Difference between revisions of "Community Pyro strategy"

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[[File:Pyroblows.png|250px|right|Technique]]
  
[[File:Community_Soldier_Strategy_Header.png|280px|right|Victory!]]
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{{Quotation|'''The Pyro''' on strategizing|Mmmphya harrgh mrgha hrghgph!|sound=Pyro_autocappedintelligence01.wav}}
  
{{Quotation|'''The Soldier''' before a vicious massacre|I am going to enjoy killing each and every one of you sorry sacks of scum!|sound=Soldier_taunts05.wav}}
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The [[Pyro]] is a class whose combat strategies mostly revolve around close-range combat. The Pyro's [[Flamethrower]] can dish out huge amounts of damage at close range, while the resultant [[afterburn]] can cause panic among enemies while slowly sapping at their health. In conjunction with the [[Shotgun]], the Pyro is effective for eliminating unaware targets at point blank, while weaker at ranged combat even while equipping weapons such as the [[Flare Gun]]. Despite being categorized as an [[Offensive]] class, the Pyro is not restricted in support tools: the Flamethrower's [[compression blast]] can also alter the flow of gameplay, being able push back enemies (even [[ÜberCharge]]d enemies, except for those under [[Quick-Fix]] ÜberCharge), deflect or move projectiles, and extinguish teammates on fire. A good Pyro will constantly revolve around both offensive and support play, protecting the team from projectiles and fire, while working to find opportunities to enter enemy territory and set them ablaze.
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{{TOC limit|limit=3}}
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==Quick tips==
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* As a general rule, simply walking forwards with no attention to the surroundings can easily get you killed, especially if your enemy notices you first. Always find alternate routes to catch opponents off-guard, as your Flamethrower has limited range and works best when opponents don't notice you.
  
As the general-purpose assault class of Team Fortress 2, the [[Soldier]] is easy to pick up and play but difficult to master. The Soldier is durable, capable of both long range and close quarters attacks, is quite accurate, and can often access places on various maps others cannot via [[jumping#Soldier jumps | rocket jumping]]. The Soldier is a solid "blast 'em everywhere" class, and experienced players can assault or defend key strategic points with ruthless efficiency.
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* [[Afterburn]] can be very distracting. Weaker classes will often lose half their health simply by touching your flames, which can forcibly remove them from the battle for a moment since they have to find health.
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** Used your ranged [[Flare Gun]]s to constantly set Snipers on fire, or prevent Scouts from moving forward.
  
{{TOC limit|3}}
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* Always [[spycheck]] for your team. Your flames will instantly exposed [[cloak]]ed [[Spies]], preventing them from being unnoticed. Always puff flames around your teammates, just in case.
  
==Quick Tips==
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* Stay away from [[water]] and open areas, where you are the weakest. If you can't avoid them, wait to follow another friendly player.
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** The former tip can be disregarded somewhat if you use the [[Neon Annihilator]]; however, it is only effective at melee range, making reliance on it somewhat questionable.
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** You can use your Flamethrower to attack people that are above a body of water, but depending on the depth of the water, they can get extinguished instantly, making Flamethrower or Flare Gun tactics inefficient. Consider using your Shotgun in such situations.
  
* Always take the high ground. You're harder to attack at higher elevations, and your rockets are harder to avoid.
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* Your [[compression blast]] is extremely useful. Save it for the right situations, such as forcibly re-positioning enemies that are [[ÜberCharge]]d, if you intend to follow up with your Shotgun or Flare Gun, or if you need to escape.
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** Pushing enemies to their left and right usually works better than forward or back. If an enemy gets pushed forward or back, they can still walk forwards to deal with you.
  
* A team without Soldiers is probably offensively weak. Fill the role to push back the other team and accomplish the objectives.
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* You are immune to the afterburn of other Pyros, but not the damage of their Flamethrower. Using your Shotgun will let you fight other Pyros at a distance where their Flamethrower cannot reach.
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** If the other Pyro has the a Flamethrower that is disadvantaged in airblasting (such as the [[Phlogistinator]]), you can use your compression blast to disorient them; they usually won't be able to react the same way. They can still hurt you with their secondary weapons, so being mindful of what your enemy has equipped could give a better idea of how fight them.
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** While fighting enemy Pyros, run backwards if you using the Flamethrower. You will receive less damage while dealing more to your opponent, since the enemy Pyro will be running straight into your flames while you run away from theirs. This strategy is also helpful to lure them into your base and have your teammates finish them off.
  
* Switch over to your secondary or melee weapons at close range to prevent point-blank rocket explosions from hurting yourself.
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== General ==
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* Playing Pyro requires a different mindset than other classes. You tend to be weak on frontal attacks; you will lose to most other classes if you are seen coming. If you catch the enemy by surprise, however, you can be the most dangerous class in the game.
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** As such, always try for an ambush. Learn the maps and use flanking routes rather than main ones. Several of your weapons can help open up more routes, such as the [[Detonator]] and [[Scorch Shot]] with their respective [[jumping#flare jump|Flare Jumps]].
  
* Look for rocket-jump shortcuts, especially in [[Capture the Flag]] and [[Control Point (game mode)|Control Point]] gametypes. A simple [[Back-capping|backcap]] can take an entire team by surprise.
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* While your playstyle can be risky, the Pyro's attributes are designed to help you. The Pyro class has the overall best health-to-speed ratio in the game, meaning you can get to the fight easily while being durable enough to survive most close-range encounters or run away if needed.
** Memorize where the health packs are on each map, as rocket jumping costs a fraction of your health.
 
  
* Try to anticipate where your enemies are going, as your rockets have travel time. [[Juggling|Juggle]] opponents by shooting your rockets below their feet, launching them into the air for a predictable followup shot.
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* Be wary of how the game treats your Flamethrower's flames.
** Changing to your Shotgun can be useful for taking out quick-moving targets like [[Scout]]s, as its bullets do not have travel time.
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** Flames have a "lifetime"; upon firing a puff, your flames will hang in the air for a moment, which can set enemies on fire even while you aren't actively firing. This is most useful for catching enemy [[Spies]].
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** Due to this lingering property, walking forwards and flaming will actually give you less range than normal, while walking back and flaming will make it more likely to hit an opponent, since you will leave a short-term trail of fire.
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** Since flames take a moment to reach their target, a burst of flame may not hit an actively moving opponent if they are at maximum Flamethrower distance. Lead your target at medium range.
  
* Avoid fighting [[Pyro]]s who have a habit of [[airblast]]ing. Fire rockets beside them to safely deal splash damage, or wait for them to airblast first before firing while they are vulnerable.
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* Any enemy hit by your flames will suffer decently damaging [[afterburn]], apart from other Pyros or if you use the [[Degreaser]]. This means you can use hit-and-run tactics by lightning a target on fire and then escaping to either soften them up for your teammates, or simply burn them to death over time.
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* Enemies that have been damaged sufficiently by afterburn can usually be easily finished off with the Shotgun. Sounds of an enemy ignited can help you track them more easily if you lost line of sight on them.
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** Weaker classes like [[Scouts]] tend to escape when they are on fire. Light them up and quickly retreat, following up with shots from the Shotgun. This is often enough to kill them with afterburn.
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** Because other classes such as the [[Medic]] lack efficient close-combat skills, they are the easiest to ignite and finish off with an ambush attack. While you are less effective against bulkier targets since they stand a higher chance surviving the full damage of your afterburn, they may be softened up sufficiently for your teammates to take out.
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* Despite the potential of afterburn, many sources can put it out, such as [[water]] and [[health]] sources like [[Dispensers]]. Do not expect afterburn to finish opponents off all the time.
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** If possible, try to pick up any health packs near burning enemies to prevent them from extinguishing themselves.
  
==General==
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* You are the optimal [[Spychecking]] class. Fire instantly negates a Spy's [[cloak]], making him an easy picking for you or your team. Due to your decent ammo pool, always puff flames around your teammates to prevent or expose a Spy who is trying to find opportunities to [[backstab]] any friendlies.
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** Note that the [[Dead Ringer]] will grant a Spy immunity to afterburn and up to 65% damage resistance during its initial 3 seconds. If you can predict his movements, you can constantly flame him and kill him before he can uncloak again; if not, you have to catch him off-guard the next time he approaches.
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** Also stay alert if a Spy is using the [[Spy-icle]] because when you ignite him, if he's holding the the Spy-icle (or switches to it after being lit), the flames will be extinguished immediately and he will gain a couple of seconds of afterburn immunity, however, the Spy usually says a fire related quote and there will be a loud "crack" noise when it happens, so be ready to chase him so that you'll be sure about him being dead.
  
* With 200 health, you have the second highest base health, losing only to the Heavy, and can be [[overhealed]] to a maximum of 300 health. Next to the Heavy, you are among the most resistant classes in combat; players tend to take Soldiers into consideration far more readily than most other classes due to your overall health, which can endure uncharged [[headshot]]s.
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* Arguably your biggest tool is your [[compression blast]]. Use it frequently to support teammates by deflecting enemy projectiles or extinguishing burning teammates.
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** The compression blast can move opponents too. Take every opportunity to light the enemy up first, so they take afterburn damage while you are moving them, and also to make it harder for them to aim.
  
* Due to the sheer power of your primary weapons, even at medium range, the Soldier is capable of engaging enemies reliably at most distances, giving players more flexibility compared to other classes (eg. Pyro and Demoman). You are also the only class with both an effective area-of-effect projectile (Rocket Launcher variants) and an accurate [[hitscan]] backup weapon (Shotgun), giving you a very balanced loadout for almost any situation.
 
** However, your base speed is the second slowest, next to the Heavy's. This can give you less flexibility in attacking and retreating on the ground, so always be sure to plan ahead whenever possible. Rocket jumping will help you quickly get to or escape from the field of battle.
 
  
* While your Rocket Launcher is very damaging at close range, consider that you may take heavy self-damage if you rely on it for one-on-one battles at close range. It can be wise to stick with your Shotgun and melee weapon if there's only one opponent that needs to be taken out.
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* Your array of weapons suffer at range compared to the rest of the cast, so stay away from open areas. Snipers and Heavies will often be your biggest issues, as the former can pick you off easily and the latter easily outdamages you before you can get into Flamethrower range. In this case, it may be useful to equip the Flare Gun to pepper them at a distance.
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** While you can take down Sentry Guns very quickly, it will be difficult to get in range without dying. Depending on the situation, it may be more viable to let other classes like the Soldier or Demoman take care of it.
  
* Perhaps your greatest advantage over any other class is the ability to [[rocket jump]]. By jumping with the aid of your primary weapon, it's possible to reach great heights and cross distances faster than most classes. This mobility is essential in gaining an advantage over the enemy in combat, and helps you negate your slow movement speed.
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=== [[Compression blast]] ===
** Rocket jumping vertically can allow you to reach locations normally inaccessible to most other classes, so try to use this to gain a height advantage over other players. The height advantage makes it easier to hit enemies with splash damage from rockets.
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[[Image:Hot_potato.png|right|100px|thumb|Your compression blast is an extremely useful tool for protecting teammates and positioning targets. Use it well.]]
  
* On Offense, you are possibly one of the best classes to storm into enemy territory. You can easily destroy enemy [[Sentry Gun]]s at range, take on multiple opponents at the front lines, or even rocket jump straight behind enemy lines to take out unaware targets.
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* The Flamethrower's compression blast (or airblast) is one of your defining features. It allows a Pyro to fulfill a number of roles, from extinguishing teammates, forcibly moving opponents, or reflecting projectiles.
** Your utility is further amplified with [[ÜberCharge]]s. A standard or [[Quick-Fix]] ÜberCharge lets you pressure enemies into retreating and allows you to rocket jump without taking self-damage, while a [[Kritzkrieg]] ÜberCharge can decimate groups of enemies with your critical-boosted rockets.
 
** When equipped with the [[Buff Banner]], [[Battalion's Backup]] or [[Concheror]], you will play more of a team role by buffing your teammates to have an advantage in battle.
 
  
* On Defense, you may sometimes choose to act like a Sniper, where you are capable of very rudely interrupting enemy captures if positioned properly, even taking damage falloff into account.
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* A single compression blast costs 20 ammo for the Flamethrower and [[Rainblower]], 25 for the [[Degreaser]], and 50 for the [[Backburner]]. Be sure to keep track of your ammunition, as spamming your compression blast will easily leave you without ammunition.
** Your rocket's strong splash damage is very useful for defending objectives, as enemies tend to cluster on areas such as [[Payload]] carts.
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** Note that the [[Phlogistinator]] cannot airblast at all, which can be a huge disadvantage in some situations.
** You can fire rockets from a distance to deny enemies from crossing a chokepoint. This should only be done near a friendly Dispenser or an ammo/health kit spawn point, as the low ammo capacity of the [[Rocket Launcher]] inhibits the staying power of the Soldier at long range.
 
  
* You can help a friendly [[Medic]] build [[ÜberCharge]] by causing self-damage with rockets. Only do this if there is no chance of a surprise enemy attack. This will be very useful especially on maps that are very hard to push in on Offense, such as [[Dustbowl]].
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* There is a slight cooldown after every compression blast before you can fire another. This can be a matter of life-or-death; a Soldier or Demoman can bait an airblast from you, then fire while you're vulnerable and cannot airblast. Learn to keep yourself from airblasting freely.
** It should be noted that ÜberCharge builds extremely fast during [[Setup time]] on the PC, Mac, and Linux version, so this strategy is only useful after the round has begun.
 
  
* It's usually wise to enable the "Automatically reload weapons when you're not firing" option under Advanced Multiplayer options. When this option is enabled, weapons will automatically attempt a reload cycle after each shot, and can be interrupted by firing the weapon again. Due to the small magazine size of your weapons, it's handy to keep them fully loaded in-between and even during some fights, and the single-shot reloading makes it harder for enemies to surprise you while reloading. Being able to reload a rocket as soon as you rocket jump to the battlefield will be of great use.
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'''Extinguishing'''
  
* Your rockets will originate from the left or right of the character model when shot, depending on the orientation (right-handed models will generate the projectile from the right, left-handed models from the left). This can be used to fire rockets around corners without being fully exposed, and must be taken into account when rocket jumping. This does not apply when using the [[Original]], which fires from the center of the screen.
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* You are the only class with a consistent method of putting out [[fire]] (apart from constant healing by [[Medi Gun]]s or [[Dispenser]]s). Other sources (such as the Scout's [[Mad Milk]] or the Sniper's [[Jarate]]) have a cooldown, making them less reliable. On maps or areas without water or [[pickups|health packs]], you will be much needed, especially if your team lacks a Medic or Engineer.
  
* Falloff damage for rockets is calculated based on where the player is when they explode, not where they were originally fired from. This can be exploited in your favor by closing the distance on your enemies via rocket jumping toward large groups while firing down on them, increasing the amount of damage done.
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* Remember to airblast burning teammates, as it saves them from extended burn damage or potentially death.
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** You gain 20 health for every teammate extinguished, so you are encouraged to do so. Extinguishing several in tandem can grant you great amounts of health.
  
* [[Pyro]]s are your main weakness, as their [[compression blast]] can reflect your rockets. Be wary when dealing with a competent Pyro, as a reflected rocket can eliminate an attempted push.
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* The [[Manmelter]] can also extinguish teammates with its secondary fire. Use it if your primary weapon makes it too costly to compression blast or if it lacks the ability to do so entirely.
** To deal with Pyros, never aim directly at them. Fire at objects near them to cause splash damage, as Pyros can only reflect the rocket projectile itself. You can also wait for the Pyro to compression blast first, then fire at them while they wait for its cooldown to end.
 
** If you have a Shotgun or [[Righteous Bison]] equipped, use them instead and engage at a distance. Pyros cannot reflect Shotgun pellets or Bison lasers, and they are disadvantaged at medium range.
 
  
[[Image:Pilot light.png|right|100px|thumb|Rocket jumping is essential to the Soldier, as it lets him get around maps quickly.]]
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'''Reflecting'''
  
===[[Rocket jumping]]===
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* Airblasts make you an invaluable minesweeper class. Use it to:
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** Deflect ''most'' [[projectile]]s, including rockets (be it from a [[Rocket Launcher]] or Level 3 [[Sentry Gun]]), grenades, Stickybombs (shot or stuck), [[Flare gun|flares]], [[Huntsman]] arrows, and balls from the [[The Sandman|Sandman]] and [[Wrap Assassin]], back at the attacker or other enemies. You can also reflect enemy [[Jarate]] and [[Mad Milk]] back at the thrower and their teammates to apply it to them instead.
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** Reflected projectiles deal mini-crits (or crits if the projectile is a critical one), making this even more beneficial. Reflected arrows can [[Headshot]] enemies, while all reflected enemy projectiles (excluding Stickybombs) become harmless to allies.
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** You '''cannot''' reflect the projectiles from the [[Pomson 6000]] and the [[Righteous Bison]], so dodge them instead.
  
* Rocket jumping allows you to gain access to areas that are normally only accessible to other Soldiers and Demomen. It can also be used to access shortcuts, to traverse areas faster, or gain a height advantage over enemy players.
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* Reflected projectiles are considered to be "shot" from your screen, meaning it will fire where your crosshair points. This allows you to control where your reflected projectile goes, although this is more difficult if it has a trajectory (i.e Grenades).
** This is significant because of your slow movement speed, and allows you to get to the front lines at fast as a Scout. Your overall firepower and health will give you more utility in the early moments of a round.
 
  
* To perform a rocket jump, simply fire a rocket beneath your feet while jumping. This will amplify the vertical component of your jump, allowing you to reach greater heights than normally attainable.
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* Push [[Stickybomb Launcher|Stickybombs]] away from important objectives like Control Points or Intelligence. Deflected Stickybombs remain dangerous to teammates and friendly buildings, but can also damage the Demoman who fired them. Note that deflected Stickybombs do not deal mini-crits.
** Performing a crouch-jump before firing the rocket will allow you to gain even more height, which is essential to reaching areas that are inaccessible with uncrouched rocket jumps.
 
** Because a rocket jump merely amplifies existing momentum, it's important to keep your intended direction in mind when rocket jumping.
 
  
* In order to aid players, you will take only 60% damage from your own rockets; this translates to roughly 40 self-damage for each rocket jump. However, this damage reduction only applies when you are in midair when the rocket explodes, so any rockets fired while standing on the ground will do full damage.
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* Level 3 Sentry Guns that are far away or sit around a corner can be damaged with their own rockets by airblasting. This can separate Engineers from their Buildings, destroy the supplying [[Dispenser]], or cause a distraction long enough for another teammate to take care of the nest. Moving quickly in and out of a Sentry Gun's range will minimize damage taken, as it will only fire about three bullets along with the rocket before losing its target, if performed correctly.
** [[Gunboats]] further reduce this to 24 self-damage, although rockets that hit enemies will still deal full self-damage.
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** Reflected enemy Sentry Gun rockets for 135-147 damage, which can easily kill the Engineer or other weaker classes.
** It is useful to know where health packs are positioned on the map, so you can heal up your lost health once you rocket jump to the front lines.
 
  
* Whichever direction you fire your rocket will be the opposite way you are sent flying; firing downwards sends you directly upward, while firing downwards at an angle will send you diagonally upwards. This lets you rocket jump both vertically and horizontally, depending on your position.
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* Having a crit-boost will cause all reflected projectiles, excluding Stickybombs, to reflect as a critical hit. This is a situational perk that can make you even stronger during [[Kritzkrieg]] ÜberCharges.
** When performing horizontal jumps, try to use nearby objects such as walls to create explosions at the same level as yourself, rather than below. Firing a rocket where the ground and a wall meet will maximize the distance gained.
 
** Horizontal jumps can be boosted by [[rocket jump#Advanced rocket jump|pogo jumping]], which is done by rocket jumping forward without touching the ground while shooting under your feet.
 
  
* You can strafe while in midair; this can be helpful in dodging fire directed at you, especially explosives launched by enemy Soldiers and Demomen.
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* Unusually, you can reflect projectiles at opponents even if they are looking the opposite way, although you have to be touching his back. This can be handy for instant burst damage if your enemy doesn't notice you.
** In conjunction with rocket jumps, air-strafing allows you to maintain a considerable amount of momentum even at the apex of your jump. In order to perform an air-strafe, simply release the forward key and hold a strafe key while turning in the same direction of the strafe. This allows the Soldier to strafe around corners or reach areas that are normally inaccessible through other means.
 
  
* Take into account the fact that rockets will spawn on the side of your screen that the Rocket Launcher is on. This can affect rocket jump performance considerably, especially horizontal jumps.
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* Airblasting is generally easier the further you are from your target. At close range, you have less time to react to a projectile, so there are several tactics that can help in judging when to airblast.
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** It can be beneficial to think like your enemy. If you realize that your enemy tends to instantly fire at any opponent he notices, airblasting once he sees you can net you a point-blank reflect.
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** Watching the animation of your opponent can be difficult, but often helps to predict when he fires. If you are close enough to see a Soldier's Rocket Launcher or a Demoman's Grenade Launcher recoil due to firing, immediately respond with a compression blast.
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** Some panicky Soldier players will hold down their attack button down when firing, to kill you as quickly as possible and remove any delay. If you are used to the Rocket Launcher's firing pattern, you can often reflect the next rocket by prediction.
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** Soldiers will often choose the [[Direct Hit]] to counter you, due to its high projectile speed. Instead of attempting to reflect the projectile, consider setting the Soldier on fire and blasting him away. The above mentioned tactics can also help if you find yourself too close for comfort.
  
* Always take the opportunity to reload the Rocket Launcher immediately after initiating a rocket jump. If performing ambushes or bombing runs on the enemy, it allows you to use one more rocket against the enemy, or gives you the chance to escape if things go wrong.
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* It's possible to use explosives to perform explosive jumps through the use of deflected explosives (excluding stickybombs, which remain under the ownership of the Demoman who fired them).
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** Although difficult to master, explosive jumps can bring you into effective range faster. To perform one with an enemy rocket, make the rocket graze right near your head by walking beside it. Once the rocket passes you, turn in the direction the rocket is, and airblast downwards in that direction. This should cause the rocket to explode at your feet behind you, which will propel you forward just like a standard rocket jump.
  
==Weapon Specific==
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'''Enemy Re-positioning'''
=== Primary Weapons ===
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====[[Rocket Launcher]] + reskins====
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* Your compression blast also gives you a unique ability to control an enemy's movement and position. Use it to:
{| class="wikitable grid" width="100%" style="text-align: center;"
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** Knock enemies away from objectives like [[Control Point (objective)|Control points]] and [[Payload#Carts|Payload carts]].
! class="header" width="17%" rowspan=2 | Weapon
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** Push enemies away from valuable items, preventing enemy pickup; particularly [[Intelligence#Intelligence|Intelligence]]-based pickups that can be carried.
! class="header" width="13%" rowspan=2 | Kill Icon
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** Remove enemies from high positions by knocking them off ledges, making them walk up all the way again.
! class="header" width="17%" colspan=2 | Ammo
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** Knock enemies into environmental hazards on the map, such as the pit in [[Steel]].
! class="header" width="54%" colspan=9 | Damage
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** Knock back attacking enemies, such as charging [[Demomen]], enemy Pyros, and other classes using [[melee]].
|-
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** Prevent enemies from fleeing by pinning them in a corner.
! class="header" width="8%"| Loaded
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** Separate and distract [[ÜberCharge]]d enemies and prevent them from pushing forward.
! class="header" width="8%"| Carried
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** When you must fight near water, blast enemies into the water and then jump them with the Neon Annihilator.
! class="header" width="9%"| Point Blank
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! class="header" width="9%"| Medium Range
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* Your compression blast is useful for negating an [[ÜberCharge]], or separating a Medic from his patient.
! class="header" width="9%"| Long Range
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** When fighting a Heavy/Medic combo, try to compression blast either the Medic or Heavy away from the other, preferably off a high area. When done correctly, you can fight the enemy still up with you, and may be able to defeat that enemy before their ally comes back up. This plan works best when you sneak up and attack from behind, and if the pair are on higher ground.
! class="header" width="9%"| Self Damage
 
! class="header" width="9%"| Critical
 
! class="header" width="9%"| Projectile Speed
 
|-
 
! {{Table icon|Rocket Launcher|Stock}}
 
| align="center" | {{Icon killicon|weapon=Rocket Launcher}}
 
| rowspan=5 |4
 
| rowspan=5 |20
 
| rowspan=5 |105-112
 
| rowspan=5 |50-90
 
| rowspan=5 |45-60
 
| rowspan=5 |27-89
 
| rowspan=5 |270, range does not affect damage. Critical damage does not apply to buildings.
 
| rowspan=5 |1100 Hammer units/sec
 
|-
 
! {{Table icon|Festive Rocket Launcher|Uncrate}}
 
| align="center" | {{Icon killicon|weapon=Rocket Launcher}}
 
|-
 
! {{Icon weapon|weapon=Rust Botkiller Rocket Launcher|icon-size=40x40px}} {{Icon weapon|weapon=Blood Botkiller Rocket Launcher|icon-size=40x40px}} {{Icon weapon|weapon=Silver Botkiller Rocket Launcher|icon-size=40x40px}} {{Icon weapon|weapon=Gold Botkiller Rocket Launcher|icon-size=40x40px}} {{Icon weapon|weapon=Carbonado Botkiller Rocket Launcher|icon-size=40x40px}} {{Icon weapon|weapon=Diamond Botkiller Rocket Launcher|icon-size=40x40px}}<br>
 
'''[[Botkiller Rocket Launcher]]'''
 
| align="center" | {{Icon killicon|weapon=Rocket Launcher}}
 
|-
 
! {{Table icon|Australium Rocket Launcher|Advanced+ Mann Up Reward|title={{common string|Australium item|Rocket Launcher}}}}
 
| align="center" | {{Icon killicon|weapon=Rocket Launcher}}
 
|-
 
! {{Table icon|Original|Promotional/Craft}}
 
| align="center" | {{Icon killicon|weapon=Original}}
 
|}
 
  
* The Rocket Launcher deals strong splash damage and excels at taking on multiple enemies at once. However, each shot takes a while to reload, especially when the magazine is empty. Always keep the Rocket Launcher loaded; with a maximum of four loaded shots, it's best to be prepared.
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* When you see a Medic and an ÜberCharged patient, try to flank around them and airblast one away from the other. That will leave the Medic without a heal target, and the teammate he was healing will be left defenseless.
** Enabling the "Automatically reload weapons when you're not firing" option under Advanced Multiplayer options can help considerably.
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** Even if you cannot do so, this will make the ÜberCharged pair lose ground, which may be enough for them to waste their charge entirely. This works more effectively on Heavies due to their slow movement and revved-up speed.
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** A one-on-one battle with an ÜberCharged Soldier can be in your favor: you can simply reflect his rockets once he approaches, though be wary of his [[Shotgun]] and his teammates. With luck, you can also negate a [[Kritzkrieg]] push by reflecting a critical projectile straight back at the patient or Medic.
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** As the [[Quick-Fix]] negates knockback, the compression blast is useless against it. You may want to burn your enemy instead to lower their high healing rate.
  
* The splash damage radius of the Rocket Launcher is wide and powerful, allowing you to damage enemies even if there is no direct line of sight. This means you can fire around corners or at objects near cover in order to damage and kill enemies.
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* If a fight is not going well, you can simply compression blast your foe and run away. This is more useful around corners or in enclosed spaces.
** However, rockets are slow-traveling [[projectile]]s, so be sure to lead targets to hit where they will be. When shooting over long distances, try to lead the target and fire a second rocket at where they are likely to retreat. Doing this will greatly increase the chance of hitting enemies at long range.
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** This is less effective on faster targets like Scouts.
  
* The Rocket Launcher reloads slower than many other weapons, and it's unlikely that emptying the magazine will result in all four rockets hitting enemies. For this reason, try to predict enemy movements and fire one rocket at a time. One of your greatest vulnerabilities is being attacked while reloading the Rocket Launcher, so having some rockets in reserve at all times can greatly increase your chances of surviving an ambush.
+
* Your airblast can be essential in pushing back Intelligence carriers. On many CTF maps, the enemy will often resort to suicide Scouts and Spies to constantly touch the Intelligence, preventing it from returning to a team's base. You can turn it against them by airblasting the Intelligence carrier in the opposite direction, causing them to lose ground.
** Consider switching to the Shotgun rather than waiting for the Rocket Launcher to reload during a fight. This will allow you to continue your attack uninterrupted, and keep the pressure up on the enemy. In a one-on-one match with an enemy Soldier, switching to the Shotgun at the right time could be the difference between life and death.
+
** You can also reset the Intelligence by airblasting an Intelligence carrier into a pit, such as that on [[Double Cross]].
*** When fighting classes with little health, such as Scouts, Engineers, and Spies, rather than using two rockets, fire one rocket then finish them off with the Shotgun. This will help the Soldier by keeping one extra rocket loaded, allowing him to continue his assault or defense with ease.
 
  
*While direct hits do more damage, the splash radius from your rockets will give you more leeway for aiming. Aim for nearby surfaces around your foe to ensure that you deal some damage even if your rocket misses.
+
* You can stop a Demoman's [[shield]] charge by airblasting them; this will stop them completely and make it count like a used charge. This will leave them vulnerable for a counterattack, since they cannot escape.
**If enemies are too far away, you can attack them with your Shotgun, rather than wasting your rockets. This won't do much damage, but the Shotgun can be reloaded far faster and the [[hitscan]] nature of the weapon denies any targets the opportunity to dodge the shots.
 
  
* [[Critical Hits|Critical]] rockets from this weapon are extremely potent. Whether through luck or a crit-boost, a single critical rocket is capable of killing almost any enemy in the game with a single hit, or deal enough damage to force a hasty retreat. Even if the victim survives, critical rockets deal tremendous [[knockback]] as well, which can send them off an objective or into an environmental hazard.
+
* Although you can simply burn a Spy to death, you can also push him away with a compression blast if you see him poised for a backstab. This is useful if you catch him at the last second, or if it takes him a long time to return, such as off a high area.
** Range will not reduce the damage of critical rockets. This means they will deal extremely high damage even at range.
 
** This also applies to any [[Rocket Launcher]] besides the [[Cow Mangler 5000]], which cannot gain critical hits.
 
  
* Try to [[juggling|juggle]] or bounce enemies by shooting a rocket at their feet. Throwing enemies into the air often disorients them (with the exception of Scouts, who can double-jump), and it will be hard for them to shoot back. This lets you land followup shots.
+
=== Ambushing/Roaming ===
** With practice, you can land [[airshot|direct hits]] with a rocket on juggled enemies. A direct hit does far more damage than splash alone.
 
  
* Remember that you can heavily damaged by your own rockets. If an opponent comes close, it is better to switch to the Shotgun, which still deals good damage and will not cause self-damage to you.
+
* Use alternate routes to organize a synchronized attack on the enemy. Igniting them from behind will soften them up for teammates attacking from the front.
** If you have to fire a rocket at an enemy at point-blank range, jump and fire the rocket at their feet. Remember that if you are damaged by your own rockets while in midair, the game will treat it as a rocket jump, and thus will minimize the amount of damage you deal to yourself, while distancing you from the enemy at the same time.
+
** If things don't go according to plan, be sure to have an escape route. Compression blast your enemies to give you time for a retreat.
  
* When trying to clear a control point or the Payload cart, rocket jump above the target area and fire downwards onto it. A key element of this is to reload while in midair, so that all four rockets will loaded and ready to go at the peak of the jump. The high angle of attack will ensure the splash damage affects a large area of the cart or control point, which can be very useful.
+
* Use elevation to get the drop on the enemy. Most players do not look above eye level.
  
* The Rocket Launcher is often the most reliable choice if you intend to act as a [[Medic buddy]]. The wide splash radius of the Rocket Launcher's rockets allows you to damage any attacking enemies more easily, and its four rockets with no splash or damage reduction will keep you in battle for longer.
+
* Know which corners on the map are blind corners or offer cover from enemies coming around them. These can often be good points to attack single enemies or small groups of slightly more vulnerable classes such as Scouts.
 +
** When attempting to hide in a corner, equip your secondary or melee weapon, as your Flamethrower is long and can be seen easily behind a corner. If doing so, remember that it'll take longer to react efficiently due to your weapon switch speed. The [[Degreaser]] can make this strategy easier for you.
  
