Pyro match-ups
“ | Mpphhh mphh mphhhh mphhh mhh!
Click to listen
— The Pyro on strategies
|
” |
Class | Strategy | ||
---|---|---|---|
Pyro |
vs | Scout |
You will have trouble against a Scout that can stay out of your Flamethrower’s short range. Try to engage him in an enclosed area to stop him from dodging your attacks as easily. Use your Shotgun or Flare Gun until he is close enough to ignite. If you can get into position, use your compression blast to shove him into a wall and render him immobile long enough for you to incinerate him. As long as you can get just one puff of flame onto him, he’ll have to retreat eventually to extinguish the afterburn. |
Pyro |
vs | Soldier |
When dealing with an enemy Soldier, you'll want to make use of your compression blast to reflect his rockets back and force him to take out his Shotgun. Once you close the distance, he’ll have to continue using the Shotgun or fire rockets at his feet, damaging himself. With prediction, you are actually able to reflect his rockets the moment they leave his Rocket Launcher. His slow speed makes him susceptible to an ambush. |
Pyro |
vs | Pyro |
If you and an enemy Pyro insist on fighting in close quarters, it's a simple matter of outmanuevering and outdamaging him with your own primary weapon, a task the Backburner may prove useful for. Although the two of you cannot be ignited and are immune to afterburn, you aren't protected from the lion's share of the Flamethrower's damage. If he charges at you with his Flamethrower, backpedal while firing yours – due to the innate time flames take to travel, he will take more damage. To deal consistent damage while remaining relatively safe, stay at medium range and use a secondary weapon that uses bullets, such as the Shotgun. The compression blast can be used to position the enemy Pyro so that you can either retreat or land an easy Shotgun blast. |
Pyro |
vs | Demoman |
The Demoman's ranged weapons can only fire projectiles, so you'll want to make good use of the airblast. Protect your team and yourself by reflecting the grenades and Stickybombs that the Demoman launches at you. Aim your compression blast carefully, as your own reflected projectiles are still harmful. While he is reloading, pepper him with your secondary weapon while steadily approaching. The Demoman’s weapons are difficult to aim and can inflict self-damage at close range; once you close the distance, you should easily be able to kill him. If the Demoman insists on using one of his shields to rush you down, quickly fire a puff of flame and then use your compression blast to break the charge. Even without the Axtinguisher, you should easily beat him in the ensuing close range fight. |
Pyro |
vs | Heavy |
It is usually suicide to directly face a Heavy, the other class that specializes in close range combat; his Minigun can shred you in less than a second. If he already sees you, your best option would be just to harass him with your secondary weapon at range. To take him out quickly enough, you’ll have to ambush him and perhaps use the Axtinguisher to deal your highest possible burst damage. If you are having trouble, airblast him away and retreat. At range, your Flare Gun can be relied upon to deliver a succession of Critical hits which even a Heavy cannot ignore. |
Pyro |
vs | Engineer |
A lone Engineer is an easy target. His Sentry Gun, however, is more resilient than even a Heavy. If the Sentry Gun has already been upgraded to level 3, you will find it difficult to circle-strafe it without taking heavy damage. Unless you can safely attack it with your Flamethrower or Shotgun from an angle, you’re best off retreating and coming back with teammates. If you're feeling ambitious, try reflecting the Sentry Gun rockets back at the Sentry Gun or its owner. Your Flamethrower can penetrate his buildings and attack him directly, making you a prime candidate to destroy Sentry positions when ÜberCharged. |
Pyro |
vs | Medic |
Although you can easily defeat a Medic in a one-on-one duel, he will usually be surrounded by his teammates. You probably won’t be able to pick him off, as his natural health regeneration makes afterburn less effective. Leave directly targeting him to your teammates and try for an Axtinguisher or Backburner ambush. When a Medic deploys his ÜberCharge, use your airblast to separate him from his patient and prematurely cut the ÜberCharge link. |
Pyro |
vs | Sniper |
The Sniper is perhaps your exact opposite. While you deal damage over a wide area at close range, the Sniper deals precise damage to single targets at long range. If possible, stay out of sight until you are within Flamethrower range. An ignited Sniper will have difficulty aiming his weapon, so harass him with your Flare Gun if he spots you. Move erratically to avoid being headshot and fire your primary to obscure his view of your head; once you close the distance, the Sniper is easy prey. Don’t rely on afterburn to kill a Sniper, as his Jarate can extinguish your flames. Defensively, you can use your compression blast to reflect Huntsman arrows and Jarate. |
Pyro |
vs | Spy |
You are the deadliest enemy a Spy can face. Although you are not immune to backstabs, your flames are a natural deterrent for any Spy. Fire nullifies both the Cloak and disguise of any Spy, so Spy-check all of your teammates with a quick puff of flame. His Revolver is surprisingly accurate and superior to your Shotgun at long range, so don't hesitate to retreat if you can't catch him quickly enough. You can further annoy enemy Spies by using the Homewrecker to remove their Electro Sappers from friendly buildings. |
See also
|