Difference between revisions of "Anti-Pyro strategy"

From Team Fortress Wiki
Jump to: navigation, search
(Overhauled the Anti-Pyro strategy to bring the weapons up to date, and also added the new weapons as well. The Gas Passer and Thermal Thruster could probably be condensed a bit.)
m (Primary weapons)
 
(87 intermediate revisions by 19 users not shown)
Line 1: Line 1:
{{Update|Jungle Inferno weapons are missing from the "Weapon specific" section.}}
 
 
[[File:Pyrohumiliation.png|right|175px|Eeuaghafvada...]]
 
[[File:Pyrohumiliation.png|right|175px|Eeuaghafvada...]]
 
{{Quotation|'''The Demoman'''|Go to hell and tell the devil I'm comin' for him next!|sound=Demoman_dominationpyro03.wav}}
 
{{Quotation|'''The Demoman'''|Go to hell and tell the devil I'm comin' for him next!|sound=Demoman_dominationpyro03.wav}}
  
The '''[[Pyro]]''' is a relatively bulky class that excels at close range combat, particularly in confined areas where his [[Flamethrower]] is difficult to avoid. Due to the Flamethrower’s wide damage spread, the Pyro can focus more on outmaneuvering his opponents and has more leeway when fighting at close range. Additionally, the Pyro has access to the [[compression blast]], a powerful source of utility that allows him to forcibly reposition enemies or reflect [[projectiles]]. The overall theme of the Pyro’s available weapons is close range power; because he lacks strong ranged weaponry, he is most vulnerable when distant from enemies or when in open areas.
+
The '''[[Pyro]]''' is a hardy class that excels at close range combat, particularly in confined areas where their [[Flame Thrower]] is difficult to avoid. Due to the Flame Thrower’s wide damage spread, the Pyro can focus more on outmaneuvering their opponents than aiming and has leeway when fighting at close range. Additionally, the Pyro has access to the [[compression blast]], a powerful source of utility that allows them to forcibly reposition enemies or reflect [[projectiles]]. The overall theme of the Pyro’s available weapons is close range power; because their best long range weapon is just the [[Flare Gun]], they are most vulnerable when distant from enemies or when in open areas.
  
 
== General ==
 
== General ==
Line 12: Line 11:
 
| align="center" valign="center" style="padding:0.5em" |[[File:Pyro_badge_RED.png|40px]] '''[[Classes|Role]]'''
 
| align="center" valign="center" style="padding:0.5em" |[[File:Pyro_badge_RED.png|40px]] '''[[Classes|Role]]'''
 
|
 
|
* The Pyro finds success in [[Ambushing#Pyro|ambushing]] opponents rather than approaching them head-on. Be aware of your surroundings; take note of what available routes he can take to ambush you.
+
* The Pyro finds success in [[Ambushing#Pyro|ambushing]] opponents rather than approaching them head-on. Be aware of your surroundings; take note of different ways a Pyro can take to ambush you.
 +
* The Pyro brings defensive support in the form of the compression blast, which can reposition enemies and deflect projectiles.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_medic.png|40px]] '''[[Health]]'''
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_medic.png|40px]] '''[[Health]]'''
 
|
 
|
* The Pyro has an above average amount of health and can be a hassle to take down if allowed to enter close range.
+
* The Pyro has above-average health and can be difficult to repel if they manage to enter close range.
 +
* The Pyro has natural immunity to afterburn from all sources except the [[Gas Passer]]. They can still be ignited but are resistant to most afterburn sources.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]'''
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]'''
 
|
 
|
* Although the Pyro is relatively bulky, he only travels at the standard movement speed and is susceptible to being kited or even defeated before he gets too close.
+
* The Pyro only travels at the standard movement speed, which makes them an easy target for bullet-based weapons if attacking head-on.
 +
* The Pyro should circumvent this weakness by taking ambushing routes or playing defensively.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]'''
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]'''
 
|
 
|
* The Pyro is strong at close range but has very weak long range weaponry. Keeping your distance will prevent much of the Pyro's possible damage.
+
* The Pyro is strong at close range but has no effective long range weaponry. Keep your distance to prevent much of the Pyro's possible damage.
 +
* The Pyro's compression blast can be used to reflect your own projectiles back at you for mini-crit damage, or to pin you in place for an execution.
 
|-
 
|-
 
|}
 
|}
Line 36: Line 39:
 
! class="header" colspan="1" width="800" | Anti-Pyro strategy
 
! class="header" colspan="1" width="800" | Anti-Pyro strategy
 
|-
 
|-
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Flamethrower}} + '''reskins'''
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Flame Thrower}} + '''reskins'''
 
|
 
|
* It is very difficult to escape the Pyro's Flame Thrower once caught, so take note of routes he can take so that you can repel him before he reaches you.
+
* It is very difficult to escape the Pyro's Flame Thrower once caught, so take note of routes a Pyro can take so that you can repel them before they reach you.
** If you can't escape the Pyro, try to weaken him for your teammates.
+
** Pyros will generally wait behind turns or hide behind objects for a chance at successfully ambushing you. Going around them at a distance will give you more reaction time to deal with them.
* Extinguish yourself as soon as possible once he sets you on fire to reduce [[afterburn]] damage.
+
** If you can't escape the Pyro, try to weaken them for your teammates before they kill you.
**Remember where medkits and bodies of water are located or stay close to friendly Pyros and Medics who can reliably extinguish you.
+
* If the Pyro sets you on fire, extinguish yourself as soon as possible to reduce [[afterburn]] damage. Health packs, certain teammates, and bodies of water can all extinguish flames.
 +
** An allied Pyro can extinguish you with their compression blast or a few choice secondary weapons. An allied Scout's [[Mad Milk]], a Heavy's [[Sandvich]], and a Sniper's [[Jarate]] also work.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Backburner}} + '''reskins'''
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Backburner}} + '''reskins'''
 
