Pyro weapons (competitive)
The community competitive scene changes frequently. Some or all info may be outdated.
The Pyro's weaponry is best suited for medium to close range encounters, focusing heavily on a fire-based arsenal to get the job done. However, this leaves the Pyro with a lack of reliable long-range weapons, encouraging him to ambush enemies at close range.
Primary Weapons
All of the Pyro's primary weapons have damage ramp-up. The flames of the flame throwers become unpredictable at maximum range. Fire damage dealt causes afterburn. Fire particles will penetrate players and buildings. If the weapon can airblast, airblasts will deflect projectiles, converting them into mini-crit projectiles. Airblasts will knock back players and planted stickybombs. Airblasts will extinguish friendly burning allies. Flame throwers will not deal fire damage underwater.
Flame Thrower
The Flame Thrower deals standard damage, and deals significant afterburn. The Rainblower has the same stats as the stock Flame Thrower, but is only visible in pyroland. The Rainblower provides the Armageddon taunt.
Weapon | Damage | Critical Damage | Function Times | Special |
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Flame Thrower |
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Below is a table displaying the availability of the Flame Thrower in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Flame Thrower |
Allowed |
Backburner
The Backburner deals the same amount of damage and afterburn as the stock Flame Thrower. It also deals critical hits in a 90º radius behind players. Its airblasts cost 50 ammo, as opposed to the standard 20, requiring precision use of airblasts.
Weapon | Damage | Critical Damage | Function Times | Special |
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Backburner |
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Below is a table displaying the availability of the Backburner in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Backburner |
Allowed |
Degreaser
Has a 60% faster switch speed when switching to the Degreaser, and 30% faster when switching away, damage caused by afterburn damage is reduced by 66% and the airblast cost is increased by 25%
Weapon | Damage | Critical Damage | Function Times | Special |
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Degreaser |
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Below is a table displaying the availability of the Degreaser in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Degreaser |
Allowed |
Phlogistinator
The Phlogistinator gains Mmmph! by dealing fire damage using any of the Pyro's weapons. When the meter fills, it can be activated with taunting or alt-fire (default right-click) to grant critical hits for 10 seconds, as well as granting invulverability to damage and knockback for the duration of the taunt. However, the Phlogistinator cannot airblast.
Weapon | Damage | Critical Damage | Function Times | Special | |
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Phlogistinator |
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Below is a table displaying the availability of the Phlogistinator in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Phlogistinator |
Allowed |
Dragon's Fury
The Dragon's Fury functions differently from other flamethrowers. Instead of a constant stream of fire, it shoots fast moving projectiles that ignite enemies. The pressure tank needs to fill before the next projectile can be shot, and every successful hit increases it's repressurization rate, thus leading to faster attack speed. Using Alt-Fire decreases the repressurization rate
Weapon | Damage | Critical Damage | Function Times | Special | |
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Dragon's Fury |
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Below is a table displaying the availability of the Dragon's Fury in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Dragon's Fury |
Allowed |
Primary Weapon Usage
The stock Flame Thrower and the Degreaser both provide 10 airblasts, the most of any Flame Thrower. Airblasts tend to be quite useful with large quantites of projectiles. The Backburner can be good for a Pyro who is confident in their ambushes, or in case of a large quantity of enemies. The Phlogistinator provides strong hit-and-run tactics, but a lack of airblasts greatly counterbalances the guaranteed critical hits. The Degreaser's decreased switch time allows it to pair well with the Flare Gun or the Axtinguisher, making it a popular choice.
Secondary Weapons
The Pyro's secondary weapons tend to be for finishing off enemies, rather than taking up the brunt of their health. All Pyro secondaries perform a taunt kill.
Shotgun
The Shotgun deals well with other Pyros, as they are not effected by afterburn. It deals large quantities of damage at close range, and moderate damage at medium range.
Weapon | Damage | Critical Damage | Function Times | Special |
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Shotgun |
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Below is a table displaying the availability of the Shotgun in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Shotgun |
Allowed |
Flare Gun
The Flare Gun has the ability to set enemies on fire from afar. It deals impact damage, and if the enemy is already on fire, it deals critical impact damage. It causes afterburn identical to the Flame Thrower.
