]]. The Demoman's weapons are hard to aim and deal self-damage at close range; the Pyro should strive to get those advantages. The Compression Blast can be used to stop [[Chargin' Targe]] Demomen in their tracks and to control them while attacking with the Shotgun or Flare Gun.
+
| As when dealing with Soldiers, you will want to have a primary weapon that can [[airblast]]. Protect your team and yourself by reflecting the grenades and Stickybombs that the Demoman launches at you. Aim your compression blast carefully, as your own reflected projectiles are still harmful. While he is reloading, pepper him with your secondary weapon while steadily approaching. The Demoman’s weapons are difficult to aim and can inflict self-damage at close range; once you close the distance, you should easily be able to kill him. If the Demoman insists on using the [[Chargin’ Targe]] to rush you down, cancel his charge and keep his melee attacks at bay with your compression blast.  
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy match-ups|Heavy]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy match-ups|Heavy]]
| A Pyro stands no chance in direct combat against a heavy. The [[Minigun]] can shred Pyros in less than a second. Any Pyro that has been spotted should beat a hasty retreat, using the [[airblast]] to push the Heavy away. The only reliable way to kill a Heavy before he can rev is to light him on [[fire]], hit him with the [[Axtinguisher]], and then attack with the [[Shotgun]], using the [[Degreaser]]'s faster weapon switch time.
+
| It is usually suicide to directly face a Heavy, the other class that specializes in close range combat; his [[Minigun]] can shred you in less than a second. If he already sees you, your best option would be just to harass him with your Shotgun or Flare Gun at range. To take him out quickly enough, you’ll have to ambush him and use the [[Axtinguisher]] to deal your highest possible burst damage. If you are having trouble, [[airblast]] him away and retreat.  
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer match-ups|Engineer]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer match-ups|Engineer]]
| A lone Engineer is an easy target. His Sentry Gun, however, is even more resilient than the Heavy. Level 1 and Level 2 Sentry Guns can be circle-strafed; Level 3 Sentry Guns will make short work of any Pyro foolish enough to try that. Reflecting Sentry Gun Rockets are useful to attack the Engineer; they deal even more damage than regular reflected rockets.
+
| A lone Engineer is an easy target. His Sentry Gun, however, is more resilient than even a Heavy. If the Sentry Gun has already been upgraded to level 3, you won’t be able to circle-strafe it. Unless you can safely attack it with your [[Flamethrower]] or [[Shotgun]] from an angle, you’re best off retreating and coming back with teammates. If you're feeling ambitious, try reflecting the Sentry Gun rockets back at the Sentry Gun or its owner.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic match-ups|Medic]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic match-ups|Medic]]
| Lone Medics are easy kills; however, they will probably be with a teammate. The Medic's natural health regeneration makes [[afterburn]] less effective. Unless the Medic can be ambushed, Pyros had best leave them alone. When a Medic deploys his [[ÜberCharge]], use your [[airblast]] to separate him from his patient and prematurely cut the ÜberCharge link.
+
| Although you can easily defeat a Medic in a one-on-one duel, he will usually be surrounded by his teammates. You probably won’t be able to pick him off, as his natural health regeneration makes [[afterburn]] less effective. Unless you can ambush the Medic, leave directly targeting him to your teammates. When a Medic deploys his [[ÜberCharge]], use your [[airblast]] to separate him from his patient and prematurely cut the ÜberCharge link.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper match-ups|Sniper]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper match-ups|Sniper]]
| The Sniper is the Pyro's exact opposite; strong at long range and weak at close range. Pyros should take cover to avoid being killed at range. [[Fire]] will seriously disrupt the aim of Snipers; the [[Flare Gun]] is useful for igniting Snipers at range. Move erratically to avoid being headshot; once a Pyro closes the distance, the Sniper is easy prey. Beware [[Jarate]]; it will put out [[Fire|flames]] and allows Snipers to use the [[Bushwacka]] to one-shot Pyros. Defensively, you can use your [[compression blast]] to reflect [[Huntsman]] arrows and Jarate.
+
| The Sniper is perhaps your exact opposite. While you deal damage over a wide area at close range, the Sniper deals precise damage to single targets at long range. If possible, stay out of sight until you are within Flamethrower range. An ignited Sniper will have difficulty aiming his weapon, so harass him with your Flare Gun if he spots you. Move erratically to avoid being headshot; once you close the distance, the Sniper is easy prey. Don’t rely on [[afterburn]] to kill a Sniper, as his [[Jarate]] can extinguish your flames. Defensively, you can use your [[compression blast]] to reflect [[Huntsman]] arrows and Jarate.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy_RED.png|100x100px|link=Spy]]<br>[[Spy match-ups|Spy]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy_RED.png|100x100px|link=Spy]]<br>[[Spy match-ups|Spy]]
| The Spy has no deadlier foe than the Pyro. [[Fire]] is a natural deterrent for any Spy, nullifying both the [[Cloak]] and [[disguise]] of any Spy. Pyros can [[Spy-check]] teammates with a quick puff of flame. The Spy's [[Revolver]] is an effective ranged weapon capable of killing an unwary Pyro; the Shotgun and the Flare Gun allow the Pyro ward off Spies that choose to maintain their distance. You can further annoy enemy Spies by using the [[Homewrecker]] to remove their [[Electro Sapper]]s from friendly buildings.
+
| You are the deadliest enemy a Spy can face. Although you are not immune to backstabs, your flames are a natural deterrent for any Spy. [[Fire]] nullifies both the [[Cloak]] and [[disguise]] of any Spy, so [[Spy-check]] all of your teammates with a quick puff of flame. Don’t hesitate to switch to your secondary weapon to chase a fleeing Spy; his [[Revolver]] is surprisingly accurate and is capable of picking you off. You can further annoy enemy Spies by using the [[Homewrecker]] to remove their [[Electro Sapper]]s from friendly buildings.
 
