Difference between revisions of "Anti-Pyro strategy"

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| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Pyro_badge_RED.png|40px]] [[Classes|Role]]
 
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Pyro_badge_RED.png|40px]] [[Classes|Role]]
 
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*Pyros are most successful when they [[Ambushing#Pyro|ambush]] their opponents. If you see them coming, prepare for them! Set up your own ambush, position yourself in a spot with a good escape route if things go awry, or retreat to a more suitable location.
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Pyros are most successful when they [[Ambushing#Pyro|ambush]] their opponents. If you see them coming, prepare for them; set up your own ambush, position yourself in a spot with a good escape route if things go awry, or retreat to a more suitable location.
 
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| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_medic.png|40px]] [[Health]]
 
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_medic.png|40px]] [[Health]]
 
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*The Pyro has an above average amount of health, and with their excellent close range combat they can be a hassle to take down if you attract their attention.
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The Pyro has an above average amount of health, and with their excellent close range combat they can be a hassle to take down if you attract their attention.
 
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| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_scout.png|40px]] [[Speed]]
 
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_scout.png|40px]] [[Speed]]
 
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*The Pyro is only useful at close range, so he will try to get close to you by chasing you down. The Pyro moves at the standard speed, so you can retreat while attacking in order to avoid damage.
+
The Pyro is only useful at close range, so he will try to get close to you by chasing you down. The Pyro moves at the standard speed, so you can retreat while attacking in order to avoid damage.
 
|-
 
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| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_soldier.png|40px]] [[Weapons|Power]]
 
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_soldier.png|40px]] [[Weapons|Power]]
 
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*Keeping your distance will negate much of the Pyro's strength. The [[Flare Gun]] and the [[Detonator]] are the Pyro's only long-range weapons, and they are both slow to fire and can be hard to score hits with, especially in open areas. While it is easier to score hits with the Detonator, it only mini-crits if it hits you again. The only other ranged weapon the Pyro has is the [[Shotgun]], which is only viable at short or moderate distances.
+
Keeping your distance will negate much of the Pyro's strength. The [[Flare Gun]] and the [[Detonator]] are the Pyro's only long-range weapons, and they are both slow to fire and can be hard to score hits with, especially in open areas. While it is easier to score hits with the Detonator, it only mini-crits if it hits you again. The only other ranged weapon the Pyro has is the [[Shotgun]], which is only viable at short or moderate distances.
 
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===Primary Weapons===
 
===Primary Weapons===
*[[Compression blast]]
+
 
**Pyros will often panic when confronted by a Soldier or Demoman and immediately use their Compression Blast in an attempt to deflect projectiles. Fire your rockets or grenades immediately after the airblast to hit the Pyro and avoid being damaged/killed by your own weapon.
+
Flamethrowers possess an alternate mode of fire: the [[Compression blast]]. These airblasts push foes up and away, can reflect projectiles with proper timing, and put out burning teammates.
**You can often cause an enemy Pyro to waste ammunition by firing projectiles off to the side where they can not be reflected.
+
*Approaching a Pyro as a Soldier or Demoman will cause them to anticipate your projectiles and attempt to reflect them. Reduce the chances of a successful reflect by firing to the side of the Pyro instead of in front of it. Aside from damaging the Pyro, this will also waste its Flamethrower ammunition.
**Do not fire your explosives straight at an enemy Pyro. This allows it to both aim and reflect them more easily. Aim near the Pyro and rely on splash damage instead.
+
*Avoid fighting or retreating near cliffs or dangerous objects such as the [[Sawblade]]s in [[Sawmill]] when fighting a Pyro; it may try to airblast you to your death.
**Each Compression Blast takes 20 units of ammo out of 200 total (unless it's a Backburner, which uses 50 units of ammo). Try and make the Pyro waste ammo by firing projectiles into the ground just short of the Pyro before making your actual attack; this also has the benefit of not allowing the Pyro to hit you with your own projectile. The Pyro may already be low on ammo and will have to switch to a much weaker weapon. Be careful engaging a Pyro near a Dispenser, however; it won't run out of ammo that quickly.
+
*If a Pyro is guarding buildings, destroy the Dispenser to limit its ammo sources.
**Avoid fighting or retreating near cliffs or dangerous objects such as the [[Sawblade]]s in [[Sawmill]] when fighting a Pyro. A proficient Pyro will use Compression Blasts to kill you instantly via environmental damage.
 
