Pyro weapons (competitive)
The community competitive scene changes frequently. Some or all info may be outdated.
The Pyro's weaponry is best suited for medium to close range encounters, focusing heavily on a fire-based arsenal to get the job done. However, this leaves the Pyro with a lack of reliable long-range weapons, encouraging him to ambush enemies at close range.
Primary Weapons
All of the Pyro's primary weapons have damage ramp-up. The flames of the flamethrowers become unpredictable at maximum range. Fire damage dealt causes afterburn. Fire particles will penetrate players and buildings. If the weapon can airblast, airblasts will deflect projectiles, converting them into mini-crit projectiles. Airblasts will knock back players and planted stickybombs. Airblasts will extinguish friendly burning allies. Flame throwers will not deal fire damage underwater.
Flamethrower
The Flamethrower deals standard damage, and deals significant afterburn.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Flamethrower |
|
|
|
|
Backburner
The Backburner deals increased damage from direct fire, but the same amount of afterburn as the stock Flame Thrower. It also deals critical hits in a 90º radius behind players. Its airblasts cost 50 ammo, as opposed to the standard 20, requiring precision use of airblasts.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Backburner |
|
|
|
|
Degreaser
The Degreaser deals the same fire damage as the stock Flame Thrower, but deals reduced afterburn. It allows for 65% faster weapon switching.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Degreaser |
|
|
|
|
Phlogistinator
- Note: The Phlogistinator is banned in almost all leagues.
The Phlogistinator deals the same damage as the stock Flame Thrower, but gains Mmmph! while dealing fire damage. When the meter fills, it can be activated with a taunt to grant critical hits for 13 seconds. However, the Phlogistinator cannot airblast.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Phlogistinator |
|
|
|
|
Primary Weapon Usage
The stock Flame Thrower and the Degreaser both provide 10 airblasts, the most of any Flame Thrower. Airblasts tend to be quite useful with large quantites of projectiles. The Backburner can be good for a Pyro who is confident in their ambushes, or in case of a large quantity of enemies. The Phlogistinator provides strong hit-and-run tactics, but a lack of airblasts greatly counterbalances the guaranteed critical hits. The Degreaser's decreased switch time allows it to pair well with the Flare Gun or the Axtinguisher, making it a popular choice.
Secondary Weapons
The Pyro's secondary weapons tend to be for finishing off enemies, rather than taking up the brunt of their health. All Pyro secondaries perform the Hadoken taunt.
Shotgun
The Shotgun deals well with other Pyros, as they are not effected by afterburn. It deals large quantities of damage at close range, and moderate damage at medium range.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Shotgun |
|
|
|
|
Flare Gun
The Flare Gun has the ability to set enemies on fire from afar. It deals impact damage, and if the enemy is already on fire, it deals critical impact damage. It causes afterburn identical to the Flame Thrower.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Flare Gun |
|
|
|
|
Detonator
The Detonator is very similar to the Flare Gun. Its flares can be detonated with alt-fire, setting enemies on fire within a small radius. It deals increased damage, allowing Pyros to jump with it in the same manner as a Soldier's rockets, if less effectively. If it strikes a burning target without being detonated, it deals mini-crit damage. After hitting a target in any manner, it will cause afterburn equivalent to the stock Flame Thrower.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Detonator |
|
|
|
|
Reserve Shooter
- Note: The Reserve Shooter is banned in almost all leagues.
The Reserve Shooter allows the Pyro to deal increased damage to airborne targets. With decreased switching time, the Pyro can make it active and fire off a shell, dealing mini-crits to any airborne target. It has a reduced clip, but otherwise deals identical damage to the Shotgun.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Reserve Shooter |
|
|
|
|
Manmelter
- Note: The Manmelter is banned in many leagues.
The Manmelter deals identical damage to the Flare Gun, with the added benefit of alt-fire extinguishing nearby players to store guaranteed crits.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Manmelter |
|
|
|
|
Secondary Weapon Usage
The Shotgun deals consistant close range damage, whereas the Flare Gun and Detonator can be great for sniping a particular class with continued crits or Mini-Crits. The Detonator offers more flexibility, allowing the Pyro to navigate the map more intricately. The Manmelter provides stored critical hits, but only has use versus another Pyro. The stock Shotgun tends to be chosen, since it helps conserve primary ammunition while having a significant clip itself.
Melee Weapons
The Pyro has a variety of Melee weapons, which deal damage in specialized ways.
Fire Axe
The stock Fire Axe deals consistant damage, and can be used if the Pyro is out of or low on ammunition.
The Third Degree has the same stats as the stock Fire Axe, but deals damage through players connected by MediGun beams.
- Note: The Third Degree is banned in most leagues.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Fire Axe |
|
|
|
|
Axtinguisher
The Axtinguisher deals critical hits to players who are on fire. It pairs well with the Degreaser, but is useless against another Pyro.
The Postal Pummeler has the same stats as the Axtinguisher.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Axtinguisher |
|
|
|
|
Homewrecker
The Homewrecker deals with buildings as opposed to players. It deals increased damage versus enemy buildings, and removes Sappers from friendly buildings. It deals reduced damage versus players.
The Maul has the same stats as the Homewrecker.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Homewrecker |
|
|
|
|
Powerjack
The Powerjack grants the Pyro 75 health on kill, with the ability to gain overheal (with standard decay) from it. The Pyro cannot be overhealed beyond 150% base health. It makes the Pyro take 20% increased melee damage while active.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Powerjack |
|
|
|
|
Back Scratcher
The Backscratcher offers Pyros more independence. It proviedes increased melee damage, bonus health from health packs, but a severe reduction of health gained from medics and Dispensers.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Back Scratcher |
|
|
|
|
Sharpened Volcano Fragment
The Sharpened Volcano Fragment deals reduced damage on hit, but causes afterburn on the target.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Sharpened Volcano Fragment |
|
|
|
|
Melee Weapon Usage
The Axtinguisher provides the quickest source of damage, whereas the Homewrecker is useful in the presence of Engineers, such as on Payload or Attack/Defend maps. The Powerjack is useful for the Pyro to quickly regain health on a kill, but leaves the player vulnerable to melee damage. The Backscratcher helps a Pyro to survive longer without a Medic, but makes him impossible to heal. The Volcano fragment deals afterburn, but provides few other benefits. The Third Degree can always be used in place of the Fire Axe, but still deals low damage. The Axtinguisher tends to be a favorite for Pyros, and the Powerjack can help them recover from near-death. The Backscratcher can also be useful if the Pyro is separated from the team.
See also
|