* Because the Original fires directly down the crosshair, it's a bit more accurate than the Rocket Launcher, an advantage offset by the fact that you can't fire around corners as easily as the Rocket Launcher.
+
* Be prepared for one-on-one combat. Enemy players looking to perform their own ambushes may also use side paths, and can sometimes be encountered in such situations.
 +
** Check for stragglers or other flankers before attempting to perform an ambush against enemy groups. Sometimes Snipers stay behind the enemy push to focus their fire on flanking classes such as Scouts, Spies, and Pyros, while Soldiers often hop in and out of combat using rocket jumps to heal up, which may pose a threat to you.
  
* Due to the Original's unique first-person view-model, rocket jumps can be performed without having to compensate for the rocket's off-center blast, which is the case with all of your other primary weapons.
+
* Once you in Flamethrower range, circle-strafe your enemy and constantly change directions to ensure you take the least damage.
 +
** If using the [[Backburner]], try and strafe in a way that keeps the enemy's back at you most of the time.
  
====[[Direct Hit]]====
+
=== Frontline combat/Support ===
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="13%" rowspan=2 | Kill Icon
 
! class="header" width="17%" colspan=2 | Ammo
 
! class="header" width="54%" colspan=9 | Damage
 
|-
 
! class="header" width="8%"| Loaded
 
! class="header" width="8%"| Carried
 
! class="header" width="9%"| Point Blank
 
! class="header" width="9%"| Medium Range
 
! class="header" width="9%"| Long Range
 
! class="header" width="9%"| Self Damage
 
! class="header" width="9%"| Critical
 
! class="header" width="9%"| Projectile Speed
 
|-
 
! {{Table icon|Direct Hit|Unlock}}
 
| align="center" | {{Icon killicon|weapon=Direct Hit}}
 
| 4
 
| 20
 
| 140
 
| 112
 
| 57
 
| 27-89
 
| 336, range does not affect damage. Critical damage does not apply to buildings.
 
| 1980 Hammer units/sec
 
|}
 
  
The Direct Hit is an unlockable primary weapon for the Soldier. It is intended for sharpshooting; rockets fired travel 80% faster than default rockets and deal 25% more damage, but have a 70% reduced splash damage radius. It also deals [[mini-crit]]s against enemies sent skyward by [[knockback]].
+
* Charging into a group of enemies and setting them on fire is a good way to disrupt an offensive push. Remember that Medics can heal up your damage with little trouble, however.
  
* The Direct Hit offers a new style of Soldier gameplay. In exchange for losing almost all of your Rocket Launcher's crowd control power, the Direct Hit gives you strong, fast rockets for one-on-one confrontations.
+
* If an Engineer has left a Level 1 Sentry Gun near a corner, it's possible to pop around and take out the Sentry Gun at point-blank range.
** As it's name suggests, remember to aim directly at enemies instead of around them, especially at close range. Unlike other Rocket Launchers, one cannot rely on the Direct Hit's low splash radius to damage opponents if you miss, as players can actively dodge the rockets even at medium ranges and remain completely unharmed. At longer ranges, take advantage of the faster rocket speed in that targets do not need to be led as much as with the Rocket Launcher.
+
** In certain positions, you can attack a Sentry Gun by angling your flames without it targeting you.
 +
 +
* When ÜberCharged, you can lay waste to a [[Sentry Gun]] faster than most other classes, but you are also more easily thwarted by knockback than other classes. Try to approach from around corners whenever possible.
  
* If you don't heavily rely on splash damage to kill your enemies, then you can consider the Direct Hit's downsides negated. However, against multiple targets, the reduced splash radius of the Direct Hit is a severe disadvantage no matter how good you are at scoring direct hits.
+
* Your [[Flare Gun]] can be used to weaken opponents at range, or eliminate burning targets. You will most often use it to disrupt an enemy Sniper's aim, as his scope will jerk while he is on fire.
  
* Due to the Direct Hit's smaller margin for error, proper firing is important. Simply spamming shots is never a good tactic, as missing is a bigger penalty with this weapon. Instead, fire and pause to aim if you miss; landing a single, well-aimed shot rewards you with enough damage to take out your opponent most of the time.
+
* Support your allies with your compression blast. You can potentially save a burning teammate at the brink of death, while you can also reflect projectiles that would otherwise kill injured buddies.
  
* The Direct Hit's higher base damage lets you kill any non-overhealed 125 health class with one direct rocket at close range (eg. Scout, Sniper). If the your team is being pestered by too many Scouts, it may be viable to switch to the Direct Hit solely to take them down.
+
=== Defensive ===
** It is also a powerful tool for destroying buildings. Any unattended Engineer building will go down in two rockets, rather than three with the default Rocket Launcher. For this reason, the Direct Hit may be a good choice for dispatching Sentry Guns out in the open. Even if an Engineer is actively repairing the Sentry Gun, the Direct Hit can damage it faster than he can repair it.
 
  
* The Direct Hit works wonders in tight corridors, since there is little space for your opponents to maneuver. This also gives you an even bigger advantage against opponents like Heavies, who are already slow, and will have almost no room to dodge.
+
* Stand near the Capture point or Intelligence, preferably out of sight, and ignite anyone who comes near.
 +
** You can also hide in a corner or somewhere no one can see you. When enemies come by, run behind them and torch them with your flames.
  
* The almost double projectile speed means that Pyros will have trouble reflecting your rockets. This means that if you're confident in your aim, you may not need a Shotgun. However, be careful at firing at long ranges, because he might be able to predict where it's going to hit, and if the Pyro manages to reflect a close range rocket, it will do severe damage to you.
+
* You are the Engineer's best friend when on the defense, due to your primary weapon being a great Spy-checking tool. Only a momentary burst of flame is needed to ignite an enemy Spy. If a Spy still manages to slip past you and tries to sap an Engineer's [[building]], use your [[Homewrecker]], [[Maul]], or [[Neon Annihilator]] to get rid of the Sapper(s).
  
* The Direct Hit deals mini-crits against enemies who have been sent airborne via knockback (but not by jumping). Aim at an opponent's feet to send enemies into the air, then hit them with an [[airshot]] for increased damage. This may take some practice.
+
* Without the need to reload, your primary weapons can immediately use any ammo with which they're supplied. Standing next to a Dispenser can allow you to act as a stationary flame turret for guarding an Engineer fortification or the Intelligence room of [[Capture the Flag]] maps.
** Remember that this applies for ''any'' knockback, including those of teammates, enemies or weapons like the [[Sticky Jumper]]. In particular, working with friendly Soldiers, Demomen or Pyros can create opportunities to finish off enemies that they juggle.
+
** Similarly, you can utilize the infinite ammo supply of your team's [[Payload cart]] to spray a continuous stream of flames or compression blasts. This can be for combating threats to your team's cart, such as rockets and other such projectiles. It's especially useful in deterring and dispatching Spies.
** You become a counter against explosive-jumping Soldiers and Demomen. With especially good aim, you can blast them out of the sky when try to get a height advantage or escape. This is especially true if they are descending with the [[B.A.S.E. Jumper]], as the mini-crit bonus on airborne targets applies for the whole descent as long as the enemy blast jumped.
 
  
* The [[Buff Banner]] makes the Direct Hit akin to a fast-firing [[Huntsman]]. You will be able to deal high, consistent damage against even grounded opponents, since mini-crits don't suffer from damage falloff. With the damage, you can pick off one 125-health opponent with each shot even at range.
+
* The Compression Blast can save Sentry Guns, especially when the Engineer isn't around. Reflect away projectiles or push away ÜberCharged enemies that are targeting Sentry Guns, and push away Spies before they start sapping.
 +
** Also, if any Spy manages to sap a building,(assuming you have any of them equipped) use your Homewrecker or Neon Annihilator to dispatch any Sappers, and then the Spies.
  
* It is advised not to use the Direct Hit with a [[Kritzkrieg]] Übercharge, as the reduced splash radius makes you disadvantaged at crowd-clearing and enemy elimination compared to your other Rocket Launchers.
+
* Know what paths the enemy may try to take in order to attack the team's base. Map knowledge goes a long way to countering the enemy by attacking from their blind spots. For example, when the enemy rushes the front doors in [[2Fort]], try to ambush them by dropping through the grate and attacking them from behind.
  
====[[Black Box]] + reskins====
+
== Weapon specific ==
 +
===Primary weapons===
 +
==== [[Flamethrower]] + reskins ====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="17%" rowspan=2 | Weapon
! class="header" width="12%" rowspan=2 | Kill Icon
+
! class="header" width="16%" rowspan=2 | Kill Icon
! class="header" width="17%" colspan=2 | Ammo
+
! class="header" width="17%" colspan=1 | Ammo
! class="header" width="48%" colspan=6 | Damage
+
! class="header" width="50%" colspan=4 | Damage
! class="header" width="8%" colspan=9 | Healing
+
|-
 +
! class="header" | Carried
 +
! class="header" width="13%"| Point Blank
 +
! class="header" width="13%"| Medium Range
 +
! class="header" width="13%"| Afterburn
 +
! class="header" width="13%"| Critical
 +
|-
 +
! {{Table icon|Flamethrower|Stock}}
 +
| align="center" | {{Icon killicon|weapon=Flamethrower}}
 +
| rowspan="6"|200
 +
| rowspan="6"|6.82/particle
 +
| rowspan="6"|4.09/particle
 +
| rowspan="6"|60 over 10 seconds
 +
| rowspan="6"|12-21/particle
 +
|-
 +
! {{Table icon|Festive Flamethrower|Uncrate}}
 +
| align="center" | {{Icon killicon|weapon=Flamethrower}}
 
|-
 
|-
! class="header" width="8%"| Loaded
+
! {{Icon weapon|weapon=Rust Botkiller Flame Thrower|icon-size=40x40px}} {{Icon weapon|weapon=Blood Botkiller Flame Thrower|icon-size=40x40px}} {{Icon weapon|weapon=Silver Botkiller Flame Thrower|icon-size=40x40px}} {{Icon weapon|weapon=Silver Botkiller Flame Thrower Mk.II|icon-size=40x40px}} {{Icon weapon|weapon=Gold Botkiller Flame Thrower|icon-size=40x40px}} {{Icon weapon|weapon=Gold Botkiller Flame Thrower Mk.II|icon-size=40x40px}} {{Icon weapon|weapon=Carbonado Botkiller Flame Thrower|icon-size=40x40px}} {{Icon weapon|weapon=Diamond Botkiller Flame Thrower|icon-size=40x40px}}<br>
! class="header" width="8%"| Carried
+
'''[[Botkiller Flame Thrower]]'''
! class="header" width="8%"| Point Blank
+
| align="center" | {{Icon killicon|weapon=Flamethrower}}
! class="header" width="8%"| Medium Range
 
! class="header" width="8%"| Long Range
 
! class="header" width="8%"| Self Damage
 
! class="header" width="8%"| Critical
 
! class="header" width="8%"| Projectile Speed
 
! class="header" width="8%"| On Hit
 
 
|-
 
|-
! {{Table icon|Black Box|Craft}}
+
! {{Table icon|Australium Flamethrower|Advanced+ Mann Up Reward|title={{common string|Australium item|Flamethrower}}}}
| align="center" | {{Icon killicon|weapon=Black Box}}
+
| align="center" | {{Icon killicon|weapon=Flamethrower}}
| rowspan=3 | 3
 
| rowspan=3 | 20
 
| rowspan=3 | 105-112
 
| rowspan=3 | 50-90
 
| rowspan=3 | 45-60
 
| rowspan=3 | 27-89
 
| rowspan=3 | 270, range does not affect damage. Critical damage does not apply to buildings.
 
| rowspan=3 | 1100 Hammer units/sec
 
| rowspan=3 | 15
 
 
|-
 
|-
! {{Table icon|Festive Black Box|Uncrate}}
+
! {{Table icon|Rainblower|Craft}}
| align="center" | {{Icon killicon|weapon=Black Box}}
+
| align="center" | {{Icon killicon|weapon=Rainblower}}
 
|-
 
|-
! {{Table icon|Australium Black Box|Advanced+ Mann Up Reward|title={{common string|Australium item|Black Box}}}}
+
! {{Table icon|Nostromo Napalmer|Promotional/Craft}}
| align="center" | {{Icon killicon|weapon=Black Box}}
+
| align="center" | {{Icon killicon|weapon=Nostromo Napalmer}}
 
|}
 
|}
  
The Black Box is a craftable primary weapon for the Soldier. On hit, each rocket can restore up to 20 [[Health|HP]] per attack (does not turn into overheal) depending on how much damage is done. However, the Black Box can only load three rockets at a time.
+
* The Flamethrower is a close-quarters weapon with a very short range. It's devastating at point-blank range and sets [[fire]] to all classes except other Pyros.
  
* This weapon trades staying power for survivability. You can tank damage and keep fighting for longer than usual, but the smaller clip size prevents you from sustaining fire for as long as with your other Rocket Launchers.
+
* Ideally, you'd want to use the Flamethrower for ambushes to catch opponents off-guard, giving you enough time to burn them for several seconds. Alternatively, you can get in and do hit-and-run attacks, lighting enemies on fire before running off while the afterburn softens them up.
  
* The Black Box excels at one-on-one battles; with a maximum of 60 health restored per clip, it can be the reason you survive an encounter. However, your reduced clip will make you vulnerable if your target survives, so land your shots.
+
* Your flames can penetrate multiple targets, buildings and players in the line of fire, giving you additional utility against groups.
** The reduced clip size means more time spent reloading. Be sure to keep yourself fully loaded, as getting caught with only two rockets will make it very difficult to fight back.
+
** The Flamethrower also deals more damage the closer you are to your target. Range makes a huge difference to how fast you can kill an opponent, so always keep close.
  
* When low on health, the Black Box can be used with a hit-and-run tactic. Retreat, hide behind cover, and land shots to gradually gain your health back. Do this until you find a med-kit, [[Dispenser]], or [[Medic]].
+
* Despite the Flamethrower's power, its short range makes you vulnerable to almost every other ranged weapon in the game. Fight back the urge to simply walk forward, and plan your route ahead of time.
** Try to engage Heavies at long ranges. Not only will the Heavy deal minimal damage to you, that damage should be healed instantly once the Heavy is hit with a rocket.
+
** An exception is when you're moving in with teammates; you can cause considerable chaos by burning opponents while your team causes a distraction, and the more enemies you can set alight, the easier it can be to overwhelm them.
  
* The Black Box's extended survivability means that as you get more proficient with it, you'll often run out of ammo before you do health. You may want to use your other weapons more often if your health is high to conserve ammo, and remember to grab an ammo pack or hit up a Dispenser when you need it.
+
* The Flamethrower inflicts sixty points of afterburn damage if the target stays on fire for the entire duration. This is almost half the health of 125-health classes, which can often cause a hasty retreat. Meanwhile, bulkier classes will be weakened.
 +
** However, many sources can get rid of afterburn: this includes Medics, Dispensers, the [[Payload Cart]], [[Jarate]], [[Mad Milk]], dropped [[Sandvich]] variants, Health kits, compression blasts (or the [[Manmelter]]'s secondary fire) from allied Pyros, and sufficiently deep water. Try to deny such sources to the enemy prior to attacks in order to maximize the amount of afterburn damage done.
 +
** Demomen with the [[Chargin' Targe]], [[Splendid Screen]], and [[Tide Turner]] can also extinguish themselves by charging, but can reignited if hit by the Flamethrower again.
  
* As the Black Box reduces your raw fighting power with one less rocket, facing clusters of foes will be a much more difficult task. You will not be given more than 20 health by hitting more enemies, and since your foes will often be able to outdamage your health gain, it is not recommended to face groups of enemies alone expecting a large advantage.
+
* Remember to use your [[compression blast]]. Optimal use of the Flamethrower mixes both offensive play with your flames, and defensive support with your compression blast to protect teammates and yourself.
  
* On Offense, keep in mind that you are a candidate to take down enemy [[Sentry Gun]]s, often second to a Demoman. Although you can take out a Level 3 Sentry with 3 rockets, if there is an Engineer maintaining the gun, you will not be able to pressure the Engineer as well as other Rocket Launchers can. Know that the reduced clip size becomes a bigger issue in these situations, and equip other primaries if needed.
+
* The Flamethrower is very useful for destroying [[Building]]s; Sentry Guns built near a corner can be destroyed without exposing you to the Sentry Gun's range, and Sentry Guns built at a bad angle to an entrance can be rushed, circle-strafed, and destroyed without taking significant damage.
**Try to take out the Engineer or [[Dispenser]] first. The time that would normally be spent reloading is just long enough for an Engineer to easily repair their Sentry Gun, making shots a waste of time, ammo, and possibly an [[ÜberCharge]].
 
  
* There are several instances to take note of the Black Box's healing effect:
+
* If facing a Medic pair, aim for the Medic and try to kill him first. His overhealed target will take longer to kill compared to the Medic himself.
** Enemy [[Scouts]] under the effect of [[Bonk! Atomic Punch]] ''will'' replenish your health if shot.
 
** Enemies under the effects of a [[Medi Gun]]'s [[ÜberCharge]] will ''not'' replenish your health if shot.
 
** [[Cloaked]] Spies will ''not'' heal you, but [[disguised]] ones ''will''. This can be used to [[spycheck]].
 
** Spies feigning death with the [[Dead Ringer]] will ''not'' heal you, which can be used as a warning that the Spy is still alive.
 
  
* Since the Black Box is designed to keep players alive and healed, it's not advised to take the [[Equalizer]] or [[Escape Plan]] with it. The suicidal tactics of the pickaxes don't couple well with the healing abilities of the Black Box, so use of other melee weapons is recommended.
+
* If you have a [[Rainblower]], consider using it over the default; it functions exactly the same but lets you perform the [[Armageddon]] taunt, which can instantly kill several unaware targets.
 +
** However, the Rainblower's model covers most of the screen and its fire particles can be very distracting (along with being opaque), which can make it hard to aim and keep track of your surroundings. Equipping it is dependent on your preference.
  
* Consider equipping the [[Shotgun]] when carrying the Black Box, in order to offset the smaller magazine size. As players will often be unable to sustain fire for long, the Shotgun can help to finish off any enemies that can't be killed with only three rockets, as well as a measure of self-defense if attacked while reloading.
+
* If using the the [[Isolated Merc]] set, be wary of [[Scout]]s who wear the [[Isolationist Pack]], as they will do more melee damage to you. Although this will rarely occur, simply keep your distance and burn them; your [[Nostromo Napalmer]] will do more damage due to their set.
** The [[Righteous Bison]] can also serve this purpose, if not better, on maps such as [[Junction]], where close-quarters combat is more common.
 
  
* If using the [[Gunboats]] with the Black Box, keep in mind that the reduced [[Rocket Jumping]] damage taken can be easily healed by a couple of long range rockets, allowing players to fire rockets at the apex of their jumps and gain health upon landing should they hit. However, in one-on-one fights with powerful classes, not having a secondary weapon is a large disadvantage. Use with caution.
+
====[[Backburner]] + reskins====
 
 
====[[Rocket Jumper]]====
 
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="17%" rowspan=2 | Weapon
! class="header" width="13%" rowspan=2 | Kill Icon
+
! class="header" width="16%" rowspan=2 | Kill Icon
! class="header" width="17%" colspan=2 | Ammo
+
! class="header" width="17%" colspan=1 | Ammo
! class="header" width="54%" colspan=9 | Damage
+
! class="header" width="50%" colspan=4 | Damage
 
|-
 
|-
! class="header" width="8%"| Loaded
+
! class="header" | Carried
! class="header" width="8%"| Carried
+
! class="header" width="13%"| Point Blank
! class="header" width="9%"| Point Blank
+
! class="header" width="13%"| Medium Range
! class="header" width="9%"| Medium Range
+
! class="header" width="13%"| Afterburn
! class="header" width="9%"| Long Range
+
! class="header" width="13%"| Critical
! class="header" width="9%"| Self Damage
 
! class="header" width="9%"| Critical
 
! class="header" width="9%"| Projectile Speed
 
 
|-
 
|-
! {{Table icon|rocket jumper|Craft}}
+
! {{Table icon|Backburner|Unlock}}
| align="center" | N/A
+
| align="center" | {{Icon killicon|weapon=Backburner}}
| 4
+
| rowspan="2" | 200
| 60
+
| rowspan="2" | 6.82/particle
| N/A
+
| rowspan="2" | 4.09/particle
| N/A
+
| rowspan="2" | 60 over 10 seconds
| N/A
+
| rowspan="2" | 12-21/particle
| N/A
 
| N/A
 
| 1100 Hammer units/sec
 
|}
 
 
 
The Rocket Jumper is a craftable primary weapon for the Soldier. It deals no damage to the player and carries 60 extra ammo instead of 20, allowing rocket jumping for no self-damage. However, it also deals no damage to enemies, and prevents the player from carrying the Intelligence when equipped.
 
 
 
* The Rocket Jumper is essentially a harmless Rocket Launcher and is mostly useful for Rocket Jump training. However, it has uses outside of such limitations; the ability to perform consecutive harmless rocket jumps gives you a considerable mobility advantage over other players, even Scouts.
 
** Since the Rocket Jumper does no self-damage, players can fire rockets before hitting the ground after a high rocket jump as a cushion to prevent [[fall damage]].
 
 
 
* You will be at a disadvantage without your Rocket Launcher, which is one of the most powerful and versatile weapons in the game. Keep fights at close range, where your [[Shotgun]] and [[melee]] [[weapon]] of choice are the most powerful, and use your mobility to jump in and out of fights, much like the [[Scout]].
 
** If only rocket jumping moderately, consider using the [[Gunboats]] over the Rocket Jumper, as your primary weapon is generally more valuable than your secondary. Only use the Rocket Jumper if you plan to be constantly rocket-jumping, or if you prefer to use your other weapons over your Rocket Launcher.
 
 
 
* The Rocket Jumper is particularly effective when coupled with the [[Pain Train]]. Using the Pain Train allows players to use their enhanced maneuverability to capture [[Control point (objective)|Control Points]] behind enemy lines.
 
 
 
* For a mobile playstyle, the Rocket Jumper is best used with the [[Escape Plan]]. Since your rockets do no damage to you, you can use the speed of your rocket jumps and the Escape Plan's increased movement speed when hurt to quickly run towards objectives, and rocket jump out of harm's way if needed.
 
** However, you are marked for death each time you pull the Escape Plan out, so don't grab an enemy's attention.
 
 
 
* Since you will be frequently rocket jumping with the Rocket Jumper, the [[Market Gardener]] pairs naturally with this weapon. A critical swing will kill fragile classes and leave bulkier classes at low health, where a follow-up attack such as another swing or a [[Shotgun]] shot will finish them off. This means despite your complete lack of front line firepower, you can quickly jump in, kill a valuable target, and jump out again, much like a supporting "[[pick]]" class.
 
** Combine this with the [[Mantreads]] to gain a source of damage should you miss a critical swing, and negate any fall damage if you land on an opponent. The Mantreads's knockback reduction will also make it harder for opponents to affect your trajectory if they shoot you while you rocket jump. However, this will remove your only source of ranged firepower, the Shotgun, and stomping on an opponent will prevent you from dealing Market Gardener crits, as you have to land to deal stomp damage.
 
** The [[B.A.S.E. Jumper]] is very useful in combination with the Rocket Jumper and Market Gardener, as it extends the window that you can deal a Market Gardener crit. Rocket jumps slowed by the B.A.S.E Jumper will let you deal as many critical Market Gardener swings as you can before landing, which can kill more than one enemy if you float down slopes.
 
 
 
* Bring along a sidearm so you have a way of dealing damage at range. Out of all your choices, the Shotgun is the most reliable choice due to its six shots.
 
** The [[Panic Attack]] may work well if you can keep yourself at low health while rocket jumping to cushion your falls, but you will be disadvantaged if an opponent catches you unaware.
 
** The [[Reserve Shooter]] is not recommended, as there is have no way of sending opponents into the air yourself to use the Shooter's mini-crits, and the reduced clip will not help in battle.
 
 
 
* As you will not be able to deal damage effectively with the Rocket Jumper even with help from the Market Gardener, do not equip any [[Banner]]s with it as it's not likely they will fill.
 
** However, the [[Battalion's Backup]] or [[Concheror]] maybe be useful for their passive benefits if you solely stick to melee combat. The Backup's extra 20 health grants slightly more endurance, while the Concheror will heal you passively and let you rocket jump without worrying about fall damage.
 
 
 
* As your rockets deal no damage anyway, equipping the [[Gunboats]] with the Rocket Jumper is meaningless, as it reduces self-damage (which you already do not do).
 
 
 
====[[Liberty Launcher]]====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="13%" rowspan=2 | Kill Icon
 
! class="header" width="17%" colspan=2 | Ammo
 
! class="header" width="54%" colspan=9 | Damage
 
|-
 
! class="header" width="8%"| Loaded
 
! class="header" width="8%"| Carried
 
! class="header" width="9%"| Point Blank
 
! class="header" width="9%"| Medium Range
 
! class="header" width="9%"| Long Range
 
! class="header" width="9%"| Self Damage
 
! class="header" width="9%"| Critical
 
! class="header" width="9%"| Projectile Speed
 
 
|-
 
|-
! {{Table icon|Liberty Launcher|Craft}}
+
! {{Table icon|Festive Backburner|Uncrate}}
| align="center" | {{Icon killicon|weapon=Liberty Launcher}}
+
| align="center" | {{Icon killicon|weapon=Backburner}}
| 5
 
| 20
 
| 79-84
 
| 38-67
 
| 34-45
 
| 20-35
 
| 203, range does not affect damage. Critical damage does not apply to buildings.
 
| 1540 Hammer units/sec
 
 
|}
 
|}
  
The Liberty Launcher is a craftable primary weapon for the Soldier. It has a 25% larger clip size, giving you 5 rockets per clip, and fires rockets that travel 40% faster than standard rockets. Rocket jumping with this weapon also deals 25% less self-damage, letting you rocket jump with a lower health penalty. As a downside, each rocket deals 25% less damage.
+
The Backburner is an unlockable primary weapon for the Pyro. It deals guaranteed [[critical hit]]s when attacking a target from behind, but cannot deal random critical hits and uses 150% more ammo when performing a compression blast (50 ammo instead of 20).
  
* The Liberty Launcher trades damage for utility. While it may lack in firepower, the speed and splash radius of the Liberty Launcher's rockets along with its high clip size generally lets it land more hits, making it a "damage-over-time" Rocket Launcher. Its lower self-damage also allows the Soldier to rocket jump more often and lets him re-position or get to areas speedily without losing much health.
+
* The Backburner makes your utility tool, the compression blast, riskier to use, but grants you stronger ambushing power to make up for it. Unaware targets will often go down in under a second of consistent fire, due to your critical hits. However, the 50 ammo per airblast is extremely costly; four blasts will completely use up your ammunition. When you really need a compression blast, this downside can be the matter of life-or-death.
  
* Since this weapon is comparable to a weaker [[Direct Hit]] with splash, try to adapt tactics from it.
+
* While it acts just like the standard Flamethrower, the airblast cost means you'll be more defenseless against projectiles and enemies. Once you choose a battle, it will be very difficult to back out of it without dying.
** Due to its lower damage, make sure to use the Liberty Launcher's projectile speed to directly hit opponents, or go for [[Aerial#Soldier airshots|airshots]]. Although the Direct Hit works better in this regard due to higher damage, the Liberty Launcher is more forgiving in terms of splash damage if you miss. If the enemy is trying to evade shots, try aiming at his feet. The faster rockets will be accurate enough to deal splash damage to opponents even if they do not get hit directly.
+
** As such, this weapon relies more on performing ambushes than in attacking in frontal assaults. Take alternate routes into enemy territory and loop back to the front lines.
** Like the Direct Hit, aim properly. Spamming the weapon is a bad idea, as it will mess up your accuracy and ease the offensive pressure you apply to your opponent. However, the splash damage compared to the Direct Hit gives more leniency for mistakes.
+
** Drop down from above! Because enemies rarely look up, you can effectively stop a party of enemies.
** Try to be conservative with ammo. The five clips in reserve can be used up quite quickly.
 
  
* At long range, the Liberty Launcher fares better than other Rocket Launchers. Thanks to its projectile speed, it is more accurate even against distant targets, and its standard splash radius makes it difficult for enemies to completely evade damage. Since you will focus on dealing damage over time, the reduced damage is negligible at such a range, and you can chip at opponents health at a distance.
+
* Apart from ambushes and unaware targets, the Backburner excels at chasing down escaping enemies. Panicky ones may turn around and run from you by instinct, which will cause your Backburner to deal critical hits.
** However, the Liberty Launcher cannot deal large amounts of damage at once. Its weaker rockets make you disadvantaged when there is a high-profile target/multiple foes that need to be immediately taken out by surprise. In one-on-one battles, you may even be unable to kill a Scout with two medium-range shots.
+
** An alternative is to find a group of enemies and strafe behind them while firing the Backburner. The accompanying chaos can often make them look around to find the source of your flames, and this can deal crits if their backs are exposed as they turn.
** The lower damage can make it more difficult to destroy [[Sentry Gun]]s, as an Engineer repairing it can cause you to use four shots to destroy one. Equipping a different primary weapon would be beneficial.
 
  
* The five shots of the Liberty Launcher lets you fire four rockets before retreating with a rocket jump using the last rocket. Its lower self-damage damage also lets you rocket jump out of fights when your health is low, whereas the Rocket Launcher could potentially kill you without the Gunboats. Note that the large clip size compounds the Liberty Launcher's already slow reload, so make sure you keep the weapon fully loaded out of combat.
+
* The Backburner will only crit if your flames hit at a 90 degree angle behind where your opponent is facing. If accounting for latency and the hectic movement of combat, the narrow hitbox for the Backburner's guaranteed crits may prove difficult to get.
** Outside of combat, the reduced self-damage makes this weapon great for rocket jumping towards an objective. However, the self-damage reduction only works during rocket jumps.
+
** You may opt to circle strafe your opponent and fake out in the other direction once he notices you. This will expose his back for several critical hits.
 +
* Remember that an ''expensive'' airblast doesn't mean that you ''can't'' airblast. You still get a maximum of four blasts per 200 ammo, so try to only use it in emergency situations.
 +
** Some examples to deflect critical explosives, or for extinguishing multiple teammates at once. You can also push an opponent back and retreat to friendly territory, where you can refill your ammunition.
  
* While the Liberty Launcher won't completely replace the [[Gunboats]], its self-damage reduction frees up your secondary slot. This gives you increased mobility while still being able to wield weapons that either buff your team or inflict damage.
+
* When you kill an enemy, they drop a medium ammo pack; this is equal to 100 Flamethrower ammo, which means you can pull off 2 airblasts and get away with minimal ammo loss if you pick up their ammo pack.
** It is a good idea to bring a Shotgun along. This will compensate for the weapon's lower damage and is a good fallback should you run out of ammo. The [[Reserve Shooter]] pairs well too, as the opportunity to blast opponents into the air presents itself often with the Liberty Launcher's five shots.
 
** The [[Gunboats]] will further reduce self-damage taken, allowing for rocket jumps that cost around 10 health each, and essentially turning the Liberty Launcher into a [[Rocket Jumper]] that deals damage.
 
  
* Ironically, the Liberty Launcher is perhaps the best Rocket Launcher to use with damage buffs. The [[Buff Banner]]'s mini-crits will negate the Liberty Launcher's lower damage by removing long-range damage falloff, while turning it into a five-shot Rocket Launcher at close range.
+
* When facing a stronger enemy, such as a Heavy or overhealed Soldier outside of your range, back away. Hide somewhere inconspicuous and then nail them later with the crits when they do not see your incoming attack.
** A [[Kritzkrieg]]-boosted Liberty Launcher is extremely effective, as you can fire five critical rockets before reloading, and they will deal enough damage to eliminate any non-overhealed class in two hits, even at long range. The increased projectile speed also makes it exceptionally difficult to dodge a hail of critical rockets.
 