|
 
|
* Watch your surroundings at all times to reduce the chances of a successful ambush by any Pyro.
+
* Watch your surroundings at all times to reduce the chances of a successful ambush by a Pyro.
* Never turn your back on a Pyro using the Backburner.
+
* The Backburner deals guaranteed critical hits from behind. If the Pyro finds you, keep facing them while you fight back.
* The Backburner uses much more ammunition for compression blasts; forcing a Pyro to reflect projectiles with it will quickly deplete the weapon's ammo. Knowing this, a Backburner user will use their compression blast less often.
+
* The Backburner uses much more ammunition for compression blasts; forcing a Pyro to reflect projectiles with it will quickly deplete the weapon's ammo. Knowing this, a Backburner Pyro will use its compression blast less often.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Degreaser}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Degreaser}}
 
|
 
|
* The Degreaser allows a Pyro to quickly switch weapons. This makes [[Community Scout strategy|weapon heckling]] ineffective.  
+
* The Degreaser allows a Pyro to quickly switch weapons. This makes [[Community Scout strategy|weapon heckling]] much less effective.  
* The Degreaser deals pitiful afterburn damage and requires slighty more ammo to airblast. Expect the Pyro to use another weapon to finish you off.
+
* The Degreaser deals minimal afterburn damage and requires slightly more ammo to airblast. Expect the Pyro to use another weapon, such as the Flare Gun or Axtinguisher, to finish you off.
** Popular combinations include using the Flare Gun or Axtinguisher alongside the Degreaser.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Phlogistinator}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Phlogistinator}}
 
|
 
|
* The Phlogistinator promotes an aggressive playstyle. Don't allow the Pyro to easily enter close range or he will quickly fill his "Mmmph" meter.
+
* The Phlogistinator promotes an opportunistic playstyle. Don't allow the Pyro to freely ambush teammates or ignite you from long range with flares, which will fill their "Mmmph" meter.
* While a Pyro is taunting to activate the Phlogistinator's ability, he remains immobile. You can prepare for his attempted rampage by having your team focus fire him.  
+
* The Pyro can activate a fully charged Phlogistinator to gain guaranteed critical hits. A full charge is indicated by the weapon's nozzle sparking.
** Individually, class-specific methods for preparing include laying a carpet of Stickybombs, charging the Sniper Rifle, and getting into position for the Knife's [[backstab]].
+
** If the Pyro taunts in the open for brief invulnerability, have your team prepare for their attempted rampage. Class-specific methods include laying a carpet of Stickybombs, charging the Sniper Rifle, and getting into position for the Knife's [[backstab]].  
* The Phlogistinator has no compression blast, so you can freely use rockets, grenades, and other projectiles against it without fear of them being reflected.
+
* The Phlogistinator cannot airblast, so you can freely use rockets, grenades, and other projectiles against the Pyro without fear of reflection.
 +
* You are always free to retreat and wait for "Mmmph" to run out.
 +
* If a Pyro with the Phlogistinator has not shown it for a while, they may be trying to hide their full "Mmmph". Be extra alert for ambushes or any of the [[Pyro taunts#Primary|primary taunt voice lines]] and try to notify your team.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Dragon's Fury}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Dragon's Fury}}
 
|
 
|
* Bear in mind that this weapon does not play like any of the Pyro's other primaries, aside from the close-quarter-combat role.
+
* The Dragon's Fury shoots fireballs instead of a wide spread of flames, actually giving you opportunities to dodge the Pyro's attacks.
* Avoid very tight areas were there is little room to move. Air vents in particular are were this weapon is most dangerous.
+
* Be as unpredictable as you can; the weapon reloads quickly if the Pyro can land successive shots, and accurate shots inflict heavy damage to you.
* Be as unpredictable as you can; the weapon is most destructive if a Pyro can get repetitive shots off you.
+
* While the Dragon's Fury can use the compression blast, using the compression blast takes much longer for the Pyro to attack again compared to other primary weapons. Pressure from projectiles will force a Pyro with this weapon to take cover.
* While able to use the compression blast, this temporarily disables the Pyro's ability to attack with this weapon while it recharges. Using more rockets, grenades, or other projectiles during the period can be deadly.
 
** Keep in mind that a skilled user knows when to take cover or retreat.
 
* The weapon has a longer range than the other Pyro's other Primaries, so keep this in mind when attacking.
 
 
|-
 
|-
| align="center" valign="center" style="padding:0.5em" | [[File:Airblast.png|100px|Compression Blast]]<br />'''[[Compression Blast]]'''
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Rainblower}}
 
|
 
|
* The compression blast's most obvious use is to shove you into stage hazards, such as bottomless pits, or into corners and the air, where you are easier to target. Stay away from areas where a Pyro can easily pin you down or push you off.
+
* The Rainblower functions identically to the Flame Thrower but also comes with the [[Armageddon]] taunt attack.
* The compression blast can reflect [[projectiles]]; use bullets or fire your projectiles away from the Pyro's line of sight to reduce the chances of being struck by a reflected one.
+
* There are multiple distinct cues during the 3 seconds Armageddon takes to activate, including rainbows (flames), a neighing unicorn (only in Pyroland), and a [[Dreams of Cruelty|menacing song]]. Don't blindly rush around corners.
** While the compression blast can reflect projectiles, there is a small cooldown time. Try overwhelming a Pyro with more projectiles than he can reflect.
+
* Without [[Pyrovision]], the Rainblower is not visible, except for in the kill feed. Keep in mind that the Pyro has taunt attacks on other weapons too.
* The compression blast uses a significant amount of ammunition; if you can trick the Pyro into wasting compression blasts, his offense will be diminished.
+
|-
 +
| align="center" valign="center" style="padding:0.5em" | [[File:Airblast.png|100px|Compression blast]]<br />'''[[Compression blast]]'''
 +
|
 +
* The compression blast's most obvious use is to shove enemies into environmental hazards, such as off cliffs, or into corners, where you are easier to target. Stay away from areas where a Pyro can easily pin you down or push you off the map.
 +
* The compression blast can reflect [[projectiles]]; use bullets, if using projectiles fire from outside the Pyro's line of sight, or change the timing of your shots to avoid having them be reflected.
 +
* The compression blast has a small cooldown time. Two teammates can easily overwhelm a Pyro with more projectiles than they can reflect.
 +
* The compression blast uses a significant amount of ammunition; if you can trick the Pyro into using their compression blasts, they may run out of ammo, giving you the upper hand.
 +
** Pay attention to which primary the Pyro has equipped. Some flamethrowers consume more ammo than others when using a compression blast.
 