  
  
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Flamethrower}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Flamethrower}}
 
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*Do not panic if you are set on fire, as it will take time to lower your health. By running you expose yourself to more damage, especially if you're playing a class with less speed than the Pyro. Try and finish off the Pyro before running off to extinguish the fire.
+
Try to kill a Pyro before it can get close enough to burn you; few classes can escape the Flamethrower's reach once caught by it. Take note of the nearest health kits and bodies of water you can completely submerge yourself in. Try sticking with Pyros or other classes that can heal you or put out fires.
*Remember that many classes possess the ability to instantly put out burning teammates (ex. Snipers with Jarate, friendly Pyros with their [[compression blast]], etc.). If you have access to those abilities, be sure to help out your teammates who have been lit.
 
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Backburner}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Backburner}}
 
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*The Backburner uses much more ammo for Compression Blasts than the standard Flamethrower. A careless Pyro can be tricked into wasting its blasts by firing multiple projectiles at it. Alternatively, a Pyro may be less likely to use a Compression Blast in order to conserve ammo, unless they are near a Dispenser or can readily access other sources of ammo.
+
Watch yourself when entering neutral or enemy territory; a Pyro with this weapon may be lying in wait. It is even more important to stay out of a Pyro's reach, as the Backburner deals 10% more damage. If you must retreat, NEVER turn your back on the Pyro, since you'll give it a definite advantage if you do. A Pyro using the Backburner will use Compression blasts less often, due to its increased ammo cost; if you can force it to airblast anyway, deny the Pyro all nearby ammo sources.
*Always try to keep a Pyro using the Backburner in front of you. If he gets close to you and starts strafing, he may get a lucky Critical hit from behind or from the side.
 
*The Backburner inflicts 10% more damage than the regular Flamethrower, so stay well away from a Pyro using one, and prevent it from closing the gap between you.
 
*If cornered by a Pyro with the Backburner, it may be better to try and deal damage to it before it kills you; to turn your back on the Pyro and attempt to flee will give it an added advantage with the weapon.
 
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Degreaser}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Degreaser}}
 
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*The Degreaser allows a Pyro to quickly switch weapons, making close-quarters combat extremely dangerous. If a Pyro lights you on fire, try to stay out of melee range, as it can quickly bring out the Axtinguisher and finish you off in one or two hits.
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The Degreaser allows a Pyro to quickly switch weapons, making close-quarters combat extremely dangerous; take the Pyro out from a distance using Snipers and Sentry Guns. The Degreaser inflicts 25% less afterburn damage, which can give you a higher chance of surviving afterburn once you kill or escape from the Pyro. Never attempt to [[Community Scout strategy#Weapon Heckling|weapon heckle]] a Pyro who is using the Degreaser.
*The Degreaser inflicts 25% less afterburn damage than the regular Flamethrower, making it more likely that you'll survive being set on fire.
 
*Never attempt to [[Community Scout strategy#Weapon Heckling|weapon heckle]] a Pyro using the Degreaser.
 
 
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}}
 
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*This weapon is only truly effective at mid-range or closer due to its bullet spread. Most classes have much more dangerous ranged weapons to use if the Pyro is forced to engage you from a distance.
+
This weapon is only truly effective at mid-range or closer due to its bullet spread. Most classes have much more dangerous ranged weapons to use if the Pyro is forced to engage you from a distance. It also takes more time for a Pyro to ready its Shotgun than other classes that use it, unless it has the Degreaser equipped.
 