Weapon | Damage | Critical Damage | Function Times | Special |
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Flare Gun |
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Below is a table displaying the availability of the Flare Gun in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Flare Gun |
Allowed |
Detonator
The Detonator is very similar to the Flare Gun. Its flares can be detonated with alt-fire, setting enemies on fire within a small radius. It deals increased damage, allowing Pyros to jump with it in the same manner as a Soldier's rocket jumps, if less effective. If it strikes a burning target without being detonated, it deals mini-crit damage. After hitting a target in any manner, it will cause afterburn equivalent to the stock Flame Thrower.
Weapon | Damage | Critical Damage | Function Times | Special |
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Detonator |
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Below is a table displaying the availability of the Detonator in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Detonator |
Banned |
Reserve Shooter
The Reserve Shooter allows the Pyro to deal increased damage to airborne targets. With decreased switching time, the Pyro can make it active and fire off a shell, dealing mini-crits to any airborne target. It has a reduced clip, but otherwise deals identical damage to the Shotgun.
Weapon | Damage | Critical Damage | Function Times | Special |
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Reserve Shooter |
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Below is a table displaying the availability of the Reserve Shooter in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Reserve Shooter |
Banned |
Manmelter
The Manmelter deals identical damage to the Flare Gun, with the added benefit of alt-fire extinguishing nearby players to store guaranteed crits. The Manmelter can not crit opponents that are on fire.
Weapon | Damage | Critical Damage | Function Times | Special |
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Manmelter |
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Below is a table displaying the availability of the Manmelter in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Manmelter |
Allowed |
Scorch Shot
The Scorch Shot deals less damage than the Flare Gun, but deals strong knockback. Provides the deadly Execution taunt. It also mini-crits burning players.
Weapon | Damage | Critical Damage | Function Times | Special |
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Scorch Shot |
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Below is a table displaying the availability of the Scorch Shot in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Scorch Shot |
Banned |
Gas Passer
The Gas Passer has a "Gas" meter that charges with damage done and/or time. It takes 60 seconds and/or 750 damage to fill completely, at which point it can be equipped and thrown. When thrown, the Gas Passer leaves a cloud of team-colored gas on the ground. Any enemy that comes in contact with the gas will be covered in gasoline for 10 seconds, during that time they will suffer from Afterburn upon taking any form of damage. The Afterburn effect lasts 10 seconds, unless they are constantly being healed by a Medic or Dispenser, in which case it lasts 5 seconds.
Weapon | Damage | Critical Damage | Function Times | Special |
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Gas Passer |
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Below is a table displaying the availability of the Gas Passer in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Gas Passer |
Banned |
Thermal Thruster
The Thermal Thruster functions as a jetpack, providing the Pyro with a lot of added mobility. It stores 2 charges, and each charge is regained within 15 seconds. Upon firing, the Pyro performs a short initial liftoff, and shortly after that, fires him towards the direction that the player is aiming with a quick blast. The second blast of the jump extinguishes nearby teammates, and knocks away enemies. Landing on an enemy deals 3x the standard falling damage, similiarly to the Mantreads.
Weapon | Damage | Critical Damage | Function Times | Special |
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Thermal Thruster |
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Below is a table displaying the availability of the Thermal Thruster in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Thermal Thruster |
Allowed |
Secondary Weapon Usage
The Shotgun deals consistent close range damage, whereas the Flare Gun and Detonator can be great for sniping a particular class with continued crits or Mini-Crits. The Detonator offers more flexibility, allowing the Pyro to navigate the map more intricately. The Manmelter provides stored critical hits, but only has use versus another Pyro. The stock Shotgun tends to be chosen, since it helps conserve primary ammunition while having a significant clip itself.
Melee Weapons
The Pyro has a variety of Melee weapons, which deal damage in specialized ways.
Fire Axe
The stock Fire Axe deals consistent damage, and can be used if the Pyro is out of or low on ammunition.