  
====[[Cow Mangler 5000]]====
+
* If a Medic pair is causing serious damage to your team, go around them and target the Medic, then his buddy. The damage from behind is so powerful that most Medics cannot even activate an ÜberCharge in time.
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="11%" rowspan=2 | Kill Icon
 
! class="header" width="17%" colspan=2 | Ammo
 
! class="header" width="56%" colspan=9 | Damage
 
|-
 
! class="header" width="8%"| Loaded
 
! class="header" width="8%"| Carried
 
! class="header" width="8%"| Point Blank
 
! class="header" width="8%"| Medium Range
 
! class="header" width="8%"| Long Range
 
! class="header" width="8%"| Self Damage
 
! class="header" width="8%"| Mini-Crit
 
! class="header" width="8%"| Projectile Speed
 
! class="header" width="8%"| Afterburn
 
|-
 
! {{Table icon|Cow Mangler 5000|Craft}}
 
| align="center" | {{Icon killicon|weapon=cow mangler 5000}}
 
| 4
 
| ∞
 
| 105-112
 
| 50-90
 
| 45-60
 
| 27-89
 
| 113
 
| 1100 Hammer units/sec
 
| 36 damage over 6 seconds
 
|}
 
 
 
*The Cow Mangler 5000 is a craftable primary weapon for the Soldier. Instead of using ammo, it features a "Mangler" bar that gives it unlimited ammo and four shots of team-colored energy blasts that function exactly like rockets. However, laser blasts deal 80% less damage against buildings, and the weapon is unable to deal [[critical hit]]s, though chance or a [[crit boost]].
 
** When the "Mangler" bar is full, pressing the secondary fire button will slow the Soldier down as he charges up the weapon, after which a single charged shot is fired. This shot has the same projectile properties of a standard shot, but deals mini-crit damage to players and six seconds of [[afterburn]] damage at the same rate as the Flamethrower, and disable buildings for four seconds. During this process, the entire Mangler bar is consumed. Charging a shot takes 3 seconds.
 
 
 
* In certain cases, the Cow Mangler can be considered a reskin of the Rocket Launcher. If the opposing team is not reliant on [[Building]]s and the server has random critical hits disabled, this weapon can do everything the Rocket Launcher can, although you benefit from unlimited ammo and a charge shot.
 
** However, your other primary weapons are not immediately disadvantaged once the enemy team decides to place buildings. Choose which is best against the enemy team's composition.
 
 
 
* Having unlimited reserve ammo, the Cow Mangler 5000 is superior for rocket-jumping compared to most of the Soldier's other primary weapons. This permits Soldiers to move quickly around the map, limited only by their health, while still being lethal in aerial combat.
 
** A charged shot with this weapon is helpful in rocket jumping because the ensuing afterburn will make the shot carry the user slightly farther. Just keep in mind that the ensuing afterburn will also make the shot deal more damage than a regular shot will.
 
 
 
* The charged shot has many uses, but make use of cover when charging your secondary fire to avoid being a target, especially for enemy Snipers. As with the [[Heavy]]'s primary weapons, you don't lose any speed if you begin charging while in the air, so you can jump around a corner to surprise enemies with a charged shot.
 
 
 
* If you are not the only Offense class on your team, you can support your team by disabling a Sentry Gun before they push in with an [[Übercharge]] teammate. This way, they won't be knocked back by the Sentry Gun's bullets, and other teammates will be safe as they move into enemy territory.
 
** If you are the only Offensive class, this is ineffective without a [[Shotgun]], as the Cow Mangler does negligible damage to buildings.
 
  
* Using your charged shot to kill an Engineer behind his buildings can be more advantageous than disabling his Sentry Gun. Engineers will die in a single charged shot if directly hit or dealt enough splash damage. You can disable his/her Buildings in the same shot as well, though killing the Engineer is more important.
+
* Enemy Pyros are as vulnerable to critical flames as anyone else. Try to circle-strafe around them to get critical hits in. Be wary that they can easily airblast you away if they're using the standard Flamethrower or [[Degreaser]], however.
** Buildings cannot be repaired or hauled by the [[Rescue Ranger]] while disabled by the Cow Mangler 5000. If you identify an enemy Engineer who is using the Rescue Ranger, consider disabling his Sentry and using a Shotgun to destroy it.
 
  
* Closely packed tunnels can be easy prey for the Cow Mangler 5000; try firing a charged shot into lines of enemies pushing the Payload cart.
+
* Soldiers are your worst enemies! Do not try to rush against a Soldier unless you are sure you can kill him. The high airblast cost makes reflecting rockets so expensive that it's unwise to attempt it.
** Firing into spots where Snipers tend to gather may also hit and distract them from shooting.
+
** Demomen are also more dangerous for the same reasons.
  
* The charged shot may be used to ignite Huntsman arrows held by a friendly Sniper. This isn't recommended unless you don't have any fighting to do yourself at the moment, as it requires a full clip and you'll be vulnerable reloading afterwards.
+
* Since this weapon encourages ambushing, it can be useful to equip the [[Detonator]] in order to access flank routes using flare jumps. The [[Scorch Shot]] provides a shorter and less damaging jump, which can be useful if you don't require as much height.
 +
** The [[Back Scratcher]] is also a good idea if you tend to roam around instead of stick with your team. The 50% extra health from health packs can keep you fighting behind enemy lines longer.
 +
** The [[Powerjack]]'s extra speed can get you where you want to be faster, although be wary of the increased damage taken while its out.
  
* It is advisable to bring a secondary weapon other than the [[Righteous Bison]], as the Cow Mangler, as well as the Bison, deal minuscule damage to enemy buildings. Without a non-Bison secondary weapon, a Cow Mangler-wielding Soldier will find themselves all but completely helpless against enemy [[Sentry Gun]]s unless friendly reinforcements are nearby.
+
* The [[Manmelter]] pairs well with the Backburner, as it allows you to extinguish allies while conserving your ammunition.
  
* Gunboats will allow you to jump around without worrying about ammo due to the Cow Mangler's unlimited ammunition.
+
* Try not to equip the [[Reserve Shooter]] or [[Axtinguisher]] with the Backburner. Your expensive airblasts means you'll have fewer opportunities to deal mini-crits with the Reserve Shooter, while your crits can kill most classes outright, negating the use of the Axtinguisher.
  
* Do not equip the Cow Mangler if a Medic is dependent on you for [[Übercharge]]s. Should he Übercharge you in order to destroy a building, you will not be able to, while he will completely waste a [[Kritzkrieg]] crit-boost on you since you cannot be crit-boosted.
+
==== [[Degreaser]] ====
 
 
====[[Beggar's Bazooka]]====
 
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="17%" rowspan=2 | Weapon
! class="header" width="13%" rowspan=2 | Kill Icon
+
! class="header" width="16%" rowspan=2 | Kill Icon
! class="header" width="17%" colspan=2 | Ammo
+
! class="header" width="17%" colspan=1 | Ammo
! class="header" width="54%" colspan=9 | Damage
+
! class="header" width="50%" colspan=4 | Damage
 
|-
 
|-
! class="header" width="8%"| Loaded
+
! class="header" | Carried
! class="header" width="8%"| Carried
+
! class="header" width="13%"| Point Blank
! class="header" width="9%"| Point Blank
+
! class="header" width="13%"| Medium Range
! class="header" width="9%"| Medium Range
+
! class="header" width="13%"| Afterburn
! class="header" width="9%"| Long Range
+
! class="header" width="13%"| Critical
! class="header" width="9%"| Self Damage
 
! class="header" width="9%"| Critical
 
! class="header" width="9%"| Projectile Speed
 
 
|-
 
|-
! {{Table icon|Beggar's Bazooka|Craft}}
+
! {{Table icon|Degreaser|Craft}}
| align="center" | {{Icon killicon|weapon=Beggar's Bazooka}}
+
| align="center" | {{Icon killicon|weapon=Degreaser}}
| 0
+
| 200
| 20
+
| 6.80/particle
| 105-112
+
| 4.76/particle
| 50-90
+
| 20 over 10 seconds
| 45-60
+
| 14-20/particle
| 27-89
 
| 270, range does not affect damage. Critical damage does not apply to buildings.
 
| 1100 Hammer units/sec
 
 
|}
 
|}
  
The Beggar's Bazooka is a craftable primary weapon for the Soldier. Though fundamentally similar to other launchers, it is kept unloaded; upon holding fire, the player can load up to three rockets that fire in rapid succession when released. However, it comes with the danger of misfiring if the player holds fire past three rockets, which causes damage to the player and destroys one of the three already-loaded rockets. Additionally, the Beggar's Bazooka comes with a 3-degree spread limit, each rocket has a 20% smaller blast radius, and you cannot refill ammo with Dispensers while the weapon is active active.
+
The Degreaser is a craftable primary weapon for the Pyro. It allows you to switch to another weapon from itself 30% faster, and back to the Degreaser 60% faster than normal. Afterburn damage, however is reduced by 66%, meaning that enemies will take a maximum of 20 afterburn damage from being set on fire by the Degreaser, instead of the normal 60. Finally, the airblast cost for the Degreaser is slightly higher than normal, costing 25 ammo per airblast.
  
* This weapon is best used for close to medium-range ambushing due to its pre-load requisite. In direct combat, enemies can damage you while you load up rockets, while the weapon's spread and blast radius will prevent you from accurately hitting opponents should they retreat. However, its ability to barrage opponents with rockets will make you very powerful at close range; not even a non-overhealed Heavy can survive three close range shots.
+
* The Degreaser is a Flamethrower that is more dependent on using your ''other'' weapons to finish opponents off. Its extremely low afterburn damage makes it ineffective for hit-and-run tactics, but the extremely fast switch speed lets you combine weapons for potentially deadly "Puff and Sting" combos.
  
* As every rocket has to be loaded before the launcher fires, gain a habit of loading up rockets before the actual fight begins. This makes you less vulnerable before a fight, as you will spend less time preparing to fire.
+
* The reduced switch speed makes you less vulnerable whenever you decide to pull out a weapon. This means opponents who are dependent on [[Weapon heckling]] can find it very difficult to combat you, most notably Scouts and Soldiers.
** Be sure to time your loading well so you can shoot at enemies without letting them dodge your rockets. If you can, take cover as you prepare your rockets, and count the number of muffled pops so you don't misfire. After some practice, you'll be able to memorize how much time you have between loading the third rocket and beginning to load the fourth.
 
  
* Should you find yourself being pursued by an enemy, fire at the ground a few feet in front of them. During the delay between pressing the primary fire button and shooting, the enemy likely would've run forward to that spot.
+
* Airblasting is more effective with the Degreaser, as the switch speed gives you more time to compression blast whenever you find yourself in trouble. Even if you're holding another weapon, you can instantly switch back to the Degreaser to protect yourself.
** Though you are unable to fire rockets instantly, you can have a somewhat-standard firing pattern by loading one rocket, releasing fire to shoot the rocket, then instantly holding fire again to repeat the process over and over. This gives you a firing speed comparable with the Rocket Launcher, although you still have to deal with the weapon's spread and smaller blast radius.
+
** However, airblasting costs 25 ammo instead of 20, meaning you have to be more wary of ammo consumption.
  
* Rockets will rarely follow the crosshair due to its 3 degree deviation. At long ranges, this more apparent, as rockets will fly way off course. As such, using this weapon for long range combat is ineffective.
+
* While you can already counter Soldiers with your compression blast, it becomes generally easier if you know how to use the Degreaser's switch speed efficiently.
 +
** If fighting against a Soldier constantly switching between his Rocket Launcher and Shotgun to prevent you from reflecting his rockets, you can quickly attack him with your Shotgun or your Flare Gun, and reflect his rockets when he tries to surprise you.
 +
** If the enemy Soldier prefers to back away and you need to use your Shotgun or Flare Gun, the faster weapon switch can more easily enable you to reflect surprise rockets.
  
* Overloading the Beggar's Bazooka can allow you to do an explosive jump and then fire two rockets while you are in the air. If you have enough time between jumping and reaching the enemy, you may even be able to load a third rocket before launching your attack.
+
* The Degreaser works well against enemy Pyros using any other Flamethrower. Afterburn does not affect Pyros anyway, and the increased switch time allows you to weapon heckle in an instant, while the enemy will still be fumbling to take another weapon out.
** If you have enough time between overloading the Beggar's Bazooka and landing to overload it again while still in the air, you might be able to pogo yourself. However, doing this repeatedly is next to impossible.
+
** This doesn't apply for enemy Pyros equipped with their own Degreaser.
** You can damage enemies with the explosion from overloading, though this is otherwise discouraged without the [[Gunboats]] due to the tremendous self-damage.
 
  
* On Offense, you can be the team's close-range powerhouse. With coordination, you will be able to get in close to Sentry Guns using an [[ÜberCharge]] and instantly destroy it with three rockets. Meanwhile, you will be a devastating team eliminator under the effects of the [[Kritzkrieg]]; all three rockets will kill any enemy in the game, even overhealed Heavies, unless they are under the effects of a damage reduction or invulnerability state.
+
* Your afterburn does a maximum of only 20 damage over time, making it weaker than a close-range [[Pistol]] shot. Burn your targets for as long as possible to maximize damage done.
* On Defense, this weapon is useful for instantly clearing objectives, as a barrage of rockets will severely hurt or kill those who are capturing a point or pushing the Payload cart.
+
** The reduced afterburn will likely be unable to kill escaping targets that you would usually have no trouble eliminating, like Scouts and Spies. If a burning Scout retreats, use your secondary weapon to finish him off, and keep track of a Spy using your afterburn, which still exposes him.
  
* Beware that you cannot fill this weapon with Dispensers while it is the active weapon. This subtle change means that it is very detrimental in [[Arena]], since ammo pickups are scarce and Engineers will be almost useless unless you're carrying a non-[[banner]] secondary weapon. Play cautiously.
+
* You afterburn may be extremely weak, but makes lit opponents eligible for a critical hit by the [[Flare Gun]] and [[Axtinguisher]], and mini-crits from the [[Detonator]] and [[Scorch Shot]]. As such, use afterburn as a tool to "mark" targets for elimination, before rapidly switching to a secondary or melee weapon to finish him off.
 +
** The Reserve Shooter's additional weapon switch time stacks with the Degreaser's bonus; the switch time becomes effectively zero with both of these equipped. This makes the Reserve Shooter all the more useful.
 +
** Enable quick weapon switching in the options and get used to using the ''Q'', ''1'', ''2'', and ''3'' keys to quickly deal with any situation with the appropriate weapon(s).
  
* Try to take a Shotgun as a backup weapon for defense, given this weapon's reliance on ammunition and its inability to refill through Dispensers while active. Alternatively, use this weapon with the [[Righteous Bison]], which has infinite ammo in exchange for damage compared to the Shotgun. Also, it is strong at long range, where this weapon is weak.
+
* The Degreaser is weaker for direct assaults that the Backburner and Phlogistinator excel at. Carefully consider what secondary weapon to use, as you will probably be using it a lot, accounting for the nigh-negligible afterburn damage.
** Bringing a [[Reserve Shooter]] may be ineffective even if you can send opponents into the air, as your barrage will often kill any enemies at close range.
+
** The [[Shotgun]], with its large clip, is a reliable weapon and can deal the most damage just outside of your flamethrower's range. However, apart from random crits, it has no way to get mini-crits or critical hits, and it lacks damage at long range compared to your Flare Guns.
** The [[Panic Attack]] can work either way: it may be beneficial if you rocket jump often and leave yourself at low health, but it also requires preloading before it can fire, which further harms your ability to act quickly. Consider these before equipping it.
+
** The [[Reserve Shooter]] does well with the Degreaser, as you can airblast enemies into the air and quickly shoot them for mini-crits. The decreased weapon switch time makes for a near-instant weapon switch, especially helpful if you use the Axtinguisher.
 +
** Any Flare Gun will help make up for the reduced afterburn. Shoot a fleeing enemy to reset their afterburn to the normal, stronger afterburn. However, without a Shotgun, you will be weaker against enemy Pyros.
 +
*** Using the [[Flare Gun]] will grant you a critical hit as well as resetting the afterburn, allowing for a very quick kill.
 +
*** Since you will often be at medium to long range with this weapon, where airblasting rockets is easiest, a Shotgun won't deal much damage and a flare can be easily dodged. The [[Detonator]] and [[Scorch Shot]] both explode and can make hitting your enemies easier. Use one of them if you expect to be fighting from a distance or airblasting projectiles.
 +
*** Although the [[Manmelter]]'s flares travel faster and are more useful at long range, the ability to extinguish teammates is redundant and best used with a flamethrower with reduced airblast capacities. It can be useful, however, if there are a number of Pyros on the enemy team.
  
* While this weapon is still possible to use with any of the banner weapons, running out of ammo means you will have to rely on your melee weapon for damage. This can prove hazardous if your weapon is situational, such as the [[Half-Zatoichi]], with its Honorbound effect, or the [[Equalizer]], meant for ambushes.
+
* Your choice of melee weapon will be as important as your secondary weapon, since they will be your go-to "burst damage" options at close range.
 +
** Preferably, you'd want to pair the Degreaser with the [[Axtinguisher]], as it helps curb the weapon's large deploy penalty. This lets you net a critical hit in around the same time as a standard weapon switch.
 +
** Since you can quickly airblast an opponent into the air for an immediate melee swing, weapons such as the [[Powerjack]] and [[Back Scratcher]] benefit immensely, due to the 25 health on kill and 20% extra damage, respectively.
  
* The [[B.A.S.E. Jumper]] will increase the air time of your rocket jumps, and allows you to load up and fire rockets while in the air. This can be very beneficial since you can now do rocket barrages on the ground and in the air. Just remember that you will be hurt often due to rocket jumping, lack a secondary weapon to protect yourself with, and enemies (especially Snipers) can easily kill you while you're drifting.
+
==== [[Phlogistinator]] ====
 
 
* The [[Escape Plan]] is a good choice with this weapon, because you are prone to misfires or accidentally causing self-damage with an extra rocket. Use it and run to the nearest supply closet or to the safety of your teammates when you are hurt. Just be sure to retreat quickly after pulling out the Escape Plan, because it marks you for death when active.
 
 
 
====[[Air Strike]]====
 
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="17%" rowspan=2 | Weapon
! class="header" width="13%" rowspan=2 | Kill Icon
+
! class="header" width="16%" rowspan=2 | Kill Icon
! class="header" width="17%" colspan=2 | Ammo
+
! class="header" width="17%" colspan=1 | Ammo
! class="header" width="54%" colspan=9 | Damage
+
! class="header" width="50%" colspan=4 | Damage
 
|-
 
|-
! class="header" width="8%"| Loaded
+
! class="header" | Carried
! class="header" width="8%"| Carried
+
! class="header" width="13%"| Point Blank
! class="header" width="9%"| Point Blank
+
! class="header" width="13%"| Medium Range
! class="header" width="9%"| Medium Range
+
! class="header" width="13%"| Afterburn
! class="header" width="9%"| Long Range
+
! class="header" width="13%"| Critical
! class="header" width="9%"| Self Damage
 
! class="header" width="9%"| Critical
 
! class="header" width="9%"| Projectile Speed
 
 
|-
 
|-
! {{Table icon|Air Strike|Craft}}
+
! {{Table icon|Phlogistinator|Craft}}
| align="center" | {{Icon killicon|weapon=Air Strike}}
+
| align="center" | {{Icon killicon|weapon=Phlogistinator}}
| 4 to 8
+
| 200
| 20
+
| 6.80/particle
| 90-95
+
| 4.76/particle
| 42-75
+
| 60 over 10 seconds
| 38-50
+
| 14-20/particle
| 23-75
 
| 230, range does not affect damage. Critical damage does not apply to buildings.
 
| 1100 Hammer units/sec
 
 
|}
 
|}
  
The Air Strike is a craftable primary weapon for the Soldier. Upon a rocket jump and until the player lands, this weapon's firing speed increases by 65%, and each rocket produces a white trail. Additionally, simply killing an enemy with this weapon increases its clip size by one; the weapon's clip size starts at four and increases to a maximum of eight after 4 kills. The Air Strike's projectiles deal 15% less self-damage to the Soldier, but also deal 15% less damage to enemies. They also have a 10% smaller blast radius, which is further reduced by 20% while rocket jumping (28% when compared to stock).
+
* The Phlogistinator is a craftable primary weapon for the Pyro. It is incapable of performing compression blasts and dealing random crits. However, it has a 'Mmmmph' meter that charges through any fire damage dealt by any of the Pyro's weapons; it takes 300 damage to fill the meter completely. When the meter is full, secondary fire (or the taunt key) will cause the player to taunt (granting full immunity to damage and knockback while doing so), and the Phlogistinator will gain 10 seconds of guaranteed critical hits.
 
+
** 'Mmmph' is not affected by damage resistance; this means you can burn a [[Dead Ringer]] Spy or a [[Battalion's Backup]] Soldier even during their resistance buffs and still gain the same amount of 'Mmmph'.
* True to its name, the Air Strike is a Rocket Launcher designed to work best while rocket jumping, and its capabilities improve as the player gains kills. It allows one to be extremely offensive whilst in the air, such as bombarding targets or key locations with aerial rockets. However, it takes some time to fully gain its benefits, as you have to earn kills in order to have increased rockets.
 
 
 
* The weapon's lower damage makes you disadvantaged against bulkier classes. Go for weaker enemies such as Snipers and Spies in order to get the increased clip size easily; once you have your increased clip, you can take on stronger classes with less risk.
 
** On a fresh life, you can rocket jump over enemies to deal decent close-range damage with your three starting rockets. Alternatively, simply hang back and deal chip damage on injured opponents for a slower but safer playstyle.
 
 
 
* The splash damage radius of this weapon can make it hard to hit opponents when considering rockets and their travel time. As splash radius is further reduced while rocket jumping, you will have to lead your targets in order to hit them reliably. It can be wise to manually aim for each shot instead of holding down fire, just for more accuracy.
 
  
* The Air Strike is very effective against enemy buildings. Its extremely fast firing speed while rocket jumping allows you to do enough burst damage to destroy buildings before Engineers can repair them. 3 direct hits from the Air Strike are enough to destroy any unshielded building, and since buildings aren't affected by distance falloff, you will be a threat at any range.
+
* The Phlogistinator gives you potentially powerful offensive capabilities at the cost of your personal safety; with the inability to compression blast at all, you will have to choose your battles very wisely. Running forward blindly will often kill you before you can get your 'Mmmmph' meter full, so you will have to plan your approaches carefully.
  
* The Air Strike is disadvantaged when you aren't rocket jumping. Although you still have four shots, the reduced damage and smaller blast radius will only hinder you against other opponents. If necessary, keep grounded confrontations at close range, where the weapon's penalties are not as huge.
+
* Activating 'Mmmmph' grants you immunity to damage and knockback while taunting. If you're in a tough situation, do not hesitate to activate your taunt; survival is more important than wasting the critical hits.
 +
** However, you don't gain health by doing so, so don't expect to survive taunting in front of a Sentry Gun or out in the open.
  
* Because the Air Strike is reliant on rocket jumps, it works the best on open maps. Small, enclosed maps will lower the amount of air time you have, so pick a different weapon on said maps.
+
* Gaining 'Mmmmph' charge will usually come down to two playstyles: hanging back and peppering opponents with your [[Flare Gun]] variants, or waiting for an opportunity to ambush an entire crowd of enemies to gain your crits immediately.
 +
** The former is safer, but more time consuming. Damage from your Flare Guns (including afterburn) still count as fire damage, so you can keep your distance and gain 'Mmmmph'. However, this takes a while, as you require 300 fire damage to be fully charged.
 +
** The latter lets you build 'Mmmmph' extremely fast, but may cost you your life. If enough enemies are around, you may be able to get a full charge and activate it, although this makes you vulnerable after the taunt unless your teammates back you up.
  
* Ammo conservation can be an issue with the Air Strike, due to its high firing speed in the air, potentially high clip size, and the necessity to land more shots to compensate for its reduced damage. Act smart and rocket jump towards ammo packs while firing, or stay near a friendly [[Dispenser]].
+
* Finding alternate routes becomes even more important; even with a full 'Mmmmph' bar, running straight towards enemies is risky due to your flame's low range and your lack of an airblast. The best way to utilize 'Mmmmph' is to find your way behind enemy lines, activate your crits, then burn down unaware targets from behind.
** Once you are at an 8-shot clip, reloading will take very long. Make sure you can get out safely before attempting anything reckless.
+
** If on defense, the crits are a wonder at stopping enemy pushes. Ambushing an enemy push from behind with your crits can kill them before they can react.
 +
** With team support, you become a frightening distraction. Enemies will run once they see your glowing weapon, and your teammates will be able to pick them off. Your crits will cut through any enemies who dare to stand against you.
  
* Beware of Demomen with the [[Eyelander]]: because both the Eyelander and the Air Strike use the same counter for kills, being decapitated will add your kill count to their head count!
+
* Remember that your flames go through enemies, so your 'Mmmmph' will charge very quickly if you find several unaware targets.
** However, the reverse is also true: killing a Demoman using an Eyelander will add their head count to your kill count, saving you several kills. As such, make Eyelander-wielding Demomen priority targets, especially those with glowing eyepatches (indicating several decapitations).
+
** Weaker targets that have trouble fighting you, such as Snipers and Spies, can also be exploited to easily gain 'Mmmmph'.
** This also applies to Snipers wielding the [[Bazaar Bargain]]. However, being killed by a Bazaar Bargain-wielding Sniper will not transfer your kills to them.
+
** While extremely situational, you can hit an opponent with a [[Taunts#Special taunts|Hadouken]] to fully charge the 'Mmmmph' meter.
  
* The [[B.A.S.E. Jumper]] is the most optimal secondary for the Air Strike, as it increases the amount of time you'll have in the air to fire rockets at the enemy, while letting you control your descent whenever you want. This maximizes the efficiency of the Air Strike, and lets you travel long distances above people's heads safely while you look for targets.
+
* The lack of airblasts forces you to avoid projectiles entirely. The most you can do is clear [[Stickybomb Launcher|Stickybomb carpets]] using a Shotgun, the [[Detonator]], or the [[Scorch Shot]], but you lose a lot of your overall utility. This makes the Phlogistinator weak at defending Engineers or capturing objectives.
** The [[Gunboats]] may work as well, as it will reduce the damage done while rocket jumping. However, you won't be able to keep in the air for as long.
+
** This especially harms your match-up against Soldiers. Never fight them one-on-one, unless you are confident he is at low health.
** While you can bring a Shotgun of choice to negate the Air Strike's damage penalty while giving you a backup weapon, note that you will be unable to maximize your air time as with the B.A.S.E. Jumper, which is generally more important on an open map.
 
  
* Bringing a [[Banner]] of your choice can be ineffective, as you need to deal damage in order to use them, something the Air Strike is weak at without constant rocket jumping. However, you can equip the B.A.S.E. Jumper to gain several kills, then switch it for a Banner in your [[Loadout]] before going back to spawn; upon touching a [[Resupply|Resupply Locker]], you will change to your Banner but still keep your clip size, allowing you to charge up your Banner using your extended clip.
+
* Any sort of friendly buff will make you more efficient. For example, mini-crits from [[Jarate]] or the [[Buff Banner]] will make it easier to gain 'Mmmmph', the [[Battalion's Backup]] will make you more durable while rampaging, and the [[Concheror]] or [[Mad Milk]] will heal you immensely during your critical rampage.
** Note that changing loadouts in spawn will freshly respawn you, which will remove your clip size.
+
** The Phlogistinator also works well with a Medic. The healing will let you roam more confidently, and you will be able to deal crits and stay alive with impunity during an Übercharge.
  
* You can be a useful [[Kritzkrieg]] target. With an increased clip, you can rain critical rockets at enemies for potentially deadly results. However, remember that a Medic's beam only reaches a certain distance, so either do a small jump or make sure he is at higher ground.
+
* Pair the Phlogistinator with weapons that help you gain 'Mmmmph', or ones which help negate its weaknesses in a way.
 +
** The [[Flare Gun]]'s critical hits on burning targets will help immensely with gaining 'Mmmmph', although you need to be accurate enough.
 +
** The [[Detonator]]'s manual detonation deals less damage than the Flare Gun, but can light opponents even if you miss slightly.
 +
** The [[Scorch Shot]] gives the biggest leeway for aiming, as it has both an area-of-effect and can detonate again after hitting a target.
 +
** The [[Manmelter]] pairs well since you can extinguish teammates, which a lack of an airblast would otherwise leave you unable to do.
 +
** The [[Powerjack]] lets you get into position even quicker, which is important due to your overall defenselessness.
 +
** The [[Axtinguisher]] can give you a massive boost of 'Mmmmph' if you happen to net a critical hit on a burning opponent.
 +
** The [[Sharpened Volcano Fragment]] gives you another option for afterburn, but you will usually be better off simply burning the opponent.
  
=== Secondary Weapons ===
+
===Secondary weapons===
====[[Shotgun]] + reskins====
+
====[[Shotgun]] +reskins====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="17%" rowspan=2 | Weapon
Line 584: Line 439:
 
| align="center" | {{Icon killicon|weapon=Shotgun}}
 
| align="center" | {{Icon killicon|weapon=Shotgun}}
 
|}
 
|}
* Due to its [[hitscan]] bullets, large clip size and good damage at a distance, the Shotgun serves as a more accurate fallback weapon for your Rocket Launcher, and your ideal medium range firearm.
 
  
* Switch to the Shotgun whenever an enemy is hurt by your rockets and decides to retreat, or against targets that are far away. Its hitscan nature makes it more accurate against players that are moving erratically at medium range compared to your rockets, which have travel time.
+
* The Shotgun is an excellent backup weapon. It allows you to deal damage from a safer distance, follow up an attack with your Flamethrower, or pick off escaping targets from outside the Flamethrower's range.
** Do not underestimate the power of the Shotgun either. Players should be able to take down any class, bar a Heavy (or Soldier at full health) at medium range with six rounds.
 
  
* The Shotgun, as a hitscan weapon, has several advantages to the Rocket Launcher.
+
* Despite being a secondary weapon, the Shotgun is a decent weapon by itself. Its large clip size and good point-blank damage gives you reliable firepower even if you decide to use it on its own. However, it lacks ranged firepower that most weapons have, so find opportunities to get close to opponents.
** Enemy Demoman's stickies can be destroyed using your bullets. While the Rocket Launcher can blast sticky traps loose and scatter them, they are still a threat to teammates, as the Demoman can still detonate them. Destroying the stickies instead can safely clear a path for teammates rather than simply reducing the damage that they might take.
+
** If you excel with the Shotgun, consider keeping it in hand most of the time and engaging enemies at distance before closing to finish battles with the Flamethrower. The high burst damage from the Shotgun can also save your life if you're ambushed at close range and need to quickly dispatch an opponent.
** Your bullets cannot be reflected by enemy Pyros utilizing the [[compression blast]]. When you encounter one, switch to the Shotgun; the Pyro should die or be greatly weakened with six shots before they get within Flamethrower range. If they survive all six rounds, try to take them out with a rocket as they close in.
 
  
* As the Shotgun doesn't deal splash damage to you, you can save yourself from self-harm by switching to the Shotgun when dealing against a single opponent in an enclosed space.
+
* The Shotgun is good for several situations.
** If there are multiple opponents, it may be better to simply blast them with your Rocket Launcher and take self-damage, as you may be able to kill several opponents even if you die.
+
** Sneaking is effective with this weapon, as its shape is less visible than any of your primary weapons' long nozzles. It still lets you deal a fair amount of damage quickly if caught, meaning you will be far from helpless.
 +
** The Shotgun is great for when your Flamethrower's limited range won't cut it for defending yourself. Its hitscan nature lets you pepper opponents at medium range while retreating or capturing an objective.
 +
** Use the Shotgun to weaken enemies who are retreating whilst on fire. The damage may be enough to lower their health to the point where your afterburn will finish them off.
  
* One direct rocket and one Shotgun shot is often enough to kill light classes in most circumstances. Two rockets and one shell will usually kill Soldiers, assuming that the rockets do not hit the Soldier directly.
+
* While weak at range, the Shotgun can still be a viable way to cause distractions.
 +
** If forced to cross Sniper-heavy areas, consider firing the Shotgun at them after leaving cover. While not as useful as the Flare Guns in keeping them suppressed, Shotgun rounds can shake the scopes of rifle-carrying Snipers long enough get back to a safe spot.
 +
** Constantly harassing opponents at long range using your Shotgun may distract them long enough for your team to take them out from another direction.
  
* In general, it is highly advisable to bring the Shotgun whenever your loadout consists of a primary weapon with lower clip size or damage, as it will make up for your lack of firepower. Such examples include the [[Black Box]], with its lower clip size, and the [[Liberty Launcher]], which deals reduced damage.
+
* Since your Flamethrower doesn't work underwater, the Shotgun will be your main weapon if you need to access underwater routes.
** An extreme example is with the [[Rocket Jumper]], as it cannot deal any damage at all, making your Shotgun your only ranged weapon.
 