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Flare Gun|}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Flare Gun|}}
 
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*This weapon is slow to fire and can be difficult to score a hit with. While it can set you on fire, the damage from the flare itself is low and it will take time for the Pyro to hit you again with it. Further, the flare is very easy to avoid in open areas.
+
This weapon is slow to fire and can be difficult to score a hit with, especially in open spaces. While it can set you on fire, the damage from the flare itself is low and it will take time for the Pyro to hit you again with it. Thus, the Flare Gun is often used as a long-range harassment weapon; it should be easy enough to find a way to extinguish yourself. Be sure to do so quickly, for if you are hit by another flare while burning, you will suffer a critical hit.
*Most Pyros use this weapon as a long-range harassment weapon. It should be easy enough to find a body of [[water]], a [[Dispenser]], or a [[Medic]] without having to fight the Pyro up-close. If you ''do'' get lit on fire, keep your distance from the Pyro so they cannot inflict even more damage on you with the Flamethrower or the Axtinguisher.
 
*If you are on fire, avoid flares at all costs, as they will deal critical hits on burning enemies.
 
 
|-
 
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Detonator|}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Detonator|}}
 
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*Most of the rules for countering the Flare Gun also apply to the Detonator.
+
This weapon is quite similar to the Flare Gun but with two differences; the Detonator's flares can be remotely triggered to burst, and only deal Mini-Crits to burning foes. Try not to cluster with teammates, as a flare can burn multiple targets upon detonation. Be aware that the Detonator can allow Pyros to "Flare Jump"; while nowhere as effective as Rocket or Sticky Jumping, it can still help Pyros reach new places to ambush you from.
*Detonator flares can be remotely triggered by the Pyro that fired them, creating a small blast radius that can ignite multiple targets simultaneously. Teammates should stay scattered to minimize the amount of damage Detonator flares can inflict.
 
*Detonator flares have a distinctive 'whine' they emit while in the air, making them easy to distinguish from standard Flare Gun shots.
 
*Pyros equipped with the Detonator can use its explosive effects to mimic [[Rocket jumping]], at the cost of nearly a third of their health. One should thus be wary of potential ambushes from above, in addition to typical Pyro ambush locations.
 
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Reserve Shooter|}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Reserve Shooter|}}
 
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*This weapon is an effective counter to other Pyros, due to the compression blast capable of launching the target into the air, whereby the attacking Pyro can subsequently shoot for mini-crits. This can make exchanges between Pyros very quick, compared to the slower (and more dangerous) method of a head-on Flamethrower battle, which usually leaves one Pyro dead and the other at very low health.
+
This weapon is an effective counter to other Pyros, due to the Compression blast being capable of launching targets into the air. However, usage of the Reserve Shooter is often limited to this gimmick of shooting airblasted enemies. Move nimbly to make a Pyro miss with the meager three shots this weapon allows. Beware Pyros using this in combination with the Degreaser - it can now switch weapons 80% faster.
*This weapon can also be used for open combat where the Pyro is at a disadvantage against enemies such as the Demoman or Soldier, where Pyros can blow enemies away while simultaneously back pedalling with the Reserve Shooter, hopefully dealing large amounts of damage. This tactic is limited as the Reserve Shooter, like all shotguns, suffer from bullet spread with increasing range.
 
*The Reserve Shooter only carries 3 rounds as opposed to the standard Shotgun's 6. Thus, Pyros will need to be aim more carefully when shooting. Conversely, this means that enemies may use the frequent reload periods to launch a counterattack.
 
*Enemies must avoid close quarter combat with Pyros using the Reserve Shooter with the Degreaser at all costs. The Pyro now has an even greater weapon-switch time, and will exploit this to their advantage by using the Reserve Shooter in the case that the Axtinguisher has missed.
 
 
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<br>[[Fire Axe]] / [[Saxxy]] / [[Conscientious Objector]]
 
<br>[[Fire Axe]] / [[Saxxy]] / [[Conscientious Objector]]
 
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*Most Pyros will use other melee weapons instead of the Fire Axe. If a Pyro is using this, he's either counting on a random [[critical hit]] or he's out of Flamethrower ammunition. Use this to your advantage and press your attack.
+
Most Pyros will use other melee weapons instead of this weapon. If a Pyro does use it, it's either counting on a random [[critical hit]] or has run out of ammunition for its other weapons. Kill it with ranged attacks.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Axtinguisher|icon-size=100x100px}}{{Icon weapon|weapon=Postal Pummeler|icon-size=100x100px}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Axtinguisher|icon-size=100x100px}}{{Icon weapon|weapon=Postal Pummeler|icon-size=100x100px}}
 