The Third Degree has the same stats as the stock Fire Axe, but deals damage through players connected by Medi Gun beams. The Lollichop has the same stats as the stock Fire Axe, but is only visible in pyroland.
Weapon | Damage | Critical Damage | Function Times | Special |
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Fire Axe |
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Below is a table displaying the availability of the Fire Axe in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Fire Axe |
Allowed |
Axtinguisher
The Axtinguisher will have any target on fire be guaranteed to Mini-Crit from the front, and deal a Critical hit from the back. It pairs well with the Degreaser, but is weak against another Pyro.
The Postal Pummeler has the same stats as the Axtinguisher.
Weapon | Damage | Critical Damage | Function Times | Special |
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Axtinguisher |
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Below is a table displaying the availability of the Axtinguisher in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Axtinguisher |
Allowed |
Homewrecker
The Homewrecker deals with buildings as opposed to players. It deals increased damage versus enemy buildings, and removes Sappers from friendly buildings. It deals reduced damage versus players.
The Maul has the same stats as the Homewrecker.
Weapon | Damage | Critical Damage | Function Times | Special |
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Homewrecker |
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Below is a table displaying the availability of the Homewrecker in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Homewrecker |
Allowed |
Powerjack
The Powerjack grants the Pyro 25 health on kill, with the ability to gain overheal (with standard decay) from it. The Pyro cannot be overhealed beyond 150% base health. It increases the Pyro's move speed by 15%, but adds +20% damage vulnerability while active.
Weapon | Damage | Critical Damage | Function Times | Special |
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Powerjack |
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Below is a table displaying the availability of the Powerjack in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Powerjack |
Allowed |
Back Scratcher
The Backscratcher offers Pyros more independence. It provides increased melee damage, bonus health from health packs, but a severe reduction of health gained from medics and Dispensers.
Weapon | Damage | Critical Damage | Function Times | Special |
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Back Scratcher |
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Below is a table displaying the availability of the Back Scratcher in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Back Scratcher |
Allowed |
Sharpened Volcano Fragment
The Sharpened Volcano Fragment deals reduced damage on hit, but causes afterburn on the target.
Weapon | Damage | Critical Damage | Function Times | Special |
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Sharpened Volcano Fragment |
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Below is a table displaying the availability of the Sharpened Volcano Fragment in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Sharpened Volcano Fragment |
Allowed |
Neon Annihilator
The Neon Annihilator is a situational weapon. It deals less damage by default but crits wet players and damages Sappers. This encouraes coordination with Engineers, Scouts, and Snipers or usage on maps featuring water. In most competitive maps, water is non-existent within them.
Weapon | Damage | Critical Damage | Function Times | Special |
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Neon Annihilator |
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Below is a table displaying the availability of the Neon Annihilator in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Neon Annihilator |
Allowed |
Hot Hand
The Hot Hand functions a little differently from the Pyro's other melee weapons. On firing, it deals two consecutive melee hits instead of one, splitting the damage between those two slaps. Each successful hit and kill is announced in the killfeed, similiar to the Holy Mackerel and Unarmed Combat. For every successful hit, the player also gains a boost of speed, that is similiar to the Disciplinary Action's, but much shorter. This comes at the cost of 20% less damage dealt.
Weapon | Damage | Critical Damage | Function Times | Special |
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Hot Hand |
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Below is a table displaying the availability of the Hot Hand in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Hot Hand |
Allowed |
Melee Weapon Usage
The Axtinguisher provides the quickest source of damage, whereas the Homewrecker is useful in the presence of Engineers or Spies, such as on Payload or Attack/Defend maps. The Powerjack is useful for the Pyro to quickly regain health on a kill, but leaves the player vulnerable to melee damage. The Backscratcher helps a Pyro to survive longer without a Medic, but makes him impossible to heal, and his dependants on health packs will hinder his Medic's survivability. The Volcano fragment deals afterburn, but provides few other benefits. The Third Degree can always be used in place of the Fire Axe, but still deals low damage. The Axtinguisher tends to be a favorite for Pyros, and the Powerjack can help them recover from near-death. The Backscratcher can also be useful if the Pyro is separated from the team.
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