Estrategia de la Comunidad del Pyro

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Mmmphya harrgh mrgha hrghgph!
El Pyro
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El Pyro es una clase de corta distancia que usa su Lanzallamas, infligiendo mucho daño a los enemigos. Los Pyros suelen hacer emboscadas a sus enemigos, o ir a quemar a una horda de enemigos que estén juntos. Los enemigos generalmente se prenden y pueden morir quemados, haciendo al Pyro una excelente clase para dañar y huir. Aunque el Pyro parezca que es muy fácil de usar, dominar las complicaciones de la explosión de aire comprimido, emboscadas, y el cambio de armas han hecho del Pyro mucho más difícil de dominar en las actualizaciones recientes.

Consejos Rápidos

  • Manténgase alejado del agua y áreas abiertas. Si no se puede evitar espere para ir con un aliado.
  • Empujar a enemigos con la explosión de aire comprimido puede desorientar, pero por lo general trate de evitarlo ya que aleja a su enemigo de su mejor arma. Úselo correctamente en las situaciones necesarias (Como empujar a un Demoman que haga una embestida con el Targe de Carga).
  • Una buena emboscada necesita paciencia. Si no te está saliendo, intenta cambiar a otra clase por un tiempo y luego volver de Pyro.

General

  • Jugar con el Pyro requiere una mentalidad diferente a todas las demás clases. Los Pyros tienden a ser débiles en los ataques frontales, perdiendo la mayoría de los duelos si se les ven venir. Sin embargo, si se toma al enemigo por sorpresa, el Pyro es la clase más peligrosa del juego. Siempre trate de hacer emboscadas. Aprender a usar los caminos secundarios de los mapas te da una mayor probabilidad de flanquear al enemigo.
  • Cuando el enemigo se retira lejos del alcance del lanzallamas es importante cambiar rápidamente a la escopeta o pistola de bengalas para continuar dañándolos. Si el enemigo ya estaba en llamas la escopeta es muy buena para darle el golpe final o la pistola de bengalas para conseguir un golpe crítico.
  • Las clases débiles, como Scouts, Engineers, Medics y Snipers, suelen retirarse cuando están en fuego para luego volver, ya curados. Lo ideal es atacarlos por la espalda para no darles tiempo de que huyan.
  • Los Pyros tienen un traje que apaga el fuego así que no se pueden morir incendiados. Sin embargo las llamas los dañan igual aunque no se queden prendidos, en estos casos es recomendable utilizar la escopeta contra Pyros enemigos.
  • Tenga cuidado con los combates cerca del agua, botiquines o dispensadores enemigos ya que así se pueden apagar las llamas. Trate de matarlos antes de que puedan llegar a curarse, por ejemplo agarrando un botiquín de vida cerca antes de que lo tome el enemigo.
  • La capacidad del Pyro de usar la explosión de aire comprimido lo hace más que importante.

Lo utilizan para:

    • Desviar cohetes, bombas lapa, stickys, bengalas, flechas, fraskungfu, leche loca o las pelotas del Somnífero de vuelta a su enemigo. Devolver proyectiles los convierten en críticos y son inofensivos para los aliados. Los pequeños proyectiles como la pelota, el fraskungfu, etc. son mucho más difíciles de devolver. Las flechas devueltas pueden dar en la cabeza del enemigo (headshot).
    • Empuje las sticky y bombas lapa lejos de los objetivos importantes como los puntos de control o la inteligencia. Aunque se desvíen las bombas lapa pueden herir a ti o tus aliados pero también al Demoman que las tiró.
    • Puedes devolver los cohetes de las centinelas nivel 3 produciendo 135-147 de daño pudiendo matar al Engineer o algún enemigo que esté cerca. Ten cuidado al enfrentarse con una centinela, se sugiere ir acompañado de un Medic.
    • Con la explosión de aire puedes empujar lejos a un enemigo, por ejemplo para terminar de capturar un punto de control.
    • Si vienen un Medic enemigo con su aliado invulnerable, puedes empujar lejos al Medic para provocar que al aliado se le vaya la invulnerabilidad.
    • Salva a tus compañeros apagándoles las llamas.
    • Puedes matar empujando a los enemigos haciendo que caigan en un precipicio.
  • Cuando quemas a un enemigo lo mejor es escuchar el sonido de las chispas que indican que está prendido fuego, esto sirve para saber donde está por si se escapó y saber exactamente si está recibiendo daño.

Emboscada/Camino

Para más información, véase Emboscar

La emboscada es la especialidad del Pyro. Como dijimos antes, el Pyro es débil en ataques frontales, perdiendo contra casi todas las clases si se los ven venir. Sin embargo, si tomamos por sorpresa al enemigo, el Pyro es la clase más peligrosa del juego.

A diferencia de los Scout, el Pyro no se mueve tan deprisa y no es capaz de hacer doble salto. Pyros no pueden volverse invisibles como los Spies. Pero lo que lo que el Pyro si tiene y las otras clases no es una buena cantidad salud y un lanzallamas que se propaga rápidamente de lado a lado. Básicamente, mientras el Scout y Spy tienen velocidad y sigilo respectivamente, el Pyro posee una supervivencia que ayuda a los jugadores a realizar emboscadas.

Las emboscadas pueden servir tanto para ataque como defensa. Atacando por detrás mientras tus compañeros atacan por delante, esta es una excelente estrategia tanto ofensiva como defensiva.

Mientras está planeando una emboscada trate de recordar estos consejos:

  • El Lanzallamas tiene corto alcance por lo que trate de atacar al enemigo de espalda o mientras esté distraído. Persiga a su enemigo por pasillos y esquinas para aumentar las posibilidades de herirlo gravemente. Tenga en cuenta que un enemigo va un 10% más lento si va corriendo de espalda, por lo que el perseguidor tiene más chances de alcanzalo.
  • Utiliza las rutas alternativas para hacer un taque sincronizado al enemigo, en lo posible por detrás, mientras que sus compañeros ataquen por delante. Esto puede ser muy eficaz en defensa, especialmente en 2Fort, corriendo por los pasillos alternos a escondidas detrás de Medics que tenga de compañero a un Heavy. Esta estrategia es muy efectiva con el Dragón.
  • Trata de atacar desde arriba para abalanzarte sobre el enemigo ya que la mayoría de los jugadores solo ven lo que está al nivel de sus ojos.
  • Las esquinas son buenos puntos para atacar, sobre todo a clases vulnerables como Scouts
  • Asegúrate de verificar los rezagados enemigos antes de hacer una emboscada contra los grupos enemigos. A veces quedan Snipers y que se ocupan sobre todo de defender a sus aliados de enemigos que hagan emboscadas como Scouts, Spies y por supuesto, Pyros.
  • Estate preparado para el combate uno a uno. Los jugadores enemigos que buscan realizar sus propias emboscadas también pueden utilizar caminos secundarios, y en ocasiones se pueden encontrar en este tipo de situaciones.
  • El Dragón es ideal para hacer emboscadas ya que provoca Críticos cuando se ataca por la espalda, además de hacer mucho más daño. Sin embargo, gasta demasiada munición al usar la explosión de aire comprimido dejándonos inflexibles en algunas situaciones defensivas.
  • Si las cosas no salen según lo planeado (no puede hacer la emboscada porque el enemigo se dio cuenta), asegúrese de tener una vía de escape. Los jugadores más hábiles podrán convertir una emboscada fallida en un nuevo intento en vez de una muerte.

Primera línea de combate/apoyo

Emboscar no es la única manera del Pyro al pasar a ser una clase ofensiva. Al igual que cualquier clase ofensiva, el Pyro es fundamental para empujar a los enemigos de frente. Los Pyros pueden causar pánico al enemigo mediante el Lanzallamas, su arma a corto alcance, o desde lejos con la Pistola de Bengalas. Por otra parte, los jugadores pueden ayudar a sus compañeros de equipo mediante la explosión de aire comprimido, ya sea devolviendo proyectiles lejos del alcance de aliados o apagando el fuego.

Cuando vayas junto a tus compañeros, ten en cuenta estos consejos:

  • Lanzarse hacia un grupo de enemigos es una buena manera de sembrar el caos. Tenga en cuenta que esta estrategia es generalmente una táctica suicida.
    • Ataque primero al Medic, esto impedirá que el enemigo recupere vida.
  • Si un Engineer deja una Centinela cerca de una esquina, es posible hacer estallarla apareciendo a la vuelta de la esquina y tomando desprevenida a la pistola del Centinela, ya que tarda algunos segundos en darse vuelta hacia ti. Esto funciona con Centinelas de Nivel 1, pero no es conveniente con Centinelas Nivel 2 o 3, ya que produce un empujón que te aleja de su alcance. Por otra parte, las Centinelas que están muy cerca de las esquinas o en plataformas pueden ser destruidas aprovechando las esquinas y disparando el Lanzallamas sin ser detectado, y casi seguro, al quemar al Engineer, este se verá obligado a ir a otro lugar a curarse, dejando la Centinela sola. Si la Centinela se encuentra lejos de la esquina, es posible correr alrededor de la Centinela e ir quemándola, pero todo depende de la orientación de la pistola de la Centinela en ese momento.
  • Un Pyro con Supercarga pude destruir nidos de Centinelas más rápido que las demás clases, pero también son más vulnerables a las otras clases. Tienen que acercarse lo suficiente y atacarlas rápido porque si las centinelas lo visualizan, al disparar lo van a empujar dejándolo fuera de su alcance. Trate de aprovechar las esquinas, y conviene que el Medic vaya adelante para llamar la atención de las Centinelas. Utilizando el Dragón hará más daño y será más fácil destruirlas. Usando el Lanzallamas común o el Desengrasador, le será útil usar la explosión de aire comprimido para mandar lejos al Engineer y así evitar que repare la Centinela.
  • La Pistola de Bengala es útil para prender fuego a los enemigos que se encuentren lejos. Esto puede alertar a sus aliados de que queda un enemigo que no mataron. No dispare a los enemigos que estén siendo curados por Medics ya que aumentará a Supercarga.
  • Asegurate de comprobar cuales de tus aliados en llamas tiene menos vida para apagarlo rápido con la explosión de aire comprimido. Solo puede haber unos segundos antes de que la postcombustión los mate.

Defensa

Mientras que el Pyro es una buena clase ofensiva, también es muy efectivo en defensa, ya que es más fácil emboscar a los enemigos que tratan de flanquear a tus compañeros de equipo. El Pyro puede ser muy poderoso contra todos aquellos que tratan de capturar puntos o destruir las bases y es especialista en Spy Checking (ayuda al Engi comprobando cada vez que aparece un compañero al lado fijándose si es un Spy).

De hecho, un buen Pyro defensivo junto una gran clase defensiva Engineer pueden ser un gran equipo para proteger las líneas de fondo. El Engineer puede mantener al Pyro curado y con munición (con el dispensador) mientras el Pyro protege las construcciones con su Lanzallamas, la explosión de aire comprimido, e incluso sacando Zapadores con el Demoledor.