  
====[[Reserve Shooter]]====
+
* Pyro battles will let the Shotgun shine. You can simply outrange another Pyro with your bullets if they decide to walk towards you with their Flamethrower. Once they are weakened, you can go in for a Flamethrower kill. As Pyros can't be lit on fire, you will also have a major advantage against Pyros equipped with any [[Flare Gun]] variant.
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="16%" rowspan=2 | Kill Icon
 
! class="header" width="17%" colspan=2 | Ammo
 
! class="header" width="50%" colspan=5 | Damage
 
|-
 
! class="header" width="8%"| Loaded
 
! class="header" width="8%"| Carried
 
! class="header" width="13%"| Point Blank
 
! class="header" width="13%"| Medium Range
 
! class="header" width="13%"| Long Range
 
! class="header" width="13%"| Critical
 
|-
 
|-
 
! {{Table icon|Reserve Shooter|Craft}}
 
| align="center" | {{Icon killicon|weapon=Reserve Shooter}}
 
| 4
 
| 32
 
| 86-90
 
| 24-67
 
| 3-26
 
| 180
 
|}
 
  
The Reserve Shooter is a craftable secondary weapon for the Soldier. It reduces the player's switch and holster time by 20% and 15% respectively, and will [[Critical hits#Mini-Crits|mini-crit]] targets that are sent into the air by [[knockback]], such as from explosions, [[compression blast]]s or the [[Grappling Hook]]. However, it can only load up to four Shotgun shells at a time.
+
* The Shotgun synergizes well with your compression blast. At close range, knock an opponent into the air and immediately fire to deal immense damage.
 +
** Similarly, if you are forced to airblast your opponent so you can escape, pedal backwards while firing your Shotgun to deal some damage.
  
* This weapon rewards precision and situational control of your target with extra damage, which can potentially take out enemies with less shots than a standard [[Shotgun]]. However, its smaller clip size inhibits your firepower in direct combat.
+
* Due to the point above, the Shotgun benefits from the [[Degreaser]]. The faster weapon switch will give an opponent less time to react while you [[Juggling|juggle]] them into the air, following up with Shotgun blasts.
** The 20% faster weapon switch and 15% faster holster speed applies to all your weapons. This allows you to capitalize on your switch time by changing to your Rocket Launcher to rocket jump out of a bad situation, for example.
+
** If you plan on using this strategy primarily when attacking, you may get more success out of the [[Reserve Shooter]] instead. Take note that this will give you fewer shots to protect yourself.
  
* Since this weapon only mini-crits opponents affected by knockback, equip it if you are confident of [[juggle|juggling]] opponents using your primary weapon. It is essentially a Shotgun with less rounds if you do not utilize knockback.
+
==== [[Flare Gun]] +reskins====
** Aim your rockets at the opponent's feet to maximize your chance of sending them into the air, and focus on landing shots in the middle of a juggled target to deal the most damage.
 
 
 
* Note that exterior knockback will also allow the Reserve Shooter to deal mini-crits. Using the weapon to deal with explosive-jumping Soldiers or Demomen can be very effective, as the Reserve Shooter's [[hitscan]] bullets are more accurate than attempting an [[aerial|airshot]] with your Rocket Launcher.
 
 
 
* Pair this weapon with a primary weapon that has a higher chance of sending opponents into the air. The standard Rocket Launcher works, but the [[Liberty Launcher]] can also pair well, due to it having five shots and lower damage, which will give you more chances for aerials and can help negate its lower damage.
 
** The Reserve Shooter can work as a sidearm for any of your Rocket Launchers, but remember that it will be less reliable for prolonged combat if you do not get airshots.
 
** Pairing the Reserve Shooter with the [[Rocket Jumper]] is unadvised, as you have no way of sending opponents into the air outside of exterior knockback sources (such as your teammates).
 
 
 
====[[Righteous Bison]]====
 
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="16%" rowspan=2 | Kill Icon
 
! class="header" width="16%" rowspan=2 | Kill Icon
 
! class="header" width="17%" colspan=2 | Ammo
 
! class="header" width="17%" colspan=2 | Ammo
! class="header" width="50%" colspan=6 | Damage
+
! class="header" width="50%" colspan=4 | Damage
 
|-
 
|-
 
! class="header" width="8%"| Loaded
 
! class="header" width="8%"| Loaded
 
! class="header" width="8%"| Carried
 
! class="header" width="8%"| Carried
! class="header" width="13%"| Point Blank
+
! class="header" width="13%" | Base Damage
! class="header" width="13%"| Medium Range
+
! class="header" width="13%" | Afterburn
! class="header" width="13%"| Long Range
+
! class="header" width="13%" | Critical
! class="header" width="13%"| Critical
+
! class="header" width="13%" | Projectile Speed
! class="header" width="13%"| Damage to Buildings
+
|-
! class="header" width="13%"| Projectile Speed
+
! {{Table icon|Flare Gun|Unlock}}
 +
| align="center" | {{Icon killicon|weapon=Flare Gun}}
 +
| rowspan="2" | 1
 +
| rowspan="2" | 16
 +
| rowspan="2" | 30
 +
| rowspan="2" | 60 over 10 seconds
 +
| rowspan="2" | 90
 +
| rowspan="2" | 1450 Hammer units/sec
 
|-
 
|-
! {{Table icon|Righteous Bison|Craft}}
+
! {{Table icon|Festive Flare Gun|Uncrate}}
| align="center" | {{Icon killicon|weapon=righteous bison}}
+
| align="center" | {{Icon killicon|weapon=Flare Gun}}
| 4
 
| ∞
 
| 17-63
 
| 11-42
 
| 11-42
 
| 36-60
 
| 4
 
| ??
 
 
|}
 
|}
  
The Righteous Bison is a craftable secondary weapon for the Soldier. Instead of a spray of [[hitscan]] bullets, this weapon fires a highly-accurate and [[airblast|unreflectable]] [[projectile|laser beam]] that pierces enemies and buildings, dealing multiple hits to anything it touches. The Righteous Bison reloads very fast and holds unlimited reserve ammunition, while the laser projectile itself is slow-moving, almost comparable to rocket projectiles. Friendly Snipers wielding the [[Huntsman]] will also have their arrows set [[fire|alight]] if your projectile crosses their weapon's path. As a downside, the Righteous Bison does 20% less damage to buildings, and has a clip size of four rather than six.
+
*The Flare Gun is an unlockable secondary weapon for the Pyro. A completely different weapon from the Shotgun, it fires one flare at a time and reloads slowly. Flares deal 30 damage but set opponents on fire, doing a maximum of 90 damage over time. Flares will also deal [[critical hits]] on burning targets.
 
+
** The Flare Gun has a passive reload, so it will automatically reload if you are using your primary or melee weapon. This means that the reload time is not an issue if you switch weapons often. However, the reload takes some time, so remember this when trying to hit enemies from a long distance.
* This weapon is rather weak for self-protection due to its lower damage and slower projectile compared to your [[Shotgun]], but excels at accurate long-range covering fire. As the lasers cannot be stopped by anything apart from a surface, enemies will have no choice but to avoid your lasers at all costs, making it a good deterrent weapon for covering teammates' weak spots and holding choke points even if you don't hit anything. This, along with its infinite ammo and quick reload, can be used to stop opponents from approaching, or pester Snipers from a distance.
 
** As the projectile hits more times the longer it touches an opponent, the Bison is also useful for picking off retreating targets, as they will take more damage while they run backwards.
 
** Lasers are 100% accurate since they travel down the crosshair, but you have to make up for its travel time by leading targets.
 
 
 
* The Righteous Bison's projectile makes it very useful for penetrating multiple targets. As the laser's damage does not diminish with more targets, it becomes very effective when there are more enemies around.
 
** Firing into crowds can kill or soften multiple enemies, making it easier for your teammates to clean up.
 
** Medics and wounded players hiding behind their teammates cannot hide from your penetrating lasers, allowing you to take them out.
 
** The shots pierce right through the buildings, so you can use it to take out Engineers who hide behind their gear. If you're trying to destroy an enemy Sentry that an [[Engineer]] is actively tanking, use the Bison to kill the Engineer before taking out the Sentry with your primary. Be awake that he might be able to heal up all damage if he is next to a Dispenser, so you may opt to take that out with your Rocket Launcher first.
 
 
 
* Depending on your playstyle, you may prefer to use the Righteous Bison as your main weapon while you close in. Its effectiveness at longer ranges and infinite ammo lets you save your rockets for when you really need them, and since rockets already do high close range damage, you can cycle through close and long-range combat.
 
  
* Because of the piercing shots and reasonable damage, the Righteous Bison does wonderfully in tunnel fights and maps with long corridors, such as [[Turbine]], and [[2Fort]]. Conversely, it does worse on open-terrain maps such as [[Upward]], since it's easier to strafe away from it.
+
* The Flare Gun, compared to the Shotgun, is far more adept at long range, as the Shotgun suffers from huge damage falloff over distance. Although flares are much harder to aim than bullets due to their travel time and arc, the Flare Gun is good for picking off enemies out of range of your Flamethrower. However, your constant reload leaves you more vulnerable to opponents than if you had your Shotgun.
** This weapon is also effective when playing defense on a [[Payload]] map, since your opponents will be conveniently lined up around the cart.
+
** Particularly, the Flare Gun leaves you almost helpless against enemy Pyros, as they cannot be lit on fire and they can outdamage you at range with a Shotgun. However, skilled Pyros can still perform a critical hit on enemy Pyros if they have the [[Degreaser]] equipped by leading with flames and firing the flare such that both hit the enemy Pyro at the same time.
  
* The initial reload speed isn't too impressive, but subsequent reload pumps are very fast. Due to this, it's much faster to empty a whole clip before reloading than reloading after every shot. After all, you don't have to worry about conserving ammo.
+
* Flares from this weapon have several attributes:
** You can see the clip of the Bison at all times, even if you're wielding another weapon. Because of the first pump's slower reload speed, try to keep the clip full during downtime to keep up your suppressive abilities.
+
** Flares will start to arc after traveling a fair distance, approximately the length of [[2Fort]]'s bridge. Be sure to compensate at long distances.
 +
** Flares do not have falloff damage, meaning that they do the same base amount of damage at all ranges (30 damage). The projectile is hard to dodge at medium ranges, and enemies may run into it by mistake.
  
* It might be a good idea to equip the Bison if Pyros are giving you trouble, as its shots can't be airblasted. This can be good for airblast-happy Pyros who keep reflecting your rockets back at you. They'll often forget they can't deflect Bison shots and charge straight into them, frying themselves.
+
* This weapon can kill any fragile class in two hits, one from an initial igniting flare and afterburn damage, and one from a critical hit. Don't underestimate the power of this weapon; aiming correctly can eliminate opponents rather easily.
 +
** A Soldier takes two critical flares to go down. Keep your distance and reflect his rockets using your compression blast in order to get more opportunities to set him on fire. If a Soldier is constantly rocket jumping, you can wait until he lands, or predict his travel arc and ignite him as he flies.
 +
** A Heavy can survive two critical hits from your Flare Gun, but take advantage of his slow movement speed to constantly pepper him with flares. If you are unable to ambush one because they've seen you, try hitting them with repeated Flare Gun shots while popping out from behind cover to take them down.
 +
** Constantly healed enemies will be difficult to hit with critical flares, as healing lowers your afterburn's duration. In some cases it may require you to set them on fire with your Flamethrower before airblasting them and netting a critical hit. This reduces the chance of your afterburn simply being healed off.
  
* The Bison deals extremely high overall damage when paired with critical hits or mini-crits from luck or a friendly buff such as the [[Kritzkrieg]]. The high damage per hit and no fall-off coupled with the piercing shots can cut through enemy groups like butter. The fast reload speed and decent firing rate will also make the most of buff durations, making it one of the best secondary weapons for Soldiers who like to coordinate with allies.
+
* One general use for the Flare Gun is for dispatching fleeing enemies at long range. Often, if a low or medium health class, such as a Scout, Medic, or Demoman, is ignited, they will turn around and retreat for health, leaving their backs wide open for a critical flare.
 +
** Even if they continue fighting, you can still have the upper hand since they will be eligible for critical flares.
  
* It is not recommended that you equip the Righteous Bison with the Cow Mangler 5000 unless you have a cooperative team as, upon reaching an enemy sentry, you will be completely powerless against it.
+
* The Flare Gun can also be your best tool for dispatching Engineers hiding behind their buildings from outside of the range of the Engineer's Sentry Gun. A critical flare will instantly eliminate him, and you or your teammates can take out his Sentry Gun straight after.
** Equipping the Righteous Bison with the [[Rocket Jumper]] may also be ineffective for the same reason.
+
** Note that you will have a very short window to do so if he's being healed by a Dispenser. If so, it may be better to wait for teammates.
  
* The projectile nature of this weapon along with your primary means you'll be without a hitscan weapon. You might be better off using the Shotgun in certain situations, such as if you're up against many [[Scout]]s, can't lead your shots well, or need more close range firepower.
+
* Flares can be a huge issue for Snipers. If an enemy Sniper is giving you trouble, fire in his direction when he stands still to scope. Once ignited, his scope will constantly shake, and a following flare will kill any Sniper inattentive enough not to run.
 +
** Enemy Snipers can get rid of afterburn using [[Jarate]] and will be difficult to take down if being constantly healed, so take note of these situations.
 +
** Also, if an enemy Sniper has the [[Cozy Camper]] equipped and ignores your shot, simply shoot him again to outright kill him.
  
* The Bison can be a good backup weapon for primaries with limited clips, such as the [[Black Box]] or [[Beggar's Bazooka]]. Its reload speed and unlimited ammo can help make up for their need to reload often, and their tendency to run out of ammo quickly.
+
* The Flare Gun can used as an ambush and counterattack weapon. When fighting lone enemies, hit them with a flare and then feign a retreat around a corner. If the enemy takes the bait, follow up with any of your weapons for a nasty surprise.
  
* The Bison can be redundant if equipped with the Direct Hit, since it already has good power at longer ranges and deals high damage if you hit opponents up close. A Shotgun would be better at covering missed shots compared to the Bison, although this is all dependent on your playstyle; you may find this loadout useful if you prefer to keep your distance.
+
* If an enemy is too close, light them on fire with your Flamethrower, compression blast them into the air and then finish them off with a flare while they're disoriented.
 +
** If you plan to do this often, equip the [[Degreaser]] to speed up the process. You should be able to take out enemies without them being able to react. Additionally, if you manage to hit an opponent after igniting them with the Degreaser. the Flare Gun will replace the Degreaser's weaker afterburn with normal afterburn (along with granting a critical hit).
 +
** Even though you cannot do this combo with the [[Phlogistinator]] (since it lacks an airblast), the critical hits on burning targets will help immensely for building "Mmmph".
  
====[[Gunboats]]====
+
==== [[Detonator]] ====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="17%" rowspan=2 | Weapon
! class="header" width="90%" colspan=2 | Effect
+
! class="header" width="10%" rowspan=2 | Kill Icon
 +
! class="header" width="17%" colspan=2 | Ammo
 +
! class="header" width="56%" colspan=7 | Damage
 
|-
 
|-
! class="header" | Passive Effect
+
! class="header" width="8%"| Loaded
 +
! class="header" width="8%"| Carried
 +
! class="header" width="8%"| Base Damage
 +
! class="header" width="8%"| Afterburn
 +
! class="header" width="8%"| Flare Detonation
 +
! class="header" width="8%"| Flare Explosion
 +
! class="header" width="8%"| Self-Damage
 +
! class="header" width="8%"| Critical
 +
! class="header" width="8%"| Projectile Speed
 
|-
 
|-
! {{Table icon|Gunboats|Craft}}
+
! {{Table icon|Detonator|Craft}}
| 60% less damage from your own rockets.
+
| align="center" | {{Icon killicon|weapon=Detonator}}
 +
| 1
 +
| 16
 +
| 23
 +
| 60 over 10 seconds
 +
| 11-25
 +
| 33-38
 +
| 33-38
 +
| 69
 +
| 1450 Hammer units/sec
 
|}
 
|}
  
The Gunboats are a craftable secondary weapon for the Soldier. When equipped, the Gunboats will reduce the damage you take from rocket jumps by a further 60%, resulting in roughly 15 self-inflicted damage for each rocket jump.
+
The Detonator is a craftable secondary weapon for the Pyro. While it functions like the Flare Gun, alternate fire will detonate any flares in mid-flight, causing a small explosion that ignites any enemies within its radius. Flares that impact on a surface can harm the Pyro, but allows players to [[Jumping#Detonator Jump|Detonator jump]] a slight distance into the air. However, the Detonator deals 25% less damage to enemies, and only mini-crits burning players (both from the flare and explosion). The player additionally takes 50% more self-damage from this weapon, making Detonator jumps damaging in the long run.
 
 
* The greatest advantage of the Gunboats is that it provides you with considerable mobility without the risk of health loss. This can allow you to chain rocket jumps together to quickly reach your destination, or to ambush enemies with more health. It can also be used to quickly escape losing battles.
 
** You will completely lack a secondary weapon, so it is a better idea to use this if you rocket jump often, or have difficulty aiming the [[Shotgun]].
 
 
 
* Since your only ranged weapon will be the Rocket Launcher, one common strategy is to perform a rocket jump over the heads of an enemy group while raining rockets down, which keeps you relatively safe.
 
** Your ability to rocket jump multiple times also lets you get behind enemy lines or quickly intercept pushing groups.
 
 
 
* Firepower is reduced without the Shotgun, so make the most of the Rocket Launcher. Keep this in mind when encountering enemies that can easily dodge rockets, as well as when using rocket jumps to attack enemies from above.
 
** Because of this fact, beware of Pyros. Competent ones can completely shut you down with their [[compression blast]]. If fighting against one, fire at surfaces around them to minimize their chances of reflecting your rockets.
 
 
 
* You will still take full self-damage if your rockets hit an enemy. As such, be aware of firing at close range.
 
  
* The Gunboats can be combined with different weapons for varied results.
+
* Out of all the Pyro's Flare Guns, the Detonator offers the most versatility, sacrificing the pure damage of the Flare Gun in exchange for more leeway while aiming. While the [[Scorch Shot]] offers an even larger margin for error, the Detonator can also be relied on for its Detonator jumps, granting the player an extra edge in mobility.
** Combining the [[Black Box]] with the Gunboats may seem counter-intuitive due to the low clip and the lack of a usable secondary, but it can provide an edge in survivability and ambushing when playing as a roaming Soldier. You will also be able to heal up health lost from rocket jumping after a few landed rockets.
 
** Using this along with the [[Direct Hit]] will help you re-position yourself and escape from a bad situation should you miss too many rockets. However, your small splash radius and lack of a secondary firearm will make you vulnerable to groups.
 
** The [[Cow Mangler 5000]] pairs well with the Gunboats. Its unlimited ammo allows you to gain very high mobility, comparable to that of a Scout. However, this will make you completely helpless against [[building]]s; a single Mini-Sentry can cut your routes off.
 
** The [[Liberty Launcher]] pairs very well with the Gunboats. Due to its already reduced self-damage, you will only take around 9 damage for each rocket jump, making you a very mobile damage-over-time class.
 
** The [[Air Strike]] also benefits for the same reason. Depending on your playstyle, it is generally more beneficial to equip the [[B.A.S.E. Jumper]], which will let you capitalize on your air time and lets you be very offensive in the air.
 
** With the [[Beggar's Bazooka]], you can survive multiple misfires and effectively rocket pogo in mid air, resulting in the ability to jump farther without the aid of walls and floors. If you manage to maneuver near an enemy, the two or three rockets loaded in the bazooka should be sufficient to kill most enemies. With practice, you can be rocket jumping all of the time while constantly firing barrages, without a moment for your opponents to hit you on the ground.
 
** Equipping the Gunboats with the [[Rocket Jumper]] is useless, as the Rocket Jumper deals no damage to you or opponents anyway.
 
  
====[[Mantreads]]====
+
* The ability to detonate projectiles makes it more likely to hit an opponent compared to relying on direct hits, especially for hitting airborne targets. This makes it easier to hit and heckle fast foes such as Scouts and can discourage them from attempting to chase you or engage you in combat.
{| class="wikitable grid" width="100%" style="text-align: center;"
+
** Like the Demoman and Soldier's explosive weapons, the blast radius from the Detonator's alt-fire can be used to hit targets around corners. This can be useful when retreating to ignite any enemies pursuing you, holding off advances at choke points, and flushing out foes using cover to hide from you.
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="16%" rowspan=2 | Kill Icon
 
! class="header" width="67%" colspan=4 | Effect
 
|-
 
! class="header" width="34%" | Damage
 
! class="header" width="34%" | Passive Effect
 
|-
 
! {{Table icon|Mantreads|Craft}}
 
| align="center" | {{Icon killicon|weapon=Mantreads}}
 
| 3x Fall Damage
 
| 75% reduction in push force from damage.
 
|}
 
  
The Mantreads are a craftable secondary weapon for the Soldier. While worn, you receive only a quarter of the usual [[knockback]] from enemy explosions, and can inflict stomping damage through long falls when falling on enemies, which also negates falling damage to you.
+
* Though the mini-crits of the Detonator aren't as powerful as the Flare Gun's full crits, they are still potent enough to kill a weakened class, particularly as a follow up to an attack by one of your primaries. Keep a close eye on any retreating opponents; a well-placed detonation could finish them off with afterburn before they can reach a source of health.
 +
** Remember than the Detonator lacks the damage that the Flare Gun and Shotgun excel at. If you need to take down enemies as soon as you can instead of over time, you'll be better off using either.
  
* Compared to your other secondaries, the Mantreads are very situational. Its knockback reduction can be very useful for preventing attacks from knocking you out of trajectory during rocket jumps, pushing you off key areas, and combating Sentry Guns, but the stomps themselves are rather difficult to plan and are only viable on open maps like [[Badwater Basin]], since only extremely high falls will deal more damage than a [[Shotgun]] blast. Your other secondaries tend to give you more utility, apart from the above mentioned.
+
* Detonated flares can be used to destroy enemy [[stickybomb launcher|stickybombs]], useful if you need to clear them off an objective or around a corner. Take note that the flare itself cannot do so, so time your detonations before your flare hits a wall.
  
* As with most other Soldier secondary weapons, keep your primary weapon loaded as often as possible. Your lack of a secondary weapon means you will be fully dependent on your Rocket Launcher and melee weapon for damage.
+
* The Detonator is very useful in open areas, as it is more reliable at dealing consistent damage at mid distance than the Shotgun or the other Flare Guns.  
 +
** This also makes it more effective for long-range Spy-checking than the Flare Gun, since you can detonate flares to cover a wider area.
  
* The Mantreads can be used to hold high locations, where [[fall damage]] would do considerable harm. Examples include the final point of [[Gravel Pit]], as getting knocked off at low health will often get you killed.
+
* The Detonator excels in large drawn-out mid-range battles where you can't rely on ambushes. It is also a good team-oriented weapon, since enemies softened by afterburn will be easier for your teammates to take out.
** If you fall, you can save yourself by landing on an enemy since it will negate all fall damage, although this is requires some luck and planning.
+
** Aim for clusters of enemies for maximum effect, and keep landing a constant stream of exploding flares to reset the burn timer, increasing your chance of an afterburn kill.
 +
** This works particularly well should the opposing team be lacking a Medic or another way of extinguishing your flames. Done successfully, you can effectively stall an attack by forcing numerous opponents to seek out health.
  
* While explosions and bullets will have their knockback reduced, [[Compression blast]]s from enemy Pyros are ''not'' affected by the Mantreads. Be careful with Pyros as always.
+
* The self-damaging explosion of the Detonator permits the Pyro to perform a [[Jump#Detonator jump| Detonator jump]], a maneuver similar to a small rocket jump. The distance granted is lacking compared to [[jumping#rocket jumping|explosive jumping]] (roughly the height of a shipping container), but it allows you to jump over obstacles, hide on certain ledges, and take routes and shortcuts that are otherwise unavailable.
 +
** Detonator jumps can promote a very ambush-heavy style of gameplay, letting you attack from angles that enemies don't usually expect a Pyro to be, such as jumping straight onto Sniper balconies. This is very beneficial on maps with platforms that are normally too high to reach with standard jumping (i.e [[2Fort]], [[Thunder Mountain]]'s RED spawn).
  
* The reduction in push force acts as like a [[Quick-Fix]] Übercharge, though not completely eliminating [[Knockback]]. This means you can tackle a Sentry Gun by yourself even if you are within targeting range. You can even rocket jump around it while it fires at you, which would usually send you off-course without the Mantreads.
+
* Take note that Detonator jumping costs quite a bit of health. Make sure to pick up health packs so you can survive any encounters after you flare jump. Detonated flares will also damage you, although this is weaker and does not allow you to Detonator jump.
** Paired with a normal [[Übercharge]], assaults on [[Sentry Gun]]s are made much easier, as the only thing that can counter your knockback reduction is an airblasting Pyro.
+
** The self-damage can be exploited to help a [[Medic]] build his [[ÜberCharge]] more quickly.
  
* Stomp damage is calculated at 3x your fall damage. This means, unless you fall from an incredible height (eg. from the tower of [[Hightower]] to the first point of the Cart), you won't do much damage to your opponent. If you want to benefit from your stomps, constantly rocket jump to high locations and lead your rocket jump against moving opponents.
+
* Since Detonator jumps can take up a huge part of your fighting style, pair it up with certain weapons for maximum efficiency.
** Using the [[Rocket Jumper]] with this weapon can increase your stomp's usefulness, but this is situational to large and open maps.
+
** The [[Backburner]] already encourages ambushing with its 100% crits from behind. Pairing it up with Detonator jumps lets you get behind opponents more efficiently, potentially granting you several easy kills.
 +
** Similarly, you can easily gain "Mmmph" for the [[Phlogistinator]] by Detonator jumping into enemy territory. If that is not possible, you can use detonated flares to ignite multiple opponents for charge while staying back.
 +
* Pairing the Detonator with the [[Back Scratcher]] lets you maximize the healing gained from any health kits you will certainly rely on, especially if you are planning to be fighting behind enemy lines. Even a small health kit will heal most of the damage from two consecutive Detonator jumps.
  
====[[Buff Banner]] + reskins====
+
==== [[Reserve Shooter]] ====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="17%" rowspan=2 | Weapon
! class="header" width="67%" colspan=4 | Effect
+
! class="header" width="16%" rowspan=2 | Kill Icon
 +
! class="header" width="17%" colspan=2 | Ammo
 +
! class="header" width="50%" colspan=4 | Damage
 
|-
 
|-
! class="header" width="17%" | Buff
+
! class="header" width="8%"| Loaded
! class="header" width="17%" | Damage Dealt to Activate
+
! class="header" width="8%"| Carried
! class="header" width="17%" | Effect Time
+
! class="header" width="13%"| Point Blank
! class="header" width="17%" | Effect Range
+
! class="header" width="13%"| Medium Range
 +
! class="header" width="13%"| Long Range
 +
! class="header" width="13%"| Critical
 
|-
 
|-
! {{Table icon|Buff Banner|Unlock}}
+
! {{Table icon|Reserve Shooter|Craft}}
| rowspan="2" | Allows your teammates near you to deal mini-crits.
+
| align="center" | {{Icon killicon|weapon=Reserve Shooter}}
| rowspan="2" | 600
+
| 4
| rowspan="2" | 10 seconds
+
| 32
| rowspan="2" | 450 Hammer units
+
| 86-90
|-
+
| 24-67
! {{Table icon|Festive Buff Banner|Uncrate}}
+
| 3-26
 +
| 180
 
|}
 
|}
  
The Buff Banner is an unlockable secondary weapon for the Soldier. By dealing damage to enemies, you build up your Rage meter, which takes 600 damage to fill. Upon activating it, the Soldier and nearby teammates will gain a [[mini-crit]] boost for ten seconds, so long as they are in proximity to the Soldier with the buff active.
+
The Reserve Shooter is a craftable secondary weapon for the Pyro. It deals mini-crits to any opponent sent airborne by knockback, such as from the [[compression blast]], explosions, and the [[Grappling Hook]]. It also speeds up weapon draw and holster speed by 20% and 15%, respectively. However, the Reserve Shooter has a 34% smaller clip size, allowing only four shots.
 
 
* The Buff Banner sacrifices your personal self-defense weapon, the [[Shotgun]], for a team-oriented buff. It is best used when teammates are about to make a push, or to counter enemy pushes. This can give them enough firepower to dispatch their targets more easily, allowing them to quickly accomplish objectives or prevent the enemy team from accomplishing theirs. However, you won't have a backup weapon for emergencies, so keep to the team-based offensive and stay near your teammates.
 
 
 
* The area of effect for the Buff Banner is large and passes through walls and floors. Use the Buff Banner from a safe position that helps teammates to push objectives. While this will reduce a player's ability to cause damage to the enemy, it also allows teammates to make the most of the buff.
 
 
 
* The teamwork-oriented nature of this weapon is seen most when it's activated, as it becomes more effective the more teammates you have in its range. If you prefer to work alone, you may want to take a non-banner secondary.
 
** Though it's better to use the Buff Banner when there are many teammates around, the Rage meter is not carried over between deaths. As with ÜberCharges, it's best to use it instead of lose it, especially when alone.
 
  
* When you activate the Buff Banner's buff, you instantly become a priority target for the enemy team due to your glow and flag. Stand in the middle of teammates, preferably behind a tall class such as the Heavy.
+
* This weapon encourages using the "Puff and Sting" tactic, in which you airblast an enemy before switching to the Reserve Shooter to score mini-crits. It is less effective as a backup weapon since you lose two shots compared to the Shotgun, so equip it if you go for airblasts often.
** Make sure to be out of trouble as you sound your bugle, as you won't be able to attack for several seconds while blowing your horn.
 
  
* Unlike crits, mini-crits are still subject to damage ramp-up. Always take into account how far away enemies are, as a buff can help teammates to kill enemies more effectively at close range than at far.
+
* Note that the mini-crits apply to any enemy sent flying due to knockback, not just enemies launched in the air by your compression blast. It is possible to juggle enemy Soldiers and Demomen by reflecting their explosives at their feet, before finishing them off with the Reserve Shooter.
** However, since mini-crits are not affected to damage falloff, it can improve weapons that normally do only modest damage at range, such as the [[Minigun]] or [[Shortstop]].
+
** However, this weapon does ''not'' do mini-crits to enemies doing a standard jump. Scouts, in particular, will not be eligible for mini-crits during their double jump.
  
* As a team-based weapon, the Buff Banner can be employed far more effectively if working alongside another teammate.
+
* Because [[mini-crits]] ignore damage falloff, this weapon is slightly more adept at long range than the Shotgun. Although more situational and less effective than the Flare Gun, you can shoot [[Jumping|explosive-jumping]] Soldiers or Demomen, and enemies juggled by your teammates for some damage.
** If the Buff Banner is used next to an Engineer, that Engineer's [[Sentry Gun]] will fire mini-crits no matter where it is on the map.
 
** Snipers with the [[Bushwacka]] equipped will deal full critical hits instead of mini-crits.
 
** When a friendly Medic [[Übercharge]]s a teammate, contribute to the rampage by using the Buff Banner. This allows the Medic's heal target to deal increased damage while invulnerable. However, be sure not to use it during a [[Kritzkrieg]] charge, as the effects do not stack.
 
  
* Since the Buff Banner charges on damage done, aim for opponents that are more vulnerable to damage (eg. a Scout using [[Crit-a-Cola]]). Alternatively, use a stronger weapon such as the Direct Hit.
+
* The Reserve Shooter only has four shells, making it less effective for self-protection and prolonged combat. However, a point-blank mini-crit shot is very powerful, allowing you to eliminate opponents very quickly.
** Any sort of friendly damage buff (such as a Kritzkrieg charge or another Soldier's Buff Banner) will help you charge your Buff Banner faster, assuming you can hit people. It is entirely possible for a Kritzkrieg Über to fill up your Buff Banner, letting you use a mini-crit buff immediately once the Kritzkrieg ends.
+
** Try to aim for the center of the target as much as possible to reduce risk of missing and wasting ammo. You don't want to be caught reloading, since it leaves you wide open.
  
