Difference between revisions of "Anti-Pyro strategy"
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** If you can't escape the Pyro, try to weaken them for your teammates before they kill you. | ** 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. Medkits, certain teammates, and bodies of water can all extinguish flames. | * If the Pyro sets you on fire, extinguish yourself as soon as possible to reduce [[afterburn]] damage. Medkits, certain teammates, and bodies of water can all extinguish flames. | ||
− | ** An allied Pyro can extinguish you with their compression blast or | + | ** 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. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Backburner}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Backburner}} + '''reskins''' | ||
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* The Phlogistinator promotes an aggressive playstyle. Don't allow the Pyro to easily enter close range or they will quickly fill their "Mmmph" meter. | * The Phlogistinator promotes an aggressive playstyle. Don't allow the Pyro to easily enter close range or they will quickly fill their "Mmmph" meter. | ||
* While a Pyro is taunting to activate the Phlogistinator's ability, they are immobile but temporarily immune to damage and knockback. You can prepare for their attempted rampage by having your team focus fire on them. | * While a Pyro is taunting to activate the Phlogistinator's ability, they are immobile but temporarily immune to damage and knockback. You can prepare for their attempted rampage by having your team focus fire on them. | ||
− | ** | + | ** Class-specific methods for preparing 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. | * The Phlogistinator cannot airblast, so you can freely use rockets, grenades, and other projectiles against the Pyro without fear of reflection. | ||
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* A Pyro with the Homewrecker often watches over an Engineer's buildings, protecting them from Spies. This playstyle can leave them more susceptible to attacks from long distances. | * A Pyro with the Homewrecker often watches over an Engineer's buildings, protecting them from Spies. This playstyle can leave them more susceptible to attacks from long distances. | ||
− | * Spies will have increased difficulty sapping buildings that are guarded by a Pyro equipped with the Homewrecker. Coordinate with teammates to distract or | + | * Spies will have increased difficulty sapping buildings that are guarded by a Pyro equipped with the Homewrecker. Coordinate with teammates to distract or backstab the Pyro first. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Powerjack}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Powerjack}} | ||
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* Hot Hand slaps attack faster than all other Pyro melees, deal 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. | * Hot Hand slaps attack faster than all other Pyro melees, deal 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 | + | * This weapon announces each Slap in the kill feed, which can be used to track down Spies using the [[Dead Ringer]], although this is actually less of a threat compared to the Pyro's fiery weapons. |
− | * This weapon is silly and can be distracting. Don't let your attention wander from the | + | * This weapon is silly and can be distracting. Don't let your attention wander from the objective. |
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Revision as of 19:17, 29 April 2021
“Sun Tzu's got nothing on us!” This article is a Community strategy stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: Needs a class specific section just like the Anti-Scout strategy has it. |
“ | Go to hell and tell the devil I'm comin' for him next!
Click to listen
— The Demoman
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” |
The Pyro is a hardy 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 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 they lack strong ranged weaponry, they are most vulnerable when distant from enemies or when in open areas.
Contents
General
Attributes | Anti-Pyro strategy |
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Role |
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Health |
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Speed |
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Power |
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Weapon-specific
Main article: Pyro weapons
Primary weapons
Weapon | Anti-Pyro strategy |
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Flame Thrower + reskins |
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Backburner + reskins |
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Degreaser |
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Phlogistinator |
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Dragon's Fury |
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Rainblower |
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Compression Blast |
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Secondary weapons
Weapon | Anti-Pyro strategy |
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Shotgun + reskins |
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Flare Gun + reskins |
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Detonator |
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Reserve Shooter |
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Manmelter |
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Scorch Shot |
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Panic Attack |
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Thermal Thruster |
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Gas Passer |
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Melee weapons
Weapon | Anti-Pyro strategy |
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Fire Axe + reskins |
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Axtinguisher + reskins |
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Homewrecker + reskins |
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Powerjack |
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Back Scratcher |
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Sharpened Volcano Fragment |
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Third Degree |
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Neon Annihilator |
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Hot Hand |
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See also
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