<br>[[Axtinguisher]] / [[Postal Pummeler]]
 
<br>[[Axtinguisher]] / [[Postal Pummeler]]
 
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*This is arguably the Pyro's most dangerous weapon, as it usually only takes one hit to kill most classes. You won't usually see the Pyro use this weapon unless you're on fire and in close range of the Pyro, because it deals very little damage to a non-burning target.
+
This is arguably the Pyro's most dangerous weapon, as it usually only takes one hit to kill most classes. However, a Pyro will only use the Axtinguisher/Postal Pummeler after it sets you on fire, because the weapon deals half damage to a non-burning target. Prevent a Pyro from using this weapon by preventing it from getting close enough to burn you in the first place. As a Heavy or overhealed Soldier, you can likely take one hit from the Axtinguisher/Postal Pummeler while burning before succumbing to the next; hit the Pyro with everything you have - the extra second you get may mean the difference between life and death. If a Pyro has equipped the Degreaser and the Reserve Shooter alongside this weapon, it's probably best to avoid engaging in close combat with it altogether and just attack from long range.
*Heavies and overhealed Soldiers usually take two (or sometimes three) hits before dying to this weapon. If you're being healed by a Medic, be sure to hit the Pyro with everything you have; that extra second or two can make the difference between life and death.
+
 
*The best strategy for dealing with the Axtinguisher is prevention. Avoid being caught on fire, and avoid getting within melee range if you do get lit. This holds especially true against Pyros who pair this weapon with the Degreaser; the faster weapon switch allows for much faster kills.
 
 
|-
 
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Homewrecker|icon-size=100x100px}}{{Icon weapon|weapon=Maul|icon-size=100x100px}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Homewrecker|icon-size=100x100px}}{{Icon weapon|weapon=Maul|icon-size=100x100px}}
 
<br>[[Homewrecker]] / [[Maul]]
 
<br>[[Homewrecker]] / [[Maul]]
 
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*The Homewrecker/Maul does decreased damage to players making it less effective as a melee weapon.
+
This weapon does 25% less damage to players, making it less effective as a melee weapon. However, it does twice as much damage to buildings; Engineers should keep Dispensers and Teleporters within sight of their Sentry Guns. The Homewrecker/Maul can also destroy Electro Sappers in one hit; Spies should kill the Pyro before sapping the buildings it's guarding, or direct teammates to do the job (of killing and wrecking) for him.
*Watch your Buildings, as a Pyro with the Homewrecker/Maul can easily destroy them due to the increased damage.
 
*Spies will have increased difficulty sapping Buildings if a Pyro wielding the Homewrecker/Maul is defending them; it only takes a single hit to destroy an Electro Sapper. Either kill the Pyro first, or change to/get help from a class equally or more suited to destroying Buildings, such as the Demoman.
 
 
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Powerjack}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Powerjack}}
 
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*Pyros tend to use this weapon in a similar manner as an Axtinguisher; they will light you on fire and attempt to finish you off with the Powerjack in order to gain back health. As the weapon doesn't deal critical hits to burning foes like the Axtinguisher can, this may give you more time to fend off a Pyro who attempts this.
+
Pyros tend to use this weapon in a similar manner as the Axtinguisher; they will light you on fire and attempt to finish you off with it in order to recover health or gain overheal. As the weapon doesn't deal critical hits to burning foes like the Axtinguisher can, you may have more time to fend off a Pyro who attempts this. While equipped, this weapon gives the Pyro a 20% vulnerability to melee weapons; if a Pyro equips the Powerjack, exploit this weakness by attacking it with your own melee weapon. However, as the Powerjack is capable of overhealing the Pyro, killing it in close combat can still be a difficult task; be careful engaging a Pyro who you've witnessed murder a few of your teammates with the weapon.
*While equipped, this weapon gives the Pyro a 20% vulnerability to melee weapons. If a Pyro equips the Powerjack, exploit this weakness by attacking it with your own melee weapon.
 