Para proteger las lineas de fondo, utilice estas estrategias para mantener al enemigo a raya:

  • Quédese cerca del Punto de Captura o de la Inteligencia, preferiblemente escondido, y queme a cualquiera que se acerque.
  • Usar el Lanzallamas es una buena opción para comprobar si hay Spies. Con apenas hacer un clic, si es un Spy, se va a encender inmediatamente.
  • El Lanzallamas no necesita recargar. Quedarse al lado de un Dispensador mientras se dispara es una buena forma de impedir que Spies vayan allí ya que es imposible que pasen sin ser descubiertos o perder gran salud, ayudando al Engineer a proteger sus construcciones cerca del cuarto de la Inteligencia en mapas CTF.
  • Sepa cuáles son los caminos que el enemigo puede tomar para atacar su base y así no lo tomen por sorpresa. Por ejemplo, cuando el enemigo ataca por las puertas del frente en 2Fort, trate de emboscarlos dejándose caer por la reja y atacándolos por la espalda.
  • Echa un vistazo a las construcciones del Engineer mientras que él no esté, por las dudas de que haya algún Spy. Se recomienda tener equipado el Demoledor para destruir Zapadores.
  • La explosión de aire comprimido puede salvar vidas de muchas bases de Centinelas, especialmente si el Engineer no está. Devuelva cohetes o cargar que se dirijan a las Centinelas y empuje lejos a los Spies antes de que empiezen a poner Zapadores.
  • Como miembro de defensa, no olvide a sus compañeros de equipo y ese alerta de peligro serio cerca de la base!

Explosión de aire comprimido

  • A diferencia del Lanzallamas y el Desengrasador, el Dragón gasta un 150% más de munición al utilizar la explosión de aire comprimido, 50 en vez de 20. Tenelo en mente al momento de usarlo.
  • Con la explosión de aire comprimido podés matar enemigos debido al entorno (como provocarle una muerte instantánea arrojándolo al pozo Steel o empujándolo a los trenes Well) o simplemente empujando a enemigos lejos de la zona de combate.
    • En el modo Arena, usar la explosión de aire comprimido puede ser útil para alejar a los enemigos y así obetener una rápida victoria.
    • En Upward, se puede usar una estrategía similar. Empujar a los enemigos al borde del mapa puede quebrar fácilmente la ofensiva de tus enemigos o detener la Carga Explosiva en un momento crítico.
  • La explosión puede ser útil para alejar a los enemigos de los botiquines de vida que estén tratando de agarrar. Si se hace pareja con un Medic, esto puede ser muy importante para mantener al Medic con vida.
  • Los movimientos de los enemigos pueden ser limitados por la explosión de aire, sirve muchas veces para alejar a los Scouts que estén bajo los efectos de la ¡Bonk! La bebida salvavidas de lograr sus obejtivos, o manteniendo a raya a un oponente que esté invulnerable hasta que se vuelva vulnerable.
    • Podés empujar a los enemigos contra las esquinas y así limitarles el movimiento. Esto sirve muy bien contra Scouts que estén tratando de escapar.
    • Limitarles el movimiento a tus enemigos ayuda a tus aliados a poder matarlos. También puede servir para hacer la táctica "Puff and Sting"; prender fuego a un enemigo, elevarlo por los aires con la explosión de aire comprimido mientras se cambia de arma al Hacherminador o la Paliza Postal, y luego golpearlo provocándole la muerte de un solo golpe.
  • Recuerda que con la explosión de aire comprimido puedes apagar a tus compañeros que se estén quemando. Esto permite a los Pyros impedir que sus aliados se mueran por el fuego o que queden con poca vida, y es realmente importante para salvar a los Medics que estén en la linea de frente y así que se puedan regenerar la salud y sigan curando a los demás compañeros de equipo.
  • One of the most useful roles of the compression blast is to knock back the enemy Intelligence carrier. On many CTF maps, the enemy will often resort to suicide Scouts and Spies to constantly touch the Intelligence and prevent the Intelligence timer from expiring. This can be turned against them by allowing them to pick up the Intelligence and then airblasting them in the opposite direction, causing them to lose much more ground than they gain. It's best to tell teammates not to kill the Intelligence carrier when doing this.
  • Dependiendo de los reflejos y el tiempo, es posible devolver proyectiles del enemigo hacia él. Es de mucha ayuda ya que al devolverlo no les causa ningún tipo de daño a tus compañeros de equipo. Los proyectiles que pueden ser devueltos son: pelotas del Somnífero, Leche loca, cohetes del Soldier, bengalas del Pyro, explosivos del Demoman (ambos tipos), cohetes de las Centinelas, flechas del Cazador, y Fraskungfu.
    • Cualquier proyectil devuelto causa Mini-Críticos al enemigo que le dé, con la excepción de las Bombas Lapas Lanzabombas Lapas o la Resistencia Escocesa. Si los proyectiles son lanzados críticos, también serán críticos si se los devuelve. Fraskungfu no causa daño pero inflige Mini-Críticos si se lo daña al enemigo, y las flechas del Cazador pueden causar headshots al ser devueltos.
    • Recuerda que incluso las bombas lapas devueltas con la explosión de aire comprimido pueden ser detonadas únicamente por el Demoman enemigo que las disparó, y aún pueden herir a tus aliados. Si es posible, trata de alejarlas lejos de tus compañeros de equipo y construcciones aliadas. Las granadas disparadas por el Lanzagranadas van a cambiar de propiedad si un Pyro las devuelve, haciendo así que tus aliados no sean heridos, aunque todavía puedan ser afectados.
    • Al desviar los proyectiles, recordá que no es necesario enviárselo de nuevo al que lo disparó. Cualquier proyectil que sea desviado irá disparado hacia la dirección en donde estés apuntando, entonces un cohete puede ser devuelto a un Soldier enemigo, un Fraskungfu desviado hacia una pareja de Heavy y Medic, por citar algunos ejemplos.
    • Remember that Mini-Crits have no damage falloff and deal extra damage as well, so reflected long-range projectiles can deal significantly more damage to the enemy than the Original projectile would have against any teammates.
    • Devolver proyectiles "especiales" mantendrán sus características. Al desviar un cohete lanzado de la Caja Negra, a los jugadores se les regenarán 15 puntos de salud, y devolviendo cohetes del Salta Cohetes no causará daños a los enemigos.
  • Tener un impulso crítico, como obteniendo First Blood o recogiendo las calabazas en Halloween, hace que todos los proyectiles desviados (excluyendo las Bombas Lapa) sean devueltos como críticos.
    • Pyros who are accompanied by a Kritzkrieg-wielding Medic with a full charge and are facing a lot of grenade or rocket spam should consider asking their Medic to pop their charge. A hail of critical projectiles can scatter the most stubborn defense or repel the most furious offense, as well as encouraging the spammers to back off and potentially change tactics, giving friendly players a breather.
  • It is very difficult to reflect objects at close range, so for these situations, extra attentiveness is called for. Timing the delay between projectiles or watching the enemy player's animation can help in judging when to use a compression blast more easily than watching the projectile itself.
    • Most of the time, surprised enemy Soldiers and Demomen will immediately try to shoot you down with their projectiles. You can anticipate their shots and reflect them instantly to shoot them down quickly.
  • It is possible to use explosives to perform explosive jumps via the use of deflected explosives (excluding sticky bombs, which remain under the ownership of the Demoman who fired them). This can allow players to access areas that a Pyro normally can't, or to ambush enemies with unexpected maneuverability.
  • Nivel 3 Sentry Guns that are far away or sit around a corner can be compromised with their own rockets by using the compression blast. This tactic can be used to separate Engineers from their buildings, destroy the supplying Dispenser, or cause a distraction long enough for another teammate to storm in and take care of the situation. Moving quickly in and out of a Sentry Gun's range will minimize damage taken, as it will only fire about three bullets along with the rocket before losing its target, if performed correctly.
    • Be wary of Engineers using the Wrangler. Not only can they stop their sentry firing rockets, nullifying the use of this tactic, they can also manually fire upon targets that would ordinarily out of range. Watch for targeting lasers when attempting to reflect a Sentry Gun's rockets.
  • The compression blast can also be used very effectively to stop enemy ÜberCharged pairs. Usually an ÜberCharged pair will ignore all other threats to attack the most threatening targets, giving players an opportunity to get in close and disrupt their plans. Players can choose to block both enemies or try to separate the Medic from the ÜberCharged player. This works best when near ledges and cliffs. However, beware that wary enemies will always target Pyros first in order to prevent being juggled.
  • Another effective defensive tactic is the shepherding of friendly Sentry Guns, stationary Heavies, capture points, etc. by deflecting incoming explosives. While it is not always possible to stop all incoming fire, it is often enough to keep allies alive against otherwise daunting odds. This is especially effective when the Sentry Gun is near a cliff (e.g. near the 2nd point on Badlands), as it is significantly easier to remove stickies from the blast range when gravity-assisted.
    • It is not necessary to reflect the projectile any significant distance away; excluding Sticky Bombs, just reflecting it will prevent damage being dealt to friendly players. Keep in mind, however, that a Pyro can still take damage from their own reflected explosives.
  • A useful tactic is to knock enemies into range of teammates' Sentry Guns if they are hiding out of the Sentry Gun's line of sight. Airborne enemies that are targeted by a Sentry will be blasted away quickly, and will usually die from fall damage if not from the Sentry Gun's firepower.

Especificaciones de las armas

Armas Primarias

Lanzallamas

Arma Ícono de Muerte Munición Daño
Carried Quemarropa Alcance Medio Postcombustión Crítico
Flamethrower
Stock
Lanzallamas
Killicon flame thrower.png 200 6.2/partícula 3.72/partícula 60 por 10 segundos 11-19/partícula
  • El Lanzallamas es un arma primeraria de corto alcance. Es desvastador a quemarropa y prende fuegos a todas las clases excepto al Pyro.
  • Medics, Dispensadores, la Vagoneta explosiva (dependiendo de que equipo sea), Fraskungfu, Leche Loca, botiquines de vida, explosión de aire comprimido de Pyros aliados, y el agua apaga las llamas. Trata de atacar a enemigos que anden solos o lejos de sitios donde se puedan curar facilmente.
  • El Lanzallamas es muy útil para destruir construcciones - Centinelas construídas cerca de las esquinas pueden ser destruídas facilmente, y Centinelas construídas en un ángulo malo cerca de una entrada puede ser atacada, caminando en círculos, y ser destruídas sin recibir demasiado daño.
  • La cabeza del Lanzallamas puede ser usada para proteger la cabeza del Pyro de Snipers haciendo que un tiro en la cabeza sea más dificil.
  • El Lanzallamas es mejor que el Dragón en áreas descubiertas y haciendo un papel de apoyo.
  • Las partículas del fuego del Lanzallamas penetra en varios objetivos a la vez; las construcciones y los jugadores que se encuentren cerca pueden ser facilmente alcanzados por las llamas, haciendo al Pyro sumamente útil para efrentar grupos.
  • Las paredes no obstruyen el fuego a menos que realmente estén obstruyendo la línea de visión al punto de origen. Esto permite a los Pyros atacar a través de pequeñas grietas y hendiduar de manera mucho más eficaz que las armas.
  • Mecánicamente, el Lanzallamas no ataca en "línea" o forma de "cono". En su lugar, su función es muy parecida a la Pistola de Jeringas. Se crea una corriente de fuego que aparece desde la oreja derecha del Pyro. El fuego sigue una línea casi recta desde la punta del Lanzallamas, con cierto grado de dispersión (esta dispersión genera una forma de cono). Cada proyectil tiene muy poco daño a un objetivo, pero su número, tamaño y naturaleza de tiro rápido simula una corriente continua de fuego.
    • Ten en cuenta que la inversión de la vista de modelaje (es decir, el cambio de los modelos para zurdos), el flujo de partículas en lugar emerge desde el lado izquierdo. Esto puede servir para disparar en las esquinas.
  • The Flamethrower is the in-between choice of The Backburner and The Degreaser based on ambushing vs. combined fire. (i.e. hitting burning opponents with the Shotgun.) The Flamethrower gives Pyros good enough capability to both ambush and use combined fire effectively. Mastering both methods of Execution helps to maximize the Flamethrower's potential in both fields, making up for the lack of bonuses the other Primary Weapons dish out.
  • Due to the Flamethrower's long world model, its nozzle can be seen sticking out through walls or around corners while it is equipped. Because of this, be sure to either switch to another weapon while waiting for an ambush opportunity, or face in a direction where the nozzle cannot be spotted.