|}
 
|}
  
Line 87: Line 96:
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}} + '''reskins'''
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}} + '''reskins'''
 
|
 
|
* The Shotgun is the Pyro's best secondary weapon against foes just outside the Flamethrower's range. Maintain a wide distance from Pyros to reduce the effectiveness of both their primary and this weapon.
+
* The Shotgun is the Pyro's best secondary weapon against foes outside the flamethrower's range as well as against enemy Pyros. Keep your distance to reduce the effectiveness of all the enemy Pyro's weapons, and move erratically to avoid damage.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Flare Gun}} + '''reskins'''
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Flare Gun}} + '''reskins'''
 
|
 
|
* The Flare Gun's projectiles should be easy to avoid in open areas, even at close range, as long as your movement is difficult to predict.
+
* The Flare Gun's projectiles should be easy to avoid in open areas, even at close range, as long as your movement is unpredictable.
* The Flare Gun's projectiles deal guaranteed critical hits to burning enemies. If you are set on fire from a distance, extinguish yourself before re-engaging the Pyro. If lit up close, move erratically to reduce a Pyro's chance of finishing you off with this weapon.
+
* The Flare Gun's flares deal guaranteed critical hits to burning enemies. If you are ignited from a distance, extinguish yourself before re-engaging the Pyro. If ignited up close, move erratically to avoid being finished off by a critical flare. If the flare misses, attack while the Pyro reloads or switches weapons.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Detonator|}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Detonator|}}
 
|
 
|
* The Detonator's flares can be remotely triggered by the Pyro to explode, creating a small blast that can ignite multiple targets. Stay scattered from your teammates to minimize the possible splash damage.
+
* The Detonator's flares can be manually triggered by the Pyro to explode, creating a small blast that can ignite multiple targets. Stay away from your teammates to minimize splash damage, and dodge incoming flares to avoid mid-air explosions.
* Detonator flares only deal mini-crits to burning players, making it less effective at finishing enemies off.
+
* Compared to the [[Flare Gun]], Detonator flares only deal mini-crits to burning players, making it less effective for killing enemies. Despite this, the Detonator is easier to hit players with, as the Pyro only needs to aim the flare directly at you or your teammates to follow up with the blast.
* A Pyro can use the Detonator to perform a small Flare Jump. Stay aware of all possible routes that the Pyro can take to reach you.
+
* A Pyro can use the Detonator to perform a [[Jumping#Flare jump|flare jump]] at the cost of their health. Stay aware of all possible routes that the Pyro can take to reach you.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Reserve Shooter|}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Reserve Shooter|}}
 
|
 
|
* The Reserve Shooter is capable of landing mini-crits on targets airborne through every type of [[knock back]] excluding airblast. A Pyro might deploy it to deal mini-crits on enemies that have been propelled in the air by a teammate.
+
* The Reserve Shooter is capable of landing mini-crits on targets airborne through every type of [[knockback]] excluding airblast and bullets. Try to dodge explosives from enemy [[Soldier]]s and [[Demoman|Demomen]] that may launch you into the air, and avoid blast jumping until the Pyro retreats or is killed.
* The Reserve Shooter's reduced magazine size makes the Pyro far less effective at anywhere outside close range, especially since the Pyro's only way to force an enemy into the air is the compression blast.  
+
* The Reserve Shooter's reduced clip size gives the Pyro much less staying power. If the Pyro fires all four shots, they will be forced to reload or switch to their primary, giving you time to attack.
 +
** Keep in mind on what flamethrower they're using, if they are using the Degreaser this strategy can end up being ineffective due to its switch speed, if they're using any other flamethrower this will be more effective.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Manmelter|}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Manmelter|}}
 
|
 
|
* The Manmelter has unlimited ammunition and faster projectiles, making it more effective at continuous long-range harassment. Keep moving to reduce this weapon's effectiveness.
+
* The Manmelter has unlimited ammunition and faster projectiles, making it more effective at continuous long-range harassment than the [[Flare Gun]]. Move unpredictably to avoid being ignited.
* The Manmelter's projectiles cannot deal increased damage to burning players, making it less effective at finishing foes off. A Pyro will likely engage you with his Flamethrower instead.
+
* The Manmelter's projectiles do not deal critical nor mini-crits to burning players, making it less effective at finishing foes off. The Pyro will likely engage you with their Flamethrower instead.
* If an enemy is set on fire, try to finish them off before a Manmelter Pyro can extinguish them and store a critical hit.
+
* If an enemy is set on fire, try to finish them off before a Manmelter Pyro can extinguish them and gain a stored critical hit. If they manage to do so, they might try to finish you off instead.
 +
* Extinguishing from the Manmelter has virtually no cooldown; the Pyro can capitalize on their burning teammates to quickly regain plenty of health!
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Scorch Shot|}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Scorch Shot|}}
 