**However, as the Powerjack is capable of overhealing the Pyro, killing it can still be a difficult task. Be careful engaging in close combat with a Pyro you've witnessed murder a few of your teammates with the weapon.
 
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Back Scratcher}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Back Scratcher}}
 
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*The Back Scratcher makes it harder for a Pyro/Medic combo to be effective because the Pyro will be healed at a much slower rate. This can make it a lot easier to take out the Pyro first, rather than attempting to kill its Medic first.
+
Pyros wielding the Back Scratcher are formidible foes in melee combat, as they deal 25% more damage; the 50% health kit bonus they receive gives them staying power, as well. However, the weapon slows the rate at which a Medic can heal the Pyro with his Medi Gun; if such a pair makes a push, it'll be easier to kill the Pyro before killing its healer, instead of vice versa. Try to finish off a wounded Pyro equipped with the Back Scratcher before it finds a Medic; the healer penalty actually helps a Medic build Ubercharge faster.
*Avoid a melee fight with a Pyro wielding the Back Scratcher; the weapon deals 25% more damage than the standard Fire Axe, giving the Pyro the advantage.
 
*If there are health kits around the area, have yourself or your allies take them as soon as possible, as the health of a Pyro is replenished more quickly when it takes a medkit with the Back Scratcher equipped.
 
*Wounded Pyros wielding the Back Scratcher can greatly help a Medic build his UberCharge. Be sure to finish off the Pyro and its Medic quickly.
 
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Sharpened Volcano Fragment}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Sharpened Volcano Fragment}}
 
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*This weapon inflicts 20% less damage than the regular Fire Axe, but this is offset by the fact that a successful hit can set enemies on fire. Stay out of melee range by walking backwards and attacking using your ranged weapons, much like you would with against the Flamethrower.
+
This weapon inflicts 20% less damage than the default Fire Axe, but this is offset by its ability to light enemies on a successful hit. Stay out of melee range by walking backwards and attacking using your ranged weapons, much like you would with against the Flamethrower. Many Pyros use the Sharpened Volcano Fragment as a last resort to set enemies on fire, or in Medieval Mode as one of only two ways to burn their foes (the other is being struck by a Huntsman arrow lit by special torches). Beware of other enemy Pyros wielding the Axtinguisher or Flare Gun as well as enemy Scouts with the [[Sun-on-a-Stick]].
*Many Pyros use the Sharpened Volcano Fragment as a last resort to set enemies on fire, or in Medieval Mode as one of only two ways to burn their foes.
 
*Since this weapon engulfs its victims in flames, you should always be wary of other enemy Pyros wielding the Axtinguisher or Flare Gun as well as enemy Scouts with the [[Sun-on-a-Stick]].
 
*If you are struck, keep an eye out for friendly Medics, Dispensers, water sources and health packs in order to counteract the afterburn damage.
 
 
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<br>[[Item sets#Pyro|The Gas Jockey's Gear]]
 
<br>[[Item sets#Pyro|The Gas Jockey's Gear]]
 
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*The Pyro has an increased 10% bullet vulnerability while using this set. Use bullet-based weapons to harass him at long range, and prevent him from getting into close quarters with his extra 10% movement speed and 65% faster weapon switch speed.
+
The Pyro has an increased 10% bullet vulnerability while using this set. Use bullet-based weapons to harass him at long range, and prevent him from getting into close quarters with his extra 10% movement speed and 65% faster weapon switch speed.
 
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Revision as of 22:50, 24 October 2011

Eeuaghafvada...

The Pyro is an extremely dangerous class at close range. Generally, the best way to engage a Pyro is from a distance because the Pyro lacks substantial ranged weaponry. The Pyro excels in close-quarters combat so try and fight him in the open, away from areas where he can trap you. Keep in mind that a Pyro can use his compression blast ability to deflect projectiles back at you.

General

Attributes Anti-Pyro strategy
Pyro emblem RED.png Role

Pyros are most successful when they ambush their opponents. If you see them coming, prepare for them; set up your own ambush, position yourself in a spot with a good escape route if things go awry, or retreat to a more suitable location.