This Flamethrower Mechanics Video created by HvCTerr of the Steam Forums demonstrates Hidden projectile mechanics of the Flamethrower using simple debug commands that can be used by any client with console access enabled.

Dragón

Weapon Kill Icon Ammo Damage
Llevada Quemarropa Alcance Medio Postcombustión Crítico
Backburner
Unlock
Tuestalomos
Killicon backburner.png 200 6.82/partícula 4.09/partícula 60 por 10 segundos 12-21/partícula
  • El Dragón es un arma primaria desbloqueable para el Pyro. Hace un 10% más de daño que el Lanzallamas o el Desengrasador y garantiza un impacto crítico cuando se ataca al enemigo por detrás, pero como punto negativo gasta 150% más de munición al usar la explosión de aire comprimido. El Dragón es una buena opción para jugadores que quieran infligir mucho daño al enemigo y que hagan emboscadas.
  • Choosing to use the Backburner is a case of effort put in versus reward. El lanzallamas o el desengrasador son muchos mas efectivos en confrontaciones 1 vs. 1, pero en casos donde el equipo enemigo entero es atacado estando fuera de guardia, el dragon resulta util para eliminar a todos de su camino. por esta razon, pyros que planean recibir o solicitar una supercarga, deberian considerar tomar el dragon como su arma principal, especialmente para limpiar espacios confinados como tuneles, pasillos, y piezzas pequeñas.
  • Remember that the Backburner uses much more ammo while performing a compression blast (50 compared to the 20 for the Flamethrower and Degreaser), so its utility will be greatly diminished. Try to only use it in emergency situations, such as when deflecting critical explosives, or for extinguishing multiple teammates at once.
    • With the restricted compression blast, Backburner-wielding Pyros have trouble against Demomen and Soldiers. However, the ability to deal more damage as well as inflict 100% Critical hits when attacking an enemy from behind means that it can take out low health classes extremely quickly. Overhealed Heavies, Dead Ringer-using Spies or Chargin' Targe-equipped Demomen can die before they have time to react if caught from behind.
  • Gracias al bonus de daño del Dragón es ideal para asesinar Pyros enemigos. Trata de atacarlo mientras giras y así tener la posibilidad de conseguir crítico por las espalda.
    • El daño extra hecho por el Dragón es muy efectivo para destruir los nidos de construcción de un Enginner, especialmente con una Supercarga activada.
  • Al utilizar el Dragón la manera más efectiva de acabar con los enemigos es haciéndoles emboscadas. Toma rutas alternativas para llegar cerca de una gran cantidad de enemigos y evita atacar de frente.
  • El Dragón es muy efectivo en mapas Payload; puedes sorprender al equipo ofensivo ya que casi nunca miran para atrás.
  • The Backburner registers up to approximately a 45° angle to the back of a target's left or right, i.e. roughly a 90° angle centered behind where they are facing. This is significantly smaller than the Spy's Backstab angle, which appears to be 180°.
  • While the narrow Crit area for the Backburner may prove difficult to account for with the hectic movement of combat (short of chasing enemies running in a straight line), an alternative is to find a group of enemies and strafe laterally behind them while firing the Backburner. While this is less likely to result in 1-second kills, the chance of finding and frying at least one open back is higher.
  • The Backburner is ideal in conjunction with an allied Heavy with Natascha. While the Heavy's bullets slow down the enemy, sneak up behind slowed targets and light them up.

Desengrasador

Weapon Kill Icon Ammo Damage
Llevada Quemarropa Medio Alcance Post-combustión Crítico
Degreaser
Fabricable
Desengrasador
Killicon degreaser.png 200 6.2/partícula 3.72/partícula 45 por 10 segundos 11-19/partícula
  • El Desengrasador es un arma primaria fabricable para el Pyro. Permite a los jugadores cambiar de arma un 65% más rápido de lo normal, dando a los jugadores mucha más flexibilidad. Como punto negativo, el daño de la post-combustión es un 25% menor, significa que el enemigo recibirá un máximo de 45 de daño de post-combustión por estar ardiendo en llamas, en vez de 60 (lo normal).
  • In order to take the greatest advantage of the faster switch time, players are recommended to use the "Last Used Weapon" key to quickly change between weapons in one button press. When preparing for ambushes, always switch between two combo weapons beforehand so that they can be quickly accessed.
  • The Degreaser is great for dealing with Scouts that try to perform a Weapons heckle. The faster switch time applies to all weapons while the Degreaser is carried, so players can quickly switch to and from any weapon to deal with the Scout as appropriate.
  • Due to the decreased weapon switch time, the Degreaser is recommended for Pyros who like to quickly ignite enemies and Compression Blast them into the air for quick Shotgun blasts, Flare Gun or Axtinguisher kills.
    • Remember, "Puff & Sting" is only effective in rooms or smaller areas of combat where the enemy's movement can be easily restricted, such as knocking them into walls and corners. The Degreaser is an optimal weapon for "Puff & Sting" Pyros, but it must be used appropriately. In general, always try to apply the same tactics as with the Flamethrower, and never take enemies on in a head-on fight. Take small corridors and be prepared to blast opponents into a corner and juggle them, switching to the Axtinguisher for the final blow.
    • The Shotgun and Flare Gun can be used immediately after an airblast to deal a surprising amount of damage. Quickly hitting a burning enemy with a flare does critical damage, which can easily turn the tables against powerful enemies. The Shotgun is also good for follow-up combo hits, and is more effective against Pyros. With good timing, it is possible to land multiple hits on enemies before they even land.
    • With good reflexes and timing, it is possible to quickly ignite and Axtinguish enemies without the need for the compression blast. Most enemies cannot react quickly enough to turn around to react before getting hit, and not using the compression blast gives them less warning, as well as negating the need to close the distance after knocking them away. This video demonstrates its effectiveness.
  • If you are fighting against a Soldier constantly switching with his Rocket Launcher and his Shotgun (in order to prevent you to reflect him his projectiles), the Degreaser allows you to be more efficient; switching your weapons faster than him, you can attack him with your Shotgun or your Flare Gun, and reflect him when he tries to surprise you with a rocket.
  • If carrying the Flare Gun, it is possible to negate the afterburn damage penalty. After igniting an enemy, try to hit them with a flare as they retreat. The flare will deal critical damage, and the enemy will take regular afterburn damage.

Armas Secundarias

Escopeta

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Shotgun
Stock
Escopeta
Killicon shotgun.png 6 32 86-90 24-67 3-26 120
  • La Escopeta es la arma secundaria que viene por defecto para el Pyro y es muy útil con enemigos fuera del alcance del Lanzallamas.
  • Puede ser usada contra Pyros enemigos, ya que el Lanzallamas no los deja en llamas a los Pyros enemigos.
  • La Escopeta es una excelente arma para seguir un ataque después de usar el Lanzallamas. Permite a los jugadores hacer daño a un distancia segura (contra Soldiers, por ejemplo). Además el enemigo seguirá perdiendo vida por haber atacado antes con el Lanzallamas
  • Consider switching to the Shotgun when moving in open spaces, as the short range of the Flamethrower will make it mostly ineffective in ambush situations (save the compression blast's effects against projectiles). Keep the Flamethrower out for confined spaces.
  • The Shotgun is also a good sneaking weapon for the Pyro. Its shape is less visible than the Flamethrower's long nozzle, yet it allows the Pyro the ability to deal a fair amount of damage quickly if caught, while not restricting the player to close range like a Cuerpo a cuerpo weapon would.
  • An often overlooked option for Pyros is igniting a foe, using the compression blast to disorient them, then blasting the target with Shotgun pellets. While less immediately lethal than the "Puff and Sting," it also avoids the risks of closing the range with some classes, as well as allowing a Pyro without the unlockable weapons to still have a fighting chance. This works particularly well against enemy Pyros, against whom the Axtinguisher cannot one-hit kill, and against enemy Scouts that, in open spaces, can run away by the time you get to them with the Axtinguisher. The airblast also disables their infamous dodging ability, making a Shotgun shot (that will probably one-shot them, given they were on fire) very easy to hit with.
  • If forced to cross open ground where enemy Snipers are known to be on the lookout, consider firing the Shotgun at them after leaving cover. While not as useful as the Flare Gun in keeping them suppressed, Shotgun rounds can shake the scopes of rifle-carrying Snipers long enough get back to a safe spot.
  • With good accuracy, the Shotgun actually overpowers the Flamethrower in a close up fight against a single target. Players with good aiming skills can use the Shotgun as the primary weapon and the compression blast of the Flamethrower for defense and other uses.
  • The Shotgun is great for taking care of fleeing enemies. Many players will run from a Pyro, or at least try to keep outside of Flamethrower range. Pull out the Shotgun and fire a few shots to bring down their last bit of health, or trick them into coming closer.
  • Due to its high damage at close range, the Shotgun can be an excellent first-strike weapon for ambushing when using the Degreaser or standard Flamethrower. When ambushing an enemy, try firing the Shotgun at close range before switching to the Flamethrower to continue dealing damage. Often the Shotgun can deal up to 90 damage to an enemy before enemy players realize that they are under attack from a Pyro.
  • If forced into a situation where you are in the water, always pull out the Shotgun to kill your enemy as the Flamethrower will not do anything.

