Pyro match-ups
Class | Strategy | ||
---|---|---|---|
Pyro |
vs | Scout |
The battle against a Scout depends entirely on your use of all three weapons when appropriate. If he gets too close, light him on fire with one of your flamethrowers. If he steps out of range, try to pull off a Flare Gun shot or pepper him with Shotgun fire. If he insists on staying close by, consider an Axtinguisher or Powerjack hit. Airblasting can help if you're trying to pull him into a corner for more focused fire. |
Pyro |
vs | Soldier |
Key in a Soldier matchup is managing his rockets. If you're running with an airblast-capable flamethrower, reflect his rockets as well as you can (remember, they deal Mini-Crit damage). If he switches to his Shotgun, counter with your own secondary weapon. Remember, you're faster than him (unless he's taken out the Equalizer), so don't be afraid to close the distance and use your flames and your melees. |
Pyro |
vs | Pyro |
The largest problem with fighting an enemy Pyro is the simple fact that all Pyros are immune to afterburn. The Flare Gun and the Axtinguisher are borderline useless against another Pyro, and the three flamethrowers aren't much better. If you have a Backburner and the opposing Pyro doesn't, you can try to out-damage him at point-blank range. Otherwise, Shotgun blasts are the most reliable method, and melee swings from the Fire Axe or Powerjack never hurt. |
Pyro |
vs | Demoman |
Dealing with a Demoman requires similar tactics used for the Soldier. If you can reflect projectiles, keep his Grenades and his stickies away from you at all costs, as a couple of direct hits will ruin you. Remember, the Demoman doesn't have a hitscan weapon, so your Shotgun and Flare Gun are fantastic for racking up damage. If he has equipped the Chargin' Targe, fire won't be as effective. Shotgun blasts or a puff-and-sting Axtinguisher swipe are useful in these situations. |
Pyro |
vs | Heavy |
Dealing with a Heavy means staying out of the sights of his Minigun and Natascha. Taking on a Heavy head-on without some kind of surprise or health advantage isn't recommended. He has the biggest back in the game, a prime target for the Backburner. He is also susceptible to airblasts, particularly if you can exploit his speed weakness to put distance between you. Concentrated fire or sneaky Shotgun / Flare Gun work can take down a Heavy. |
Pyro |
vs | Engineer |
The Engineer by himself is hardly a threat. With identical speed and a fifty-point health advantage, any manner of strategies will be sufficient. However, the Engineer with a Sentry will be a problem. Even with your high health, you can't stand a Sentry for long. Avoid it as much as possible and sneak up on the Engineer if you can. The Flare Gun can be useful if you find an out-of-range spot to hide in. |
Pyro |
vs | Medic |
Fighting a Medic one-on-one is far from impossible. While his needles pack a bit of a punch, they travel in fairly predictable paths. Avoid them as best you can and set him on fire. Bear in mind that his health regeneration will keep your afterburn from being particularly effective, so light him up with secondary and melee shots as appropriate. If he brings a friend with him, focus fire on the Medic. Your airblast can be useful in this situation to separate any help he may bring. |
Pyro |
vs | Sniper |
The Sniper, perhaps the opposite of the Pyro, isn't difficult in close-quarters combat. Light him on fire and Shotgun / Flare Gun / Axtinguisher / Powerjack him to death as you please. Beware of his Jarate, though, which can extinguish your flames and give him a shot at redemption. At longer ranges, try to stay out of sight. Flare Gun shots can be particularly useful here, as well as any Shotgun damage that lands, since his aim will jump. You can also attempt to reflect his arrows, should he be carrying the Huntsman. |
Pyro |
vs | Spy |
To find a Spy, there is no better way than to spray fire on every friendly who has not exhibited any convincing behavior recently (as well as in corners and other common Spy hangouts). Once a Spy is found, simply set him on fire and kill him however you please. Should he be carrying the Dead Ringer, beware: activating the Dead Ringer extinguishes the fire, meaning that he can escape. Spray the area around his body after death if possible to certify that he is, indeed, dead. |