* The Buff Banner is best used with Rocket Launchers with either high damage or a large splash radius.
+
* Since the Reserve Shooter grants decreased switch speed, you can pair it with the [[Degreaser]] to switch weapons extremely quickly. Pair the duo with the [[Axtinguisher]] to mitigate the weapon's sluggish switch-to speed.
** The standard [[Rocket Launcher]]'s blast radius will make it easier to build Rage. Coupled with its four shots, it also makes the mini-crit boost more effective.
+
** It is generally a bad idea to pair the Reserve Shooter with the [[Backburner]] or [[Phlogistinator]], since the former has major penalties to airblasting and the latter cannot do so entirely. This will grant you less opportunities for mini-crits, since you can't send opponents into the air as often (or at all). You may equip it solely for the faster switch speed, which will make you less vulnerable while switching weapons.
** The [[Cow Mangler 5000]] has the same benefits, although you will still be vulnerable to Sentry Guns as ever.
 
** The [[Direct Hit]] will do exceptional damage during your buff, which can let you take out one weak enemy with each shot.
 
** The [[Black Box]] will be able to heal 20 health more often with the damage boost. Do note that your reduced clip size will make it more difficult to gain Rage, however.
 
** The [[Liberty Launcher]]'s five shots and increased projectile speed will negate its lower damage and make your boosted shots harder to dodge. At close range, the mini-crit's damage ramp-up will essentially make it a five-shot Rocket Launcher for 10 seconds.
 
** The [[Beggar's Bazooka]] will have an even stronger barrage, making you more dangerous at close range.
 
** If you can get kills, the [[Air Strike]]'s high clip on kill will make the most out of the buff's damage. However, your lower damage and blast radius will make it difficult to actually get there.
 
  
====[[Battalion's Backup]]====
+
==== [[Manmelter]] ====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="17%" rowspan=2 | Weapon
! class="header" width="67%" colspan=5 | Effect
+
! class="header" width="16%" rowspan=2 | Kill Icon
 +
! class="header" width="17%" colspan=2 | Ammo
 +
! class="header" width="50%" colspan=4 | Damage
 
|-
 
|-
! class="header" width="17%" | Buff
+
! class="header" width="8%"| Loaded
! class="header" width="17%" | Passive effect
+
! class="header" width="8%"| Carried
! class="header" width="17%" | Damage Dealt to Activate
+
! class="header" width="13%" | Base Damage
! class="header" width="17%" | Effect Time
+
! class="header" width="13%" | Afterburn
! class="header" width="17%" | Effect Range
+
! class="header" width="13%" | Critical
 +
! class="header" width="13%" | Projectile Speed
 
|-
 
|-
! {{Table icon|Battalion's Backup|Craft}}
+
! {{Table icon|Manmelter|Craft}}
| Protects nearby teammates from crits and blocks 50% of Sentry Gun damage and 35% of other damage.
+
| align="center" | {{Icon killicon|weapon=Manmelter}}
| The player gains 20 additional health.
+
| 4
| 600
+
|
| 10 seconds
+
| 30
| 450 Hammer units
+
| 60 over 10 seconds
 +
| 90
 +
| 3000 Hammer units/sec
 
|}
 
|}
  
The Battalion's Backup is a craftable secondary item for the Soldier. The Rage meter builds up by dealing damage to enemies, requiring 600 damage dealt for a full charge. Once the buff is activated, all teammates within the vicinity of the Soldier will have 50% damage resistance from Sentry Guns and 35% damage resistance from all other damage. Teammates under the effect of the Battalion's Backup will also be immune to critical hits and mini-crits. Passively, the weapon also gives the player an additional 20 health.  
+
*The Manmelter is a craftable secondary weapon for the Pyro. It is a Flare Gun which carries unlimited reserve ammunition, and fires flares that are 50% faster than those from other Flare Guns. Additionally, it has the ability to extinguish burning teammates using alternate fire, which grants a stored critical hit similar to the [[Frontier Justice]] and [[Diamondback]]. Up to 35 crits can be stored in this way, which are lost upon death. As a drawback, the Manmelter cannot deal critical hits in any other way.
 +
** Extinguishing a teammates also grants 20 health in a similar manner to compression blasting. However, the Manmelter's alternate fire can ''only'' extinguish, and cannot reflect projectiles.
  
* The Battalion's Backup acts as the defensive counterpart of the [[Buff Banner]]. It is more effective when multiple teammates are around to make use of it, and best used when the team needs to make a push to accomplish an objective. However, since it boosts defense, it is generally more useful to use as a counter against an enemy push to prevent them from accomplishing an objective.
+
* The Manmelter is more often a tool than a weapon; it's alternate fire does not have a cooldown and uses no ammunition, making it a cheaper option to extinguish teammates, and the crits you gain from doing so can be very powerful burst-damage options. However, without any burning teammates around, the Manmelter's slow reload and inability to deal extra damage on burning targets makes it lack in power when compared to the other Flare Guns.
  
* As with the Buff Banner, not having a Shotgun can greatly increase your vulnerability against enemies that can avoid being damaged by rockets. Always make sure to stick with teammates and have them assist against such enemies.
+
* Note that the alternate fire's vortex can only extinguish one teammate at a time, compared to the compression blast which can extinguish any teammates in front of your weapon. If extinguishing multiple teammates, it will take some time.
** Similarly, it may not be a wise choice to take this if you largely fight alone or with only a few teammates, as the Battalion's Backup becomes more useful the more teammates you can buff at once with its effect.
 
  
* The Battalion's Backup can act as a strong counter to the Buff Banner, as it can completely nullify the Buff Banner's effects and protect teammates from an aggressive enemy push. However, this depends on being able to react quickly to the enemy push, as activating the banner takes time during which the enemy can still inflict mini-crits. If you hear an enemy blowing their own horn or an enemy Medic activating a Kritzkrieg, act immediately to minimize your team's vulnerability.
+
* The Manmelter's extremely fast projectile makes a negligible difference at close/mid range, but it will hit first at long range when compared to your other Flare Guns. This makes it hit distant opponents more consistently.
** Since it cuts [[Sentry Gun]] damage by half, this also gives you double the time to deal with them. This is especially effective if the enemy team has multiple Sentry Guns set up at one spot.
+
** Despite the speed of your flare, the Manmelter has a lengthy reload time. Be wary once you fire a shot, as you will be wide open for retaliation.
  
* The Battalion's Backup grants you 20 extra health, which at times can be the matter of life and death. It can also mean an extra rocket jump, despite your lack of [[Gunboats]]. Most importantly, it lets you survive longer while you work for your Rage, especially when you have a Medic.
+
* Since the Manmelter's crits are guaranteed, it is a reliable finishing weapon even against Pyros; they may be immune to afterburn, but not to the damage from your flares.
** This extra health will also improve your tanking ability once you have your buff activated; 20 extra health becomes very beneficial when you have 35% damage resistance.
+
** Players often flee when hit by a regular Flare Gun, which can make landing a critical hit with a second shot difficult. With a stored crit, you will do a total of 130 damage (afterburn included), which can kill any fragile class that can't reach sources of health in time. This can help you combat Snipers or Scouts, who will often retreat after being ignited.
** The damage reduction also works against your own rockets. You can do less damaging rocket jumps while the buff is active, although this has little benefit unless you are re-positioning.
 
  
* As always, work with your team to make the most out of your buff.
+
* Remember to avoid wasting stored crits enemies immune to critical hits, such as a group being buffed by the [[Battalion's Backup]], or on a [[Vaccinator]] Medic or his patient if the weapon is set to fire-resistance.
** If Sentry Guns are a problem, communicate with a friendly Demoman or Soldier to do combined damage while you grant them with 50% Sentry Gun resistance.
 
** [[Kritzkrieg]] pairs can benefit from the damage reduction the Battalion's Backup provides if it's used to push in behind their ÜberCharge, since the Kritzkrieg does not grant invulnerability to the Medic or patient. The Battalion's Backup can give them the extra survivability needed to complete their task.
 
** Pair the Battalion´s Backup with a friendly Soldier´s Buff Banner or [[Concheror]] for a very devastating push.
 
  
* The Battalion's Backup is excellent for pushing into areas covered by Snipers. [[Headshot]]s count as critical hits and will be nullified by the Backup's buff.  
+
* Whilst it makes sense to take a Shotgun when against other Pyros, remember the Manmelter's power increases with the number of enemy Pyros. It's somewhat situational, but should it be used in against the right enemy composition, the Manmelter can practically harvest guaranteed crits off of burning allies.
** However, keep in mind that [[backstab]]s will still instantly kill anyone under the Battalion's Backup's effect.
+
** Even just one enemy Pyro can still set multiple allies on fire. It's very possible to provide support by constantly extinguishing them as they are being burned, harvesting a good handful of crits in the process, while they focus on killing the attacking Pyro.
** As Snipers frequently occupy areas with long sight lines, you may find it's often more effective to deploy this in wider-open spaces instead of indoors or underground.
 
  
====[[Concheror]]====
+
* Since the Manmelter provides a free extinguishing ability, it pairs excellently with the [[Backburner]] or [[Phlogistinator]]. With help from this weapon, the Backburner's expensive airblast can be saved for more important times, while the Phlogistinator will be granted an alternate extinguishing capability that the weapon itself lacks.
 +
** The Manmelter's increased projectile speed also pairs well with the Phlogistinator, as it is much easier to keep your distance while charging your "Mmmph" gauge.
 +
 
 +
==== [[Scorch Shot]] ====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="17%" rowspan=2 | Weapon
! class="header" width="67%" colspan=5 | Effect
+
! class="header" width="16%" rowspan=2 | Kill Icon
 +
! class="header" width="17%" colspan=2 | Ammo
 +
! class="header" width="50%" colspan=4 | Damage
 
|-
 
|-
! class="header" width="17%" | Buff
+
! class="header" width="8%"| Loaded
! class="header" width="17%" | Passive effect
+
! class="header" width="8%"| Carried
! class="header" width="17%" | Damage Dealt
+
! class="header" width="13%" | Base Damage
! class="header" width="17%" | Effect Time
+
! class="header" width="13%" | Afterburn
! class="header" width="17%" | Effect Range
+
! class="header" width="13%" | Critical
 +
! class="header" width="13%" | Projectile Speed
 
|-
 
|-
! {{Table icon|Concheror|Promotional/Craft}}
+
! {{Table icon|Scorch Shot|Craft}}
| Teammates are healed for 35% of damage dealt and given a speed boost.
+
| align="center" | {{Icon killicon|weapon=Scorch Shot}}
| Heals the player for up to 4 points every second.
+
| 1
| 480
+
| 16
| 10 seconds
+
| 15
| 450 Hammer units
+
| 60
 +
| 45
 +
| 1450 Hammer units/sec
 
|}
 
|}
  
The Concheror is a craftable secondary weapon for the Soldier. It builds Rage by inflicting damage like the Buff Banner, and takes 480 damage to fill. When activated, it provides a speed boost and causes 35% of all damage dealt to enemies to return as healing to whoever inflicted the damage. Passively, the player restores up to 4 health every second when the weapon is equipped, and drops if they have been damaged recently. Health regen can drop down to 1 per second, effectively negating any afterburn or bleed resistance.
+
The Scorch Shot is a craftable secondary weapon for the Pyro. It fires special flares that explode upon contact of a surface, regardless of whether it hits a player, the ground, or other objects. Initial direct hits on an enemy or teammate will cause the flare to bounce before it drifts to the ground and explodes; the flare itself and its explosion will set opponents on fire. The world explosion can be used to [[jumping#flare jumping|flare jump]], which grants comparatively lower height but lower self-damage compared to the [[Detonator]]. Additionally, any enemy hit directly by a flare will be sent backwards by [[knockback]], while the flare will mini-crit (direct hits and explosion alike) and deal increased knockback against burning targets. As a downside, the Scorch Shot deals 35% less damage, and grants 35% less self-knockback, making flare jumps less effective.
 
 
* The Concheror is a [[Buff Banner]] based around healing and speed. Whereas the Battalion's Backup and Buff Banner are both useful for breaching enemy choke-points, the added survivability provided by the Concheror's buff can keep multiple teammates in the fight and on the front lines. The speed boost will additionally keep less of the slow classes from falling behind, making your pushes more effective for the entire team. This makes it especially valuable for the assigned attacking team on certain [[gamemode]]s, such as BLU team on [[Payload]].
 
** The Concheror's other benefits also make it more valuable than simply for pushes: it charges much faster than your other banners (480 damage compared to 600), meaning you can buff your teammates more often. It also replenishes your health over time so long as you are not damaged recently, which improves your survivability, although not against burst damage.
 
 
 
* Just like the other banner weapons, the Concheror's power scales with how much support from nearby teammates you have. However, it's somewhat easier to get away with using this on your own, since the health-on-hit and speed boost can help you survive when alone when compared to mini-crits or reduced damage.
 
** It's still recommended to take a non-banner secondary if you're not often fighting alongside your teammates, as you will be helpless once you run out of rockets or have to fight against a Pyro.
 
 
 
* The Concheror's health replenishment abilities, unlike the [[Black Box]], can ''not'' be used for rooting out enemy Spies, since shooting a disguised Spy will not heal you.
 
  
* If there is a Medic on your team, your buff can take pressure off of him. Other teammates can simply heal themselves up by shooting opponents, lessening the Medic's load, which lets him focus only on teammates who require the most attention.
+
* The Scorch Shot was designed to grant the player an easy method of igniting enemies.<ref>[http://i.imgur.com/yTU9k.png3 Explanation E-Mail from a Valve employee]</ref>. While its flares cannot be manually detonated like the [[Detonator]], its lasting, exploding flares can easily set groups of enemies alight without needing careful aim.
  
* The Concheror's speed boost stacks with that of the Escape Plan. Activating the buff while you are at low health and then pulling out your Escape Plan can allow you to run faster than a Scout!
+
* While it comes with a damage penalty, this weapon excels at keeping opponents on fire rather than dealing direct damage. This makes it useful for constantly pestering and softening opponents, especially if they lack a Medic or source of healing.
 +
** That being said, this weapon cannot deal immense damage with a "Puff and Sting" tactic (igniting an enemy before airblasting them and firing your secondary weapon). This makes you disadvantaged if you need to eliminate an enemy immediately.
  
* The [[Black Box]]'s healing stacks very well with the Concheror's boost, letting you heal large amounts of health with each rocket.
+
* An enemy Pyro wielding something other than the Scorch Shot will have an advantage over you due to the Scorch Shot's minimal damage. However, you can use the flare's knockback to push the Pyro away as you retreat.
  
* Equipping the Concheror with a weapon that deals less self damage, such as the [[Liberty Launcher]] or [[Air Strike]], allows you to heal up health lost through rocket jumping (albeit slowly), while still being able to contribute to your team with your buffs.
+
* The knockback of this weapon makes it useful for support, as you can knock opponents that are out of reach of your compression blast. Note that the angle in which the flare hits does not affect the direction an enemy is sent flying: they will always be sent backwards, even if you pelt them from above or below.
 +
** With your flares, push enemies away from an important area or knock them into a hazard. Such an example can be seen on [[Doomsday]], where your flare is capable of knocking the Australium carrier off, potentially lighting any nearby enemies as well.
  
====[[B.A.S.E. Jumper]]====
+
* The Scorch Shot's explosive radius makes it great for attacking bunched-up opponents. Additionally, the projectile fired by the Scorch Shot falls on the ground after hitting an enemy and can ignite targets a second time once it hits the ground, so it is ideal to use in corridors leading from the enemy spawn or in narrow areas where enemies are constantly advancing.
{| class="wikitable grid" width="100%" style="text-align: center;"
+
** These advantages also make the Scorch Shot a potent Sniper deterrent. Fire at Sniper-heavy areas to keep enemy Snipers distracted and constantly searching for health, thus removing them from the battle entirely.
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="67%" colspan=2 | Effect
 
|-
 
! class="header" width="45%" | Activation
 
! class="header" width="45%" | Active effect
 
|-
 
! {{Table icon|B.A.S.E. Jumper|Craft}}
 
| Press "Jump" in mid-air to deploy chute
 
| Decrease descend speed and acceleration
 
|}
 
  
The B.A.S.E Jumper is a craftable secondary weapon for the Soldier. When the Soldier is in mid air, pressing the jump key ([[List of default keys|default key]]: {{key|Spacebar}}) will activate a parachute, slowing and capping his vertical descent and allowing him to better control his ability to strafe. Pressing the jump key again will deactivate the parachute, allowing the Soldier to fall normally. The player can then reactivate the parachute in midair, as many times as they want. Players can attack with any of their weapons while the parachute is deployed.
+
* The explosion from the flares can also destroy Stickybombs, making this an ideal weapon for clearing traps and defending Engineer buildings. It is arguably more effective at doing so than the [[Detonator]], as it can be very difficult to manually detonate flares near a wall.
  
* The effectiveness of the B.A.S.E Jumper is largely based on how open a map is. Maps with high ceilings or open spaces (such as [[Mountain Lab]]) will benefit the most from this weapon, while smaller, cramped maps (such as [[2Fort]]) will limit your air time; on maps that take place mostly indoors (such as [[Junction]]), this weapon becomes even less effective.  
+
* Keep in mind that burning targets will be eligible for mini-crits and will be knocked further. As the Scorch Shot tends to set enemies on fire easily, opportunities to finish opponents with mini-crits or push them back a distance will show themselves often.
  
* The parachute's decreased descend speed allow the Soldier to cross wider chasms (such as from one balcony of [[Doublecross]] to the other), maximize the efficiency of his rocket jumps, and save himself from fall damage.
+
* Since direct hits send enemies flying, the Scorch Shot is ineffective for close-range combos utilizing your airblast. You can work around this by using the knockback to pin someone in a corner while you pull out your [[Axtinguisher]].
** However, like the Soldier's banner counterparts, this leaves him without a secondary weapon. Unless you capitalize on your rocket jumps, it might be more effective to bring a Shotgun.
 
  
* Be careful around enemy Pyros and Soldiers. The [[Reserve Shooter]] gains mini-crits while attacking an airborne target, and if you rocket jumped before deploying your B.A.S.E. Jumper, the game will consider you to be a valid target for a [[Direct Hit]] to receive mini-crits on impact. The distinctive sounds these weapons make when firing should help you identify and avoid enemies using them.
+
* The Scorch Shot's explosion can be used to perform a shorter, less damaging [[jumping#flare jumping|flare jump]]. This can be useful to access low ledges with a smaller self-damage penalty, and can potentially save you from a near-fatal blow if timed right. To help visualize the jump height, a Pyro can scorch jump slightly higher than a [[Double Jump]] from the Scout.
** Also be wary of Snipers and Sentry Guns; the former will find you an easy target due to your slowed movement in the air, while the latter's knockback can send you way off course as you drift.
+
** Outside of flare jumps, shooting at one's feet with the Scorch Shot can cause all enemies surrounding you to be lit on fire. This is good for tight situations where you're low on ammo on your primary and want to get as much damage done as possible.
  
* If the player's jump was an explosive jump, it will be treated as such for the player's entire duration in the air until landing. Thus, weapons that receive boost from rocket jumps, such as [[Air Strike]] and [[Market Gardener]], benefit from it greatly.
+
* If using the [[Phlogistinator]] or [[Backburner]], the Scorch Shot can be used just like an airblast to knock opponents away as you retreat. However, you will still be disadvantaged at extinguishing teammates; if that is priority, consider equipping the [[Manmelter]].
 
* If the B.A.S.E. Jumper is used to create a longer aerial assault duration, consider these weapon combinations.
 
** The [[Black Box]] will help offset the initial self-damage from a rocket jump, since you can heal up with several landed rockets.
 
** The [[Air Strike]] or [[Liberty Launcher]] are useful with the B.A.S.E. Jumper since their reduced self-damage will let you jump more often.
 
** The [[Rocket Jumper]] will allow you to fully benefit from the [[Market Gardener]]. With your harmless rocket jumps and good mobility, you can simply deploy your parachute while near an opponent to increase your chances of getting a critical hit.
 
** Use the B.A.S.E. Jumper with the [[Beggar's Bazooka]] so you can rocket jump, load up three rockets in the air (possibly more than once!) then fire barrages on unsuspecting enemies.
 
  
 
====[[Panic Attack]]====
 
====[[Panic Attack]]====
Line 956: Line 746:
 
|}
 
|}
  
The Panic Attack is a craftable secondary weapon for the Soldier. It is a Shotgun that has a 50% faster switch and reload speed, 30% faster firing speed, along with a fire rate and bullet spread as that increases as health decreases. Upon pressing and holding down primary fire, the player will begin loading shells into the magazine port, and will continue to do so as long as primary fire is held down. Upon releasing, the player will fire all shots one-by-one. Up to four shells can be loaded and fired in this fashion.
+
The Panic Attack is a craftable secondary weapon for the Pyro. It is a Shotgun that has a 50% faster switch and reload speed, 30% faster firing speed, along with a fire rate and bullet spread as that increases as health decreases. Upon pressing and holding down primary fire, the player will begin loading shells into the magazine port, and will continue to do so as long as primary fire is held down. Upon releasing, the player will fire all shots one-by-one. Up to four shells can be loaded and fired in this fashion.  
  
* The Panic Attack can be comparable to a [[Beggar's Bazooka]] Shotgun, although you can control when you fire your barrage. It also acts similarly to the Equalizer; it becomes more effective when in you are peril. However, since it needs to be pre-loaded and bullet spread increases the lower your health is, you have to put yourself at high risk to benefit from this weapon.
+
* The Panic Attack is a high risk and reward weapon, which encourages you to use it when your health is low. As a Pyro, your Flamethrower already excels at close-range encounters, so you may opt to use it as a powerful last resort against opponents that are too far away for you to engage with your Flamethrower.
 +
** Compared to the Shotgun, the Panic Attack has a wide window of vulnerability when you are loading up shots. As such, it is a less reliable weapon for self-protection, since you cannot use it immediately. Optimally, you should switch to the Panic Attack and begin loading before you see any threats.
  
* The Panic Attack switches and reloads 50% faster compared to the Shotgun. This means you can pull it out and load up immediately once you are threatened.
+
* You can bait an enemy around a corner once you are injured. Load up the Panic Attack and blast your enemy in the face should he turn the corner to finish you off.
** However, the fact that it must be loaded before firing makes it ineffective in situations where you have little time to react. This ironically makes it inadvisable to use as a panic weapon; it is better when you prepare it beforehand and use it on enemies who aren't aware of you, as you are vulnerable while you load.
 
** If firing as soon as possible is a priority, consider equipping the stock [[Shotgun]].
 
  
* Use the Panic Attack alongside other teammates. This will ensure that as you and your team take damage, your health loss will be minimal, your damage dealt increases, and death will not be greatly risked since you have your team covering you.
+
* The pre-load requisite makes the Panic Attack ineffective for "Puff and Sting" tactics, as enemies would already have landed before you can load up four shots. At most, you will be able to catch unaware targets with it.
 
+
* The Panic Attack can be an ideal, yet risky, primary weapon for one-on-one battles. Use your Rocket Launcher to both rocket jump and get yourself to low health, then jump into the path of an enemy and blast him at close range. Alternatively, rocket jump and hide behind enemy lines and ambush opponents while at low health. This is not recommended for groups of enemies, since you will easily die.
+
* Use the Panic Attack alongside other teammates. This will reduce the chances of you being singled out and killed before you can take advantage of the faster firing speed.
** It can also be useful for suppressing opponents if no health pickups or medics are available.
 
 
 
* At low health, the Panic Attack's high bullet spread can be beneficial for [[spycheck]]ing, since you will cover a larger area with your shots.
 
  
* The [[Equalizer]] can be equipped alongside the Panic Attack for a high-risk, high-reward style of close range combat, since both weapons get more effective at low health.
+
===Melee weapons===
** Since the Panic Attack works better at low health, it is unadvised to use it with the [[Black Box]], which will heal you.
+
==== [[Fire Axe]] + reskins ====
** To get yourself to as low health as possible, it can be viable to equip this with the [[Liberty Launcher]]; its self-damage reduction makes it easier to control how much health you are left with.
 
** The [[Rocket Jumper]] will let you use the Panic Attack as a primary weapon, and helps you control your health loss through fall damage.
 
 
 
=== Melee Weapons ===
 
====[[Shovel]] + reskins====
 
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
! class="header" width="17%" rowspan=2 | Weapon
+
! class="header" width="20%" rowspan=2 | Weapon
! class="header" width="16%" rowspan=2 | Kill Icon
+
! class="header" width="20%" rowspan=2 | Kill Icon
 
! class="header" width="20%" rowspan=2 | Attack Interval
 
! class="header" width="20%" rowspan=2 | Attack Interval
! class="header" width="50%" colspan=2 | Damage
+
! class="header" width="40%" colspan=2 | Damage
 
|-
 
|-
! class="header" width="25%" | Point Blank
+
! class="header" width="20%" | Point Blank
! class="header" width="25%" | Critical
+
! class="header" width="20%" | Critical
 
|-
 
|-
! {{Table icon|Shovel|Stock}}
+
! {{Table icon|Fire Axe|Stock}}
| align="center" | {{Icon killicon|weapon=Shovel}}
+
| align="center" | {{Icon killicon|weapon=Fire Axe}}
| rowspan="10" |0.8 seconds
+
| rowspan=10 |0.8 seconds
| rowspan="10" |65
+
| rowspan=10 |65
| rowspan="10" |195
+
| rowspan=10 |195
|-
 
! {{Table icon|Frying Pan|Promotional}}
 
| align="center" | {{Icon killicon|weapon=Frying Pan}}
 
 
|-
 
|-
 
! {{Table icon|Saxxy|Promotional}}
 
! {{Table icon|Saxxy|Promotional}}
 
| align="center" | {{Icon killicon|weapon=Saxxy}}
 
| align="center" | {{Icon killicon|weapon=Saxxy}}
 
|-
 
|-
! {{Table icon|Conscientious Objector|Drop}}
+
! {{Table icon|Conscientious Objector|Craft}}
 
| align="center" | {{Icon killicon|weapon=Conscientious Objector}}
 
| align="center" | {{Icon killicon|weapon=Conscientious Objector}}
 
|-
 
|-
! {{Table icon|Freedom Staff|Promotional/Craft}}
+
! {{Table icon|Frying Pan|Promotional}}
 +
| align="center" | {{Icon killicon|weapon=Frying Pan}}
 +
|-
 +
! {{Table icon|Lollichop|Craft}}
 +
| align="center" | {{Icon killicon|weapon=Lollichop}}
 +
|-
 +
! {{Table icon|Freedom Staff|Craft}}
 
| align="center" | {{Icon killicon|weapon=Freedom Staff}}
 
| align="center" | {{Icon killicon|weapon=Freedom Staff}}
 
|-
 
|-
Line 1,017: Line 801:
 
| align="center" | {{Icon killicon|weapon=Crossing Guard}}
 
| align="center" | {{Icon killicon|weapon=Crossing Guard}}
 
|}
 
|}
[[Image:Meetthesoldier2.jpg|thumb|right|250px|The Shovel is a reasonable choice when conserving ammo]]
 
  
* The Shovel is a viable option for close-range enemies without the risk of inflicting self-damage by using the Rocket Launcher, or if reloading the Shotgun will take too long. Unlike your other melee weapons, the Shovel has no downsides, so it can be useful to equip if you rarely use your melee weapon.
+
* When used, the Fire Axe's effect is much more likely to be passed off as a stray bullet from outside the target's field of view than being attacked by the Flamethrower is. To this end, it can be used to knock down a target's health before attacking with the Flamethrower.
** Because you are slower than every other class (except for the Heavy or a Demoman using the [[Scotsman's Skullcutter]]) running after an enemy is not a good choice with the Shovel. Use it for self-defense instead, whenever an opponent get too close.
 
  
* A tricky strategy is to use the splash damage from your primary weapon to bounce an enemy directly into your Shovel.
+
* While not as effective as the [[Axtinguisher]] with the "Puff and Sting", the Fire Axe can still deal significant damage to enemies if they are pinned to a wall or corner, and random critical hits have the same effect. This can be effective on enemy Pyros, since the Axtinguisher deals little damage to enemies not on fire.
  
* If you're out of ammo in your Shotgun clip (or don't have a Shotgun equipped at all), you can use the Shovel to finish off enemies in corners.  
+
* Considering that you're already at melee range with your [[Flamethrower]], the Fire Axe is somewhat redundant, as the Flamethrower can deal far greater damage in a shorter amount of time. Thus, it's a good idea to use the Fire Axe to conserve Flamethrower ammo, or opt to use a different melee weapon. The additional benefits supplied by other melee weapons can be more useful to you than the neutrality of the Fire Axe.
** You can do this forcefully by using the strong knockback of your rockets to throw them into a corner.
 
  
====[[Equalizer]]====
+
==== [[Axtinguisher]] + reskins ====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
! class="header" width="17%" rowspan=2 | Weapon
+
! class="header" width="20%" rowspan=2 | Weapon
! class="header" width="16%" rowspan=2 | Kill Icon
+
! class="header" width="20%" rowspan=2 | Kill Icon
 
! class="header" width="20%" rowspan=2 | Attack Interval
 
! class="header" width="20%" rowspan=2 | Attack Interval
! class="header" width="50%" colspan=2 | Damage
+
! class="header" width="40%" colspan=4 | Damage
 +
|-
 +
! class="header" width="13%" | On Burning Enemies
 +
! class="header" width="13%" | On Non-Burning Enemies and Buildings
 +
! class="header" width="13%" | Critical
 +
|-
 +
! {{Table icon|Axtinguisher|Unlock}}
 +
| align="center" | {{Icon killicon|weapon=Axtinguisher}}
 +
| rowspan="4" |1 second
 +
| rowspan="4" |44
 +
| rowspan="4" |11
 +
| rowspan="4" |131
 
|-
 
|-
! class="header" width="25%" | Point Blank
+
! {{Table icon|Festive Axtinguisher|Uncrate}}
! class="header" width="25%" | Critical
+
| align="center" | {{Icon killicon|weapon=Axtinguisher}}
 
|-
 
|-
! {{Table icon|Equalizer|Unlock}}
+
! {{Table icon|Australium Axtinguisher|Advanced+ Mann Up Reward|title={{common string|Australium item|Axtinguisher}}}}
| align="center" | {{Icon killicon|weapon=Equalizer}}
+
| align="center" | {{Icon killicon|weapon=Axtinguisher}}
| 0.8 seconds
+
|-
| 33-107
+
! {{Table icon|Postal Pummeler|Craft}}
(Health-depending)
+
| align="center" | {{Icon killicon|weapon=Postal Pummeler}}
| 98-321
 
(Health-depending)
 
 
|}
 
|}
  
The Equalizer is an unlockable melee weapon for the Soldier. It deals more damage as the player's health decreases; however, Medics will heal you 90% less while you have the weapon out (through [[Medi Gun]] variants, the [[Crusader's Crossbow]], or [[Amputator]]'s [[Medicating Melody]]).
+
The Axtinguisher is an unlockable melee weapon for the Pyro. It deals guaranteed critical hits on any enemies that are on fire. However, this comes with several downsides: the Axtinguisher has a 75% increased draw speed, 20% slower swing speed, deals 33% less damage, and cannot roll for random critical hits.
  
* The Equalizer is a high-risk, last-resort weapon that allows you to fight to the death when in the thick of battle. Since enemies will likely focus fire on Soldiers due to the high amount of threat they present on the battlefield, it can be used as a last stand to take out as many enemies as possible if several of them target you at close range.
+
* The Axtinguisher is an immensely powerful weapon, but its downsides make it considerably difficult to land a hit on an opponent. Your target will almost be guaranteed to be on fire since your primary weapons set enemies alight, but the Axtinguisher's massively sluggish draw speed and slow swing speed will give your opponents ample time to react, and makes it likely for you to miss swings.
  
* Rocket jumping and ambushing enemies is an excellent way to utilize the Equalizer. By using rocket jumps to hide in places where the enemy does not suspect, it's possible to ambush enemy players and score at least one or two kills.
+
* It is ineffective to run straight towards burning enemies expecting to get a hit. Ambushing or using "Puff and Sting" tactics will help you get opponents in the perfect position while you draw your Axtinguisher.
* However, your slow movement speed will make it difficult to catch up to enemies, so do not run into a fight alone with the Equalizer out.
+
** "Puff and Sting" tactics work very well with this weapon. Blasting targets into a corner or into a wall will restrict their movements, disorient them, make it harder for them to counterattack, and line them up for a perfect chance to land the killing blow as the enemy is coming down.
 +
** Drop down from above or take alternate routes whenever possible. This maximizes the amount of time you have before your opponent can react.
  
