Pyro match-ups

From Team Fortress Wiki
Revision as of 03:15, 21 March 2011 by InShane (talk | contribs) (That's that for Pyro. And yes, your previous edit certainly did help condense the Medic section.)
Jump to: navigation, search
Class Strategy
Pyro.png
Pyro
vs Scout.png
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.png
Pyro
vs Soldier.png
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.png
Pyro
vs Pyro.png
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.png
Pyro
vs Demoman.png
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.png
Pyro
vs Heavy.png
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.png
Pyro
vs Engineer.png
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. If you're feeling ambitious, try reflecting the Sentry Gun rockets back at the Sentry Gun or its owner.
Pyro.png
Pyro
vs Medic.png
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. Unless you can ambush the Medic, leave directly targeting him to your teammates. When a Medic deploys his ÜberCharge, use your airblast to separate him from his patient and prematurely cut the ÜberCharge link.
Pyro.png
Pyro
vs Sniper.png
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; 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.png
Pyro
vs Spy.png
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. Don’t hesitate to switch to your secondary weapon to chase a fleeing Spy; his Revolver is surprisingly accurate and is capable of picking you off. You can further annoy enemy Spies by using the Homewrecker to remove their sappers from friendly buildings.

See also