Flare Gun

Weapon Kill Icon Ammo Damage
Loaded Carried Base Damage Afterburn Critical Projectile Speed
Flare Gun
Unlock
Pistola de Bengalas
Killicon flare gun.png 1 16 30 60 over 10 seconds 90 1450 Hammer units/sec
  • The Flare Gun is an unlockable secondary weapon for the Pyro. A completely different weapon from the Shotgun, it fires one flare at a time and reloads slowly. Any enemies hit by a flare will suffer moderate damage and be ignited.
  • The Flare Gun is great against groups, holding down corridors, against slow enemies (like the Heavy), or against stationary enemies (like Engineers and scoped Snipers). If the enemy does not actually see the flare, they might assume they are being attacked at point blank and try to look for an attacker nearby or retreat to find either a Medic or health pack to put out the flames. This can be useful in forcing enemies to retreat and taking pressure off of teammates.
    • Additionally, fire usually causes panic, so one or a few Pyros can use a Flare Gun on offense to cause confusion among the enemy ranks and allow your team to recuperate and counterattack. This is best done from behind cover and with a close escape route at medium range. When using this tactic, watch out for enemy Snipers because you almost always will become the enemy team's attention.
  • The Flare Gun projectile will start to arc after traveling a fair distance, approximately the length of 2Fort's bridge. Be sure to compensate at long distances.
  • A good general rule is that the usefulness of the Flare Gun over the Shotgun is directly proportional to the number of people playing the game, although this rule carries exceptions. In games with lots of Pyros on the opposite team, it is a good idea to pick the Shotgun over the Flare Gun.
  • Another factor when choosing between the Flare Gun and Shotgun is personal play style. Players that like singling out lone enemies and chasing them down can utilize the Shotgun more effectively, as it does massive damage at close range and the pellet spread gives it a better chance of hitting a moving target (e.g. zigzagging Scouts). Also, the slow reload time of the Flare Gun becomes a disadvantage at close ranges.
  • The Flare Gun does not have falloff damage, meaning that it does the same base amount of damage at all ranges. The projectile is hard to dodge at medium ranges, and enemies may run into it by mistake.
  • The Flare Gun will land a guaranteed Critical hit on burning enemies. This makes it a highly effective finisher if the opponent flees or has already been hit by one flare. Two successive flares including the after-burn at long range is enough to kill any low- or medium-health class, while three to four flares spread out can even kill Heavies. Be sure to keep track of how long an enemy has been burning and time another flare to deal maximum damage.
  • One general use for the Flare Gun is for dispatching fleeing enemies at long range. Often, if a low- or medium-health class (such as a Scout, Medic, or Demoman) is ignited, they will turn around and retreat for health, leaving their backs wide open for a Critical flare. Most players will generally flee in a straight line, making them easy targets to lead.
  • Another great use for the Flare Gun is to heckle enemy Snipers; Snipers carrying the default Sniper Rifle or the Sydney Sleeper cannot aim properly if they are on fire, so setting a Sniper on fire at a distance may force them to temporarily retreat to find water or a health pack, which can assist teammates' offensive or defensive efforts at the right moment.
    • On top of that, Snipers equipped with the Sniper Rifle or Sydney Sleeper will usually be sitting targets for flares. But be aware that wary Snipers can easily counter-snipe any Pyros attempting to launch flares at them.
  • The Flare Gun is much less powerful against Pyros because they cannot catch fire, but don't underestimate the contact damage the flare itself deals. At longer ranges, the Shotgun's pellet spread and damage falloff makes the Flare Gun a more effective weapon against enemy Pyros.
    • Additionally, a Pyro currently being attacked by the Flamethrower is considered on fire, and will still receive Critical damage from flares.
  • Fire flares into enemy charges. The burn damage will weaken them considerably and leave them ready for a strike from the Axtinguisher.
  • While the Flare Gun will not ignite anybody in water, the projectile itself will still cause contact damage. However, the Flare Gun itself cannot be fired while the Pyro is underwater.
  • A useful side effect of the Flare Gun is to mark targets. While the damage of a single hit may not be significant (i.e. against an enemy Heavy), a burning opponent will often serve as a beacon for teammates to fire upon. This is especially useful against opponents who are concealing themselves in dark spots of the map, and can completely ruin a Spy's stealth capabilities.
  • The Flare Gun can also be used as an ambush and counterattack weapon. When fighting lone enemies, hit them with a flare and then feign a retreat around a corner. If the enemy take the bait, follow up with the Axtinguisher for a nasty surprise.
  • In conjunction with compression blast, flares can be used to deal surprising amounts of damage. When fighting enemies at close range (Pyros excluded), try to use the compression blast to create some distance then switch to the Flare Gun to deal Critical damage.
  • With good aim and reflexes, the Flare Gun prove to be a very effective weapon when combined with the abilities bestowed by the Degreaser. Puffing enemies with flames then quickly firing a flare at them can be a highly effective way of dealing 100 damage to enemies at once.

Detonator

Weapon Kill Icon Ammo Damage
Loaded Carried Base Damage Afterburn Flare Detonation Flare Explosion Self-Damage Critical Projectile Speed
Detonator
Craft
Detonador
Killicon detonator.png 1 16 30 60 10-20 56 39-68 90 1450 Hammer units/sec
  • The Detonator performs in much the same way as the Flare Gun, however, only deals Mini-Crits against burning targets. For this reason, the Flare Gun is superior in terms of raw damage.
  • Flares from the Detonator can be detonated while in flight, dealing damage and setting fire to anyone in the blast radius. This allows multiple targets to be ignited at once, as well as some error while aiming.
    • Flares that have struck a surface will still explode, but with a diminished radius.
  • A detonated flare will not receive the critical bonus against burning players.
  • The explosive knock back of the Detonator permits the Pyro to perform a maneuver similar to, but more limited than the Rocket Jump.
    • The Pyro takes extra damage from blasts from his own Detonator, reducing the effectiveness of this strategy.
Hadouken
Kill Icon Weapon Damage Duration Details
Hadouken
Hadouken
Killicon hadouken.png Shotgun, Flare Gun, Detonator 500 3 seconds The Pyro winds his hands back, concentrates, then releases his inner fire energy as a Hadouken. Capable of hitting multiple enemies and can destroy buildings. If the enemy survives the attack, he will be set on fire.

This attack is rarely effective, especially in serious combat situations. However, with good timing, there are places where this can be as deadly as the Knife.

  • At the beginning of a round, on a Nivel with setup time (like Gold Rush or Dustbowl), taunting with 0:01 left on the timer will cause the taunt to launch just as the gates open, and may catch more inattentive players in the blast.
  • An inattentive Sniper or an idle, non-moving player can be the perfect target for a surprise attack or humiliation.
  • This taunt can take out multiple enemies, so it is very useful against groups of enemies, if timed perfectly.
  • The Hadouken can also destroy Sentry Guns, Dispensers and Teleporters. However, it's not very effective as a means for taking down Sentry Guns because that will almost always require players to be ÜberCharged.
    • A scenario in which this method is useful is when a Sentry Gun is being deployed after being carried by its Engineer. While the Flamethrower is not able to out-damage the rapidly healing building, using Hadouken will instantly destroy it. A disadvantage of this is that even though players are safe from the Sentry Gun's fire, the taunt leaves Pyros completely vulnerable.
    • Another method on small, bunched up Sentry nests that can be used is for a Pyro to sneak behind a Dispenser. Lucky players can kill the Dispenser along with Engineer and Sentry Gun in a single attack.

Melee Weapons

Fire Axe / Saxxy

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Fire Axe
Stock
Hacha de Bombero
Killicon fire axe.png 0.8 seconds 65 195
Saxxy
Promotional
Saxxy
Killicon saxxy.png 0.8 seconds 65 195
  • The Fire Axe is the default Cuerpo a cuerpo weapon of the Pyro and is usually infrequently used given that the Pyro's primary and secondary weapons also excel at close range and offer superior damage output.
  • When used, its effect is much more likely to be passed off as a stray bullet from outside the target's field of view than being attacked by the Flamethrower is. To this end it can be used to knock down a target's health before attacking with the Flamethrower.
  • Additionally, because the Flamethrower does not ignite Pyros, the Fire Axe is more viable against them than the Axtinguisher.
  • Retreat with the Shotgun while firing at an enemy Pyro can cause that player to advance with the Flamethrower out. Switch to the axe and charge for a strong surprise attack.
  • While not as effective as the Axtinguisher with the "Puff and Sting", the Fire Axe can still deal significant damage to enemies if they are pinned to a wall or corner, and random Critical hits can often have the same effect.

Axtinguisher / Postal Pummeler

Weapon Kill Icon Attack Interval Damage
On Burning Enemies On Non-Burning Enemies and Buildings Critical
Axtinguisher
Unlock
Hacherminador
Killicon axtinguisher.png 0.8 seconds 65 33 195
Postal Pummeler
Craft
Paliza Postal
Killicon postal pummeler.png 0.8 seconds 65 33 195
  • The Axtinguisher is an unlockable Cuerpo a cuerpo weapon for the Pyro. When used against targets that have been ignited, it inflicts a Critical hit. However, against targets that are not on fire it does only 50% damage.
  • The Axtinguisher is best used as an ambush weapon. It is not recommended to be used in direct combat due to the time necessary to switch between weapons, unless carrying the Degreaser. Furthermore, as a Cuerpo a cuerpo weapon, it requires the player to move in close, which cannot be done easily whilst under fire.
  • Setting foes on fire with the Flamethrower or Degreaser and then knocking them into the air with compression blast, then finishing them with the Axtinguisher is also a very effective tactic, called the "Puff and Sting". Blasting targets into a corner or into a wall will restrict their movements (against Scouts, a second blast may be required as they can double-jump away after the first blast), disorient them, make it harder for them to counterattack, and line them up for a perfect chance to land the killing blow as the enemy is coming down.
  • The extremely high damage (all classes bar Heavy, unless they are overhealed, fall to one Crit swipe of this axe) makes it very useful when ambushing classes with high health, such as Heavies, Soldiers and Demomen. It is often preferable to use the Axtinguisher in these situations because these classes can easily out-damage a Pyro if they have enough time (it is useless against Pyros and anyone underwater). Additionally, it can easily kill a burning and cloaked Spy.
  • If used to ambush bigger classes, the Flare Gun may give players a better chance of successfully landing an Axtinguisher hit, as it sets them on fire from a longer distance and thus gives players more time to switch to the Axtinguisher while closing the distance, as well as increasing the burn duration. Furthermore, a stray shot from the Flare Gun is considerably less likely to make the enemy turn around than multiple hits from a Flamethrower. However, flares must be aimed very precisely, as a missed flare passing right past them will alert enemies very quickly.
  • Due to the fact that both the Axtinguisher and the Backburner are often used for ambushing enemies, having both of these items equipped at the same time may be redundant. Because of this, in most situations it is advantageous to equip the Flamethrower when using the Axtinguisher.
  • Consider pairing up with other Pyros while using the Axtinguisher. One Pyro setting players on fire and another hacking away immediately afterward can be a very devastating combo given the right circumstances.
  • The Axtinguisher can be used as a very effective direct combat weapon with the Degreaser and its very fast weapon change speed.

Homewrecker / Maul

Weapon Kill Icon Attack Interval Damage
On Enemies On Buildings Critical
Homewrecker
Craft
Demoledor
Killicon homewrecker.png 0.8 seconds 42-55 130 147
Maul
Promotional/Craft
Mutilador
Killicon maul.png 0.8 seconds 42-55 130 147
  • The Homewrecker is a craftable Cuerpo a cuerpo weapon for the Pyro. It does double damage against Engineer buildings and has the ability to destroy Electro Sappers placed by enemy Spies in one hit, but inflicts 25% less damage against non-building targets.
  • Unlike the Axtinguisher, which is an anti-player weapon, the Homewrecker is ideal for Engineer support and for destroying enemy buildings. The Homewrecker's double damage makes it a boon against Engineer nests, but its reduced damage against players means that its niche is quite specific.
    • The Homewrecker is also capable of destroying Sappers built by Spies with a single hit. This can allow Pyros to save Engineer buildings quickly if the Engineer is too far away.
  • The Homewrecker can readily two-shot any building at full health in 1.6 seconds, or 0.8 seconds after the first swing, which is marginally less time than a Backburner in certain circumstances.
  • The Homewrecker is more subtle than a Flamethrower, so a sneaky Pyro could theoretically sneak behind the front lines and destroy a Teleporter Entrance in two swings without drawing the attention of opposing players turning around at the sound of fire.
  • A Pyro with the Homewrecker equipped is the best friend to any Engineer. Constant flames will keep out Spies, while the Compression Blast throws rockets, grenades and otherwise lethal stickies away as well as toss ÜberCharged players away, and the Homewrecker stops the Sappers of any Spy that manages to get through.
    • Keep a Homewrecker equipped even when not currently playing as Pyro. Enemy Spies will often try to sap Teleporter Entrances, so quickly switching to Pyro while in spawn can easily save them.
  • It is possible, although difficult, to circle-strafe around a Sentry Gun whilst attacking it, and avoid damage completely. Remember, however, that this is highly dependent on the Sentry Gun's orientation relative to the Pyro prior to the attack.
  • Despite the damage bonus, attempting to attack Wrangled Sentry Guns is not a good idea. However, if they are offline due to the Engineer dying, the Homewrecker stands a good chance of destroying it before it can re-activate.