|
 
|
* The Scorch Shot can ignite multiple targets with one hit. Don't stay clustered.
+
* Due to the Scorch Shot's unique ability to get a second hit, avoid exposing yourself to vulnerable locations, stay in open environments, and move quickly.
* The Scorch Shot's main draw is how its flares can knock enemies back; the knock back increases if you already are on fire. Don't idle while crossing places with long falls or other environmental hazards.
+
* Explosions from the Scorch Shot ignite multiple targets with one hit. Even if they miss the flare, the projectile can touch the ground to act as a fiery explosive trap. Don’t cluster near your teammates, and stay clear from your same spot if the Pyro fires the Scorch Shot.
* The Scorch Shot focuses on keeping enemies on fire rather than finishing them off. Remember where you can find healing to negate afterburn.
+
* The Scorch Shot's flares can knock enemies back; the knockback increases if you already are on fire. If you get hit by the flare, the resulting explosion can stunlock your movement. Don't idle close to environmental hazards.
* Be weary of its taunt kill: while it only can instantly kill at short range, the flare otherwise behaves normally and can still ignite people at a distance.
+
* The Scorch Shot excels at keeping enemies on fire but is less effective at finishing them up. Remember where you can find healing or extinguish yourself.
 +
* Pyros often use this weapon to charge up the [[Phlogistinator]] for guaranteed critical hits. Keep an ear out for the Pyro activating their crit boost.
 +
* Like the Detonator, the Scorch Shot allows the Pyro to perform a Flare Jump at the cost of their health, albeit slightly weaker. Although a Scorch Shot jump may not be as common, be aware of your surroundings.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Panic Attack|}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Panic Attack|}}
 
|
 
|
The Panic Attack deals less damage per shot and has a bigger dispersion with consecutive shots, but is barely affected by random spread, shoots more pellets at once and deploys 50% faster. Keep your range and force him to keep firing and increase his weapon spread.
+
* The Panic Attack deploys quickly but suffers from massive bullet spread with consecutive shots. Expect it to be deployed for strong burst damage at close range, especially if you get airblasted.
 +
* Anything past the first shot will typically deal less damage, especially at medium range. If you survive the first shot, maintain distance and press your advantage.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Thermal Thruster|}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Thermal Thruster|}}
 
|
 
|
* The Thermal Thruster allows the Pyro to get an extreme amount of mobility that they otherwise lack.
+
* The Thermal Thruster grants the Pyro greatly increased mobility. When used, the Pyro will be launched into the air, similarly to a Soldier's rocket jump. Landing knocks nearby enemies back, and deals triple fall damage to enemies landed on.
* On take off, the Thermal Thruster is capable of extinguishing teammates and igniting enemies.
+
* In combat, the Pyro can use the Thermal Thruster allowing them to get into their flamethrower's effective range quickly. It takes one second to launch, so pick the correct direction to move away.
** The Thermal Thruster takes a second to activate before the Pyro flies; ensure you are out of range during this moment.
+
* The Pyro can switch weapons in mid-flight. They may be ready to attack with their flamethrower upon landing!
* The direction the Pyro goes is based off the direction he is looking at; take this into account when they activate the Thermal Thruster.
+
* The Thermal Thruster stores two charges which take 15 seconds to recharge. If the Pyro has recently used both charges, their mobility is as average as usual.
* Avoid being in the landing zone; the Pyro can do 3 times the fall damage to enemies he lands on (similar to the [[Mantreads]]).
+
* The Reserve Shooter deals mini-crits to Pyros launched by the Thermal Thruster making it a soft counter to Thermal Thruster Pyros.
** Anyone in the landing zone will also be knocked out of the way.
 
** While this is not a reliable way for Pyro to do damage, be aware of this and make sure to avoid the incoming Pyro.
 
* A Pyro can deploy the Thermal Thruster on two separate charges; each charge requires 15 seconds to recharge, so take advantage of this if you know the Pyro has used both his charges.
 
* The Pyro can switch weapons in mid-flight. As such, they may already have their Primary out and ready to kill before they even land!
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Gas Passer|}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Gas Passer|}}
 
|
 
|
* This weapon can be considered the Pyro's version of [[Jarate]] or [[Mad Milk]].
+
* The Pyro can use the Gas Passer to deploy a Gas Cloud. Anyone who enters the Gas Cloud is doused for 10 seconds. Anyone (including Pyros) who is doused will be ignited for 10 seconds if damaged by any source.
* Anyone who is in the Gas Cloud upon or enters it during the cooldown will be doused in Gas for ten seconds.  
+
* The Pyro must wait up to 60 seconds or deal enough damage to use the Gas Passer. Until then, the Pyro lacks a ranged weapon.
** If they take any form of damage is taken, the enemy will ignite afterburn for 10 seconds. This includes Pyros!
+
* If you are doused, consider retreating to a source of healing to reduce the debuff's duration.
** Keep in mind that even fall damage dished via the Mantreads can ignite you.
+
* If you are blocked by the Gas Cloud, consider if it is worth braving to quickly reach the area you are trying to access.
** Even the [[Rocket Jumper]] is capable of igniting you!
 
* As such, it is generally best for you to avoid walking into the cloud.
 
* Continuous healing from either a Medic or a Dispenser will reduce the gas effect to five seconds.
 
* Lingering in the cloud does not reset the gas effects.
 
* Oddly, the Gas Passer can extinguish teammates. Keep this in mind if you are in a large crowd of friend and foe alike.
 
* Unlike other rechargeable items, the Pyro does not spawn with the weapon ready for deployment.
 
** Instead, they have to wait 60 seconds before it can be deployed. This leaves him with only his Primary and Melee to work with, so try to take advantage of his lack of range!
 
*** If you are fighting him underwater, you will have a major advantage.
 
** The charge time can be reduced if they deal damage.
 
*** 750 damage allows for the meter to fill up completely.
 
* The charge is retained in-between deaths, so keep in mind that killing a Pyro does not effect the Gas Passer's charge time.
 
