Basic Pyro strategy

From Team Fortress Wiki
Revision as of 13:09, 20 December 2011 by PlagueOfCats (talk | contribs) (Providing a much greater level of detail on how to use the Phlogistinator effectively- in particular, elaborating more on the use of the "Mmmph" meter.)
Jump to: navigation, search
Mmmphya harrgh mrgha hrghgph!
The Pyro

The Pyro is a moderately tough class that specializes in close range combat and excels at ambushing enemies with his various flamethrowers. The afterburn he inflicts will steadily damage fleeing foes, making him decent at hit-and-run tactics. His compression blast is extremely disruptive and can be used to reflect projectiles, extinguish burning team mates, or forcibly shove enemies around. His flames nullify Cloak and disguises, making him a hard counter to the Spy. While easy to learn, mastering how to properly use his various weapons takes time. A good Pyro will often switch between weapons to maximize damage. At longer ranges, the Pyro is vulnerable to hitscan weaponry, such as the Minigun or Sniper Rifle.

Primary weapons

All of your primary weapons burn through ammunition quickly, so frequently pick up dropped weapons, collect ammo boxes, and visit friendly Dispensers to stay replenished.

Flamethrower / Festive Flamethrower

Flamethrower Festive Flamethrower

To easily get into range to use your Flamethrower, take alternate paths to ambush your opponents. Circle-strafe around your foes to reduce the amount of damage you take. Do not rely on afterburn to finish off enemies, as there are many ways to extinguish it. If opponents flee, switch to your secondary weapon to give chase. Spy-check suspicious teammates by firing short bursts of flame.

Backburner

Backburner

Position yourself for ambushes often to make use of the Backburner's substantially increased damage. Overall, you sacrifice defense for offense; the increased compression blast cost will make it more difficult to disrupt ÜberCharges as well as defend yourself at long range.

Degreaser

Degreaser

The Degreaser's faster weapon switch time is highly versatile. It pairs particularly well with your compression blast; after igniting and airblasting an enemy, quickly switch to another weapon, such as the Shotgun or Axtinguisher, to deal severe burst damage. However, the reduced afterburn damage will not reliably finish off enemies and makes hit-and-run tactics less effective.

Phlogistinator

Phlogistinator

Dealing any sort of fire damage when using the Phlogistinator will cause your "Mmmph" meter to fill. Instead of the compression blast, using secondary fire when the "Mmmph" meter is full will cause you to perform a taunt that refills your health and grants guaranteed critical hits for a short time. While the moderate amount of time it takes to perform the taunt would normally mean it's best to activate your "Mmmph" before a fight rather than during one, an unmentioned aspect of the weapon is that, upon taunting to activate your "Mmmph" meter, you take *extremely* reduced amounts of damage, near dead ringer levels. In essence, it is temporary invincibility on demand; whenever possible, try to use it not only for offensive purposes, but also to save your own life when taking heavy damage. This allows you to survive a point blank barrage of minigun spray while barely missing more than 20 health once the taunt is completed. Bear in mind that since you instantly gain full health the moment the taunt is activated, you'd still have around 150 health with which to dispatch of your enemies after activating it.


Best of all, since the weapon is new and people haven't become accustomed to fighting Phlogistinator wielding pyros- or using one themselves- your enemies will, out of frustration, often approach as close as they can possibly get to you to try and kill you while you're taunting, completely unaware that they're dealing only a tiny, miniscule fraction of the damage they'd normally be doing. By the time the taunt is complete, they're nearly always more than close enough for you to kill them in less than 0.3 seconds with your guaranteed critical hits. However, because it lacks the compression blast ability entirely, your defensive abilities are lowered when not relying on the previously mentioned temporary invincibility and you should focus more on ambushing enemies. Never forget that your greatest advantage when using this weapon is your "Mmmph" meter, and always try to build it up as quickly as you can, but without doing anything so reckless that you'd die before it's filled. A dead pyro is of no use to your team.

Compression blast

The compression blast is a powerful source of utility that can be used both offensively and defensively. Offensively, use it to force ignited enemies into map hazards, out of cover, or into corners, where you can then easily finish them off with powerful weapons like the Axtinguisher. Defensively, use it to reflect projectiles, shove dangerous enemies away, and extinguish teammates who are on fire. The compression blast can even move invulnerable players, such as those under the effects of the standard ÜberCharge.