Powerjack

Weapon Kill Icon Attack Interval Damage Healing
Point Blank Critical From Kill
Powerjack
Craft
Batemartillo
Killicon powerjack.png 0.8 seconds 65 195 75
  • The Powerjack is a craftable Cuerpo a cuerpo weapon for the Pyro. Upon killing an enemy with the Powerjack, the player is rewarded with 75 HP, however while wielding it players will take 20% more Cuerpo a cuerpo damage from enemies. This makes it a useful weapon for fighting in situations where health pickups are rare.
  • Due to the Cuerpo a cuerpo vulnerability, it is recommended to only use this weapon in ambushes where the enemy will not have enough time to take out a Cuerpo a cuerpo weapon to counter.
    • Similarly, if carrying the Powerjack, carrying the Degreaser can make it easier to switch weapons quickly, which in turn reduces this vulnerability.
  • Even at full health it can be beneficial to try to kill with the Powerjack; the +75 HP from a kill can still overheal Pyros, making follow-up attacks easier.
  • If possible, try following up a reflected rocket with a Powerjack strike. The enemy's health should be low enough to deal with them in one hit, unless they are an overhealed tougher class or a Heavy.

Back Scratcher

Weapon Kill Icon Attack Interval Damage Healing
Point Blank Critical From Small Health Packs From Medium Health Packs From Mediguns From Dispensers From Payload Carts
Back Scratcher
Craft
Rascaespaldas
Killicon back scratcher.png 0.8 seconds 81 244 54 132 6-18/sec 2.5-5/sec 2.5/sec
  • The Back Scratcher is a craftable Cuerpo a cuerpo weapon for the Pyro. It does 25% more base damage than the Fire Axe, and has the further advantage of replenishing 50% more health when the player picks up health packs, but reduces the healing rate from Medics and Dispensers by 75%.
  • The Back Scratcher is ideal for players who replenish their health from picking up health packs rather than from being healed by friendly Medics and Dispensers. As such, it makes surviving while behind enemy lines considerably easier, where players must rely on picking up health packs in order to survive.
  • Due to the reduced healing rate, players carrying the Back Scratcher should try to avoid being primary heal targets for Medics, as this can put the Medic in danger when attempting pushes. Simply equipping the Back Scratcher and showing a Medic will alert that player to this danger.
    • Conversely, the Back Scratcher can allow Medics to build up their ÜberCharge meters faster due to the reduced healing rate. This can be useful for Medics when there are no Soldiers or Demomen that can use their explosives to damage themselves.
  • The Back Scratcher is arguably the best Pyro choice for Medieval Mode, since its only disadvantage is reduced healing from the Amputator's Medicating Melody, as Medi Guns and Dispensers are not present in Medieval Mode. The Back Scratcher's high damage output and extra healing from the small health packs dropped by dead players make the weapon truly shine in this gamemode.
  • A coordinated Back Scratcher Pyro and Candy Cane Scout can make for strong allies; the Pyro can engage enemies, distracting them while the Scout comes in to finish them off, awarding a boosted health kit for the Pyro to use.
  • The Payload cart will also heal you more slowly, so keep that in mind when you are on BLU in Payload, or playing Payload Race.
  • This weapon is ideal for the lone-wolf type of player.

Sharpened Volcano Fragment

Weapon Kill Icon Attack Interval Damage
Point Blank Afterburn Critical
Sharpened Volcano Fragment
Promotional, Craft
Fragmento Volcánico Afilado
Killicon sharpened volcano fragment.png 0.8 seconds 52 60 over 10 seconds 156
  • The Sharpened Volcano Fragment is a promotional Cuerpo a cuerpo weapon for the Pyro. Upon hitting an enemy, the target is ignited, however it does 20% less damage than the Fire Axe.
  • The Sharpened Volcano Fragment can be used to ignite enemies in situations where using the Flamethrower would alert the enemy to a nearby Pyro. However, its reduced damage reduces its utility in other situations where killing the enemy has higher priority than stealth.
  • In Medieval Mode, the Sharpened Volcano Fragment is one of only two weapons capable of igniting enemies (the other being the Sniper's Huntsman). This can provide a useful tactical advantage for teammates, both doing damage over time and "painting" targets for a Scout with the Sun-on-a-Stick or fellow Pyro wielding the Axtinguisher to capitalize upon.
  • The Sharpened Volcano Fragment is very useful for spychecking teammates when conserving ammunition is a priority.
  • When carrying this weapon, the Flare Gun is an effective secondary weapon to carry, as it can be used to deal large amounts of instantaneous damage.

Item Sets

The Gas Jockey's Gear

Artículo principal: Sets de objetos
Equipo de Gasolinero
Backpack The Gas Jockey's Gear Bundle.png
Efecto

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  • With the Gas Jockey's Gear item set equipped, Pyros can make some jumps that they otherwise could not, such as jumping directly onto the final point on CP_Steel.
  • The set bonus' 10% movement speed increase is helpful when flanking, chasing and ambushing enemies, in addition to dodging their attacks.
    • In addition, moving at 110% speed makes hunting Medics easier, as Medics move at 107% speed.
  • The 10% increased hitscan vulnerability puts players at a disadvantage against Heavies, Scouts, and even Sentry Guns. Engineers and Soldiers can also more easily deal with players by using their non-explosive weapons.
  • Wearing the Attendant can easily serve as a sign to enemies to use hitscan weapons in order to deal increased damage. This can be used to fool the enemy by equipping the Attendant but not the entire set, and goading enemies into attacking with hitscan weapons.
  • Remember that the set bonus does not require a specific secondary weapon. Take advantage of the two weapons' differing qualities at different ranges by switching between them. (i.e. Shotgun for ambushing, Flare Gun for long range, etc.)
  • Heavies wielding Natascha are a powerful weakness of Gas Jockey Pyros, especially if the Heavy is overhealed. Their high-rate of fire combined with a consistent slow down can take a huge advantage of the set's bullet weakness and nullify its speed bonus. Avoid Natascha-wielding Heavies whenever possible while wearing this set.
  • The Gas Jockey item set can assist considerably in dealing with Spies, as the faster movement speed allows players to chase down Spies more easily. However, beware that the increased hitscan vulnerability makes it easier for Spies to fight back.

Weapon Combinations

Class Combat Strategies

Véase también: Pyro match-ups

Due to being an offensive and ambushing class, Pyros often find themselves engaging in single combat against every other class in the game.

Leaderboard class scout.png Scout

  • Scouts are the fastest class in the game, and like the Pyro, are excellent at ambushing their opponents at close range. As such, always be aware of any routes or corners that a Scout may try to use to perform ambushes in order to avoid being caught off-guard.
  • Always try to avoid engaging Scouts in wide-open areas, where they can use their superior speed and maneuverability to dictate the fighting terms. Instead, try to fight indoors whenever possible, as corridors and walls will greatly restrict Scouts' movements, eliminating this advantage.
  • Scouts will often try to use their superior speed to choose the range at which to engage enemies, and as such will often try to perform a weapons heckle to force their opponents to engage them with the wrong weapon. In order to counter this, always try to anticipate when a Scout will try to perform a heckle, and switch to the proper weapon to engage the Scout. Carrying the Degreaser will make this significantly easier as the faster weapon switch time afforded can prevent a Scout from performing a successful heckle
    • Dealing with a heckling Scout often depends on carrying the right weapon. Engaging the Scout at medium ranges will be much harder if using a Flare Gun instead of a Shotgun, and carrying the Flamethrower or Degreaser can allow players to use compression blast to force Scouts farther away or restrict their movements.
  • Due to their low health, getting just a few good hits in on a Scout can force him or her to retreat. Simply igniting the Scout may be enough to force a retreat in most cases, allowing for easy follow-up with a secondary weapon.
  • In close quarters, using the compression blast to stop a Scout's movements is often enough to ensure victory. Simply forcing the Scout along a predictable line of movement can allow players to get close enough to deal significant damage with the Flamethrower. Remember that Scouts can double-jump, however, and be ready to blast them twice in order to completely limit their ability to get away.
  • Scouts equipped with the Force-A-Nature can cause tremendous damage in a short time if they catch their targets off-guard. On top of that, the knockback from the weapon can prevent Pyros from chasing after them, and they can then reload their weapon safely for a second strike. This requires that the Scout gets extremely close to deal enough damage, however, so always keep an eye out for possible ambush points, and be cautious of flanking at all times.
    • Because the Force-A-Nature requires Scouts to get point-blank to make the most of an ambush, anticipating Scouts' movements can allow Pyros to quickly ignite them before they can get within range to make the most of their rounds. An ignited Scout will often forgo a second attack and retreat to get health or extinguish the flames.
    • Scouts using the Force-A-Nature will often employ hit-and-run tactics, discharging both rounds quickly and then fading away to reload before approaching from another direction. Try to anticipate what direction the Scout will come from, and use the compression blast to knock that player away.
  • Depending on their setup, Scouts will often try to gain an advantage either by using Mad Milk to increase their survivability or by stunning targets with a baseball from their Sandman and dealing damage safely against defenseless targets. However, in both cases, the projectiles can be deflected with compression blast. If a Scout is approaching with either weapon equipped, be ready with a compression blast to throw it right back in their face.
  • Scouts trying to break through defense lines or reach objectives will often use Bonk! Atomic Punch to quickly navigate through hazards safely. The easiest way to counter this is by using compression blast to push them back. As the Scout cannot counterattack until the energy drink wears off, try to knock Scouts into corners where they can be summarily eliminated.
  • Scouts using the Crit-a-Cola can kill unwary targets in two shots; however, they must also forgo equipping a Pistol in order to use it, and thus will often use it in ambushing situations rather than in frontal assaults. Because they do not have a Pistol, they lose the ability to perform weapons heckles, so try to engage the Scout at range with the Shotgun if he or she is using the Crit-a-Cola, and prevent him or her from getting too close. As Scouts under the Crit-a-Cola's effects will also have Mini-Crits inflicted on them, the easiest way to deal with Crit-a-Cola-equipped Scouts is simply to spot them approaching and attack first.
  • A Scout using the Special Delivery item set will have an additional 25 HP, but loses the ability to weapons heckle and deal significant damage at close range. Try to restrict the Scout's movements, and always be ready to deflect any Mad Milk that may be thrown. As the Scout is more effective at medium range than at close, simply cornering the Scout and attacking at close range can be enough to ensure victory.