* A Player is not considered "wet" when covered in Gasoline. As such, you will not take extra damage from the Neon Annihilator.
 
 
|}
 
|}
  
Line 162: Line 160:
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Fire Axe}} + '''reskins'''
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Fire Axe}} + '''reskins'''
 
|
 
|
* Most of the Pyro's alternate melee weapons outclass the Fire Axe in terms of utility, since the Pyro is already fighting at melee range with the Flamethrower.
+
* Due to the vast range of utility that unlockable melee weapons provide, it is rare for a Pyro to equip the stock Fire Axe, much less use it; the Pyro's primary weapons have better range and more consistent damage.
* A Pyro attempting to use the Fire Axe in standard combat is likely out of Flamethrower ammunition; steal all nearby sources of ammo to prevent him from collecting more.
+
* As with all other Pyro melee weapons, stay away from melee range if the Pyro is holding their melee weapon. Be aware that if you remain outside their melee range too long, the Pyro will likely switch to their primary or secondary weapon.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Axtinguisher}} + '''reskins'''  
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Axtinguisher}} + '''reskins'''  
 
|
 
|
* The Axtinguisher is usually used alongside any fiery weaponry to quickly slay most classes. Keep vigilant to avoid being ambushed.
+
* The Axtinguisher deals less damage against non-burning players, but deals mini-crit damage against burning players, and deals all the afterburn damage the player would have taken, all at once. A Pyro will use this weapon to finish you off after igniting you with their other weapons.
* Equipping the Degreaser or the Reserve Shooter allows a Pyro to switch to and attack with the Axtinguisher considerably faster. Repel the Pyro before he closes the gap, as the Axtinguisher deals mini-crits on burning targets no matter where it strikes.
+
* The bonus damage is equal to the damage you would have taken from afterburn. The Pyro must choose between different options, such the Degreaser's fast weapon switch and low afterburn power. Take note of the Pyro's other weapons - you may gain insight into what tactics they use.
* The longer your afterburn duration, the more damage it does.
+
* The Axtinguisher has less range than the Flame Thrower and holsters 35% slower, giving you time to counterattack should you survive the hit.
* Upon a successful killing blow to a burning player, the Pyro is granted a speed boost.
 
* The weapon does less damage than the standard Fire Axe on non-burning players. As such, they are at a disadvantage if you are not one fire.
 
* The weapon holsters 35% slower. While this isn't a large amount of time, players can take advantage of this if they time it right, as the Pyro is technically unable to attack.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Homewrecker}} + '''reskins'''
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Homewrecker}} + '''reskins'''
 
|
 
|
* Pyros equipped with the Homewrecker often watch over their team's buildings, protecting them from Spies. This duty can leave them more susceptible to attacks from long distances.
+
* A Pyro with the Homewrecker typically watches over an Engineer's buildings, protecting them from Spies and incoming projectiles. They will tend to play passively and defend an Engineer nest, only going on the offensive to punish an enemy for overextending.
* Spies will have increased difficulty sapping buildings that are guarded by a Pyro equipped with the Homewrecker. Coordinate with teammates to distract or eliminate the Pyro.
+
* The Homewrecker one-shots Sappers, allowing the Pyro to prevent Spies from sapping any nearby buildings. Coordinate with teammates to distract or backstab the Pyro first.
* Buildings should not be left unattended, as even just the Pyro's Flamethrower is fast enough at destroying them.
 
* While an uncommon tactic, Medics sometimes will Uber a Pyro using the Homewrecker as a means of taking down Sentry Nests. This can be extremely destructive if left unchecked.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Powerjack}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Powerjack}}
 
|
 
|
* The Powerjack grants the Pyro bonus movement speed while it is active, allowing him to outrun every class except the Scout.
+
* The Powerjack grants the Pyro bonus movement speed but causes them to take 20% more damage while active. This speed boost makes them faster than every class besides the Scout. Pyros will typically deploy this weapon to reach the front lines faster, then switch to their other weapons for combat. If you catch a Pyro moving between areas with it, try to hit the Pyro before they can switch weapons.
* The Powerjack makes the Pyro take 20% more damage. If you catch him moving between areas with it out, you can get in free extra damage.
+
* In combat, the Pyro will sometimes switch to the Powerjack to finish you off and regain some health. Take advantage of the Pyro's damage vulnerability, and shoot them before they reach you.
* In combat, the Pyro will usually switch to the Powerjack to finish you off and regain some health. The damage vulnerability it gives the Pyro gives you a chance to fend him off yourself.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Back Scratcher}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Back Scratcher}}
 
|
 
|
* Engage a Pyro wielding the Back Scratcher from a distance, as you will more likely lose in close combat.  
+
* Stay out of melee range - the Back Scratcher hits much harder than the stock Fire Axe.
* The Back Scratcher gives a Pyro that roams alone increased healing from medkits. Try to steal any nearby medkits.
+
* The Back Scratcher grants Pyros increased healing from medkits, encouraging them to roam the map more freely, away from their team. Try to take any nearby health packs before the Pyro can reach them.
* A Pyro holding the Back Scratcher is healed by Dispensers and Medics at an extremely slow rate. Although it might make the Pyro easier to kill when healed, a competent enemy Medic may use this to build an ÜberCharge faster.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sharpened Volcano Fragment}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sharpened Volcano Fragment}}
 
|
 
|
* A Pyro may use the Sharpened Volcano Fragment to conserve Flamethrower ammo, or as a last resort for lighting enemies ablaze. Regardless, never let the Pyro come close enough to reach you with the weapon.
+
* A Pyro may use the Sharpened Volcano Fragment to conserve Flame Thrower ammo, or as a last resort for lighting enemies ablaze. As with all melee weapons, keep your distance and continue attacking.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Third Degree}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Third Degree}}
 
|
 
|
* A Medic and his healing target should consider temporarily breaking off contact when approached by Pyro using the Third Degree to minimize the damage dealt.
+
* The Flame Thrower is often more effective than the Third Degree when it comes to attacking a Medic and his patient. Either way, beware of possible ambushes.
* The Flamethrower is arguably more effective than the Third Degree when it comes to attacking a Medic and his patient. Either way, beware of possible ambushes.  
+
* In Casual Mode, Pyros with this weapon will often try to take advantage of the high melee critical hit rate. If a Pyro approaches your patient with this weapon, disconnect your Medi Gun, or you may be killed instantly.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Neon Annihilator}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Neon Annihilator}}
 