Leaderboard class medic.png Health

The Pyro has an above average amount of health, and with their excellent close range combat they can be a hassle to take down if you attract their attention.

Leaderboard class scout.png Speed

The Pyro is only useful at close range, so he will try to get close to you by chasing you down. The Pyro moves at the standard speed, so you can retreat while attacking in order to avoid damage.

Leaderboard class soldier.png Power

Keeping your distance will negate much of the Pyro's strength. The Flare Gun and the Detonator are the Pyro's only long-range weapons, and they are both slow to fire and can be hard to score hits with, especially in open areas. While it is easier to score hits with the Detonator, it only mini-crits if it hits you again. The only other ranged weapon the Pyro has is the Shotgun, which is only viable at short or moderate distances.

Weapon Specific

A list of useful tidbits about the Pyro's tools, and how to counter them:

Primary Weapons

Flamethrowers possess an alternate mode of fire: the Compression blast. These airblasts push foes up and away, can reflect projectiles with proper timing, and put out burning teammates.

  • Approaching a Pyro as a Soldier or Demoman will cause them to anticipate your projectiles and attempt to reflect them. Reduce the chances of a successful reflect by firing to the side of the Pyro instead of in front of it. Aside from damaging the Pyro, this will also waste its Flamethrower ammunition.
  • Avoid fighting or retreating near cliffs or dangerous objects such as the Sawblades in Sawmill when fighting a Pyro; it may try to airblast you to your death.
  • If a Pyro is guarding buildings, destroy the Dispenser to limit its ammo sources.


Weapon Anti-Pyro strategy
Flamethrower
Flame Thrower

Try to kill a Pyro before it can get close enough to burn you; few classes can escape the Flamethrower's reach once caught by it. Take note of the nearest health kits and bodies of water you can completely submerge yourself in. Try sticking with Pyros or other classes that can heal you or put out fires.

Backburner
Backburner

Watch yourself when entering neutral or enemy territory; a Pyro with this weapon may be lying in wait. It is even more important to stay out of a Pyro's reach, as the Backburner deals 10% more damage. If you must retreat, NEVER turn your back on the Pyro, since you'll give it a definite advantage if you do. A Pyro using the Backburner will use Compression blasts less often, due to its increased ammo cost; if you can force it to airblast anyway, deny the Pyro all nearby ammo sources.

Degreaser
Degreaser

The Degreaser allows a Pyro to quickly switch weapons, making close-quarters combat extremely dangerous; take the Pyro out from a distance using Snipers and Sentry Guns. The Degreaser inflicts 25% less afterburn damage, which can give you a higher chance of surviving afterburn once you kill or escape from the Pyro. Never attempt to weapon heckle a Pyro who is using the Degreaser.

Secondary Weapons

Weapon Anti-Pyro strategy
Shotgun
Shotgun

This weapon is only truly effective at mid-range or closer due to its bullet spread. Most classes have much more dangerous ranged weapons to use if the Pyro is forced to engage you from a distance. It also takes more time for a Pyro to ready its Shotgun than other classes that use it, unless it has the Degreaser equipped.

Flare Gun
Flare Gun

This weapon is slow to fire and can be difficult to score a hit with, especially in open spaces. While it can set you on fire, the damage from the flare itself is low and it will take time for the Pyro to hit you again with it. Thus, the Flare Gun is often used as a long-range harassment weapon; it should be easy enough to find a way to extinguish yourself. Be sure to do so quickly, for if you are hit by another flare while burning, you will suffer a critical hit.

Detonator
Detonator

This weapon is quite similar to the Flare Gun but with two differences; the Detonator's flares can be remotely triggered to burst, and only deal Mini-Crits to burning foes. Try not to cluster with teammates, as a flare can burn multiple targets upon detonation. Be aware that the Detonator can allow Pyros to "Flare Jump"; while nowhere as effective as Rocket or Sticky Jumping, it can still help Pyros reach new places to ambush you from.