|}
 
|}
  

Revision as of 03:03, 29 March 2011

Class Strategy
Pyro.png
Pyro
vs Scout.png
Scout
You will have trouble against a Scout that can stay out of your Flamethrower’s short range. Try to engage a Scout in an enclosed area to stop him from dodging your attacks as easily. Use your Shotgun or Flare Gun until he is close enough to ignite. If you can get into position, use your compression blast to shove him into a wall and render him immobile long enough for you to incinerate him. As long as you can get just one puff of flame onto him, he’ll have to retreat eventually to extinguish the afterburn.
Pyro.png
Pyro
vs Soldier.png
Soldier
When dealing with an enemy Soldier, you absolutely want to have a primary weapon that is able to airblast. If you lack the compression blast, the Soldier is free to launch rockets at you from medium to long ranges. Reflect his rockets back and force him to take out the Shotgun. Once you close the distance, he’ll have to continue using the Shotgun or fire rockets at his feet, damaging himself. With prediction, you are actually able to reflect his rockets the moment they leave his Rocket Launcher. His slow speed makes him susceptible to an ambush.
Pyro.png
Pyro
vs Pyro.png
Pyro
Because the two of you cannot be ignited and are immune to afterburn, many of your weapons are rendered almost useless. To deal maximum damage, use the Shotgun, even at close range. If he charges at you with his Flamethrower, backpedal while firing yours – due to the innate time flames take to travel, he will take more damage. The compression blast can be used to position the enemy Pyro so that you can either retreat or land an easy Shotgun blast.
Pyro.png
Pyro
vs Demoman.png
Demoman
As when dealing with Soldiers, you will want to have a primary weapon that can airblast. Protect your team and yourself by reflecting the grenades and Stickybombs that the Demoman launches at you. Aim your compression blast carefully, as your own reflected projectiles are still harmful. While he is reloading, pepper him with your secondary weapon while steadily approaching. The Demoman’s weapons are difficult to aim and can inflict self-damage at close range; once you close the distance, you should easily be able to kill him. If the Demoman insists on using the Chargin’ Targe to rush you down, cancel his charge and keep his melee attacks at bay with your compression blast.
Pyro.png
Pyro
vs Heavy.png
Heavy
It is usually suicide to directly face a Heavy, the other class that specializes in close range combat; his Minigun can shred you in less than a second. If he already sees you, your best option would be just to harass him with your Shotgun or Flare Gun at range. To take him out quickly enough, you’ll have to ambush him and use the Axtinguisher to deal your highest possible burst damage. If you are having trouble, airblast him away and retreat.
Pyro.png
Pyro
vs Engineer.png
Engineer
A lone Engineer is an easy target. His Sentry Gun, however, is more resilient than even a Heavy. If the Sentry Gun has already been upgraded to level 3, you won’t be able to circle-strafe it. Unless you can safely attack it with your Flamethrower or Shotgun from an angle, you’re best off retreating and coming back with teammates. If you're feeling ambitious, try reflecting the Sentry Gun rockets back at the Sentry Gun or its owner.
Pyro.png
Pyro
vs Medic.png
Medic
Although you can easily defeat a Medic in a one-on-one duel, he will usually be surrounded by his teammates. You probably won’t be able to pick him off, as his natural health regeneration makes afterburn less effective. Unless you can ambush the Medic, leave directly targeting him to your teammates. When a Medic deploys his ÜberCharge, use your airblast to separate him from his patient and prematurely cut the ÜberCharge link.
Pyro.png
Pyro
vs Sniper.png
Sniper
The Sniper is perhaps your exact opposite. While you deal damage over a wide area at close range, the Sniper deals precise damage to single targets at long range. If possible, stay out of sight until you are within Flamethrower range. An ignited Sniper will have difficulty aiming his weapon, so harass him with your Flare Gun if he spots you. Move erratically to avoid being headshot; once you close the distance, the Sniper is easy prey. Don’t rely on afterburn to kill a Sniper, as his Jarate can extinguish your flames. Defensively, you can use your compression blast to reflect Huntsman arrows and Jarate.
Pyro.png
Pyro
vs Spy.png
Spy
You are the deadliest enemy a Spy can face. Although you are not immune to backstabs, your flames are a natural deterrent for any Spy. Fire nullifies both the Cloak and disguise of any Spy, so Spy-check all of your teammates with a quick puff of flame. Don’t hesitate to switch to your secondary weapon to chase a fleeing Spy; his Revolver is surprisingly accurate and is capable of picking you off. You can further annoy enemy Spies by using the Homewrecker to remove their Electro Sappers from friendly buildings.

See also