|
 
|
* A Pyro may try to finish you off with the Neon Annihilator if you are soaked. Keeping your distance remains a sound strategy.
+
* A Pyro may try to finish you off with the Neon Annihilator if you are wet. Keep your distance, and they will be left vulnerable.
* Beware fighting Scouts (who throw Mad Milk) and Snipers (who throw Jarate) in enemy territory; they may give opportunities to a Pyro trying to ambush you with the Neon Annihilator.  
+
* Beware fighting Scouts (who throw [[Mad Milk]]) and Snipers (who throw [[Jarate]]) in enemy territory; they may give opportunities to a Pyro with the Neon Annihilator.  
* The Neon Annihilator gives the Pyro one strong underwater weapon to use alongside his Shotgun. As when above land, keep a distance to minimize his effectiveness.
+
* Like the Homewrecker, the Neon Annihilator can destroy Sappers, albeit at a slower rate. Treat it as if the Pyro was holding the Homewrecker.
* The Neon Annihilator is able to break Sappers in 2 hits. Treat it like if the Pyro was holding the Homewrecker.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Hot Hand}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Hot Hand}}
 
|
 
|
* Much like the Fire Axe, this weapon is usually substituted for other weapons with more utility.
+
* The Hot Hand attacks faster than all other Pyro melees, deals less damage, and provides the Pyro a brief speed boost upon a successful hit. Unlike other clothing-related weapons, the Pyro can hide this weapon from their loadout until they pull out their distinct right-handed grey glove.
* The weapon attacks the opponent in two consecutive hits.
+
* This weapon announces each Slap in the kill feed, which can be used to track down Spies using the [[Dead Ringer]], although this is often less of a threat compared to the Pyro's fiery weapons.
** In order for a Pyro to do full damage, they have to hit you both times. Keep this in mind, as the weapon is not effective if the user cannot regularly get both hits in.
+
* A Pyro using this weapon generally is not taking the game too seriously. Still, continue to stay out of melee range - this weapon allows Pyro to continuously hit you, even as a Scout.
* The user gets a very brief speed boost on hit. This can help them get the second slap.
 
* Like the [[Holy Mackerel]] the weapon announces each Slap in the kill feed. How humiliating!
 
** Also like the Holy Mackerel, the weapon will announce a kill as a "SLAP KILL!" in the kill feed.
 
* If you are a Spy using a Dead Ringer, keep in mind that the "SLAP KILL" will not show up in the kill feed. An observant Pyro may become aware of your feigned death!
 
* The weapon will only roll for Critical Hits once. In other words, if the first hit is a Critical Hit, then the second one will also be a Critical Hit.
 
 
|}
 
|}
  

Latest revision as of 19:36, 19 December 2023

Eeuaghafvada...

The Pyro is a hardy class that excels at close range combat, particularly in confined areas where their Flame Thrower is difficult to avoid. Due to the Flame Thrower’s wide damage spread, the Pyro can focus more on outmaneuvering their opponents than aiming and has leeway when fighting at close range. Additionally, the Pyro has access to the compression blast, a powerful source of utility that allows them to forcibly reposition enemies or reflect projectiles. The overall theme of the Pyro’s available weapons is close range power; because their best long range weapon is just the Flare Gun, they are most vulnerable when distant from enemies or when in open areas.

General

Attributes Anti-Pyro strategy
Pyro emblem RED.png Role
  • The Pyro finds success in ambushing opponents rather than approaching them head-on. Be aware of your surroundings; take note of different ways a Pyro can take to ambush you.
  • The Pyro brings defensive support in the form of the compression blast, which can reposition enemies and deflect projectiles.
Leaderboard class medic.png Health
  • The Pyro has above-average health and can be difficult to repel if they manage to enter close range.
  • The Pyro has natural immunity to afterburn from all sources except the Gas Passer. They can still be ignited but are resistant to most afterburn sources.
Leaderboard class scout.png Speed
  • The Pyro only travels at the standard movement speed, which makes them an easy target for bullet-based weapons if attacking head-on.
  • The Pyro should circumvent this weakness by taking ambushing routes or playing defensively.
Leaderboard class soldier.png Power
  • The Pyro is strong at close range but has no effective long range weaponry. Keep your distance to prevent much of the Pyro's possible damage.
  • The Pyro's compression blast can be used to reflect your own projectiles back at you for mini-crit damage, or to pin you in place for an execution.