* It's important to know how much damage the Equalizer can do at certain health brackets. Above 121 HP, the Equalizer does less damage than the Shovel, but with low enough health, it's capable of killing almost any class with just one or two hits.
+
* If your target is burning, it takes one hit to kill a non-overhealed Scout, Engineer, Sniper, and Spy, while a Medic and Demoman will die in two hits (or a few seconds later if afterburn is accounted for).
** Critical hits at low health are devastating; it is possible to kill a full-health Soldier in one blow, and a non-overhealed Heavy in two. This makes the Equalizer even more effective if random crits are enabled.
+
** Soldiers (and Demomen equipped with [[Ali Baba's Wee Booties]] or the [[Bootlegger]]) require two hits to take down effectively, while a Heavy needs three. Be careful when going up against these classes, as you may not be able to swing that many times before you get noticed.
 +
** If used to ambush bigger classes, the Flare Gun may give you a better chance of successfully landing an Axtinguisher hit, as it sets them on fire from a longer distance and thus gives you more time to switch to the Axtinguisher while closing the distance, as well as increasing the burn duration.
  
* If you have the Equalizer drawn, you will be healed 90% less by friendly Medics. Sheath your weapon if you want Medics to heal you at a normal rate. Dispensers and health packs are not affected by this penalty.  
+
* The [[Degreaser]] is a natural pair with the Axtinguisher, as it allows the player to draw the Axtinguisher in around the same time as a regular weapon switch. This makes it all the more potent for close range combat, as enemies will have very little time to react.
** You can use the 90% reduced healing to increase a friendly Medic's [[Übercharge]] rate. This is best used in conjunction with self-damage from your primary weapon.
+
** This combo is very useful for ambushing classes with high health, such as Heavies, Soldiers, and Demomen. While these classes can react easily should you be using another Flamethrower, they will only have a second to react to a Degreaser-Axtinguisher combo, and can be taken down relatively quickly.
 +
** Additionally, the [[Reserve Shooter]]'s decreased switch speed stacks with the Degreaser, allowing you to draw the Axtinguisher even faster. Use this for an excellent 'Puff And Sting' method.
  
* If you intend to keep your health high, take another weapon. As stated above, the Equalizer does less damage at higher health, and it will interfere with receiving health from Medics. It's probably not the best option if you've got many sources of healing available and you want to use them.
+
* Working with a Medic can help you net critical hits more easily. The constant healing will make you more durable even if you attempt an Axtinguish head-on.
** As such, equipping the [[Black Box]] or [[Concheror]] will not be beneficial with this weapon.
 
  
* Weapons that reduce self-damage, such as the [[Gunboats]], [[Liberty Launcher]] or [[Air Strike]], allow you to get your health to as low as possible without dying. It may be beneficial to equip them together with the Equalizer.
+
* If using the Axtinguisher and Degreaser combo, you can exploit the physics of flames to your advantage by firing flames while dropping from above, then using the improved weapon switch speed to ready the Axtinguisher just before reaching your target. Because flames travel at a fixed speed, it is possible to fall faster than your fire travels, letting you reach an enemy at the same time as your flames do, and thus net a critical hit. Notably, this is one of the few ways to kill an enemy Pyro with a critical hit from the Axtinguisher without the help of another allied Pyro.
  
====[[Escape Plan]]====
+
==== [[Homewrecker]] + reskins ====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
! class="header" width="17%" rowspan=2 | Weapon
+
! class="header" width="20%" rowspan=2 | Weapon
! class="header" width="16%" rowspan=2 | Kill Icon
+
! class="header" width="20%" rowspan=2 | Kill Icon
 
! class="header" width="20%" rowspan=2 | Attack Interval
 
! class="header" width="20%" rowspan=2 | Attack Interval
! class="header" width="50%" colspan=2 | Damage
+
! class="header" width="40%" colspan=3 | Damage
 
|-
 
|-
! class="header" width="25%" | Point Blank
+
! class="header" width="13%" | On Enemies
! class="header" width="25%" | Critical
+
! class="header" width="13%" | On Buildings
 +
! class="header" width="13%" | Critical
 
|-
 
|-
! {{Table icon|Escape Plan|Craft}}
+
! {{Table icon|Homewrecker|Craft}}
| align="center" | {{Icon killicon|weapon=Escape Plan}}
+
| align="center" | {{Icon killicon|weapon=Homewrecker}}
| 0.8 seconds
+
| rowspan=2 |0.8 seconds
| 65
+
| rowspan=2 |42-55
| 195
+
| rowspan=2 |130
 +
| rowspan=2 |147
 +
|-
 +
! {{Table icon|Maul|Promotional/Craft}}
 +
| align="center" | {{Icon killicon|weapon=Maul}}
 
|}
 
|}
  
The Escape Plan is a craftable melee weapon for the Soldier. It is the speed boost version of the [[Equalizer]]; as [[health]] decreases, [[speed]] increases, but while it is in use and for one second after switching weapons, the user is marked for death and will take mini-crit damage. The boost is only active when the weapon is held, and the mark for death appears even if the player quick-switches and puts the weapon away without using it. Additionally, the player will gain 90% less healing from Medics while the Escape Plan is out.
+
The Homewrecker is a craftable melee weapon for the Pyro. It does double damage against Engineer [[Buildings]] and has the ability to destroy [[Sapper]]s placed by enemy Spies in one hit, but inflicts 25% less damage against non-building targets.
 
 
* The Escape Plan is a tool of escape: the speed increase at very low health gives you a speed close to the Scout. It allows you to reach help and health sources faster in exchange for increased vulnerability when you're already vulnerable to death (due to low health).
 
 
 
* The speed boost that the Escape Plan grants you when you're injured can be used to reach or escape combat just as fast as [[rocket jumping]]. If a fight is not going well, simply take the Escape Plan out and retreat; if you are near corners or there are more allies around than enemies, it will be difficult for the enemy to take you down despite your vulnerability. Meanwhile, you can use the speed boost to get to the front lines quickly, or run towards an objective.
 
** However, be careful about when you draw the Escape Plan. Players can easily gauge your health by looking at how fast your movement speed is, which can in turn cause them to focus fire on you and finish you off at range. The mark for death will also make it easier for them to do so.
 
 
 
* Try to get out of the line of fire before pulling out the Escape Plan; using it when the enemy can still directly hit you will make you extremely vulnerable.
 
** Learn not to have a habit of quick-switching with this weapon. Simply having the Escape Plan out for a brief moment will mark you for death, which can make you vulnerable when you don't want to.
 
  
* Don't be fooled by this weapon's base damage; it deals standard [[Shovel]] damage, and a critical hit will still kill all classes bar Heavies, Soldiers, and overhealed Pyros or Demomen.
+
* The Homewrecker does less damage against players than the stock [[Fire Axe]]. As such, the Homewrecker is not a good choice for those who often engage in melee combat. However, the Homewrecker's positive attributes more than make up for its lower damage rate against enemies, giving you a more effective support role than an offensive one.
** However, since the Escape Plan marks you for death, it is generally ineffective as a melee weapon. You may be able to outmaneuver your opponent with your speed, but this is generally ineffective unless an opponent is determined to fight with their melee weapon.
+
** Random critical hits still deal 147 damage, enough to take out any fragile class.
  
* Like the Equalizer, you can use the 90% lower healing from Medics to increase a friendly Medic's Übercharge rate. If you want to get healed at a normal rate, simply put the weapon away, or find a Dispenser or health pack.
+
* The Homewrecker can readily two-shot any building at full health in 1.6 seconds, or 0.8 seconds after the first swing, which is marginally less time than the Flamethrower in certain circumstances. Notably, you can destroy [[Sentry Gun#Combat Mini-Sentry Gun|Combat Mini-Sentry Guns]] in a single hit.
 +
** However, considering that you're already at melee range as a Pyro in any case with your [[Flamethrower]], it may be more efficient to simply burn the building and any enemies near it. Depending on the situation, the extra damage against buildings may be harder to take advantage of.
  
* Since the Escape Plan requires you to be at low health, try not to equip the [[Black Box]] or [[Concheror]] with it.
+
* Do not approach a Sentry Gun while it is active. If possible, hit a Sentry while the Engineer is building it to weaken the enemy's defenses, or work alongside a friendly [[Übercharge]] to get close to one.
 +
* One of the best times to use the Homewrecker is on Wrangled Sentry Guns once the Engineer controlling it is dead, as you stand a good chance of destroying the Sentry Gun before it can re-activate.
  
* If you engage in melee combat often, have a non-weapon secondary such as the [[Righteous Bison]], or use the [[Rocket Jumper]], it may be better to use another melee weapon; you could be left with only one viable weapon to defend yourself with.
+
* With the Homewrecker equipped, you are a best friend to any Engineer. Your Flamethrower's flames will keep out Spies, while your Compression Blast will toss away rockets, grenades, stickybombs, and ÜberCharged players. The Homewrecker also allows you to remove [[Sapper]]s, which can save the work of an Engineer while he's away.
 +
** Even if you are not actively playing as the Pyro, you can prepare the Homewrecker in your loadout and switch to it once you see a Sapper being placed. This will happen most often with [[Teleporter]]s, as it takes very long to get a Teleporter system up; spare a few seconds to switch classes in order to save one from going down.
  
* Since both the [[Beggar's Bazooka]] and the [[Air Strike]] will often leave you at low health due to overloading or rocket jumps respectively, it can be wise to pair them with the Escape Plan.
+
* Like most [[Strange]] weapons, the Homewrecker counts player kills. If you want to keep track of any buildings you've destroyed, or Sappers removed, you'll need to add the relevant [[Strange Part]].
  
====[[Pain Train]]====
+
==== [[Powerjack]] ====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
! class="header" width="17%" rowspan=2 | Weapon
+
! class="header" width="20%" rowspan=2 | Weapon
! class="header" width="16%" rowspan=2 | Kill Icon
+
! class="header" width="20%" rowspan=2 | Kill Icon
 
! class="header" width="20%" rowspan=2 | Attack Interval
 
! class="header" width="20%" rowspan=2 | Attack Interval
! class="header" width="50%" colspan=4 | Damage
+
! class="header" width="27%" colspan=2 | Damage
 +
! class="header" width="13%" colspan=1 | Healing
 
|-
 
|-
! class="header" width="25%" | Point Blank
+
! class="header" width="13%" | Point Blank
! class="header" width="25%" | Critical
+
! class="header" width="13%" | Critical
 +
! class="header" width="13%" | From Kill
 
|-
 
|-
! {{Table icon|Pain Train|Craft}}
+
! {{Table icon|Powerjack|Craft}}
| align="center" | {{Icon killicon|weapon=Pain Train}}
+
| align="center" | {{Icon killicon|weapon=Powerjack}}
 
| 0.8 seconds
 
| 0.8 seconds
 
| 65
 
| 65
 
| 195
 
| 195
 +
| 25
 
|}
 
|}
  
The Pain Train is a craftable melee weapon for the Soldier and Demoman. While equipped, it doubles the rate at which the player captures control points, but also grants 10% increased vulnerable to hitscan weapons. These effects are passive, and do not require the Pain Train to be active.
+
The Powerjack is a craftable melee weapon for the Pyro. It grants the user 15% faster movement speed while active, and killing an enemy with this weapon restores 25 HP, which grants [[Overheal]] should the player be at maximum health. However, the user will take 20% more damage from all sources while the Powerjack is held.
 +
 
 +
* Compared to your other melee weapons, the Powerjack grants the most utility. Its speed boost lets you get in and out of battles faster than normal, and the health on kill, though minor, can be enough reason to use it for melee combat. Since you take more damage while it is out, it is inadvised to walk around with this weapon; instead, use it whenever you are safe to maximize its efficiency.
  
* The Pain Train's sole purpose is to help teammates accomplish capture-based objectives more quickly. While Scouts can often lack the firepower required to contest a point, a Soldier can reliably fight off any defenders that try to stop a capture.
+
* Due to the damage vulnerability, it's recommended to only use this weapon in ambushes where the enemy will not have enough time to counter. In direct combat, most kills will be gained with the "Puff and Sting" tactic, where you ignite then airblast an unaware opponent into a corner or otherwise restrictive space before finishing off with melee hits.
** ''Never'' equip the Pain Train in [[Mann vs. Machine]], [[Capture the Flag]], or while defending in [[Control Points|Attack/Defend Control Point]] or [[Payload]]. The doubled capture speed will do nothing on these gamemodes, but bearing the weapon will still grant the +10% extra damage from bullets.
+
** Considering you already excel at melee combat, the extra damage you take can be negligible so long as you time your weapon switches well.
  
* The Pain Train is an effective tool for [[back-capping]], as it grants the same capturing abilities as a Scout. This can work very well combined with the [[Rocket Jumper]] or [[Gunboats]].
+
* Unless fully overhealed, it can be useful to attempt getting a Powerjack kill as often as you can, due to its health on kill. However, don't start fights you can't finish.
 +
** If facing an enemy you are sure you can defeat, such as an idle Sniper or a lone Spy, be opportunistic and whack away at them. It is better to gain 25 health from a Powerjack kill than to burn him down with a Flamethrower and gain no benefits.
  
* While the Pain Train helps you capture objectives, it will give you more problems against Scouts, Heavies, Sentry Guns, and Snipers, classes that tend to be defending objectives. The +10% hitscan damage vulnerability will make their job of killing you easier, as they primarily rely on bullet weaponry.
+
* Whittling down the foe's health using a Flamethrower or a secondary, then ending off with a Powerjack hit is a good way to kill enemies without having them retaliate with an attack of their own. This is a better strategy compared to rushing in with the Powerjack, as attentive opponents can simply strafe out of the way and hit you while your have increased damage vulnerability.
  
* The healing from the [[Black Box]] can somewhat alleviate the 10% bullet vulnerability from the Pain Train.
+
* The faster move speed allows you to get to the fight faster and ambush enemies quicker; you'll often get to the front lines right after the Scout. The speed is also useful as a means of escape, especially since you'll be fighting at melee range often and will often be at low health.
 +
** If using the Powerjack to retreat, only do so if you know you can reach a health source with friendlies providing cover fire, as the 20% extra damage vulnerability will make you easy to kill, especially at low health.
  
* The [[Battalion's Backup]] may help you survive longer with its damage reduction and increased health by negating the damage penalty; however, try not to die while gaining rage.
+
* The Powerjack's versatility can be useful with several weapons.
** The [[Concheror]] can also help due to its passive healing.
+
** The [[Backburner]] works well with the Powerjack, as you can run to flank locations faster, thus making ambushes easier to pull off.
 +
** The [[Phlogistinator]] works in the same way, letting you get to battles quickly to gain "Mmmph" before retreating faster than usual.
 +
** The [[Detonator]] amplifies your mobility with its flare jumps, and you can use the Powerjack whenever you aren't jumping to maximize your movement speed.
 +
** The [[Degreaser]]'s decreased switch speed lets you deal "Puff and Stings" much faster, and significantly lowers the odds of you getting hit while you have the Powerjack out. This makes weapon heckling and gaining a Powerjack kill much easier.
  
====[[Half-Zatoichi]]====
+
====[[Back Scratcher]]====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
! class="header" width="17%" rowspan=2 | Weapon
+
! class="header" width="10%" rowspan=2 | Weapon
! class="header" width="16%" rowspan=2 | Kill Icon
+
! class="header" width="10%" rowspan=2 | Kill Icon
! class="header" width="20%" rowspan=2 | Attack Interval
+
! class="header" width="10%" rowspan=2 | Attack Interval
! class="header" width="40%" colspan=2 | Damage
+
! class="header" width="20%" colspan=2 | Damage
! class="header" width="10%" colspan=1 | Healing
+
! class="header" width="50%" colspan=5 | Healing
 
|-
 
|-
! class="header" width="17%" | Point Blank
+
! class="header" width="10%" | Point Blank
! class="header" width="17%" | Critical
+
! class="header" width="10%" | Critical
! class="header" | On Kill
+
! class="header" width="10%" | From Small Health Packs
 +
! class="header" width="10%" | From Medium Health Packs
 +
! class="header" width="10%" | From Mediguns
 +
! class="header" width="10%" | From Dispensers
 +
! class="header" width="10%" | From Payload Carts
 
|-
 
|-
! {{Table icon|Half-Zatoichi|Craft}}
+
! {{Table icon|Back Scratcher|Craft}}
| align="center" | {{Icon killicon|weapon=Half-Zatoichi}}
+
| align="center" | {{Icon killicon|weapon=Back Scratcher}}
 
| 0.8 seconds
 
| 0.8 seconds
| 65
+
| 81
| 195/{{tooltip|Instant|Instant kill upon landing a blow on an enemy Demoman/Soldier actively wielding the Half-Zatoichi}}
+
| 244
| 200
+
| 54
 +
| 132
 +
| 6-18/sec
 +
| 2.5-5/sec
 +
| 2.5/sec
 
|}
 
|}
  
The Half-Zatoichi is a craftable melee weapon for the Soldier. Similar to the Demoman's [[sword]]s, it has increased melee range but a slower draw and holster speed. It restores half of the player's maximum health upon killing an enemy, which can grant [[overheal]]. However, the Half-Zatoichi cannot deal random crits, and is Honorbound: and if the player puts the weapon away before it gains a kill, it will deal 50 self-damage, and if the player has less than 50 health, they will be unable to sheath it. The Half-Zatoichi can be sheathed without harm if a kill has been made, and will also instantly kill any enemy brandishing another Half-Zatoichi in a single swing.
+
The Back Scratcher is a craftable melee weapon for the Pyro. It does 25% more base damage than the Fire Axe, and passively raises healing gained from health packs by 50%. However, it reduces the player's healing rate from Medics, Dispensers, and the Payload cart by 75%.
  
* The Half-Zatoichi can be useful if you attempt melee combat often. Its range advantage will give you an edge against enemies who fight back, while its health on kill can let you rampage from one enemy to the next should they be injured enough. However, since it has a long draw/holster time and sheathing it without a kill damages you, you will have less margin for error should you decide to use the weapon.
+
* The Back Scratcher is ideal for Pyro players who prefer a "Roamer" playstyle; the added healing from health packs makes surviving while behind enemy lines considerably easier. Conversely, the Back Scratcher is generally less effective if you tend to depend on friendly healing sources, as it will take a considerably long time to regain your health.
** Due to the Soldier's slow movement rate, it's often better to ambush enemies rather than try to attack head-on. Most players can easily outpace an approaching Soldier.
+
** For this reason, do not use this weapon if you're on offense on a Payload map, and constantly pushing the cart. Healing from the cart will be diminished, which prevents you from actively gaining health while pushing.
  
* As the weapon deals 50 self-damage if you don't get a kill and sheath it, it's wise to only use the Half-Zatoichi either as a last resort or if a kill can be guaranteed. Failing to make a kill will leave players highly vulnerable to attacks, as losing 50 health can be detrimental.
+
* Try not to ask for healing from Medics if you have this weapon equipped, as it will force Medics to heal you for a much longer time. This can be a huge issue if there are many injured teammates around, as you will distract the Medic from patients who need the most help.
** As such, it is often wise to switch between primary and secondary weapons upon spawning, so that if the quick-switch key is pressed, the Half-Zatoichi will not be accidentally equipped.
+
** For the same reason, avoid being a pocket for a Medic, as the decreased healing rate makes it ineffective for tanking damage.
** A very useful trick when using this weapon is knowing when it actually equips. If you switch to the Half-Zatoichi and use the quick-switch key to change to another weapon before the switching animation finishes, it will not cause you to be Honorbound. This is useful if you have a second thought of when to draw it or if you have already started switching to it.
+
*** However, if you're in a safe spot, you can help a Medic build up his ÜberCharge quickly. As Medi Guns build more ÜberCharge while healing injured targets, your decreased healing will keep the Medi Gun building at the maximum charge rate for a very long time.
** If you're careless, consider turning off "fast weapon switch" just in case you do accidentally switch to it.
 
  
* If you get caught out in the open with the Zatoichi without a kill, you can ask a teammate to spare the next opponent they weaken in order for you to get a kill. However, its usually more viable to find a health source to negate the Honorbound damage, then switch off the Half-Zatoichi.
+
* Compared to your other weapons, the Back Scratcher doesn't deal incredibly high damage like the [[Axtinguisher]], and does not grant increased movement speed and health on kill like the [[Powerjack]]. However, it has no draw time penalty like the former, and its increased damage and no damage vulnerability makes it more effective for melee combat than the latter, making it as viable for melee combat as either weapon.
 +
** As always, "Puff and Sting" tactics will help you get a Back Scratcher kill. Compression blast an opponent into the air before swinging; the higher damage means less swings for a kill.
  
* Landing a hit with this weapon against an enemy holding a Half-Zatoichi will instantly kill them, no matter how much health they have. It can be a good idea to bring the Half-Zatoichi to deal with an enemy who is causing trouble with the same weapon. Since you can also be killed in one hit, the key to dueling other Soldiers or Demomen who are brandishing the Half-Zatoichi is landing the first hit.
+
* Critical hits from this weapon deal 244 damage, making the Back Scratcher one of the few melee weapons that can one-shot a Soldier at full health. As such, do not underestimate the power of the Back Scratcher, especially with random crits enabled.
  
* This weapon is superb for [[Medieval Mode]], due to weapons being restricted largely to melee weapons. However, be especially careful of other players also using the Half-Zatoichi.
+
* The Back Scratcher is an ideal weapon against enemy Pyros. If you consistently land hits, you will be able to out-damage any of his weapons, with the exception of the [[Backburner]] from behind.
 +
** Pyros equipped with any [[Flare Gun]] variant or the Axtinguisher will be especially disadvantaged, as these weapons require an opponent to be on fire for high damage, and you can't be lit on fire.
  
* It is not recommended to equip the Gunboats or Mantreads when using this weapon; since they passively occupy a loadout slot, the Soldier will automatically switch to this weapon if you run out of primary weapon ammo or if you manually switch weapons. It's recommended that you take a Shotgun.
+
* The Back Scratcher is a great weapon for [[Medieval Mode]]. Since all enemies drop health packs and only melee weapons are allowed, the damage bonus and increased healing from packs can make you a force to be reckoned with.
 +
** A coordinated Back Scratcher Pyro and [[Candy Cane]] Scout can make for strong allies, both in and out of Medieval Mode. the Pyro can engage enemies, distracting them while the Scout comes in to finish them off, awarding a boosted health kit for the Pyro to use.
  
* This weapon's healing bonus means you can take more risks, such as jumping and taking fall damage or attempting to kill an enemy in a heavily populated area. Always only target one person at once, because they may kill you before you can get your health.
+
* The Back Scratcher pairs well with the [[Detonator]] and the [[Scorch Shot]], as both cause self-damage through flare jumping. The added healing from the Back Scratcher allows you more attempts to reach ledges with health kits only easily accessible to Scouts, Demomen, and Soldiers with the reward of a large healing boost.
  
* The [[Concheror]] pairs very well with this weapon. Its speed boost allows you to catch enemies much easier, and its healing means you can both get away with holstering the weapon (thanks to its constant health regeneration) and receive even more healing from attacking with it (from the buff).
+
* Since the Back Scratcher promotes roaming, both the Backburner and [[Phlogistinator]] have synergy with this weapon. Both weapons work very well when working behind enemy lines, and the boosted health kits will help you with your playstyle.
** Similarly, the [[Black Box]] can help you heal up your 50 lost health with a few rockets.
 
  
====[[Disciplinary Action]]====
+
====[[Sharpened Volcano Fragment]]====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
! class="header" width="17%" rowspan=2 | Weapon
+
! class="header" width="20%" rowspan=2 | Weapon
! class="header" width="16%" rowspan=2 | Kill Icon
+
! class="header" width="20%" rowspan=2 | Kill Icon
 
! class="header" width="20%" rowspan=2 | Attack Interval
 
! class="header" width="20%" rowspan=2 | Attack Interval
! class="header" width="25%" colspan=2 | Damage
+
! class="header" width="40%" colspan=3 | Damage
! class="header" width="25%" colspan=2 | Effect
 
 
|-
 
|-
! class="header" width="8%" | Point Blank
+
! class="header" width="13%" | Point Blank
! class="header" width="8%" | Critical
+
! class="header" width="13%" | Afterburn
! class="header" width="8%" | Speed Boost
+
! class="header" width="13%" | Critical
! class="header" width="8%" | Duration
 
 
|-
 
|-
! {{Table icon|Disciplinary Action|Craft}}
+
! {{Table icon|Sharpened Volcano Fragment|Promotional/Craft}}
| align="center" | {{Icon killicon|weapon=Disciplinary Action}}
+
| align="center" | {{Icon killicon|weapon=Sharpened Volcano Fragment}}
 
| 0.8 seconds
 
| 0.8 seconds
| 49
+
| 52
| 147
+
| 60 over 10 seconds
| 40%
+
| 156
| 4 seconds
 
 
|}
 
|}
  
The Disciplinary Action is a craftable melee weapon for the Soldier. It has a 70% increased melee range, the longest range of any melee weapon in the game, and upon hitting a teammate, it gives both the player and the teammate a [[speed]] boost for four and three seconds respectively. More than one teammate can be boosted at once. However, the Disciplinary Action does 25% less damage compared to the Shovel.
+
The Sharpened Volcano Fragment is a [[Promotional items|promotional]] and craftable melee weapon for the Pyro. It ignites enemies on hit, but deals 20% less base damage than the Fire Axe.
 
 
* The Disciplinary Action can be used both as a tool and a weapon. As a tool, you can get slower classes, along with yourself, to the front lines faster, or grant them speed during a firefight. As a weapon, its extremely long melee reach will give you an edge over any opponent who fights at melee range, although this is compensated by its lower damage.
 
  
* The speed boost is extremely beneficial to you and your teammates.
+
* The Sharpened Volcano Fragment can be used to ignite enemies in situations where using the Flamethrower would alert the enemy to a nearby Pyro. However, its reduced damage reduces its utility in other situations where killing the enemy has higher priority than stealth.
** Heavies will especially appreciate the speed boost, as they will be able to keep up with the rest of the team, and you will be fast enough to keep whipping him till he reaches the front lines. This also increases his speed while revved up, which lets him maneuver easier while firing.
 
** An Engineer [[haul]]ing a building to the front lines will appreciate the speed boost very much. This can help them deploy Sentry Guns or Teleporters more quickly.
 
** Snipers with a speed boost will be able to more slightly faster while scoped in, which can give them an edge in Sniper duels.
 
** Hitting Scouts with the Disciplinary Action will give them a small speed boost, but will still grant you the full speed boost.
 
** If multiple teammates are in need of healing, but a Medic isn't nearby them, use the Disciplinary Action to get the Medic to teammates in need before they die.
 
** Mid-battle whips can be useful too; there are few things more terrifying than a speeding Pyro or a spun-up Heavy that can close in that much faster. Consider doing this to [[Übercharge]]d allies to get more out of their limited charge.
 
  
* If there are multiple allies in an area, they'll form a "net" that you can run along with each teammate acting as a node. You'll be able to move quickly around friendly-occupied territory in this way by whipping your way from player to player.
+
* Because the Sharpened Volcano Fragment deals heavy damage and has standard afterburn duration and damage, it's much better suited for hit-and-run tactics, rather than attacking enemies head-on.
 +
** However, considering that your primary weapon already sets opponents on fire, has a longer range, and can kill most classes quickly with focused fire, the Sharpened Volcano Fragment's advantages may be negligible in most situations. Furthermore, your other melee weapons generally have more utility over the Sharpened Volcano Fragment (such as the Axtinguisher's extreme damage, Powerjack's overall versatility, and Homewrecker's ability to remove Sappers), which may be more tempting to have than afterburn-on-hit.
  
* This can be a good weapon to have on hand if you're holding down a defended area not under immediate attack, especially if it's near a respawn. Whipping anyone you see will get freshly-spawned teammates to their destinations quicker.
+
* Despite its lower base damage, a critical hit with the Sharpened Volcano Fragment can be extremely lethal on classes that are not overhealed. Counting afterburn, a critical hit can deal enough damage to kill every non-overhealed class except for the Heavy, and overhealed Scouts, Snipers, Spies, and Engineers.
** Since the speed boost also affects your air speed, you can whip a teammate, then rocket jump to your destination to quickly gain ground.
 
  
* The whip may often miss teammates even though you technically hit them (this might even be accompanied by a successful "whipping" noise). You may have to ask your teammates to stand still for a second in order to grant them their speed.
+
* As the Sharpened Volcano Fragment sets opponents on fire with no ammo cost, it can be useful for [[Spycheck]]ing teammates when conserving ammunition is a priority. This is especially true with the [[Backburner]] or [[Phlogistinator]], weapons that burn through ammunition quickly due to their reliance on primary fire or an expensive airblast cost.
  
* This is a useful weapon to have with a pocket Medic, as you won't be engaging into melee combat often with a Medic, and if your Medic gets hurt, you can "whip him to safety" with the speed boost to escape the front lines.
+
* Be careful against enemy Pyros; since they cannot be set on fire, the Sharpened Volcano Fragment's lower base damage will make you disadvantaged against them should both of you fight in melee combat, unless the enemy Pyro is equipped with the [[Axtinguisher]].
  
* Don't let the reduced damage fool you - the Disciplinary Action can be very useful in melee fights. Since it has the longest reach of any melee weapon, even the Demoman's [[sword]]s, take advantage of this and keep moving to land hits. It'll quickly make up for the damage penalty.
+
* In Medieval Mode, the Sharpened Volcano Fragment is one of only two weapons capable of igniting enemies. This can provide a useful tactical advantage for teammates, both doing damage over time and "marking" targets for a Scout with the [[Sun-on-a-Stick]] or fellow Pyro wielding the [[Axtinguisher]].
** The Disciplinary Action also has the curious property of being able to hit enemies to the side or behind you. This can be exploited to cover your flanks and back, but don't expect to save yourself from getting [[backstab]]bed this way; you aren't going to be able to kill a Spy in one swing.
 
** Critical hits from this weapon deals 146 damage, enough to take out any fragile class in one swing. The extended melee range and high base crit rate of melee weapons means this happens often, which makes the Disciplinary Action all the more terrifying if random crits are enabled.
 
  
* Don't expect the Disciplinary Action to help with [[spycheck]]ing. Disguised Spies will get damaged by your whip, but they will also be sped up like a teammate, making it difficult to know if they were a Spy unless they get killed or [[Dead Ringer|feign death]] on the first hit. The speed boost can potentially help them gain ground and get a [[backstab]], so keep alert on who you whip.
+
* The Sharpened Volcano Fragment can work well with several weapons.
 +
** Use the Fragment to negate the afterburn penalty of the [[Degreaser]]. As the most recent afterburn takes priority, simply hit an opponent with the Fragment after you set them on fire with the Degreaser to keep the Fragment's more damaging afterburn on them.
 +
** At close range, a hit from the Sharpened Volcano Fragment deals more damage than a puff of flame, allowing you to do more burst damage with a [[Flare Gun]] combo than if you switched from the Flamethrower.
  
* While the Escape Plan is ideal for getting you out of combat, the Disciplinary Action is best for getting you and your allies ''into'' combat. When deciding which weapon to use, think about which of these traits you consider to be more important: the Escape Plan's boost is more reliable for keeping yourself alive since you immediately gain speed simply by using it, while the Disciplinary Action is more versatile since you can help your team gain ground, although you won't gain anything if you have no teammates to whip.
+
====[[Third Degree]]====
  
====[[Market Gardener]]====
 
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
! class="header" width="17%" rowspan=2 | Weapon
+
! class="header" width="20%" rowspan=2 | Weapon
! class="header" width="16%" rowspan=2 | Kill Icon
+
! class="header" width="20%" rowspan=2 | Kill Icon
 
! class="header" width="20%" rowspan=2 | Attack Interval
 
! class="header" width="20%" rowspan=2 | Attack Interval
! class="header" width="50%" colspan=4 | Damage
+
! class="header" width="40%" colspan=2 | Damage
 
|-
 
|-
! class="header" width="25%" | Point Blank
+
! class="header" width="20%" | Point Blank
! class="header" width="25%" | Critical
+
! class="header" width="20%" | Critical
 
|-
 
|-
! {{Table icon|Market Gardener|Craft}}
+
! {{Table icon|Third Degree|Craft}}
| align="center" | {{Icon killicon|weapon=Market Gardener}}
+
| align="center" | {{Icon killicon|weapon=Third Degree}}
| 0.96 seconds
+
| 0.8 seconds
 
| 65
 
| 65
 
| 195
 
| 195
 
|}
 
|}
  
The Market Gardener is a craftable melee weapon for the Soldier. The Market Gardener inflicts [[critical hits]] for the entire duration when the player is rocket jumping or sent into the air by an explosion. However, the Market Gardener swings 20% slower, and does not roll for random critical hits.
+
The Third Degree is a craftable melee weapon for the Pyro. It deals standard Fire Axe damage, but will transfer all damage done to all targets being healed by a [[Medi Gun|Medic beam]] or the [[Medicating Melody]].
  