Secondary weapons

Shotgun

Shotgun

The Shotgun is your most reliable ranged weapon. Use it to engage enemies at medium range, especially when they retreat out of the short range of your Flamethrower. The Shotgun is powerful and is your weapon of choice against other Pyros, who cannot be ignited.

Flare Gun

Flare Gun

The Flare Gun fires slow, arcing projectiles that can deal reliable damage to enemies outside the range of even your Shotgun. The Flare Gun deals critical hits to burning enemies, allowing you to finish off retreating foes from a distance. If you cannot safely approach an area, you simply can duck in and out of cover while using the Flare Gun to harass at long range; if you consistently land your shots, you'll be able to deal deceptively large amounts of damage, particularly against immobile targets like a Heavy.

Detonator

Detonator

Much like the Flare Gun, the Detonator is useful for harassing enemies that are far away or behind cover. The ability to manually detonate your flares gives you a bit of leeway when aiming and allows you to ignite multiple enemies at once. However, the Detonator only deals mini-crits to burning enemies, making it less effective as a finishing weapon. You can use the explosion to flare jump upwards to unusual locations at the cost of a small portion of health.

Reserve Shooter

Reserve Shooter

The Reserve Shooter reduces weapon switch time and synergizes very well with your compression blast; use the airblast to force an enemy into the air, then switch to the Reserve Shooter to deal devastating Mini-Crits. Its reduced magazine size makes it less reliable as a standard sidearm, especially when dealing with enemies at medium range or beyond.

Manmelter

Manmelter

The Manmelter functions similarly to the Flare Gun but does not deal guaranteed critical hits to burning players. Its infinite ammunition pool makes it better at harassing enemies at long range. Alternate fire can be used to extinguish teammates, particuarly useful if you do not wish to use the compression blast to do so. Each successful extinguishing will cause the Manmelter to store one guaranteed critical hit, allowing it to be used as a strong finishing weapon.

Melee weapons

Fire Axe / Saxxy / Conscientious Objector

Fire Axe Saxxy Conscientious Objector

Because you are already fighting at close range with your Flamethrower, you will rarely use the Fire Axe. Use a different melee weapon to give yourself some utility.

Axtinguisher / Postal Pummeler

Axtinguisher Postal Pummeler

The Axtinguisher deals guaranteed critical hits to burning enemies and is arguably your most powerful weapon. After igniting an enemy, combine it with the compression blast to easily reposition and kill him from full health. It pairs particularly well with the Degreaser and its faster weapon switch time.

Homewrecker / Maul

Homewrecker Maul

Use your Flamethrower and Homewrecker to defend friendly Engineer buildings from enemy Spies and their Electro Sappers. Offensively, it will destroy any unshielded building in no more than two hits. Because of its limited melee range, initially approach a Sentry Gun with your Flamethrower before switching weapons.

Powerjack

Powerjack

When fighting alone, use the health granted by the Powerjack to stay healthy. You need not worry excessively about the melee vulnerability; as the Pyro, you hold a clear advantage when it comes to close range combat. Compared to similar melee combat methods using the Axtinguisher, you sacrifice a hefty amount of burst damage in exchange for survivability.

Back Scratcher

Back Scratcher

The Back Scratcher is best used when your team lacks a Medic or when you're fighting behind enemy lines; while the reduced healing rate makes you a poor Medic buddy, the increased health gain from pickups will allow you survive better when alone.

Sharpened Volcano Fragment

Sharpened Volcano Fragment

At melee range, your primary weapons already deal significant damage and set enemies on fire. Thus, you are best off using the Sharpened Volcano Fragment only in Medieval mode, where it is the only weapon that can reliably ignite enemies.

Third Degree

Third Degree

The Third Degree has no downsides and is a straight upgrade from the Fire Axe. It can deal damage not only to struck enemies, but also to any player healing or being healed by the victim via Medic beams. When targeting a Medic's buddy, you can use this weapon to damage both of them at once, particularly useful if the Medic is low on health or difficult to reach. The Third Degree still only deals damage identical to that of the standard Fire Axe; if the connected targets are within close proximity, it may be more efficient to attack all of them at once with your Flamethrower.

Item set effects

The Gas Jockey's Gear

Degreaser Powerjack Attendant

The increased move speed granted by the item set allows you to outrun any class but the Scout, allowing you to position yourself for an ambush or retreat more easily. The slight increase in bullet vulnerability negligible does not signficantly decrease your survival time against classes that utilize hitscan weaponry, such as the Heavy.

See also