Weapon-specific

Main article: Pyro weapons

Primary weapons

Weapon Anti-Pyro strategy
Flame Thrower
Flame Thrower + reskins
  • It is very difficult to escape the Pyro's Flame Thrower once caught, so take note of routes a Pyro can take so that you can repel them before they reach you.
    • Pyros will generally wait behind turns or hide behind objects for a chance at successfully ambushing you. Going around them at a distance will give you more reaction time to deal with them.
    • If you can't escape the Pyro, try to weaken them for your teammates before they kill you.
  • If the Pyro sets you on fire, extinguish yourself as soon as possible to reduce afterburn damage. Health packs, certain teammates, and bodies of water can all extinguish flames.
    • An allied Pyro can extinguish you with their compression blast or a few choice secondary weapons. An allied Scout's Mad Milk, a Heavy's Sandvich, and a Sniper's Jarate also work.
Backburner
Backburner + reskins
  • Watch your surroundings at all times to reduce the chances of a successful ambush by a Pyro.
  • The Backburner deals guaranteed critical hits from behind. If the Pyro finds you, keep facing them while you fight back.
  • The Backburner uses much more ammunition for compression blasts; forcing a Pyro to reflect projectiles with it will quickly deplete the weapon's ammo. Knowing this, a Backburner Pyro will use its compression blast less often.
Degreaser
Degreaser
  • The Degreaser allows a Pyro to quickly switch weapons. This makes weapon heckling much less effective.
  • The Degreaser deals minimal afterburn damage and requires slightly more ammo to airblast. Expect the Pyro to use another weapon, such as the Flare Gun or Axtinguisher, to finish you off.
Phlogistinator
Phlogistinator
  • The Phlogistinator promotes an opportunistic playstyle. Don't allow the Pyro to freely ambush teammates or ignite you from long range with flares, which will fill their "Mmmph" meter.
  • The Pyro can activate a fully charged Phlogistinator to gain guaranteed critical hits. A full charge is indicated by the weapon's nozzle sparking.
    • If the Pyro taunts in the open for brief invulnerability, have your team prepare for their attempted rampage. Class-specific methods include laying a carpet of Stickybombs, charging the Sniper Rifle, and getting into position for the Knife's backstab.
  • The Phlogistinator cannot airblast, so you can freely use rockets, grenades, and other projectiles against the Pyro without fear of reflection.
  • You are always free to retreat and wait for "Mmmph" to run out.
  • If a Pyro with the Phlogistinator has not shown it for a while, they may be trying to hide their full "Mmmph". Be extra alert for ambushes or any of the primary taunt voice lines and try to notify your team.
Dragon's Fury
Dragon's Fury
  • The Dragon's Fury shoots fireballs instead of a wide spread of flames, actually giving you opportunities to dodge the Pyro's attacks.
  • Be as unpredictable as you can; the weapon reloads quickly if the Pyro can land successive shots, and accurate shots inflict heavy damage to you.
  • While the Dragon's Fury can use the compression blast, using the compression blast takes much longer for the Pyro to attack again compared to other primary weapons. Pressure from projectiles will force a Pyro with this weapon to take cover.
Rainblower
Rainblower
  • The Rainblower functions identically to the Flame Thrower but also comes with the Armageddon taunt attack.
  • There are multiple distinct cues during the 3 seconds Armageddon takes to activate, including rainbows (flames), a neighing unicorn (only in Pyroland), and a menacing song. Don't blindly rush around corners.
  • Without Pyrovision, the Rainblower is not visible, except for in the kill feed. Keep in mind that the Pyro has taunt attacks on other weapons too.
Compression blast
Compression blast
  • The compression blast's most obvious use is to shove enemies into environmental hazards, such as off cliffs, or into corners, where you are easier to target. Stay away from areas where a Pyro can easily pin you down or push you off the map.
  • The compression blast can reflect projectiles; use bullets, if using projectiles fire from outside the Pyro's line of sight, or change the timing of your shots to avoid having them be reflected.
  • The compression blast has a small cooldown time. Two teammates can easily overwhelm a Pyro with more projectiles than they can reflect.
  • The compression blast uses a significant amount of ammunition; if you can trick the Pyro into using their compression blasts, they may run out of ammo, giving you the upper hand.
    • Pay attention to which primary the Pyro has equipped. Some flamethrowers consume more ammo than others when using a compression blast.

Secondary weapons

Weapon Anti-Pyro strategy
Shotgun
Shotgun + reskins
  • The Shotgun is the Pyro's best secondary weapon against foes outside the flamethrower's range as well as against enemy Pyros. Keep your distance to reduce the effectiveness of all the enemy Pyro's weapons, and move erratically to avoid damage.
Flare Gun
Flare Gun + reskins
  • The Flare Gun's projectiles should be easy to avoid in open areas, even at close range, as long as your movement is unpredictable.
  • The Flare Gun's flares deal guaranteed critical hits to burning enemies. If you are ignited from a distance, extinguish yourself before re-engaging the Pyro. If ignited up close, move erratically to avoid being finished off by a critical flare. If the flare misses, attack while the Pyro reloads or switches weapons.
Detonator
Detonator
  • The Detonator's flares can be manually triggered by the Pyro to explode, creating a small blast that can ignite multiple targets. Stay away from your teammates to minimize splash damage, and dodge incoming flares to avoid mid-air explosions.
  • Compared to the Flare Gun, Detonator flares only deal mini-crits to burning players, making it less effective for killing enemies. Despite this, the Detonator is easier to hit players with, as the Pyro only needs to aim the flare directly at you or your teammates to follow up with the blast.
  • A Pyro can use the Detonator to perform a flare jump at the cost of their health. Stay aware of all possible routes that the Pyro can take to reach you.
Reserve Shooter
Reserve Shooter
  • The Reserve Shooter is capable of landing mini-crits on targets airborne through every type of knockback excluding airblast and bullets. Try to dodge explosives from enemy Soldiers and Demomen that may launch you into the air, and avoid blast jumping until the Pyro retreats or is killed.
  • The Reserve Shooter's reduced clip size gives the Pyro much less staying power. If the Pyro fires all four shots, they will be forced to reload or switch to their primary, giving you time to attack.
    • Keep in mind on what flamethrower they're using, if they are using the Degreaser this strategy can end up being ineffective due to its switch speed, if they're using any other flamethrower this will be more effective.
Manmelter
Manmelter
  • The Manmelter has unlimited ammunition and faster projectiles, making it more effective at continuous long-range harassment than the Flare Gun. Move unpredictably to avoid being ignited.
  • The Manmelter's projectiles do not deal critical nor mini-crits to burning players, making it less effective at finishing foes off. The Pyro will likely engage you with their Flamethrower instead.
  • If an enemy is set on fire, try to finish them off before a Manmelter Pyro can extinguish them and gain a stored critical hit. If they manage to do so, they might try to finish you off instead.
  • Extinguishing from the Manmelter has virtually no cooldown; the Pyro can capitalize on their burning teammates to quickly regain plenty of health!
Scorch Shot
Scorch Shot
  • Due to the Scorch Shot's unique ability to get a second hit, avoid exposing yourself to vulnerable locations, stay in open environments, and move quickly.
  • Explosions from the Scorch Shot ignite multiple targets with one hit. Even if they miss the flare, the projectile can touch the ground to act as a fiery explosive trap. Don’t cluster near your teammates, and stay clear from your same spot if the Pyro fires the Scorch Shot.
  • The Scorch Shot's flares can knock enemies back; the knockback increases if you already are on fire. If you get hit by the flare, the resulting explosion can stunlock your movement. Don't idle close to environmental hazards.
  • The Scorch Shot excels at keeping enemies on fire but is less effective at finishing them up. Remember where you can find healing or extinguish yourself.
  • Pyros often use this weapon to charge up the Phlogistinator for guaranteed critical hits. Keep an ear out for the Pyro activating their crit boost.
  • Like the Detonator, the Scorch Shot allows the Pyro to perform a Flare Jump at the cost of their health, albeit slightly weaker. Although a Scorch Shot jump may not be as common, be aware of your surroundings.
Panic Attack
Panic Attack
  • The Panic Attack deploys quickly but suffers from massive bullet spread with consecutive shots. Expect it to be deployed for strong burst damage at close range, especially if you get airblasted.
  • Anything past the first shot will typically deal less damage, especially at medium range. If you survive the first shot, maintain distance and press your advantage.
Thermal Thruster
Thermal Thruster
  • The Thermal Thruster grants the Pyro greatly increased mobility. When used, the Pyro will be launched into the air, similarly to a Soldier's rocket jump. Landing knocks nearby enemies back, and deals triple fall damage to enemies landed on.
  • In combat, the Pyro can use the Thermal Thruster allowing them to get into their flamethrower's effective range quickly. It takes one second to launch, so pick the correct direction to move away.
  • The Pyro can switch weapons in mid-flight. They may be ready to attack with their flamethrower upon landing!
  • The Thermal Thruster stores two charges which take 15 seconds to recharge. If the Pyro has recently used both charges, their mobility is as average as usual.
  • The Reserve Shooter deals mini-crits to Pyros launched by the Thermal Thruster making it a soft counter to Thermal Thruster Pyros.
Gas Passer
Gas Passer
  • The Pyro can use the Gas Passer to deploy a Gas Cloud. Anyone who enters the Gas Cloud is doused for 10 seconds. Anyone (including Pyros) who is doused will be ignited for 10 seconds if damaged by any source.
  • The Pyro must wait up to 60 seconds or deal enough damage to use the Gas Passer. Until then, the Pyro lacks a ranged weapon.
  • If you are doused, consider retreating to a source of healing to reduce the debuff's duration.
  • If you are blocked by the Gas Cloud, consider if it is worth braving to quickly reach the area you are trying to access.