Reserve Shooter
Reserve Shooter

This weapon is an effective counter to other Pyros, due to the Compression blast being capable of launching targets into the air. However, usage of the Reserve Shooter is often limited to this gimmick of shooting airblasted enemies. Move nimbly to make a Pyro miss with the meager three shots this weapon allows. Beware Pyros using this in combination with the Degreaser - it can now switch weapons 80% faster.

Melee Weapons

Weapon Anti-Pyro strategy
Item icon Fire Axe.png Item icon Saxxy.png Item icon Conscientious Objector.png


Fire Axe / Saxxy / Conscientious Objector

Most Pyros will use other melee weapons instead of this weapon. If a Pyro does use it, it's either counting on a random critical hit or has run out of ammunition for its other weapons. Kill it with ranged attacks.

Item icon Axtinguisher.pngItem icon Postal Pummeler.png


Axtinguisher / Postal Pummeler

This is arguably the Pyro's most dangerous weapon, as it usually only takes one hit to kill most classes. However, a Pyro will only use the Axtinguisher/Postal Pummeler after it sets you on fire, because the weapon deals half damage to a non-burning target. Prevent a Pyro from using this weapon by preventing it from getting close enough to burn you in the first place. As a Heavy or overhealed Soldier, you can likely take one hit from the Axtinguisher/Postal Pummeler while burning before succumbing to the next; hit the Pyro with everything you have - the extra second you get may mean the difference between life and death. If a Pyro has equipped the Degreaser and the Reserve Shooter alongside this weapon, it's probably best to avoid engaging in close combat with it altogether and just attack from long range.

Item icon Homewrecker.pngItem icon Maul.png


Homewrecker / Maul

This weapon does 25% less damage to players, making it less effective as a melee weapon. However, it does twice as much damage to buildings; Engineers should keep Dispensers and Teleporters within sight of their Sentry Guns. The Homewrecker/Maul can also destroy Electro Sappers in one hit; Spies should kill the Pyro before sapping the buildings it's guarding, or direct teammates to do the job (of killing and wrecking) for him.

Powerjack
Powerjack

Pyros tend to use this weapon in a similar manner as the Axtinguisher; they will light you on fire and attempt to finish you off with it in order to recover health or gain overheal. As the weapon doesn't deal critical hits to burning foes like the Axtinguisher can, you may have more time to fend off a Pyro who attempts this. While equipped, this weapon gives the Pyro a 20% vulnerability to melee weapons; if a Pyro equips the Powerjack, exploit this weakness by attacking it with your own melee weapon. However, as the Powerjack is capable of overhealing the Pyro, killing it in close combat can still be a difficult task; be careful engaging a Pyro who you've witnessed murder a few of your teammates with the weapon.

Back Scratcher
Back Scratcher

Pyros wielding the Back Scratcher are formidible foes in melee combat, as they deal 25% more damage; the 50% health kit bonus they receive gives them staying power, as well. However, the weapon slows the rate at which a Medic can heal the Pyro with his Medi Gun; if such a pair makes a push, it'll be easier to kill the Pyro before killing its healer, instead of vice versa. Try to finish off a wounded Pyro equipped with the Back Scratcher before it finds a Medic; the healer penalty actually helps a Medic build Ubercharge faster.

Sharpened Volcano Fragment
Sharpened Volcano Fragment

This weapon inflicts 20% less damage than the default Fire Axe, but this is offset by its ability to light enemies on a successful hit. Stay out of melee range by walking backwards and attacking using your ranged weapons, much like you would with against the Flamethrower. Many Pyros use the Sharpened Volcano Fragment as a last resort to set enemies on fire, or in Medieval Mode as one of only two ways to burn their foes (the other is being struck by a Huntsman arrow lit by special torches). Beware of other enemy Pyros wielding the Axtinguisher or Flare Gun as well as enemy Scouts with the Sun-on-a-Stick.

Class Set

Set Anti-Pyro strategy

Degreaser Powerjack Attendant


The Gas Jockey's Gear

The Pyro has an increased 10% bullet vulnerability while using this set. Use bullet-based weapons to harass him at long range, and prevent him from getting into close quarters with his extra 10% movement speed and 65% faster weapon switch speed.

See also