Difference between revisions of "Pyro match-ups"

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| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>Pyro
 
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| If you and an enemy Pyro insist on fighting in close quarters, it's a simple matter of outmanuevering and outdamaging him with your own primary weapon, a task the [[Backburner]] may prove useful for. Although the two of you cannot be ignited and are immune to [[afterburn]], you aren't protected from the lion's share of the Flamethrower's damage. If he charges at you with his Flamethrower, backpedal while firing yours – due to the innate time flames take to travel, he will take more damage. To deal consistent damage while remaining relatively safe, stay at medium range and use a secondary weapon that uses bullets, such as the Shotgun. The compression blast can be used to position the enemy Pyro so that you can either retreat or land an easy Shotgun blast.  
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| If you and an enemy Pyro insist on fighting in close quarters, it's a simple matter of outmaneuvering and outdamaging him with your own primary weapon, a task the [[Backburner]] may prove useful for. Although the two of you cannot be ignited and are immune to [[afterburn]], you aren't protected from the lion's share of the Flamethrower's damage. If he charges at you with his Flamethrower, backpedal while firing yours – due to the innate time flames take to travel, he will take more damage. To deal consistent damage while remaining relatively safe, stay at medium range and use a secondary weapon that uses bullets, such as the Shotgun. The compression blast can be used to position the enemy Pyro so that you can either retreat or land an easy Shotgun blast.  
 
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| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]

Revision as of 07:49, 20 December 2011

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The Pyro on strategies
Class Strategy
Pyro.png
Pyro
vs Scout.png
Scout
You will have trouble against a Scout that can stay out of your Flamethrower’s short range. Try to engage him in an enclosed area to stop him from dodging your attacks as easily. Use your Shotgun or Flare Gun until he is close enough to ignite. If you can get into position, use your compression blast to shove him into a wall and render him immobile long enough for you to incinerate him. As long as you can get just one puff of flame onto him, he’ll have to retreat eventually to extinguish the afterburn.
Pyro.png
Pyro
vs Soldier.png
Soldier
When dealing with an enemy Soldier, you'll want to make use of your compression blast to reflect his rockets back and force him to take out his weaker secondary weapon. Once you close the distance, he’ll have to continue using the Shotgun or fire rockets at his feet, damaging himself. With prediction, you are actually able to reflect his rockets the moment they leave his Rocket Launcher. His slow speed makes him susceptible to an ambush.
Pyro.png
Pyro
vs Pyro.png
Pyro
If you and an enemy Pyro insist on fighting in close quarters, it's a simple matter of outmaneuvering and outdamaging him with your own primary weapon, a task the Backburner may prove useful for. Although the two of you cannot be ignited and are immune to afterburn, you aren't protected from the lion's share of the Flamethrower's damage. If he charges at you with his Flamethrower, backpedal while firing yours – due to the innate time flames take to travel, he will take more damage. To deal consistent damage while remaining relatively safe, stay at medium range and use a secondary weapon that uses bullets, such as the Shotgun. The compression blast can be used to position the enemy Pyro so that you can either retreat or land an easy Shotgun blast.
Pyro.png
Pyro
vs Demoman.png
Demoman
The Demoman's ranged weapons can only fire projectiles, so you'll want to make good use of the airblast. Protect your team and yourself by reflecting the grenades and Stickybombs that the Demoman launches at you. Aim your compression blast carefully, as your own reflected projectiles are still harmful. While he is reloading, pepper him with your secondary weapon while steadily approaching. The Demoman’s weapons are difficult to aim and can inflict self-damage at close range; once you close the distance, you should easily be able to kill him. If the Demoman insists on using one of his shields to rush you down, quickly fire a puff of flame and then use your compression blast to break the charge. Even without the Axtinguisher, you should easily beat him in the ensuing close range fight.
Pyro.png
Pyro
vs Heavy.png
Heavy
It is usually suicide to directly face a Heavy, the other class that specializes in close range combat; his Minigun can shred you in less than a second. If he already sees you, your best option would be just to harass him with your secondary weapon at range. To take him out quickly enough, you’ll have to ambush him and perhaps use the Axtinguisher to deal your highest possible burst damage. If you are having trouble, airblast him away and retreat. At range, your Flare Gun can be relied upon to deliver a succession of Critical hits which even a Heavy cannot ignore.
Pyro.png
Pyro
vs Engineer.png
Engineer
A lone Engineer is an easy target. His Sentry Gun, however, is more resilient than even a Heavy. If the Sentry Gun has already been upgraded to level 3, you will find it difficult to circle-strafe it without taking heavy damage. Unless you can safely attack it with your Flamethrower or Shotgun from an angle, you’re best off retreating and coming back with teammates. If you're feeling ambitious, try reflecting the Sentry Gun rockets back at the Sentry Gun or its owner. Your Flamethrower can penetrate his buildings and attack him directly, making you a prime candidate to destroy Sentry positions when ÜberCharged.
Pyro.png
Pyro
vs Medic.png
Medic
Although you can easily defeat a Medic in a one-on-one duel, he will usually be surrounded by his teammates. You probably won’t be able to pick him off, as his natural health regeneration makes afterburn less effective. Leave directly targeting him to your teammates and try for an Axtinguisher or Backburner ambush. When a Medic deploys his ÜberCharge, use your airblast to separate him from his patient and prematurely cut the ÜberCharge link.
Pyro.png
Pyro
vs Sniper.png
Sniper
The Sniper is perhaps your exact opposite. While you deal damage over a wide area at close range, the Sniper deals precise damage to single targets at long range. If possible, stay out of sight until you are within Flamethrower range. An ignited Sniper will have difficulty aiming his weapon, so harass him with your Flare Gun if he spots you. Move erratically to avoid being headshot and fire your primary to obscure his view of your head; once you close the distance, the Sniper is easy prey. Don’t rely on afterburn to kill a Sniper, as his Jarate can extinguish your flames. Defensively, you can use your compression blast to reflect Huntsman arrows and Jarate.
Pyro.png
Pyro
vs Spy.png
Spy
You are the deadliest enemy a Spy can face. Although you are not immune to backstabs, your flames are a natural deterrent for any Spy. Fire nullifies both the Cloak and disguise of any Spy, so Spy-check all of your teammates with a quick puff of flame. However, the Spy has two counters against your flames and your Spy-checks: the Dead Ringer, which will extinguish your flames and try to trick you into thinking you killed him, and the Spy-cicle. The latter can be used more frequently, and will also extinguish your flames in addition to making him fireproof for two seconds. This eliminates your ability to continuously Spy-check him without unnecessarily chewing up a lot of your ammo, but should you turn your back, he can't backstab you for up to fifteen seconds until his knife regenerates. You can also be tipped off if he uses the Dead Ringer because it has a very loud decloaking sound unless he has the proper item set equipped (which will only reduce it to a normal decloaking sound, which you can use to expose him if you listen carefully). If he uses the Dead Ringer without the Spy-cicle, however, you still have to worry about being immediately backstabbed once he decloaks. His Revolver is surprisingly accurate and superior to your Shotgun at long range, so don't hesitate to retreat if you can't catch him quickly enough. You can further annoy enemy Spies by using the Homewrecker to remove their Electro Sappers from friendly buildings in a single hit.

See also