Melee weapons

Weapon Anti-Pyro strategy
Fire Axe
Fire Axe + reskins
  • Due to the vast range of utility that unlockable melee weapons provide, it is rare for a Pyro to equip the stock Fire Axe, much less use it; the Pyro's primary weapons have better range and more consistent damage.
  • As with all other Pyro melee weapons, stay away from melee range if the Pyro is holding their melee weapon. Be aware that if you remain outside their melee range too long, the Pyro will likely switch to their primary or secondary weapon.
Axtinguisher
Axtinguisher + reskins
  • The Axtinguisher deals less damage against non-burning players, but deals mini-crit damage against burning players, and deals all the afterburn damage the player would have taken, all at once. A Pyro will use this weapon to finish you off after igniting you with their other weapons.
  • The bonus damage is equal to the damage you would have taken from afterburn. The Pyro must choose between different options, such the Degreaser's fast weapon switch and low afterburn power. Take note of the Pyro's other weapons - you may gain insight into what tactics they use.
  • The Axtinguisher has less range than the Flame Thrower and holsters 35% slower, giving you time to counterattack should you survive the hit.
Homewrecker
Homewrecker + reskins
  • A Pyro with the Homewrecker typically watches over an Engineer's buildings, protecting them from Spies and incoming projectiles. They will tend to play passively and defend an Engineer nest, only going on the offensive to punish an enemy for overextending.
  • The Homewrecker one-shots Sappers, allowing the Pyro to prevent Spies from sapping any nearby buildings. Coordinate with teammates to distract or backstab the Pyro first.
Powerjack
Powerjack
  • The Powerjack grants the Pyro bonus movement speed but causes them to take 20% more damage while active. This speed boost makes them faster than every class besides the Scout. Pyros will typically deploy this weapon to reach the front lines faster, then switch to their other weapons for combat. If you catch a Pyro moving between areas with it, try to hit the Pyro before they can switch weapons.
  • In combat, the Pyro will sometimes switch to the Powerjack to finish you off and regain some health. Take advantage of the Pyro's damage vulnerability, and shoot them before they reach you.
Back Scratcher
Back Scratcher
  • Stay out of melee range - the Back Scratcher hits much harder than the stock Fire Axe.
  • The Back Scratcher grants Pyros increased healing from medkits, encouraging them to roam the map more freely, away from their team. Try to take any nearby health packs before the Pyro can reach them.
Sharpened Volcano Fragment
Sharpened Volcano Fragment
  • A Pyro may use the Sharpened Volcano Fragment to conserve Flame Thrower ammo, or as a last resort for lighting enemies ablaze. As with all melee weapons, keep your distance and continue attacking.
Third Degree
Third Degree
  • The Flame Thrower is often more effective than the Third Degree when it comes to attacking a Medic and his patient. Either way, beware of possible ambushes.
  • In Casual Mode, Pyros with this weapon will often try to take advantage of the high melee critical hit rate. If a Pyro approaches your patient with this weapon, disconnect your Medi Gun, or you may be killed instantly.
Neon Annihilator
Neon Annihilator
  • A Pyro may try to finish you off with the Neon Annihilator if you are wet. Keep your distance, and they will be left vulnerable.
  • Beware fighting Scouts (who throw Mad Milk) and Snipers (who throw Jarate) in enemy territory; they may give opportunities to a Pyro with the Neon Annihilator.
  • Like the Homewrecker, the Neon Annihilator can destroy Sappers, albeit at a slower rate. Treat it as if the Pyro was holding the Homewrecker.
Hot Hand
Hot Hand
  • The Hot Hand attacks faster than all other Pyro melees, deals less damage, and provides the Pyro a brief speed boost upon a successful hit. Unlike other clothing-related weapons, the Pyro can hide this weapon from their loadout until they pull out their distinct right-handed grey glove.
  • This weapon announces each Slap in the kill feed, which can be used to track down Spies using the Dead Ringer, although this is often less of a threat compared to the Pyro's fiery weapons.
  • A Pyro using this weapon generally is not taking the game too seriously. Still, continue to stay out of melee range - this weapon allows Pyro to continuously hit you, even as a Scout.

See also