Leaderboard class soldier.png Soldier

  • The key to beating Soldiers often relies on timing and reflexes; the ability to deflect their rockets back at them using the compression blast is instrumental. Because of this, it can be easier to deal with a Soldier at medium range rather than at close range, as it will give players more time to deflecting rockets. Remember that reflected rockets will deal Mini-Crit damage, so hitting a Soldier with one will deal a significant amount of damage.
    • One of the keys to using rockets effectively is to know how to aim them properly, so having experience playing as a Soldier can help in deciding on the best places to redirect the rockets to. Try to predict the enemy Soldier's movements, and then lead the rocket where that Soldier will be.
    • Some Soldiers will attempt to prevent Pyros from reflecting their rockets by aiming at locations where the rockets will do splash damage but where they cannot be reached them with compression blast. To counter this, try to predict where the rocket will land first, and then decide if it can be deflected on time or not. When faced with a rocket that cannot be deflected in this manner, simply step out of its damage radius and wait for the Soldier to fire another rocket.
    • If the Soldier switches to the Shotgun, a proper response will depend on which secondary weapon is being carried. With the Shotgun, try to close the range while firing and then switching to the Flamethrower once the range difference is close enough. With the Flare Gun, back off to reduce the damage that the Soldier's Shotgun can do, and then rain flares from a distance.
    • When confronting a Soldier using the Direct Hit, it is often better to simply dodge the rockets rather than reflect them back. At close ranges the timing will be similar to regular rockets, however the small splash radius also means that deflecting the rocket will have less chance of hurting the Soldier as well.
  • When using the Backburner, do not confront a Soldier head-on. Try to sneak around behind enemy Soldiers and attack when they least suspect it. Use the Backburner's increased damage and ability to deal Critical hits from behind to eliminate players before they realize that what is happening.
    • While it is possible to deflect rockets using the Backburner, remember that the Pyro has, at most, four compression blasts to use before running completely dry on ammo. Therefore, only try to use compression blast against a Soldier if there is plenty of ammo nearby, or in emergency situations such as against a Kritzkrieg-charged Soldier.
  • Soldiers make excellent targets for the Puff and Sting. Due to their slow movement and small magazine size, juggling Soldiers can often throw off their aim considerably, making them easy to follow up with the Axtinguisher. However, beware that point-blank rockets can still hurt, even with only splash damage, so try to juggle and deflect the Soldier's rocket at the same time.
  • Most Soldiers will usually be equipped with the Equalizer, so beware if a Soldier is trying to approach for a Cuerpo a cuerpo kill. Simply use compression blast to keep the Soldier at arm's length, and continue dealing fire damage until he or she succumbs to the flames.
  • If the Soldier has a Buff Banner activated, try to focus on avoiding taking damage from the enemy team until it wears off, rather than inflicting damage on the Soldier. While inflicting Mini-Crit damage on the Soldier with reflected rockets is possible, there is also a significant risk of being killed by Mini-Crit rockets while trying to deflect them, and as Soldiers have more base HP than Pyros they can simply outlast opponents in an attrition fight.
  • Similarly, try to simply stall a Soldier with the Battalion's Backup until it wears off. Any deflected rockets will do normal damage to the Soldier instead of Mini-Crits, and other weapons will inflict reduced damage, so it is better to avoid decisive combat until the Battalion's Backup's effects expire.
  • Remember that deflecting rockets from the Black Box will replenish 15 HP for each enemy hit. Try to use this against enemy Soldiers to prevent them from regaining health by hitting teammates, and to replenish any damage personally taken.
  • Reflected rockets can be used in order to execute explosive jumps. Pyros can often reach greater heights than Soldiers via rocket jumping, so this can be used to surprise the enemy by closing the distance to that enemy unexpectedly and quickly. Rocket jumping as a Pyro is significantly harder than as a Soldier, but having experience rocket jumping as a Soldier can help players to judge where to deflect the rockets to get the desired jump.

Leaderboard class pyro.png Pyro

  • Defeating a Pyro in single combat can be significantly harder than most other classes, simply due to the fact that neither player can be ignited by the other's flames. This renders both the Flare Gun and the Axtinguisher next to useless, so try not to rely on using either of those weapons when fighting a Pyro. When using either weapon, it might be better to simply avoid conflict with other Pyros or stick to a support role and use compression blast to make them easier targets for teammates.
  • Pyro combat largely boils down to which primary weapon both Pyros are carrying, as well as their aim with both their primary and secondary weapons.
    • If carrying the Flamethrower or Degreaser, try to use compression blast to throw off the enemy player's aim and juggle him or her into corners to inflict some easy damage. If the option of using the Shotgun is available, try to juggle enemy Pyros and firing at them while they are in mid-air, while retreating outside of Flamethrower range.
    • If using the Backburner, try to maneuver and strafe to get at opponents' backs to deal additional damage, or simply overpower enemy players with raw damage. If he or she retreats out of range, switch to a secondary weapon to continue dealing damage. While it is possible to use compression blast to restrict the enemy Pyro's movements, this greatly increases the danger of running out of ammo in the middle of a fight.
  • Remember that particles lag behind by a little, so retreating from enemy Pyros can allow players to damage them at slightly longer ranges, while chasing will result in reduced range and allow opponents to cause flame damage without being burned.
  • Remember that flares can be deflected with compression blast, so if the Pyro is trying to attack at a distance with flares, they can be reflected back to cause Mini-Crit damage.
  • Carrying the Fire Axe, Powerjack or Back Scratcher can greatly even the odds if the enemy Pyro can be knocked into a corner. A quick Cuerpo a cuerpo attack can inflict significant damage if the enemy does not expect it. However, if using the Powerjack, be sure not to let the enemy Pyro get a Cuerpo a cuerpo hit in.

Leaderboard class demoman.png Demoman

  • As a Demoman possesses only explosive projectile weapons besides Cuerpo a cuerpo, frequent use of compression blast is often enough to prevent Demoman players from causing any damage at all. Try to close the distance and engage them at close range, where they cannot fight enemies nearly as effectively.
  • Demomen do not have any hitscan weapons, so try to take advantage of this by attacking them directly with the Shotgun or Flare Gun whenever possible. Conversely, avoid fighting Demomen around corners and obstacles, as they can easily use their explosive weapons to deal splash damage from angles where their opponents cannot reply.
  • Dealing with the Grenade Launcher depends as much on the Demoman's skill at aiming as it does on the Pyro's ability to deflect them. Grenades that have touched the ground can be easily avoided, and can be easily airblasted to prevent them from damaging teammates. If the Demoman is trying to hit targets with direct-contact grenades, use the same tactics as when encountering a rocket from a Soldier, but remember that they travel in arcs rather than straight lines so this must be compensated for by aiming above targets. Try to strafe unpredictably while approaching the Demoman to prevent that player from easily getting contact hits with grenades.
  • Stickybombs can be dealt with two ways, depending on the Pyro's loadout. If carrying the Shotgun, the simplest and most decisive way is to simply fire at groups of Stickybombs to destroy them. However, they can also be rolled away using compression blast if they are too spread out and need to be dealt with quickly. Depending on the situation and loadout, both options are viable.
    • Use the Shotgun to deal with sticky traps if they are tightly grouped or placed in corners where they cannot be easily airblasted away. If they are spread out more and are in an open area, it will take more shots to deal with the trap so compression blast can take care of several at once.
    • When using compression blast to roll sticky carpets away, try to roll them away from teammates or places where they can damage friendly buildings. Experienced Demomen will usually detonate their sticky traps once they realize that their traps are being manipulated, so make sure that teammates are not within the blast radius when that happens.
    • It is possible to kill Demomen with their own stickies by rolling them in that player's direction. Most Demomen will try to stay within visual range of their sticky traps, but will do so from an angle where they cannot be easily spotted. Try to predict where a trap will be placed and, if the Demoman is close by, roll them in that direction. This can also be reversed by sneaking behind and airblasting the Demomen into their own sticky traps, as inexperienced players will often detonate their traps upon being attacked.
  • Dealing with sticky traps depends on the layout of the map. Remember to quickly pop around corners to check for stickies before advancing, and that traps can be placed above door frames where they are hard to spot.
  • Rolling away sticky carpets can also be done to shepherd friendly forces in the heat of battle. When dealing with an ÜberCharged Heavy, Demomen will usually try to lay Stickybombs at the Heavy's feet and detonate them when the ÜberCharge wears off. Counter this by blasting the Stickybombs away from the Heavy while the charge is still active.
  • When dealing with Demomen equipped with the Chargin' Targe, remember that they take reduced damage from fire attacks, as well as afterburn damage. Try to engage them at range with the Shotgun or Flare Gun, and remember that hits with the Flare Gun will still inflict a Critical hit on burning enemies.
    • If the Demoman initiates a charge, use the compression blast to interrupt it and leave the Demoman vulnerable for a follow-up. If he or she is carrying the Eyelander, Scotsman's Skullcutter, or Horseless Headless Horsemann's Headtaker, negate his or her longer Cuerpo a cuerpo reach advantage by restricting his or her movements with compression blast.
    • Chargin' Targe Demomen are excellent victims for the Puff and Sting, as they can be easily dealt with in a single hit unless they are overhealed. Even with four heads, simply try to puff Demomen a few times to bring their HP below 200, and then whip out the Axtinguisher and finish them off.
  • If the Demoman is using the Ullapool Caber, try to avoid being caught at close range. Use a combination of compression blast and Shotgun fire to kill the Demoman before he or she can get within Cuerpo a cuerpo range. In some instances, swing-happy opponents may even accidentally hit a wall and kill themselves in the explosion.

Leaderboard class heavy.png Heavy

  • Due to their significant health stock and superior firepower at close range, avoid fighting a Heavy head-on. Instead, ambush Heavies when they least expect it and use the Pyro's superior maneuverability to avoid being hit by the Minigun.
  • It is possible to kill Heavies by attacking from behind and circle-strafing to prevent them from locking on. However, this only works against lone Heavies, and is not a guarantee that the Heavy will not be able to achieve a kill quickly regardless. If carrying the Backburner, try to stay behind the Heavy as long as possible to inflict Critical hits.
  • While the Minigun inflicts a great deal of damage at close range, their damage falls off considerably at longer ranges. If facing an aware Heavy, try to keep a fair distance away and avoid being surprised around corners.
  • The Flare Gun is an excellent weapon to use against Heavies. Simply fire as many flares as possible at the Heavy, allowing the Critical hits to do most of the damage. Staying at range reduces the amount of damage that the Heavy can inflict with the Minigun.
  • If a Heavy attempts to close the range, use the compression blast to knock that player away while retreating. This will often throw his or her aim off long enough to get around a corner or behind cover.
  • The Axtinguisher is the best weapon for ambushing a Heavy. Try to first ignite the Heavy, and then close in with the Axtinguisher equipped to kill that player in two swipes before he or she knows what's going on.
  • The Backburner is also very useful for ambushing Heavies. Even if the Heavy is being healed by a Medic, the guaranteed Critical hits are often enough to completely overpower the Medic's healing. Depending on the Heavy's awareness, killing any attending Medics first may alert the Heavy very quickly.
  • Heavies that receive a significant amount of damage may attempt to retreat and hide behind a corner and use a lunchbox item such as the Sandvich to quickly recover. Try to follow any Heavies that are seen retreating, and eliminate them before they can recover.
  • While Heavies trying to get kills with the Fists are rarely a threat to a Pyro who knows how to Puff and Sting, beware that Heavies that get a kill using the K.G.B. can quickly switch to their Minigun and shred opponents even at long range, as Critical hits do not suffer from damage fall-off. Always be ready to duck behind cover if an enemy Heavy with the K.G.B. scores a kill in the distance.
  • Avoid fighting Heavies in prolonged engagements in close quarters, as aware players can quickly kill any opponents. Instead, try to ignite the Heavy and then back off, then approaching from a different direction with the Axtinguisher to finish him or her with a swift Critical hit or two. Obviously, this works better if the Heavy is alone, and impossible to pull off if there is an enemy Medic or Pyro nearby. A quick compression blast can disorient enemy Heavies, ruining their aim and creating a larger window in which to make the strike, or continue dealing fire damage with the Flamethrower. A Heavy can survive a single swipe from the Axtinguisher on occasion, but will die from the afterburn damage if he or she doesn't have the Sandvich, Dalokohs Bar or a Medic.
  • Always avoid taking Heavy-Medic combos head-on. If surprised by such a pair around a corner, try to use compression blast to create some distance and retreat back around the corner.