* The Market Gardener is a melee weapon that requires heavy usage of rocket jumping; it is difficult to use consistently, but very rewarding once mastered. Its effectiveness scales on the player's rocket jumping skill, [[strafing]] ability, and knowledge of when to swing the weapon; a competent player will only be limited by the size of a map, or outside sources such as [[Sentry Gun]]s or enemy movement.
+
* Compared to the [[Fire Axe]], the Third Degree has no downsides. As such, it is recommended to use the Third Degree if the player has it.
** If you tend to stay grounded, picking a different melee weapon would be more effective, since the 20% slower swing speed will only give you a disadvantage. Similarly, if a map forces you to stay grounded often due to a low ceiling (such as [[Junction]]), you will be better off using another melee weapon.
+
** However, the Third Degree is situational compared to your other melee weapons. Do you know if the opposing team has Medics? If they don't, stick with a different weapon, as the Third Degree is simply a Fire Axe if so.
  
* Several things need to be noted while attempting to get a Market Gardener critical hit.
+
* If more than one Medic is healing a single target or Medics are forming a "chain", hitting just one player will damage them all.
** The most obvious one is the requirement to rocket jump. Any sort of rocket jump will do, even a non-crouched rocket to the floor.
+
** The same applies for an enemy Medic's [[Medicating Melody]]; hitting the Medic will damage all enemies in the healing radius, which can prove immensely useful.
** Strafing is essential for moving towards your target. Once in the air, let go of all directional keys except left ({{key|A}}) or right ({{key|D}}) (depending on the direction you want to go). Move your mouse slowly towards said direction, and you will fly in a curve, allowing you to control your trajectory and hence where you land.
 
** When you have a target and are falling towards him, do ''not'' aim to land on his head. Doing so will simply cause you to be "grounded" since you land on a surface (his head), and will prevent you from dealing critical damage (or any damage at all if you're not crouching).
 
** Aim to land ''beside'' your opponent, and swing just before you land on the ground. The moment where you are level with your opponent's head is right when you should swing, as you are still considered to be in the air.
 
** Take note of the Market Gardener's swing. The actual attack only occurs a short moment after you press primary fire, so you may have to fire early to hit at the correct time.
 
** Depending on your rocket jump, you can aim for different types of Market Gardener swings. An upwards rocket jump will let you smack opponents at higher ground, while a diagonal rocket jump will cover more sideways distance and let you reach distant targets. An uncrouched Market Garden, or a ''Matador'', can be used when an opponent approaches around a corner; if they pass by, swing as you land to get a critical hit.
 
  
* [[Jumping#Advanced Rocket Jump|Advanced Rocket Jumps]] can further enhance your Market Gardening capabilities. A pogo, for example can cover great distances quickly, allowing you to find a target much faster.
+
* Although situational, critical hits transfer to all targets too, letting you deal immense burst damage to multiple healed targets at once. While this may be able to kill a Medic and his injured pocket, any Medics being [[overheal]]ed (such as being healed by other accompanying Medics) will only be left at severely low health since they can be overhealed to 225 health. If possible, swing twice.
  
* Any sort of explosive knockback, even from enemies, will let you deal critical hits with the Market Gardener. A sneaky trick is to [[surf]] off an enemy Soldier or Demoman's own explosives, then whack them with the Market Gardener.
+
* The Third Degree is a useful tool for ambushing strong 'pocket' duos. Timed suicide attacks on an unaware pocketed class may succeed in taking down their [[Medic]].
** If you meet any enemies in mid-rocket jump (eg. another Soldier rocket-jumping), you can also deal critical hits to keep the airspace free.
+
** However, since your Flamethrower already does high damage at close range, it may be worthwhile to simply burn a pocket duo to the ground due to how distracting flames can be. The Third Degree shines when you can take down an injured Medic and his patient together, so look out for opportunities.
  
* Beware of Sentry Guns, as their knockback can send you off-course as you try and land.
+
* Depending on the situation, the [[Axtinguisher]] can do a quicker and more reliable job at Medic pair killing compared to the Third Degree, but has its own downsides. While you can take down a Medic or his pocket quickly by puffing him on fire before netting a guaranteed critical hit, the Axtinguisher's slower draw speed leaves you more open. Weigh your options and choose the most reliable weapon.
  
* The Market Gardener pairs well with the [[Reserve Shooter]]'s slight decrease in weapon-switching delay, making for easier mid-air attacks.
+
====[[Neon Annihilator]]====
** It can also be paired with the [[Gunboats]] to rocket-jump more often, and thus open up more opportunities to inflict critical hits.
+
 
** The [[B.A.S.E. Jumper]] will increase your air time, allowing you to swing even more times with a larger margin for error. By deploying your parachute right before you land, you can often have a full second to swing at your opponent.
+
{| class="wikitable grid" width="100%" style="text-align: center;"
** [[Mantreads]] will reduce knockback as you rocket jump, preventing enemies from knocking you off-course. You can also stomp onto opponents to negate fall damage, although this will prevent you from dealing a critical hit.
+
! class="header" width="20%" rowspan=2 | Weapon
** The [[Rocket Jumper]] can be used to fully benefit from the Market Gardener. Since your rocket jumps do no damage, you can keep attempting to get a Market Garden crit, and rocket jump away when you're in trouble.
+
! class="header" width="20%" rowspan=2 | Kill Icon
 +
! class="header" width="20%" rowspan=2 | Attack Interval
 +
! class="header" width="40%" colspan=2 | Damage
 +
|-
 +
! class="header" width="20%" | Point Blank
 +
! class="header" width="20%" | Critical
 +
|-
 +
! {{Table icon|Neon Annihilator|Promotional/Craft}}
 +
| align="center" | {{Icon killicon|weapon=Neon Annihilator}}
 +
| 0.8 seconds
 +
| 52
 +
| 156
 +
|}
 +
 
 +
The Neon Annihilator is a promotional melee weapon for the Pyro. It deals guaranteed critical hits on wet opponents (one covered in water, [[Jarate]], or [[Mad Milk]]), and any player for 5 seconds after they have been in contact with [[water]]. It can also remove Sappers from friendly buildings in two hits. As a drawback, this weapon deals 20% less damage against players and does not roll for random critical hits.
 +
 
 +
* The weapon may seem to contrast with the Pyro's fire-based abilities, but it does give some powerful utility in maps with a lot of water. Because your primary weapons and flare guns do not work underwater, the Neon Annihilator allows the Pyro to be effective where he would otherwise be at a large disadvantage.
 +
** The effectiveness of this weapon depends almost entirely on the terrain; on maps with little or no water, you will be much better off using a different melee weapon. You may also find opportunities to net a critical hit if your team has a Scout using [[Mad Milk]] or a Sniper using [[Jarate]], but this shows itself less often than setting opponents on fire for a critical hit from the [[Axtinguisher]], for example.
 +
 
 +
* Burning enemies will likely rush to the nearest source of water to extinguish themselves. This allows you to chase them down and finish them off with a critical hit. You can also use the compression blast to force them into water, and the Annihilator should do the rest; two critical hits will kill any class except a fully overhealed Heavy.
 +
 
 +
* Pairing with a Scout using Mad Milk can be a very effective combination; you can deal critical hits on drenched opponents, gaining a lot of health in the process. If the Scout also wields the [[Sun-on-a-Stick]], he can deal full critical hits to opponents once you ignite them.
 +
 
 +
* Most waterways are low, secluded, and often tight spaces. This weapon is great for ambushing people trying to get behind friendly lines and can prove great for securing locations for Engineer nests in enemy bases.
 +
 
 +
* The Neon Annihilator can remove [[Sapper]]s from friendly buildings, albeit with two hits compared to one from the [[Homewrecker]] or [[Maul]], making it less reliable for the job. However, it can be a better option that the Homewrecker on maps with water, as it can function both as a powerful weapon and an utility to save an Engineer's buildings.
  
 
==[[Taunts#Taunt attacks|Taunt attacks]]==
 
==[[Taunts#Taunt attacks|Taunt attacks]]==
===[[Kamikaze]]===
+
===[[Armageddon]]===
 
 
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" |  
 
! class="header" width="17%" |  
 
! class="header" width="16%" | Kill Icon
 
! class="header" width="16%" | Kill Icon
 
! class="header" width="10%" | Weapon
 
! class="header" width="10%" | Weapon
! class="header" width="10%" | Damage
+
! class="header" width="10%" | Damage
 
! class="header" width="10%" | Duration
 
! class="header" width="10%" | Duration
! class="header" width="37%" | Details
+
! class="header" width="37%" | Details
|-
+
|- style="height: 110px;"
! rowspan=2 | {{Table icon|Kamikaze}}
+
| {{Table icon|Armageddon}}
| align="center" | {{Icon killicon|weapon=Kamikaze}}
+
| align="center" | {{Icon killicon|weapon=Armageddon}}
! rowspan=2 | [[Equalizer]]<br/>[[Escape Plan]]
+
| [[Rainblower]]
! rowspan=2 | 500
+
| 400/15
! rowspan=2 | 4 seconds
+
| 5 seconds
| The Soldier throws his weapon, cracks his knuckles, rips a Grenade from his bandolier and pulls the pin. The blast kills him and any enemy within 6 feet.
+
| The [[Pyro]] blows a stream of bubbles as a rainbow forms over him, complete with a sparkling [[Balloonicorn]] in the center of the rainbow. The Pyro then leans over as foreboding music plays, causing the rainbow to become engulfed in flames while the Pyro laughs demonically. Players not in [[Pyroland]] see a stream of fire instead of a rainbow.
|-
 
| align="center" | {{Icon killicon|weapon=Holy Hand Grenade}} <br/> '''([[Lumbricus Lid]])'''
 
| Just like the above description, but with a special "[[Media:Taunt wormsHHG.wav|Hallelujah]]" sound clip that will play before exploding when the Lumbricus Lid is equipped.
 
 
|}
 
|}
  
Kamikaze is the third longest-range [[taunt]] in the game and deals damage in a splash radius. When this taunt is performed, the Soldier will in all probability die; any enemy players and buildings that are close by will also die or be destroyed, respectively.
+
* The Pyro's Armageddon taunt possesses the largest damaging radius of any taunt kill, capable of immolating several unaware enemies in flame.  
* Use the Kamikaze during humiliation. You'll likely die anyway and this can help you take out as many enemies as possible as you go. At the very least, better to die than be killed, right?
 
* The explosion deals 500 damage to enemies, but only 320 damage to you. You can therefore survive if you have the Battalion's Backup equipped and are fully overhealed.
 
* If you perform this taunt under a low ceiling, you will survive, but players and buildings above will be killed.
 
* Wearing the [[Lumbricus Lid]] while taunting will play the "[[Media:Taunt wormsHHG.wav|Hallelujah]]" sound clip roughly 1.5 seconds before the explosion, which may be long enough to warn nearby enemies to keep a safe distance away.
 
  
== Weapon combinations ==
+
* Unlike other taunt kills, for each player caught in the taunt's radius, damage is halved. The closest will receive 400 damage, the next closest will receive 200 damage, and so on. Foes in the taunt's radius that are not immediately killed will suffer afterburn damage as normal.
{| class="wikitable grid collapsible collapsed" width="65%"
+
** Its damage means it will be unable to kill an overhealed Heavy, although the opportunity should not present itself often.
|-
 
! colspan=4 class="header" | Example Combinations
 
|-
 
! colspan=3 class="header" | Combo
 
! class="header" | Usage
 
  
|-
+
* Lurk around corners in populated areas in the hopes of catching large groups of players by surprise; even if you die in the attack, you will still have dealt a significant amount of damage.
! align="center" | {{Icon weapon|weapon=Rocket Launcher|icon-size=100x100px}}
 
'''[[Rocket Launcher]]'''
 
! align="center" | {{Icon weapon|weapon=Shotgun|icon-size=100x100px}}
 
'''[[Shotgun]]'''
 
! align="center" | {{Icon weapon|weapon=Equalizer|icon-size=40x40px}}
 
{{Icon weapon|weapon=Escape Plan|icon-size=40x40px}}<br />
 
'''[[Equalizer]]''' or '''[[Escape Plan]]'''
 
|
 
  
A well-balanced setup consisting of all Stock weapons and either Pickaxe variant.
+
* Being one of the most noticeable and longest taunts, achieving one kill requires an extreme amount of luck and skill.
  
The Rocket Launcher's strength lies in its overall usefulness, which lets you take care of business with little fuss; its splash is powerful against groups, while its four rockets will keep you in combat for longer. The Shotgun provides an alternative firearm when all four rounds for the Rocket Launcher have been expended. It's a great weapon to finish off weak opponents or dealing with classes at close ranges where explosives will inflict self-damage. The Shotgun is also ideal for countering Pyros that [[airblast]] your rockets often, or against Scouts who double-jump to avoid your rockets and splash damage. The Equalizer can provide an additional edge against enemies when both of the other weapons are fully expended, and the Escape Plan can provide a much-needed speed boost in order to escape. The lowered health from Medics gained from holding either pickaxe can also help a Medic gain [[ÜberCharge]] faster.
+
===[[Hadouken]]===
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" |
 +
! class="header" width="16%" | Kill Icon
 +
! class="header" width="10%" | Weapon
 +
! class="header" width="10%" | Damage
 +
! class="header" width="10%" | Duration
 +
! class="header" width="37%" | Details
 +
|- style="height: 110px;"
 +
| {{Table icon|Hadouken}}
 +
| align="center" | {{Icon killicon|weapon=Hadouken}}
 +
| [[Shotgun]]<br />[[Reserve Shooter]]<br />[[Flare Gun]]<br />[[Detonator]]<br />[[Manmelter]]<br />[[Panic Attack]]
 +
| 500
 +
| 3 seconds
 +
| The Pyro winds his hands back, concentrates, then releases his inner fire energy as a Hadouken. Capable of hitting multiple enemies and can destroy buildings. If the enemy survives the attack, he will be set on fire.
 +
|}
  
|-
+
* At the beginning of a round, on a level with setup time (like [[Gold Rush]] or [[Dustbowl]]), taunting with 0:01 left on the timer will cause the taunt to launch just as the gates open and may catch more inattentive players in the blast.
! align="center" |  {{Icon weapon|weapon=Air Strike|icon-size=100x100px}}
 
'''[[Air Strike]]'''
 
! align="center" |{{Icon weapon|weapon=Gunboats|icon-size=40x40px}}
 
{{Icon weapon|weapon=B.A.S.E. Jumper|icon-size=40x40px}}<br />
 
'''[[Gunboats]]''' or '''[[B.A.S.E. Jumper]]
 
! align="center" | {{Icon weapon|weapon=Equalizer|icon-size=40x40px}}
 
{{Icon weapon|weapon=Market Gardener|icon-size=40x40px}}<br />
 
'''[[Equalizer]]''' or '''[[Market Gardener]]'''
 
|
 
  
This setup is based around the Air Strike, granting high mobility and potentially good damage output.
+
* The Hadouken can be effective during [[Match outcomes#Stalemate|Stalemate]] and [[Match outcomes#Humiliation|Humiliation]].
  
The Air Strike, when paired with the Gunboats, does very minuscule damage to the user if they try to rocket jump, making this weapon nearly as useful for large scale rocket jumping as the Rocket Jumper. This setup is also good at evading Snipers who would probably have no problem killing you had you used the B.A.S.E Jumper. If that isn't a problem, the B.A.S.E. Jumper will make every rocket jump you make more efficient, as you have more time to rain rockets down on opponents. This loadout is also good at ambushing as your low-damage rocket jumps/lengthy air time make it very viable to ambush any enemy from the skies without having to worry about what enemy is on the other side of the ambush. The Equalizer on the other hand will be a basic improvement in melee capabilities as using something like the Escape Plan is not needed with good rocket jumping abilities. Meanwhile, if the player is skilled enough, the Market Gardener synergizes well with your constant rocket jumps.
+
* An inattentive Sniper or an idle player can be the perfect target for a surprise attack or humiliation.
  
Be sure to watch out in close range scenarios as the Air Strike is weak in that area, and you will also lack a secondary firearm. It is also useful to note how big a map is, as a cramped or small map with make your rocket jumps less effective, hence givng the Air Strike fewer chances to rain rockets down on opponents.
+
* This taunt can take out multiple enemies, so it's very useful against groups of enemies, if timed well.
  
|-
+
* A successful Hadouken hit can instantly fill the [[Phlogistinator]]'s "Mmmph" meter.
! align="center" | {{Icon weapon|weapon=Cow Mangler 5000|icon-size=40x40px}}
 
{{Icon weapon|weapon=Liberty Launcher|icon-size=40x40px}}<br />
 
'''[[Cow Mangler 5000]]''' or '''[[Liberty Launcher]]'''
 
! align="center" |{{Icon weapon|weapon=Gunboats|icon-size=100x100px}}
 
'''[[Gunboats]]'''
 
! align="center" | {{Icon weapon|weapon=Shovel|icon-size=40x40px}}
 
{{Icon weapon|weapon=Equalizer|icon-size=40x40px}}<br />
 
{{Icon weapon|weapon=Market Gardener|icon-size=40x40px}}<br />
 
'''[[Shovel]]''' or '''[[Equalizer]]''' or '''[[Market Gardener]]'''
 
|
 
  
This setup focuses on using the Gunboats to gain a major mobility advantage over other Soldiers.
+
* Note that the Hadouken can destroy unattended buildings. This can be useful during [[Match outcomes#Humiliation|Humiliation]], or if you want to cut down on time and ammunition. Use it to destroy [[Dispenser]]s and the like - but be warned. If an enemy [[Engineer]] catches you whilst attempting to Hadouken, you will be unable to prevent him from dispatching you with his [[Shotgun]], for instance.
  
Due to the Cow Mangler's unlimited reserve ammo count and the Liberty Launcher's greatly decreased damage taken from rocket jumps (combined with Gunboats, rocket jumps cost 9 health each), players can chain consecutive jumps together and reach their destinations very quickly with little concern over either ammo or health, while retaining sufficient fire power to take out enemies. Furthermore, rocket jumps can be executed to fly over groups of enemies to rain pain down from above, or to escape from situations where a normal rocket jump would lead to death.
+
===[[Execution]]===
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" |
 +
! class="header" width="16%" | Kill Icon
 +
! class="header" width="10%" | Weapon
 +
! class="header" width="10%" | Damage
 +
! class="header" width="10%" | Duration
 +
! class="header" width="37%" | Details
 +
|- style="height: 110px;"
 +
| {{Table icon|Execution}}
 +
| align="center" | {{Icon killicon|weapon=Scorch Shot}}
 +
| [[Scorch Shot]]
 +
| 400/15
 +
| 3 seconds
 +
| The Pyro holds his Scorch Shot upwards, before bringing it down to aim ahead and fire. The shot uses ammo, and point blank shots do potent damage; shots beyond that range do standard damage.
 +
|}
 +
 +
* Since the taunt takes about three seconds and takes considerable accuracy and luck to catch an opponent up close, it's recommended that this taunt is saved for the end of rounds.
 +
 +
* When an enemy is hit from [[Range#Distance and randomness modifier|point-blank range]], the shot will do 400 damage against them; however, shots beyond said range will do standard damage.
 +
** Like the Armageddon taunt, this will not be able to kill an overhealed Heavy, although attempting it is reckless in any case.
  
However, remember that due to the absence of the Shotgun, certain classes like Pyros and Scouts will be much harder to deal with. The Cow Mangler's negligible damage against Sentry Guns will also make it dangerous to combat one, while the Liberty Launcher's lower damage means you'll need more shots to take down opponents.
+
* Like the [[Showdown]] taunt, your shot will be aimed towards wherever your crosshair is looking at. This means despite the animation's looks, you can aim up or down and still hit an opponent, though remember that only point blank shots do full damage.
  
|-
+
* This taunt is roughly three seconds long and completely silent before it fires, giving the option to surprise enemies rounding corners.
! align="center" | {{Icon weapon|weapon=Direct Hit|icon-size=100x100px}}
 
'''[[Direct Hit]]'''
 
! align="center" | {{Icon weapon|weapon=Gunboats|icon-size=40x40px}}
 
{{Icon weapon|weapon=Buff Banner|icon-size=40x40px}}<br />
 
'''[[Gunboats]]''' or '''[[Buff Banner]]'''
 
! align="center" | {{Icon weapon|weapon=Shovel|icon-size=100x100px}}
 
'''[[Shovel]]'''
 
|
 
  
Recommended for players who excel with the Direct Hit.
+
* Remember that the shot will damage you if the projectile hits an obstacle or enemy too close to you.
  
Dispatching Sentry Guns becomes much easier with the Direct Hit, and being able to instantly gib 125-health classes at close range is another major advantage. The Gunboats allow you to simply jump out of dangerous scenarios, or when a fight is not going well. If you tend not to rocket jump, the Buff Banner will let you increase the Direct Hit's already incredible damage once you have Rage, which will also charge very fast due to your weapon. The Shovel can deal damage reliably at higher health levels, though it also prevents players from escaping easily when losing a fight.
+
* A successful point blank shot will fill up the [[Phlogistinator]]'s "Mmmph" meter completely.
  
This loadout will make you powerful for one-on-one combat, but close-range fighting against opponents who can actively dodge will be a problem, since you will be vulnerable after using all your rockets. Fighting groups is also not recommended, due to the Direct Hit's small splash radius.
+
* Since this taunt uses up ammo per shot, you won't be able to attempt it as often as the [[Hadouken]] taunt unless you're alright with wasting ammunition.
  
 +
==Weapon combinations==
 +
{| class="wikitable grid collapsible collapsed" width="65%"
 +
|-
 +
! colspan=4 class="header" | Example Combinations
 
|-
 
|-
! align="center" | {{Icon weapon|weapon=Rocket Launcher|icon-size=40x40px}}
+
! colspan=3 class="header" | Combo
{{Icon weapon|weapon=Black Box|icon-size=40x40px}}<br />
+
! class="header" | Usage
'''[[Rocket Launcher]]''' or '''[[Black Box]]'''
+
|-
! align="center" | {{Icon weapon|weapon=Buff Banner|icon-size=100x100px}}
+
! align="center" | {{Icon weapon|weapon=Flame Thrower|icon-size=100x100px}}
'''[[Buff Banner]]'''
+
'''[[Flame Thrower]]'''
! align="center" | {{Icon weapon|weapon=Escape Plan|icon-size=40x40px}}
+
! align="center" | {{Icon weapon|weapon=Shotgun|icon-size=40x40px}}  
{{Icon weapon|weapon=Pain Train|icon-size=40x40px}}<br />
+
{{Icon weapon|weapon=Reserve Shooter|icon-size=40x40px}} <br />
'''[[Escape Plan]]''' or '''[[Pain Train]]'''
+
'''[[Shotgun]]''' or '''[[Reserve Shooter]]'''
 +
! |{{Icon weapon|weapon=Axtinguisher|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Powerjack|icon-size=40x40px}} <br />
 +
'''[[Axtinguisher]]''' or '''[[Powerjack]]'''
 
|
 
|
This set is designed for a more team-oriented support Soldier, who will focus on either offensively pushing in with a team to maximize team effort, or assisting their teammates rather than directly killing the enemy.
 
  
The Rocket Launcher's wide splash damage radius allows players to build up the Buff Banner's Rage meter quickly, while the Black Box sacrifices firepower for utility; every hit landed will replenish some health as well as help to build up the Rage meter, making things easier for friendly Medics as they will be able to focus on healing teammates more and the Pain Train's increased capture rate can help to accomplish capturing objectives faster. Carrying the Escape Plan instead can enhance survivability since you can run away at low health and save your Rage, but this reduces your capturing ability.
+
A good general loadout that allows the player to take on a wide range of foes and deal reliable damage.
  
Remember that without the Shotgun and due to the Pain Train's higher hitscan vulnerability, being isolated against enemies can often result in death, target prioritization and team support is crucial. Stay near teammates and flee with the Escape Plan whenever you feel vulnerable, and charge up your Rage in order to push into enemy territory with your teammates.
+
The stock Flamethrower is the most well-rounded of all your primary weapons, having both reliable compression blasts and afterburn damage. Use this versatility to outflank the enemy team and attack them by surprise on offense, while protecting teammates on defense. Your Shotgun will play several roles, from softening burning enemies who are retreating or finishing off those who come too close. Use the "Puff and Sting" tactic for such instances by airblasting and shooting airborne enemies for a damaging combo, which can be enhanced with the Reserve Shooter, although you sacrifice clip size for the ability to mini-crit targets affected by knockback. The hitscan nature of your Shotguns also gives you the upper hand against other Pyros, especially if they are equipped with a Flare Gun. Finally, choose a melee weapon that suits your playstyle; the Axtinguisher lets you eliminate unaware or high-profile enemies like overhealed Heavies quickly, while the Powerjack makes flanking easier and heals you on kill, and doesn't suffer from the sluggish draw speed of the Axtinguisher.
  
 +
While useful overall, you'll be ineffective at range due to the lack of a Flare Gun; Snipers in particular will be a nuisance. Additionally, take note of your loadout's disadvantages; the Reserve Shooter's smaller clip makes it less efficient for self-defense if you can't airblast enemies, while both your melee weapons make you vulnerable when using them (sluggish swing and draw speed for the Axtinguisher, and damage vulnerability while active when holding the Powerjack).
 
|-
 
|-
! align="center" | {{Icon weapon|weapon=Direct Hit|icon-size=100x100px}}
 
'''[[Direct Hit]]'''
 
! align="center" | {{Icon weapon|weapon=Battalion's Backup|icon-size=40x40px}}
 
{{Icon weapon|weapon=Mantreads|icon-size=40x40px}}<br />
 
'''[[Battalion's Backup]]''' or '''[[Mantreads]]'''
 
! align="center" | {{Icon weapon|weapon=Escape Plan|icon-size=100x100px}}
 
'''[[Escape Plan]]'''
 
|
 
 
This setup is geared primarily towards team support and Sentry Gun elimination on offensive pushes.
 
 
The Direct Hit can eliminate Sentry Guns quickly and can deal severe damage even to [[Wrangler|Wrangled]] Sentry Guns, due to its increased damage. The Mantread's 75% reduction in push force taken will mean that you will be able to approach Sentry Guns without immediately being pushed back and knocked into the air. The defense buff given by the Backup gives you and your team twice the survivability against Sentry Guns, and the Direct Hit's extra damage will make it generally easier to earn it as well. The Escape Plan will let you run out of trouble should you find yourself being vulnerable while gaining rage.
 
  
Team support will be very useful for this set, as even with the power of the Direct Hit, you may find yourself unable to take out more than one Sentry Gun at a time should they be clustered together. Your push will be effective with a Medic, since you can get into enemy territory with your buff active, which will protect your other teammates as you take down several Sentry Guns while being healed.
+
! align="center" | {{Icon weapon|weapon=Backburner|icon-size=100x100px}}  
 
+
'''[[Backburner]]'''
|-
 
! align="center" | {{Icon weapon|weapon=Black Box|icon-size=100x100px}}  
 
'''[[Black Box]]'''
 
 
! align="center" | {{Icon weapon|weapon=Shotgun|icon-size=100x100px}}  
 
! align="center" | {{Icon weapon|weapon=Shotgun|icon-size=100x100px}}  
 
'''[[Shotgun]]'''
 
'''[[Shotgun]]'''
! align="center" | {{Icon weapon|weapon=Escape Plan|icon-size=100x100px}}  
+
! align="center" | {{Icon weapon|weapon=Powerjack|icon-size=40x40px}}
'''[[Escape Plan]]'''
+
{{Icon weapon|weapon=Back Scratcher|icon-size=40x40px}}<br />
 +
'''[[Powerjack]]''' or '''[[Back Scratcher]]'''
 
|  
 
|  
  
A loadout more geared towards roaming Soldiers.
+
For the patient "Roaming Pyro" that favors working alone, this loadout allows the player to slay unaware opponents while sneaking around the map and avoiding direct confrontations.
  
The Black Box provides players with a way to regain health while away from friendly Medics and Dispensers. Due to being away from teammates more frequently, carrying a backpack buff will not benefit teammates, so the Shotgun is preferable in that it can provide an additional level of firepower when the Black Box's ammo runs out. The Escape Plan provides a quick getaway when no one is around to provide support.
+
The Backburner's crits from behind makes it the perfect ambushing weapon. Attack any unaware or distracted enemies; ambushing groups of enemies from behind can also produce devastating results since flames go through targets, which can single-handedly stop pushes. Use the Shotgun against enemies that are fighting from outside of the Backburner's range, or simply to cover a retreat if you are discovered behind enemy lines. Your choice of melee weapon is based on your priorities and tactics: the Powerjack makes you more vulnerable to damage, but grants 25 health on kill and increased movement speed while active, which can help you get into position quicker. Meanwhile, the Back Scratcher is a potent killing tool due to its increased damage, and helps you survive behind enemy lines since it boosts health gained from health packs, but greatly decreases survival when fighting alongside teammates, further emphasizing your role as a "roaming" ambush class.  
  
As the Black Box suffers from a smaller magazine size, try to use mobility to ambush enemies and retreat before they can retaliate; don't get pulled into drawn-out fights where the reduced magazine capacity will become a disadvantage.
+
As the Backburner has a restricted compression blast, be wary of your increased vulnerability to explosives and enemies who notice you; it will be harder to retreat as you can only airblast opponents and projectiles four times before you run out of ammo. Good positioning and circle-strafing is required to use this set effectively.
  
 
|-
 
|-
! align="center" | {{Icon weapon|weapon=Black Box|icon-size=100x100px}}  
+
! align="center" | {{Icon weapon|weapon=Flame Thrower|icon-size=40x40px}}{{Icon weapon|weapon=Degreaser|icon-size=40x40px}}
'''[[Black Box]]'''
+
'''[[Flame Thrower]]''' or '''[[Degreaser]]'''
! align="center" | {{Icon weapon|weapon=Concheror|icon-size=100x100px}}
+
! align="center" | {{Icon weapon|weapon=Scorch Shot|icon-size=40x40px}}
{{Icon weapon|weapon=Battalion's Backup|icon-size=100x100px}} <br />
+
{{Icon weapon|weapon=Detonator|icon-size=40x40px}}<br />
'''[[Concheror]]''' or '''[[Battalion's Backup]]'''
+
'''[[Scorch Shot]]''' or '''[[Detonator]]'''
! align="center" | {{Icon weapon|weapon=Escape Plan|icon-size=40x40px}}
+
! |{{Icon weapon|weapon=Homewrecker|icon-size=100x100px}}
{{Icon weapon|weapon=Half-Zatoichi|icon-size=40x40px}}
+
'''[[Homewrecker]]'''
{{Icon weapon|weapon=Pain Train|icon-size=40x40px}}<br />
+
|
'''[[Escape Plan]]''' or '''[[Half-Zatoichi]]''' or '''[[Pain Train]]'''
 
|  
 
This loadout is for Soldiers focused on surviving for as long as possible, through either higher base health or self-healing, which is helpful when accomplishing objectives.
 
 
 
The Black Box simultaneously replenishes health as well as builds Rage for your banners, meaning you can often survive long enough to use your buffs. Though both banners provide effective defense buffs to your teammates when deployed, which to use is dependent on the situation. The Concheror is best used to survive sustained attacks due to its heal-over-time, while its buff will keep teammates alive, speed them up, and increase the healing you gain from the Black Box. It also needs less damage to charge compared to the other banners, letting you use your buff more often. Meanwhile, the Battalion's Backup's 20 extra health will let you survive against burst damage, especially when one has a Medic to grant overheal. Its ability to negate critical hits and halve the damage for Sentry Guns will also make your team pushes even more effective. For your melee weapon, the Pain Train is the best choice for capturing objectives, and the banners will somewhat off-setting your hitscan vulnerability. When on defense, the Escape Plan can be used to make a fast getaway, or the Half-Zatoichi can be used to further improve your health-gaining playstyle by earning half your max health on kill.
 
