Pyro match-ups
Class | Strategy | ||
---|---|---|---|
Pyro |
vs | Scout |
Do not underestimate a Scout; like you, they are at their most powerful when close to their enemy. If a Scout gets too close, use your Flamethrower to set him on fire, and your compression blast to disorient him, but stay wary of Scattergun shots, which are deadly at close range. If you are at medium range, you may want to use your Flare Gun, since it will Mini-Crit, or pepper him with Shotgun rounds. Melee swings are difficult to land on a moving Scout, but devastating when they connect - compression blasting him into wall makes an easier target. The most important part is dodging the Scout's attacks until the afterburn can do its work or simply killing him as fast as possible with a combination of all of your weaponry. |
Pyro |
vs | Soldier |
While facing a Soldier, you need to watch out for his rockets. If you're equipping with an airblast-capable Flamethrower, try to reflect his rockets, as they will deal Mini-Crit damage. If he realizes you are trying to toss back his own rockets, he may either begin to fire at random intervals to throw you off, or switch to another weapon. If he switches to his Shotgun, counter with your own secondary weapon. The Pyro can easily outrun the Soldier (unless he carries the Equalizer), so don't be afraid to ambush with the Axtinguisher or Backburner. |
Pyro |
vs | Pyro |
Pyros are immune to afterburn; therefore the Flare Gun deals less damage, the flamethrowers are only immediately effective in close quarters, and the Axtinguisher is almost completely useless. Remember that the Backburner can still perform Critical hits against an enemy Pyro. If they charge you with a Flamethrower, do the same while backpedaling - this will damage them more than it does you. Close-range Shotgun blasts are effective, and melee swings from a weapon other than the Axtinguisher or Homewrecker can be very useful. Compression blasts are also useful in putting distance between you and an enemy Pyro, allowing you to move just outside of the range of their Flamethrower while using a Shotgun to damage your enemy at a safe distance. |
Pyro |
vs | Demoman |
Much like the Soldier, reflected Grenades and Stickybombs are deadly to both you and the Demoman. Since he cannot fire bullets, your Shotgun and Flare Gun are both effective and unmatched. If he has equipped the Chargin' Targe, fire damage won't be as effective. Use well-timed airblasts to prevent charges and melee attacks. Shotgun blasts or a puff-and-sting Axtinguisher swipe are most useful no matter the Demoman's loadout. |
Pyro |
vs | Heavy |
Dealing with a Heavy means staying out of the sights of his Minigun and Natascha. Taking on a Heavy head-on without some kind of surprise or health advantage is usually suicide. However, his gigantic back is a prime target for the Backburner. He is also susceptible to airblasts, particularly with environmental traps or minor falls. The Flare Gun, with multiple hits, can take a heavy down at long range. An old Pyro favorite is to sneakily "puff and sting" - light a Heavy up and swing the Axtinguisher twice - a tactic made even faster with a Degreaser. Having the Gas Jockey Gear against an Heavy isn't really recommended, due to your increased vulnerability to bullets. |
Pyro |
vs | Engineer |
An Engineer by himself is hardly a threat. With identical speed and a fifty-point health advantage, he is no match for any weapon. However, an Engineer with a Sentry Gun is very dangerous. Even with your high health, a Sentry can easily make quick work of you if you don't carefully execute your attack. Avoid a Sentry if you cannot attack it without being spotted, or go for the Engineer once he leaves the area. If you are quick enough, you can possibly reflect the Sentry Gun's rockets to do some massive damage to the Engineer or his Sentry. The Flare Gun can be useful for long-range sniping a neglected gun, just make sure that if the Sentry Gun is under control by an Engineer with the Wrangler, to stand in cover so it can't wound you. |
Pyro |
vs | Medic |
As with all classes, a Medic is a high-priority target in any game mode. One-on-one, his needles pack a punch, but travel in fairly predictable paths. Light him up and avoid his shots for maximum efficiency. His natural health regeneration and Blutsauger prevent afterburn from being fully effective, so secondary and melee attacks are appropriate. If he's not alone, focus fire on the Medic. The airblast is perfect for separating a Medic from his healing target and prematurely ending an ÜberCharge deployed on another player. Never underestimate a Medic that is aware of you, however, because not only is he nearly 10% faster than you are, his weapons are more effective than yours at anywhere past medium range, doubly so for the Crossbow. Your best bet for a Medic in medium range is to use your Shotgun or Flare Gun, but if you are up against a Medic that knows what he's doing at this range, it is advisable to avoid the fight completely, as he may end up killing you. |
Pyro |
vs | Sniper |
The Sniper, perhaps the opposite of the Pyro, can be killed with any weapon in close combat. Beware of his Jarate, though, which can extinguish your flames, reduce your defense, and give him a shot at redemption. Although Jarate can be a great way for the Sniper to inflict you with extra damage, with good timing, you can reflect it right back at him. Usually wait just a split second after you see a Jarate carrying Sniper coming toward you, and then use the compression blast. Also try doing this when the Sniper is retreating while readying his Jarate to extinguish himself. The flames will become minicrits, effectively turning his boon into his bane. The minicrits are extremely devastating to the Sniper due the their low health. At longer ranges, stay out of sight if at all possible. Flare Gun shots can be deadly as well as any Shotgun damage that lands, since his aim will jump. However, the Sniper can kill any Pyro too slow or too predictable to dodge a headshot. Huntsman arrows are both difficult to reflect, and devastating if used effectively. He will be even easier to kill if he is carrying the Bushwacka, as he will take more fire damage. The quickest and most devastating way to finish of an unaware Sniper, is not through taunting with a Shotgun/Flare Gun behind him, as he will hear you and possibly kill you, but with the Backburner from behind instead, as it will always Crit from behind. |
Pyro |
vs | Spy |
The best way to find a Spy is to check every teammate who passes by with a quick puff from a Flamethrower, or any suspicious looking hiding spot. Once detected simply light the Spy up and use your favorite weapon. Dead Ringer Spies can, however, extinguish the fire with their watch, allowing a quick escape. Spray the area around his dead body, just in case. The Dead Ringer Cloak shields a burning Spy from damage, and generally cannot be killed until their Cloak wears off, seconds later. The Axtinguisher is still effective, although not as much as it's only doing about 20 damage per hit when the Dead Ringer is active. However, this can still finish off a damaged Spy. Although Pyro's are generally regarded as the least likely class, besides the Scout, to be backstabbed, you are not immune to them. Make sure to check your back as though you were playing any other class. While Spies are usually a melee oriented class, be careful of their selected revolver. Spies with good aim can easily take you out in 3-4 shots, and even less with a headshot with the Ambassador. Remember to annoy Spies as much as possible! If Spies see that a good Spy-checking Pyro is on the opposing team, they will think twice about showing up. The Homewrecker doubles this effect, as you will be able to completely ruin a sapping spree that a Spy has attempted on friendly buildings. |
See also
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