Leaderboard class engineer.png Engineer

  • Engineers pose a threat primarily from their Sentry Guns, which when placed properly, can nullify ambush attempts. Try to lure Engineers away from their Sentry Guns or attack from a distance using the Flare Gun or Shotgun first.
  • Options for dealing with a Sentry depend on its placement. If a Sentry Gun is placed close to a corner, it can be edged and destroyed with the Flamethrower while while unable to return fire. Beware, however, that enemy players can easily dispatch Pyros attempting this, so make sure that the coast is clear first.
  • Since the Flamethrower's projectiles penetrate multiple targets, a Pyro can kill an Engineer turtling between a Sentry Gun and Dispenser by hiding behind the Dispenser before attacking. As the Sentry Gun does not fire through the Dispenser yet the Flamethrower passes through it, Engineers and their buildings can all be destroyed in nearly simultaneous manner.
  • Circle-strafing works on Nivel 1 and 2 Sentry Guns placed in the open, as their movement speed is slow enough to allow the Pyro to stay ahead of their fire. Simply attack from an angle where the Sentry is not immediately facing and strafe, keeping a steady stream of flame on the Sentry Gun. It is also possible to do this against Nivel 3 Sentry Guns, however it is far riskier and requires special circumstances.
  • When paired with a Medic with an ÜberCharge, a Pyro is one of the most powerful building-destroying classes in the game. Try to close the distance to the Sentry Gun nest as quickly as possible, and have the Medic body-block the Sentry Gun to keep the knockback to a minimum. Most Engineers will retreat upon seeing an ÜberCharged Pyro approaching, so if possible try to kill the Engineer first before focusing on the buildings.
  • The Homewrecker allows Pyros to destroy any building in one or two hits, and gives the Engineer almost no warning. With good timing and movement, it is possible to dismantle a Sentry Gun before it can do too much damage. Circle-strafing a Sentry Gun while attempting this can increase the chances of a successful destruction
  • When destroying a Sentry Gun belonging to an Engineer with the Frontier Justice, be sure to try to either kill the Engineer first or force him or her to retreat. Try to keep a fair distance until the enemy Engineer empties out his or her magazine, or attack from range with the Flare Gun.
  • Combat Mini-Sentry Guns deployed using the Forajido cannot take much damage and will fall to a single hit from the Homewrecker. However, combat Engineers will often use them as a distraction and attack simultaneously from another angle, so try to single out the Engineer first and kill that player before retreating to destroy the Mini-Sentry from another angle. If the Mini-Sentry Gun can be engaged from outside of its attack radius, try to snipe it with flares, as Mini-Sentry Guns cannot be repaired.
  • Engineers equipped with the Wrangler are highly vulnerable to ambush and flanking, as their Sentry will not automatically target approaching enemies. Try to sneak behind and kill the Engineer, then destroying his or her buildings at leisure. Remember that the Sentry will be disabled for three seconds upon the death of the Engineer, so use this opportunity to deal damage to it.
  • Engineers equipped with the Southern Hospitality are 20% more susceptible to fire damage. Try to take advantage of this when encountering Engineers that are away from their Sentry Guns, or using flares from a distance.

Leaderboard class medic.png Medic

  • Medics by themselves are rarely dangerous, but will often travel in groups or with escorts. When fighting a Medic teamed up with another class, try to separate the pair first and take them on one by one.
  • Strategies for dealing with Medic combos depend on the primary weapon being used. The Flamethrower and Degreaser allow players to physically separate the pair with compression blast and prey on the Medic easily, while the Backburner can quickly destroy the Medic from behind before the patient realizes what is happening.
  • While the Medic's Syringe Gun can be hard to aim, it also does a surprising amount of damage at close range. Don't chase retreating enemy Medics if they are backing up while firing syringes, but instead try to dodge the needles at range and attack from a distance with the Shotgun or Flare Gun.
  • Because the Medic passively regenerates health, afterburn damage will rarely finish off Medics unless sufficient damage was done beforehand. Try to deal as much direct damage to a Medic in order to ensure a kill.
  • The compression blast is the best weapon for eliminating the threat of an ÜberCharge. It can be used to knock the pair off of ledges or simply prevent them from advancing, but smart players will quickly target any nearby Pyros to prevent this from happening, so make sure to stay hidden until the right moment.
    • If possible, try to airblast only the Medic and allow the patient proceed forward. Without the Medic, the patient will often continue to charge forward and only realize that they are not ÜberCharged when it is too late.
  • Countering a Medic equipped with the Kritzkrieg depends on the class of his or her buddy. If paired with a Soldier or Demoman, try to reflect their explosives back at the Medic to shut down the ÜberCharge quickly, and then focus on eliminating the buddy.
  • Medics using the Crusader's Crossbow are relatively easy to deal with at close range, however they can deal a surprising amount of damage at long range. Remember that their crossbow bolts can be deflected, similar to arrows from the Huntsman.

Leaderboard class sniper.png Sniper

  • Snipers are easy to eliminate at close and medium range, but will often stay far away from the front lines to prevent being ambushed. As such, the main challenge in killing a Sniper lies in being able to sneak in close enough without being spotted or killed. Memorize the most frequent spots that Snipers try to snipe from, and try to take back routes to reach those positions. As Snipers are often unaware of their immediate surroundings, simply getting close enough can guarantee a kill.
  • The Flare Gun is the best weapon to engage Snipers at long range. Hitting a Sniper with a flare will eliminate that player's ability to aim with the scope, and will normally force him or her to retreat to look for health or put the fire out with Jarate. However, be wary of relying too much on this tactic, as Snipers will generally try to specifically target Pyros that are shooting flares at them when they realize what is happening.
  • Hitting a Sniper with two flares in quick succession at long range will usually result in a kill due to flares guaranteeing a Critical hit on burning targets. Cooperative Pyros can use this to their advantage to take out a Sniper if both are using the Flare Gun, while lone Pyros can try to hit the Sniper twice in a row.
  • Remember that Jarate jars can be deflected away from teammates. Try to redirect jars at groups of enemies to make them easier to kill.
  • Huntsman Snipers can be hard to kill at close range since they use hitscan hitboxes and can headshot enemies at point-blank very easily. It is possible to try to deflect the arrow back at the Sniper, but doing so requires good reflexes. Try to time compression blasts with the Sniper's animation upon releasing the arrow rather than with the arrow itself.
  • A Sniper with the Bushwacka is considerably more vulnerable to fire, but can also kill Pyros with a single hit at close range if Jarate is used beforehand. If engaging a Sniper at close range under these circumstances, focus on using compression blast to prevent the Sniper from getting a Cuerpo a cuerpo hit in, and use the Flamethrower to quickly dispatch that player.

Leaderboard class spy.png Spy

  • Spies cannot effectively fight back against Pyros due to their inability to deal enough damage in head-on fights. As such, Spies will often go out of their way to avoid Pyros.
  • When fighting Spies, the first priority should always be to set them on fire. This eliminates their ability to Cloak and escape, and renders their disguises useless for the duration of the fire.
  • Retreating Spies firing their Revolver can do more damage at medium ranges than the Shotgun. Try to throw off their aim by moving unpredictably and forcing them to waste bullets.
  • When dueling with a Spy in close combat, beware of the possibility of being sidestabbed or even facestabbed. If needed, create some distance via compression blast to prevent this from happening while hitting the Spy with the Flamethrower.
  • Some Spies will try to lure Pyros onto stairs to execute a stairstab. Prevent this by igniting then juggling the Spy with compression blast once that player begins a stairstab attempt, then follow up with an Axtinguisher swing.
  • It's normally a good idea to continue spraying down an area with flames upon seeing a Spy die, as the Dead Ringer will extinguish Spies upon feigning death. Some Spies will try to trigger their Dead Ringer when knocked into the air for a Puff and Sting maneuver, so don't be fooled if the Spy suddenly dies from afterburn while in mid-air.
  • If using the Flare Gun, be sure not to get too focused on firing flares and turn around occasionally to check for flanking attempts. Spies will sometimes try to backstab Pyros sniping with the Flare Gun in order to reduce the possibility of being discovered.
  • Remember that compression blast can be used to throw off a Spy's aim even when he or she is attempting to backstab a teammate. If suspicious teammates are seen approaching another teammate's backside, try to airblast them to see if they are juggled.
  • Beware of Spies carrying the Ambassador, as they can deliver Critical hits via headshots. If chasing a Spy with the Ambassador, try to strafe as much as possible to prevent enemy players from getting a headshot in.

Spy checking

  • Spy checking is one of the principal jobs of the Pyro. Any Disguised or Cloaked Spy will be lit on fire by the Pyro's Flamethrower and thus become obvious to teammates. The Pyro should therefore regularly puff a small burst of fire on any team member that has not indicated their true allegiance.
  • It is generally a good idea to spray into corners and niches to uncover Spies using the Cloak and Dagger. Most will often try to hide in a corner or in less-traveled areas to recharge their Cloak, so be sure to check unsuspecting areas frequently.
    • Be aware that some Cloak and Dagger Spies will hide out in the open to prevent from being exposed by Pyros checking in corners and niches. To counter this, be sure to check open areas as well.
    • Simply patrolling an area and randomly puffing can often be enough to spook a Cloak and Dagger Spy into moving to avoid being lit on fire. If there is reason to believe that a Spy is in the area, then try maneuvering around to force enemy Spies into using up their Cloak to avoid detection.
  • When dealing with Dead Ringer Spies, use compression blast to prevent them from escaping once they have been ignited. The Spy cannot be damaged effectively while the Dead Ringer is active, so the goal is to deny that player the ability to escape, and hold him or her in place until their Cloak runs out. Be sure to prevent the Spy from getting any ammo to recharge his or her Cloak, otherwise that player may quickly decloak to have another feign death ready.
  • Since the Flamethrower does not need to reload, standing near a Dispenser will always continuously refill ammo, allowing Pyros to fire a continuous jet of flame. This can be used to guard Sentry Gun nests from Spies.
  • Players dedicated to Spy checking should consider carrying the Homewrecker, as it allows Pyros to destroy Sappers in a single hit, saving friendly buildings from destruction.
  • Have a good ear. Listening and recognizing various sounds that are associated with Spies can save someone's life or Sentry in seconds. Be sure to recognize the sound of de-cloaking, sapping, backstabbing a Razorback, and screaming from a teammate that was backstabbed.

Cooperative Class Strategies

The Pyro, being a highly flexible class, is capable of supporting teammates as well as performing cooperative maneuvers with many other classes.

