Pyro match-ups
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 a Scout in an enclosed area to stop him from dodging your attacks as easily. Use your Shotgun or Flare Gun until he is close enough to ignite. If you can get into position, use your compression blast to shove him into a wall and render him immobile long enough for you to incinerate him. As long as you can get just one puff of flame onto him, he’ll have to retreat eventually to extinguish the afterburn. |
Pyro |
vs | Soldier |
When dealing with an enemy Soldier, you absolutely want to have a primary weapon that is able to airblast. If you lack the compression blast, the Soldier is free to launch rockets at you from medium to long ranges. Reflect his rockets back and force him to take out the Shotgun. Once you close the distance, he’ll have to continue using the Shotgun or fire rockets at his feet, damaging himself. With prediction, you are actually able to reflect his rockets the moment they leave his Rocket Launcher. His slow speed makes him susceptible to an ambush. |
Pyro |
vs | Pyro |
Because the two of you cannot be ignited and are immune to afterburn, many of your weapons are rendered almost useless. To deal maximum damage, use the Shotgun, even at close range. If he charges at you with his Flamethrower, backpedal while firing yours – due to the innate lag time of flames, he will take more damage. The compression blast can be used to position the enemy Pyro so that you can either retreat or land an easy Shotgun blast. |
Pyro |
vs | Demoman |
As when dealing with Soldiers, you really want to have a primary weapon that can airblast. Protect your team and yourself by reflecting the grenades and Stickybombs that the Demoman launches at you. Aim your compression blast carefully, as your own reflected projectiles are still harmful. While he is reloading, pepper him with your secondary weapon while steadily approaching. The Demoman’s weapons are difficult to aim and can inflict self-damage at close range; once you close the distance, you should easily be able to kill him. If the Demoman insists on using the Chargin’ Targe to rush you down, cancel his charge and keep his melee attacks at bay with your compression blast. |
Pyro |
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 Shotgun or Flare Gun at range. To take him out quickly enough, you’ll have to ambush him and use the Axtinguisher to deal your highest possible burst damage. If you are having trouble, airblast him away and retreat. |
Pyro |
vs | Engineer |
A lone Engineer is an easy target. His Sentry Gun, however, is another story. If the Sentry Gun has already been upgraded to level 3, you won’t be able to circle-strafe it. Unless you can safely attack it with your Flamethrower or Shotgun from an angle, you’re best off retreating and coming back with teammates. |
Pyro |
vs | Medic |
As with all classes, a Medic is a high-priority target in any game mode. One-on-one, his needles pack a punch, but travel in fairly predictable paths. Light him up and avoid his shots for maximum efficiency. His natural health regeneration and Blutsauger prevent afterburn from being fully effective, so secondary and melee attacks are appropriate. If he's not alone, focus fire on the Medic. The airblast is perfect for separating a Medic from his healing target and prematurely ending an ÜberCharge deployed on another player. Never underestimate a Medic that is aware of you, however, because not only is he nearly 10% faster than you are, his weapons are more effective than yours at anywhere past medium range, doubly so for the Crossbow. Your best bet for a Medic in medium range is to use your Shotgun or Flare Gun, but if you are up against a Medic that knows what he's doing at this range, it is advisable to avoid the fight completely, as he may end up killing you. To counter the speed advantage, consider using the Gas Jockey Set, as it will give you a 10% speed bonus, which is just slightly above a Medic's run speed. Be careful though, because of how bullet vulnerability is calculated, you will take 10% more damage from the Medic's Syringe Gun. |
Pyro |
vs | Sniper |
The Sniper, perhaps the opposite of the Pyro, can be killed with any weapon in close combat. Beware of his Jarate, though, which can extinguish your flames, reduce your defense, and give him a shot at redemption. Although Jarate can be a great way for the Sniper to inflict you with extra damage, with good timing, you can reflect it right back at him. Usually wait just a split second after you see a Jarate carrying Sniper coming toward you, and then use the compression blast. Also try doing this when the Sniper is retreating while readying his Jarate to extinguish himself. The flames will become Mini-Crits, effectively turning his boon into his bane. The Mini-Crits are extremely devastating to the Sniper due the their low health. At longer ranges, stay out of sight if at all possible. Flare Gun shots can be deadly as well as any Shotgun damage that lands, since his aim will jump. However, the Sniper can kill any Pyro too slow or too predictable to dodge a headshot. Huntsman arrows are both difficult to reflect, and devastating if used effectively. Sniper's will be even easier to kill if they is carrying the Bushwacka, as he will take more fire damage. The quickest and most devastating way to finish of an unaware Sniper, is not through taunting with a Shotgun/Flare Gun behind him, as he will hear you and possibly kill you, but with the Backburner from behind instead, as it will always Crit from behind. |
Pyro |
vs | Spy |
The best way to find a Spy is to check every teammate who passes by with a quick puff from a Flamethrower, or any suspicious looking hiding spot. Once detected simply light the Spy up and use your favorite weapon. Dead Ringer Spies can, however, extinguish the fire with their watch, allowing a quick escape. Spray the area around his dead body, just in case. The Dead Ringer Cloak shields a burning Spy from damage, and generally cannot be killed until their Cloak wears off, seconds later. The Axtinguisher is still effective, although not as much as it's only doing about 20 damage per hit when the Dead Ringer is active. However, this can still finish off a damaged Spy. Although Pyro's are generally regarded as the least likely class, besides the Scout, to be backstabbed, you are not immune to them. Make sure to check your back as though you were playing any other class. While Spies are usually a melee oriented class, be careful of their selected Revolver. Spies with good aim can easily take you out in 3-4 shots, and even less with a headshot with the Ambassador. Remember to annoy Spies as much as possible! If Spies see that a good Spy-checking Pyro is on the opposing team, they will think twice about showing up. The Homewrecker doubles this effect, as you will be able to completely ruin a sapping spree that a Spy has attempted on friendly buildings. |
See also
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