Leaderboard class scout.png Scout

  • As both the Scout and Pyro are excellent ambush classes, the two can work together to get the drop on enemy groups. The Pyro can jump in and ignite as many enemies as possible to create chaos and confusion, while the Scout maneuvers in to quickly pick off high-priority targets.
    • This can be further applied by the Pyro playing as a decoy. Attack enemies from range using weapons like the Flare Gun can draw their attention, allowing the Scout to sneak up and attack from behind at close range.
  • Remember that Scouts are highly vulnerable to explosive weapons due to their low HP. Try to use compression blast to deflect away such projectiles whenever possible to help Scouts to stay alive longer.
    • Compression blast can also be used against enemy players to juggle them and throw off their aim. This can help Scouts to land their shots more easily, as well as help them to dodge enemy fire.
  • Pyro-Scout teams can also take down Sentry Guns. A Scout with Bonk! Atomic Punch equipped can use it to draw the fire of the Sentry Gun, allowing the Pyro to quickly close in and deal with the Engineer and the Sentry Gun. This is especially useful for negating the Flamethrower's short range.
  • A Sandman-equipped Scout can buy time for a Pyro to close in and deal significant damage. As a stunned enemy cannot counterattack and is slowed, this gives Pyros an opportunity to quickly close in and possibly take the foe down with the Axtinguisher.
  • Pyros can especially benefit from any Mad Milk thrown by a Scout, due to afterburn dealing additional damage if the enemy has retreated, which can increase the Pyro's survivability on the battlefield.
  • A Scout equipped with the Boston Basher teamed up with a Pyro can cause significant damage-over-time effects against multiple enemies. By inflicting both bleeding and fire on the enemy, it is possible to deal a surprising amount of damage to enemies at close range, as well as finish them off if they retreat.
  • Igniting enemies can pave the way for a Scout using the Sun-on-a-Stick to ambush and deal Critical hits. At close range the confusion of fire and Crits can be enough to overwhelm enemies. The Flare Gun can also be used to ignite targets from a distance for Scouts to ambush.
  • Scouts can also use the Fan O'War to tag enemies and help in dealing increased afterburn damage.

Leaderboard class soldier.png Soldier

  • The Soldier has considerably more range than the Pyro, but is often unable to fight at close range without inflicting self-damage from rockets and is further limited by a small magazine size. As such, Soldiers can often support Pyros from a distance with rockets while the Pyro fights the enemy at close range.
    • Soldiers and Pyros can also form long-range combat pairs by engaging the enemy with the Rocket Launcher and Flare Gun, respectively. This combo can both juggle and ignite enemy groups from a distance, making combat easier for teammates closer to the fight.
  • Try to take advantage of a Soldier's Buff Banner whenever possible. If several enemies have been ignited, try to stay inside of the Buff Banner's buff range to inflict increased afterburn damage. Use the Flare Gun from inside of the buff range if the Soldier is too far from combat to use the Flamethrower.
    • Similarly, staying inside of an active Concheror's range after igniting several enemies can provide a useful health boost.
  • In the same vein as above, using compression blast to protect a Soldier with an active backpack buff can help keep the buff active for its duration. As a Soldier with an active banner is often a high-priority target for enemies, deflecting away explosives can make a significant difference.
  • Compression blast can also be used to corner enemies and make them easier targets for the Soldier's rockets. This can be especially true if the Soldier is using the Direct Hit.
    • The same can be done to help a Soldier who is wielding the Half-Zatoichi, as juggled enemies are often easier to hit with Cuerpo a cuerpo attacks.
  • If the Pyro airblasts or juggles an enemy, a friendly Soldier using the Reserve Shooter can use its Mini-Crit ability to do damage to an enemy
    • Alternatively, The Soldier could use the Direct Hit to even further juggle the enemy while still doing damage.
      • This, combined with the Pyro's Axetinguisher and the puff and sting tactic, can deal lethal damage.

Leaderboard class pyro.png Pyro

  • Two Pyros ambushing a group simultaneously are often enough to cause enough chaos to break up a push.
    • In particular, the Backburner can be utilized effectively as two attacking Pyros will have multiple opportunities to land Critical hits from behind while the enemy attempts to direct fire at either Pyro.
    • If one or both Pyros are carrying the Axtinguisher, one Pyro can attack and set the group on fire while the other follows up quickly with Critical Cuerpo a cuerpo hits.
  • Two Pyros carrying the Flare Gun can hold down narrow corridors for extended periods of time. By igniting enemies and landing Critical flares at long range, groups without Medics or Pyros with the ability to use compression blast can be kept at bay very effectively.
  • In Medieval Mode, Pyros can team up with the Sharpened Volcano Fragment and Axtinguisher. The Sharpened Volcano Fragment can be used to ignite a target, while the Axtinguisher follows up.

Leaderboard class demoman.png Demoman

  • Demomen are the opposite of Pyros: they are able to deal large amounts of damage at range, but have little ability to defend themselves at close range. Working together, a Pyro and Demoman can play to their respective strengths and cover the other's weaknesses.
  • Because Demomen have no hitscan weapons, they cannot destroy sticky bombs placed by other Demomen unless they use a Cuerpo a cuerpo weapon or are carrying the Scottish Resistance. Help them by either using compression blast to clear away enemy stickies, or using the Shotgun to deal with them.
    • If an enemy Demoman is trying to use the Scottish Resistance to destroy friendly sticky traps, compression blast can be used to push them away. Remember that it will only affect enemy sticky bombs, leaving the friendly ones untouched.
  • Compression blast can help Demomen using the Eyelander to collect heads by pinning enemies against walls and leaving them for follow-up.
    • In the same sense, remember that Demomen using the Chargin' Targe are particularly vulnerable to a Puff and Sting maneuver by enemy Pyros. Try to assist by using compression blast to extinguish any flames inflicted on the Demoman before the enemy Pyro has the chance to land an Axtinguisher hit.

Leaderboard class heavy.png Heavy

  • While both the Heavy and Pyro both excel in dealing close-range damage, the classes have respective strengths that can be amplified and weaknesses eliminated by working together. Heavies can engage targets that Pyros cannot at longer ranges, while Pyros can help to deal with enemies that try to gang up on the Heavy.
    • In general, the Minigun's greater range allows Heavies to offer protection for Pyros against enemies outside of the Flamethrower's range. At the same time, Pyros can discourage enemies trying to sneak up on or swarm the Heavy. As the Heavy is a very slow target while spun up, Pyros can help to shepherd Heavies, allowing them to focus on targets farther away.
  • Because the Heavy often attracts significant firepower from the enemy team, Pyros should always be ready to use compression blast to deflect away any projectiles directed at the Heavy. While the Heavy can often survive such attacks, preventing any damage to the Heavy can help towards keeping the pair alive for longer. This is especially true of Heavies equipped with the Brass Beast.
    • In general, keeping a Heavy from taking damage too often will force that player to rely on lunchbox items less in order to regain health. In turn, generous Heavies may share their lunchbox items with Pyros who keep them safe.
  • A Heavy using the Fists of Steel, like a Demoman with the Chargin' Targe, is particularly vulnerable to Axtinguisher attacks from enemy Pyros. Always be ready to use compression blast to put out burning Heavies.

Leaderboard class engineer.png Engineer

  • Pyros are often considered among an Engineer's best partners. Due to their ability to Spy-check easily as well as destroy Sappers placed by enemy Spies by using the Homewrecker, seeing Pyros paired with Engineers is not uncommon.
  • Whenever possible, always take advantage of a Dispenser placed by an Engineer to replenish health and ammo. This increases survivability, and keeps both the Pyro and the Engineer in action for longer.
    • When Spy checking, take advantage of Dispensers by firing continuous bursts of flame around building areas. This will discourage Spies from approaching and attempting to sap the Engineer's buildings.
  • Always carry the Homewrecker when paired with Engineers. While Pyros cannot repair buildings, they can destroy Electro Sappers in a single hit, preventing Spies from damaging them further.
  • Compression blast is invaluable for dealing with enemy Demomen trying to blow up the Engineer's buildings, as well as ÜberCharge pushes attempting to destroy friendly Sentry Guns. Furthermore, it can be used to juggle enemies, vastly increasing the knockback power of Nivel 3 Sentry Guns.
    • When used in an ambush, compression blast can also be used to push enemies around corners into friendly Sentry Guns.
  • Pyros can also shepherd Engineers who are hauling their buildings closer to enemy lines. Because Engineers cannot attack and moves slower while hauling, they are particularly vulnerable to Spy attacks.
    • An Engineer with the Wrangler who is hauling a Sentry Gun also benefits significantly from having a Pyro bodyguard. The Pyro can deal with any enemies trying to attack the Engineer during the hauling period, and can deflect away explosives while the Sentry Gun is setting up.

Leaderboard class medic.png Medic

  • While many classes are excellent partners for the Medic, the Pyro excels more than most others due to greater flexibility.
  • In general, Pyros are capable of supporting Medics better than most other classes. Besides Spy checking and chasing away any Spies trying to backstab the Medic, compression blast can be used to deflect explosives, extinguish burning players, as well as push away attackers, making the Medic's job considerably easier.
  • Compression blast can also be used to juggle and pin enemy players, making them easier targets for a Medic with the Ubersaw. This can be used to help a Medic safely build ÜberCharge off of certain targets like Scouts and Spies.
  • The Pyro is an excellent Medic buddy for making pushes against concentrated groups of Sentry Guns.
  • A Medic equipped with the Crusader's Crossbow can help to attack any targets outside of the Pyro's range.

Leaderboard class sniper.png Sniper

  • Due to usually staying in the rear lines of combat, Snipers are usually poor partners for Pyros. However, even fighting at a distance, Snipers can support Pyros on the front lines.
    • Snipers can pick off enemies that attack Pyros from outside of the Flamethrower's range. Additionally, they can assist against classes that the Pyro has trouble with.
    • Conversely, Pyros can use compression blast in order to juggle enemies and make them easier targets for the Sniper.
  • Escorting Snipers to various sniping spots close to the front lines is a task that the Pyro excels at. Pyros can watch the Sniper's back, as well as deal with enemies that manage to get close.
  • Whenever possible, try to combine the effects of Jarate and afterburn on the same target. If the enemy escapes, it is still capable of causing upwards of 80 damage on an opponent, which can often be enough to kill.
    • If fighting at a distance, a combination of the Sydney Sleeper and the Flare Gun can inflict considerable damage against enemy groups.
  • If a Sniper is using the Huntsman, be sure to ignite the arrows using the Flamethrower. While the Pyro will not get assist credits, flaming arrows can inflict afterburn damage on enemies at a distance more easily than the Flare Gun.
  • Remember that Snipers carrying the Bushwacka are particularly vulnerable to fire damage, and burning Snipers cannot aim with scoped weapons properly. Always put out burning Snipers using compression blast.

Leaderboard class spy.png Spy

  • Due to using disguises and sneaking among the enemy, Spies do not often have the chance to perform cooperative maneuvers with Pyros. However, such situations do present themselves on occasion.
    • While Pyros are among the best classes for destroying buildings, they often have trouble getting close enough to damage Sentry Guns. Spies can place Sappers on Sentry Guns to disable them, giving the Pyro a very quick window of opportunity to get in and destroy the Sentry Gun.
    • Pyros can also act as decoys against enemy individuals or groups. By getting the attention of enemies and then retreating, cloaked Spies can often get the opportunity to sneak behind and backstab distracted enemies.
  • A retreating Spy who has been ignited by an enemy Pyro should always be put out using compression blast. Spies cannot Cloak while ignited, so putting out burning Spies enables them to hide again.
  • A Spy using the Cloak and Dagger can act as a sentry and watch enemy movements safely. This can open up opportunities for Pyros to perform devastating ambushes against enemy groups, or warn Pyros of incoming danger.

See also

External links