  
As always, the Black Box lacks in clip size, so stay with your team (which you should be doing!) to maximize your survivability. This will help you gain your Rage, and your banners will buff the most amount of teammates possible should you keep within a group.
+
This setup is ideal for dedicated support Pyros, rather than for players that like to take the fight to the enemy.
  
|-
+
The Flamethrower can be used to deflect projectiles, shepherd Sentry Guns, and push back ÜberCharges. Meanwhile, the Degreaser can be used in more hectic matches that have aggressive Spies as well as constant assaults from Soldiers. The Scorch Shot and Detonator allow players to easily ignite enemies at a distance, making things easier for teammates, and can be used to harass enemy Snipers, reducing the enemy's ability to support their own team. Which you use is mostly down to preference: the Scorch Shot is more reliable for ignition and harassment, but the Detonator grants you some extra mobility and deals more damage. The Homewrecker can save friendly Buildings from Sappers and quickly destroy any Mini-Sentry Guns that any enemy Engineers may try to place.
! align="center" | {{Icon weapon|weapon=Cow Mangler 5000|icon-size=100x100px}}
 
'''[[Cow Mangler 5000]]'''
 
! align="center" | {{Icon weapon|weapon=Concheror|icon-size=100x100px}}
 
'''[[Concheror]]'''
 
! align="center" | {{Icon weapon|weapon=Disciplinary Action|icon-size=40x40px}}<br />
 
{{Icon weapon|weapon=Escape Plan|icon-size=40x40px}}
 
'''[[Disciplinary Action]]''' or '''[[Escape Plan]]'''
 
|
 
 
A good, self-reliant loadout, which is beneficial for Soldiers that may hide in enemy territory, or when a player decides to play on wide-open maps where ammo, health packs, and support are scarce.
 
  
Since the Cow Mangler does not require ammunition, it will provide mobility through rocket jumps limited only by your health. The Concheror will help with its much-needed self-heal, meaning that if you are undetected, you can easily retreat to a safe place, heal, and continue your assault, with zero concern for ammo count or health. The Disciplinary Action allows the player to exert longer reach if necessary, which can give you an edge in one-on-one battles, while the Escape Plan provide a much-needed speed boost if pressured, useful if an opponent gives you no time to reload or heal up with the Concheror.
+
Since this loadout sacrifices damage for team support, you won't be able to deal high burst damage, which is especially disadvantageous against bulky classes. Keep to supporting your team while staying close to them at all times, and switch away from this loadout if it is necessary to have more offensive power.
 
 
There are several things to look out for while using this loadout: Sentry Guns will be your biggest enemy, as your very low damage to buildings makes you all but helpless against them. Once you are out of ammo, you will also have no damaging secondary weapon to fallback to, making you vulnerable if you run out of ammo and have no health to rocket jump out of danger. Keep attention to yourself at a minimum, and always find time to reload or heal using your self-heal; most of all, minimize your exposure to buildings.
 
  
 
|-
 
|-
! align="center" | {{Icon weapon|weapon=rocket jumper|icon-size=100x100px}}  
+
! align="center" | {{Icon weapon|weapon=Degreaser|icon-size=100x100px}}  
'''[[Rocket Jumper]]'''
+
'''[[Degreaser]]'''
! align="center" | {{Icon weapon|weapon=Shotgun|icon-size=40x40px}}
+
! align="center" | {{Icon weapon|weapon=Flare Gun|icon-size=100x100px}}  
{{Icon weapon|weapon=Mantreads|icon-size=40x40px}}<br />
+
'''[[Flare Gun]]'''
'''[[Shotgun]]''' or '''[[Mantreads]]'''
+
! |{{Icon weapon|weapon=Axtinguisher|icon-size=100x100px}}
! align="center" | {{Icon weapon|weapon=Pain Train|icon-size=40x40px}}<br />
+
'''[[Axtinguisher]]'''
{{Icon weapon|weapon=Market Gardener|icon-size=40x40px}}<br />
 
'''[[Pain Train]]''' or '''[[Market Gardener]]'''
 
 
|  
 
|  
  
A setup often described as the ''Trolldier'' loadout, dedicated to either capturing points when facing an enemy team that continuously pushes forward, or using your extreme mobility to score Market Gardener critical hits on a single target.
+
This setup is for the assassin Pyro who likes to kill his enemies quickly.
  
Since the Rocket Jumper deals no damage at all, use it in the same manner as the Gunboats and chain rocket jumps together to traverse great distances quickly. If playing on Offense, try to get behind enemy lines to reach uncontested points, using the Pain Train's increased capture rate to capture the control point behind the enemy's back before they can react. Your Shotgun is the only real means of self-defense, and can be used to destroy any Stickybombs that may be placed on control points.
+
The Degreaser's faster switch time allows players to pull off weapon combos with ease. Notably, it essentially resets the Axtinguisher's extremely slow draw time to the standard weapon draw speed, making "Puff and Sting" combos especially devastating. The critical hits gained against burning targets by the Flare Gun and Axtinguisher gives you a tremendous advantage in 1-on-1 situations, and allows players to whittle down large-HP targets with relative ease. The increased switch speed is also beneficial for defense; it widens the window in which you can switch to the Degreaser to airblast projectiles, making you less vulnerable to weapon heckling. Keep in mind that you should sneak behind enemy lines and ambush enemies as they are approaching an objective; this lets you set groups on fire and take them out with crits before they notice. However, you can also lead your team into combat; most enemies can be damaged or killed swiftly with a critical blow.
  
For a more melee-oriented mobile Soldier, the Mantreads and Market Gardener make a deadly combo. The Mantreads will prevent any shots from knocking you off-course during a rocket jump, while a critical hit from the Market Gardener will kill almost any class before they knew what hit them, or severely weaken them for your teammates to clean up. However, do note that landing with the Mantreads will prevent you from dealing a critical hit with the Market Gardener, so it might be a better option to take a Shotgun for self-defense if you are used to getting critical swings.
+
While powerful, this loadout is especially disadvantaged against enemy Pyros since you cannot set them on fire for critical damage with your other weapons. An enemy Pyro that keeps a moderate distance while shooting you with a Shotgun or Reserve Shooter can outdamage you in the long run, so either airblast them and retreat, or simply burn them with the Degreaser. The Degreaser also comes with its own downsides: you cannot be as reckless with airblasting due to the Degreaser's slightly increased airblast cost, while its extremely weak afterburn damage will seldom kill enemies over time. All in all, this loadout requires good aim and usage of your compression blast to defeat enemies as fast as possible, without depending on afterburn to finish the job.
 
 
This loadout gives you incredible mobility, but weakens you to the point where anyone can take you down with little effort. Keep moving to avoid being hit; keep in mind that you will be also particularly weak at long range, so it is recommended not to use this as a serious loadout for actual games unless you can constantly kill single targets with your Shotgun or Market Gardener.
 
  
 
|-
 
|-
! align="center" | {{Icon weapon|weapon=Liberty Launcher|icon-size=100x100px}}  
+
! align="center" | {{Icon weapon|weapon=Phlogistinator|icon-size=100x100px}}  
'''[[Liberty Launcher]]'''
+
'''[[Phlogistinator]]'''
! align="center" | {{Icon weapon|weapon=Reserve Shooter|icon-size=100x100px}}  
+
! |{{Icon weapon|weapon=Flare Gun|icon-size=40x40px}}
'''[[Reserve Shooter]]'''
+
{{Icon weapon|weapon=Detonator|icon-size=40x40px}}<br />
! align="center" | {{Icon weapon|weapon=Market Gardener|icon-size=100x100px}}
+
{{Icon weapon|weapon=Manmelter|icon-size=40x40px}}<br />
'''[[Market Gardener]]'''
+
{{Icon weapon|weapon=Scorch Shot|icon-size=40x40px}}<br />
| '''The Airborne Armaments Setup'''
+
'''[[Flare Gun]]''' or '''[[Detonator]]''' or '''[[Manmelter]]''' or '''[[Scorch Shot]]'''
 +
! align="center" | {{Icon weapon|weapon=Sharpened Volcano Fragment|icon-size=100x100px}}  
 +
'''[[Sharpened Volcano Fragment]]'''
 +
|
  
Even though the set doesn't provide any bonuses, the combination of these weapons provide many ways to finish opponents off while either you or he is in the air, hence the name.
+
This set emphasizes on using all available options to build the Phlogistinator's "Mmmph" meter.
  
The five shots and fast-yet-weaker projectiles from the Liberty Launcher gives you more leeway for aiming, as you have a large clip and dependable rocket speed/splash damage. Five rockets also mean more opportunities to send opponents into the air using rockets directed under their feet, which lets you follow up with another shot from your Liberty Launcher, mini-crits from the Reserve Shooter, or a Market Gardener crit by launching yourself up to him. Finally, the five shots also let you rocket jump more often without reloading, which is further benefited by its lower self-damage. The Reserve Shooter, as mentioned earlier, is mainly used as a follow-up for your rockets, so keep attempting it often. The Market Gardener benefits from this set, as the reduced rocket jump damage and large clip from your Liberty Launcher means you can rocket jump more often and attempt more critical swings.
+
As the Phlogistinator charges with fire damage from any of the Pyro's weapons, both your Flare Guns and the Fragment will help keep your enemies on fire as much as possible: Flare Guns for long range, and the Fragment should you run out of ammo. Each Flare Gun has its own up and downs, so pick one of your preference. The Detonator is good for those unsure of their aim or who want to ignite multiple enemies at once, but only mini-crits burning targets. The Flare Gun guarantees full crits on burning targets but requires careful aim on the player's part. The Manmelter lets you to retain your ability to extinguish teammates and ensures you don't have to worry about running out of flares, but has a slow firing speed and cannot crit without extinguishing a teammate. Finally, the Scorch Shot can knock foes back and destroy stickybombs, acting as pseudo-airblast at long ranges, while being able to ignite multiple foes with one flare. Using this set, killing 2-3 people in any way should net you a full "Mmmph" bar so you can heal, unleash the Phlogistinator's crits, and prolong your assault.
  
Watch out for your ammunition; your five shots make it easy to simply and carelessly spam yourself out of rockets, especially since you will have to make up for the Liberty Launcher's reduced damage with more shots. Stronger targets will also be harder to take down due to your lower damage. While you have the Reserve Shooter, its lower clip will make it sub-par for self-defense compared to your stock Shotgun, while the Market Gardener is less effective without rocket jumping since it swings slower and doesn't deal random crits.
+
As usual, the Phlogistinator's lack of an airblast makes you lose an essential supportive tool, so you won't be able to protect your team apart from spychecking with your flames. Choose your battles wisely since you can't airblast enemies or projectiles away to escape, and stay behind your team firing flares to gain "Mmmph". Once you are charged, flank the enemy or move in with your teammates before activating your crits to mow them down.
  
 
|-
 
|-
! align="center" | {{Icon weapon|weapon=Cow Mangler 5000|icon-size=40x40px}}
+
! align="center" | {{Icon weapon|weapon=Phlogistinator|icon-size=100x100px}}
{{Icon weapon|weapon=Beggar's Bazooka|icon-size=40x40px}}<br />
+
'''[[Phlogistinator]]'''
'''[[Cow Mangler 5000]]''' or '''[[Beggar's Bazooka]]'''
+
! {{Icon weapon|weapon=Reserve Shooter|icon-size=40x40px}}
! align="center" | {{Icon weapon|weapon=Buff Banner|icon-size=100x100px}}
+
{{Icon weapon|weapon=Panic Attack|icon-size=40x40px}}<br />
'''[[Buff Banner]]'''
+
{{Icon weapon|weapon=Scorch Shot|icon-size=40x40px}}<br />
! align="center" | {{Icon weapon|weapon=Escape Plan|icon-size=100x100px}}  
+
'''[[Reserve Shooter]]''' or '''[[Panic Attack]]''' or '''[[Scorch Shot]]'''
'''[[Escape Plan]]'''
+
! align="center" | {{Icon weapon|weapon=Powerjack|icon-size=100x100px}}
|  
+
'''[[Powerjack]]'''
 +
|
  
A loadout best suited for a Soldier who prefers to stay back before mutilating his enemies with mini-crits.  
+
A "glass cannon" loadout that focuses on popping in and out of combat speedily in order to quickly gain "Mmmph" charge with kills.
  
While it cannot be crit-boosted and is weak against Sentry Guns, the Cow Mangler 5000 pairs very well with the Buff Banner. It deals a good amount of damage via mini-crits with charged shots, and is also a useful Rage-builder because of its mini-crits and fire damage. Its infinite ammunition will also be a benefit when charging up Rage or when you are under the banner's effects, as you can simply reload and keep firing. The Beggar's Bazooka can also pair very well with the Buff Banner; three mini-crit boosted rockets at once can be enough to kill overhealed Heavies at close range. This will also provide you and your teammates with support to destroy a disabled Sentry Gun (with the Cow Mangler 5000), and ambush enemies capturing Control Points or pushing the Payload Cart (with the Beggar's Bazooka or mini-crit boosted Cow Mangler). Using the Escape Plan during the Buff Banner's mini-crit buff can assist you greatly for close range battles or in Medieval Mode, mixing speed and power, but time your melee attacks accordingly since you are vulnerable to mini-crits.
+
The Powerjack is key in this loadout, providing the speed needed to pop in and out of battle to burn opponents down with the Phlogistinator. While the Reserve Shooter's mini-crits cannot be capitalized on due to your lack of an airblast, its decreased switch speed will enhance your ability to choose which weapon to have out. If needed, the Panic Attack can be used as an effective backup weapon, since you will often find yourself at low health due to your risky playstyle. The Scorch Shot is also a good choice on objective-based maps, as allows its user to set multiple enemies on fire at once to gain "Mmmph".
  
Both weapons have flaws in some ways, as the Cow Mangler leaves you vulnerable to Sentry Guns if you don't have team support, while the Beggar's Bazooka leaves you open while you load rockets, and is also less effective at range. As mentioned above, stay back with your teammates and play defensively; once you have full Rage, you can rampage alongside your team.
+
While much riskier than a Phlogistinator loadout focused on Flare Guns (see above example), the key point of this setup is to cover as much ground as possible and charge straight into enemies you know you can take down -- in short, similar to a Scout. Direct combat will help you gain "Mmmph" much faster than with Flare Guns alone, allowing you to constantly keep up the pressure against the enemy. However, keep in mind the Phlogistionator's lack of airblast, which is a severe disadvantage against any enemy who knows you're coming.
  
 
|-
 
|-
! align="center" | {{Icon weapon|weapon=Black Box|icon-size=100x100px}}  
+
! align="center" | {{Icon weapon|weapon=Backburner|icon-size=100x100px}}  
'''[[Black Box]]'''
+
'''[[Backburner]]'''
! align="center" | {{Icon weapon|weapon=Righteous Bison|icon-size=100x100px}}  
+
! |{{Icon weapon|weapon=Flare Gun|icon-size=40x40px}}
'''[[Righteous Bison]]'''
+
{{Icon weapon|weapon=Detonator|icon-size=40x40px}}<br />
! align="center" | {{Icon weapon|weapon=Disciplinary Action|icon-size=100x100px}}
+
{{Icon weapon|weapon=Manmelter|icon-size=40x40px}}<br />
'''[[Disciplinary Action]]'''
+
'''[[Flare Gun]]''' or '''[[Detonator]]''' or '''[[Manmelter]]'''
|
+
! align="center" | {{Icon weapon|weapon=Homewrecker|icon-size=40x40px}}
 
+
{{Icon weapon|weapon=Neon Annihilator|icon-size=40x40px}} <br/ >
A good all-around loadout for the team-focused Soldier who wants to be prepared for a little bit of everything, trading sheer power for versatility.
+
'''[[Homewrecker]]''' or '''[[Neon Annihilator]]'''
 
+
|
The Black Box is used primarily for mid-ranged fighting in this setup, reliably dealing good damage during smaller fights or in case of an ambush. The steady stream of health from hits will soak up some of the splash damage you'll receive at this range and aids in survivability, keeping you in the fray and lifting some of the burden off of friendly Medics. The Righteous Bison and Disciplinary Action cover long and short ranges, respectively, and will compensate for the Black Box's reduced clip due to their non-reliance on ammo (and quick reload, in the Bison's case.) Both are also great utility weapons and excel when used alongside teammates.
 
 
 
Due to your reduced damage in almost all areas (such as the Black Box's lower clip size, the Bison's weaker close range power, and the Disciplinary Action's lower damage), this combination won't net you as many kills as a stock loadout, but can put you more in a support role where you stay alive in order to aid your team. Try not to attempt anything too reckless.
 
 
 
|-
 
! align="center" | {{Icon weapon|weapon=Direct Hit|icon-size=40x40px}}
 
{{Icon weapon|weapon=Liberty Launcher|icon-size=40x40px}}<br />
 
'''[[Direct Hit]]''' or '''[[Liberty Launcher]]
 
! align="center" | {{Icon weapon|weapon=Shotgun|icon-size=40x40px}}
 
{{Icon weapon|weapon=Reserve Shooter|icon-size=40x40px}}<br />
 
'''[[Shotgun]]''' or '''[[Reserve Shooter]]'''
 
! align="center" | {{Icon weapon|weapon=Escape Plan|icon-size=40x40px}}
 
{{Icon weapon|weapon=Disciplinary Action|icon-size=40x40px}}<br />
 
'''[[Escape Plan]]''' or '''[[Disciplinary Action]]'''
 
|  
 
  
A loadout set up for a Soldier who is sure of their aim, and will consistently hit enemies with airshots, be it with rockets or Shotgun blasts.
+
A more defensive setup for the Pyro, this combo is great for ambushing any inattentive Spies trying to sap your team's buildings.
 +
It's also good for hunting down any sneaky Engineers in your base that may be trying to set up a forward position (e.g. the sewers in 2Fort, or the vents in turbine).
  
The Direct Hit and Liberty Launcher both have a rocket speed increase, the former more so than the latter, which is helpful for airshots. The Direct Hit's damage increase and mini-crits on airborne enemies make it deadly for players that are experienced with it, but the Liberty Launcher gives more chances for knocking people into the air due to its five shots, while still giving you enough damage to deal with crowds. Both are effective at knocking enemies into the air, allowing them to be hit with another rocket or a Shotgun blast. The default Shotgun provides reliable back-up firepower, without a damage increase against airborne enemies. The Reserve Shooter mini-crits any opponent sent into the air by an explosion, making it more deadly when you get airshots, but it is a less useful fallback weapon with only 4 shells loaded. The Escape Plan allows one to quickly retreat when badly damaged, and the Disciplinary Action acts as additional support for getting allies to the front line faster.
+
As the Backburner's airblast costs a whopping 50 ammo, bringing the Manmelter along for extinguishing teammates can go a long way in conserving that ammo. Alternatively the Detonator can be equipped to Spy check more reliably at range using the secondary fire, and the Homewrecker can be replaced with the Neon Annihilator, which does slightly more damage, can also remove Sappers, can Spy check even in water, and it can take out a Spy covered in Jarate or Mad Milk in moments, but you will miss out on the Homewrecker's ability to destroy buildings at a faster rate and you will have to hit Sappers in two hits, rather than one, in order to remove them.
  
 
|-
 
|-
! align="center" | {{Icon weapon|weapon=Cow Mangler 5000|icon-size=100x100px}}  
+
! align="center" | {{Icon weapon|weapon=Phlogistinator|icon-size=100x100px}}  
'''[[Cow Mangler 5000]]'''
+
'''[[Phlogistinator]]'''
! align="center" | {{Icon weapon|weapon=Righteous Bison|icon-size=100x100px}}  
+
! |{{Icon weapon|weapon=Manmelter|icon-size=100x100px}}
'''[[Righteous Bison]]'''
+
'''[[Manmelter]]'''
! align="center" | {{Icon weapon|weapon=Escape Plan|icon-size=40x40px}} <br/ >
+
! align="center" | {{Icon weapon|weapon=Third Degree|icon-size=100x100px}}
{{Icon weapon|weapon=Disciplinary Action|icon-size=40x40px}}<br />
+
'''[[Third Degree]]'''
{{Icon weapon|weapon=Half-Zatoichi|icon-size=40x40px}}<br />
+
|'''The Moonman Pack'''
'''[[Escape Plan]]''' or '''[[Disciplinary Action]]''' or '''[[Half-Zatoichi]]'''  
 
 
 
|'''Dr. Grordbort's Victory Pack Setup'''
 
 
 
This set lessens the player's burden of finding ammunition and rewards you with the ability to fight for long periods of time, although you will be all but helpless against buildings.
 
 
 
A Soldier with this set will be focusing on killing enemy players more than anything, as both the Cow Mangler and the Righteous Bison deal greatly reduced damage to buildings. Both the Mangler's charge ability and the Bison's piercing shots allow the Soldier to deal heavy damage to various enemy formations, and can often scatter a group of enemies due to the afterburn inflicted by the Cow Mangler, or the constant damage from the Righteous Bison. The Escape Plan is useful for getting you out of trouble when you are low on health, and the Disciplinary Action will help other teammates reach the front lines, since you will tend to stay slightly behind them with this loadout. The Half-Zatoichi, although risky, can be used to pick off individual targets to refill half your health, essentially negating the need to find health packs as well.
 
  
Remember that infinite ammo is not infinite clip size; keep your weapons loaded to prevent a forced switch to the Half-Zatoichi, which is honor-bound and causes you to take 50 damage if you sheath it without a kill. Also, you are completely vulnerable to buildings, as both your Cow Mangler and Righteous Bison deal reduced damage to them; leave it up to your teammates to take them down, and help them out with a charge shot.
+
The Moonman Pack is focused on dealing critical hits. Use the Phlogistinator with the Manmelter to build up "Mmmph" for later crits and healing. The downside of the Phlogistinator - no airblast - can be partially countered with the Manmelter's ability to extinguish your allies and gain even more crits. Should you come across a pesky Medic that heals those you ignite, use the Third Degree to kill both your victim and their Medic so you can continue your fiery rampage. However, this set is not recommended if you find a Sentry Gun. Since buildings aren't affected by crits, your Phlogistinator's lack of airblast and Manmelter's slow fire speed can have you killed in a matter of seconds.
  
 
|-
 
|-
! align="center" | {{Icon weapon|weapon=Beggar's Bazooka|icon-size=100x100px}}  
+
! align="center" | {{Icon weapon|weapon=Flame Thrower|icon-size=100x100px}}
'''[[Beggar's Bazooka]]'''
+
'''[[Flame Thrower]]'''
! align="center" | {{Icon weapon|weapon=Panic Attack|icon-size=100x100px}}  
+
! {{Icon weapon|weapon=Scorch Shot|icon-size=100x100px}}
'''[[Panic Attack]]'''
+
'''[[Scorch Shot]]'''
! align="center" | {{Icon weapon|weapon=Equalizer|icon-size=40x40px}}
+
! align="center" | {{Icon weapon|weapon=Axtinguisher|icon-size=40x40px}}
{{Icon weapon|weapon=Disciplinary Action|icon-size=40x40px}}<br />
+
{{Icon weapon|weapon=Third Degree|icon-size=40x40px}}<br />
'''[[Equalizer]]''' or '''[[Disciplinary Action]]'''
+
'''[[Axtinguisher]]''' or '''[[Third Degree]]'''
 
|
 
|
  
This loadout is for the Soldier who feels the urge to take on huge hordes of enemies, at the cost of being vulnerable before each bout of firepower.
+
This set-up is, above all, very safe, and relies primarily on afterburn to deal damage. The Flamethrower allows you to control enemy movement more than the Backburner or the Phlogistinator would, but deals more afterburn damage and is more reliable as a weapon than the Degreaser. The Scorch Shot allows you to reliably ignite people at any range, and the knockback can hinder an enemy's advance. You probably won't use your melee weapon much, but your enemies should always be on fire with this set-up, so the Axtinguisher has no real downsides. The Third Degree has no downsides either, but it helps you deal with Medics who might otherwise extinguish your enemies. Regardless of which melee weapon you bring, you shouldn't rely on it, but do keep it in the back of your mind.
 
 
Both of your ranged weapons start with zero shots in reserve, having a loading mechanism where you hold primary fire and then release it to unleash a barrage of firepower. The three rocket capacity of the Beggar's Bazooka plus the four shot capacity of the Panic Attack means you won't have a very good longevity in terms of keeping your firepower constant compared to other Rocket Launchers and Shotguns, but the Bazooka will fire faster and the Panic Attack loads shots faster, leaving little time for any enemies caught in the crossfire to react accordingly. Also, should you be thrown into close range combat, the Panic Attack can come in great handy, as the less overall health you have remaining, the faster the shots are fired. However, the shots also spread further, making it insufficient in medium to long range if you are damaged. The Equalizer or Disciplinary Action serve as a last resort, should your ammo be whittled away or confront a class that can shrug off your firepower with little threat to their safety, with the former providing power as a last resort, and the latter providing extreme range but less power.
 
 
 
As mentioned above, the automatic firing of both the Beggar's Bazooka and Panic Attack prevents you from actually controlling when your weapons fire (with the exception of the Panic Attack, although you can't stop your shots), and the pre-loading requisite also leaves you open if you are not prepared for a fight. While this loadout comes with much risk, if an enemy is caught unaware, you will have a large advantage.
 
 
 
  
 
|-
 
|-
! align="center" | {{Icon weapon|weapon=Beggar's Bazooka|icon-size=100x100px}}  
+
! align="center" | {{Icon weapon|weapon=Degreaser|icon-size=100x100px}}
'''[[Beggar's Bazooka]]'''
+
'''[[Degreaser]]'''
! align="center" | {{Icon weapon|weapon=Gunboats|icon-size=100x100px}}  
+
! {{Icon weapon|weapon=Reserve Shooter|icon-size=100x100px}}
'''[[Gunboats]]'''
+
'''[[Reserve Shooter]]'''
! align="center" | {{Icon weapon|weapon=Equalizer|icon-size=40x40px}}<br />
+
! align="center" | {{Icon weapon|weapon=Axtinguisher|icon-size=40x40px}}
{{Icon weapon|weapon=Escape Plan|icon-size=40x40px}}<br />
+
{{Icon weapon|weapon=Neon Annihilator|icon-size=40x40px}}<br />
{{Icon weapon|weapon=Half-Zatoichi|icon-size=40x40px}}<br />
+
'''[[Axtinguisher]]''' or '''[[Neon Annihilator]]'''
'''[[Equalizer]]''' or '''[[Escape Plan]]''' or '''[[Half-Zatoichi]]'''
 
 
|
 
|
  
This loadout allows the Soldier to take advantage of a unique form of rocket jumping called the ''Overload Jump'', where the Soldier uses the overload damage from the Beggar's Bazooka to achieve multiple mid-air jumps, allowing the Soldier to access routes often unheard of, even for normal rocket jumping techniques. This set also allows the Soldier to achieve any necessary trajectory without having to rely on propelling from any sort of surface, thus allowing the Soldier to jump off of thin air, if necessary.  
+
This setup revolves around the use of strategic weapon switching to maximize damage. The combined weapon switching speed of the Degreaser and Reserve Shooter makes switching between weapons virtually instantaneous. As the Reserve Shooter inflicts mini-crits on airborne enemies, it is possible to follow-up a successful airblast with a well-placed airshot to deal sizable amounts of damage while disorienting an enemy when an ambush is impossible. The increased weapon switching works well with the Axtinguisher/Postal Pummeler as well, as it is possible to light an enemy on fire and quickly score a devastating critical hit at close range. The Neon Annihilator pairs well the Degreaser and Reserve Shooter in maps with large bodies of water, such as [[2Fort]], [[Well]], and [[Freight]], giving you a major advantage in situations where the Pyro is generally weakened, or when an enemy is affected by [[Jarate]] or [[Mad Milk]], allowing you to conserve ammo.
  
Due to the Gunboat's heavily decreased self-damage, this allows the player to flank their enemies and unleash a salvo of rockets from behind. As multiple overload jumps deal less damage with this set, the player will have more sustainable freedom of travel, and can often travel ridiculous distances on large maps using it. Due to the amount of damage one can sustain from this mode of transportation, equipping the Equalizer or Escape Plan allows the user to either deal a large amount of melee damage or perform a ground-based escape at high velocity. The Half-Zatoichi, while risky to use, will let the player pick off low-health enemies in order to regain some health lost.
+
|-
 
+
! align="center" | {{Icon weapon|weapon=Degreaser|icon-size=100x100px}}
This set becomes less effective on maps which limit aerial movement, such as cramped or enclosed maps. Make sure to use this setup where there's room to maneuver. Being caught off-guard can also get you killed since you'll either be lacking health or still loading rockets; if possible, constantly keep firing rockets so you can deny opponents from getting close.
+
'''[[Degreaser]]'''
 +
! {{Icon weapon|weapon=Detonator|icon-size=100x100px}}
 +
'''[[Detonator]]'''
 +
! align="center" | {{Icon weapon|weapon=Powerjack|icon-size=100x100px}}
 +
'''[[Powerjack]]'''
 +
|'''The Gas Jockey's Gear - w/ Detonator'''
  
 +
This setup revolves around supporting the Pyro's speed and mobility. The Pyro is the heaviest class to move at 100% speed, and this loadout takes advantage of that speed and enhances it further to allow the Pyro to run at 115% of base speed--faster than all stock classes save the [[Scout]]. This version of the Pyro operates as a flanker or back-capper, avoiding direct confrontation with enemies, and is best suited to showing up unexpectedly via ambush from surprising angles. Use the Powerjack to speed around the map and the Detonator to [[Jumping#Flare jump|flare jump]] to unexpected perches or routes. While you take more damage with the Powerjack active, it also grants health upon a kill, extending survivability. The Degreaser's switch speed buff reduces the odds of being caught off-guard with the damage vulnerability of the Powerjack. The Detonator does full afterburn and excels at damaging groups of enemies at long range, while the Degreaser is fast and effective at close range. Its switch speed buff allows you to risk equipping the Powerjack to finish off an enemy and gain health. Finally, when all else fails, the Powerjack aids in making a hasty escape.
  
 
|-
 
|-
! align="center" | {{Icon weapon|weapon=Cow Mangler 5000|icon-size=40x40px}}
+
! align="center" | {{Icon weapon|weapon=Degreaser|icon-size=100x100px}}
{{Icon weapon|weapon=Liberty Launcher|icon-size=40x40px}}<br />
+
'''[[Degreaser]]'''
{{Icon weapon|weapon=Beggar's Bazooka|icon-size=40x40px}}<br />
+
! {{Icon weapon|weapon=Panic Attack|icon-size=100x100px}}
'''[[Cow Mangler 5000]]''' or '''[[Liberty Launcher]]''' or '''[[Beggar's Bazooka]]'''
+
'''[[Panic Attack]]'''
! align="center" | {{Icon weapon|weapon=B.A.S.E. Jumper|icon-size=100x100px}}
+
! align="center" | {{Icon weapon|weapon=Axtinguisher|icon-size=40x40px}}
'''[[B.A.S.E. Jumper]]'''
+
{{Icon weapon|weapon=Third Degree|icon-size=40x40px}}
! align="center" | {{Icon weapon|weapon=Market Gardener|icon-size=100x100px}}
+
'''[[Axtinguisher]]''' or '''[[Third Degree]]'''
'''[[Market Gardener]]'''
 
 
|
 
|
  
This setup is mostly geared toward airborne attacks, using the B.A.S.E. Jumper in tandem with different Rocket Launchers to rain death from above.
+
This highly situational loadout is a "suicide pick" setup. It is focused on taking out a priority target (usually a Medic) with no regard to survival afterwards, and seeks to unload the maximum amount of burst damage as quickly as possible while unsupported by the rest of your team. The main playstyle requirement is stealth--players have to make their way towards their target unseen to take maximum advantage of the first few shots. Ideally, the initial attack is made with the Panic Attack, then switching to the Degreaser, then finally your melee weapon as the range closes. A fully loaded Panic Attack can bring down a lone Medic without a ready Übercharge at medium-close range. The Axtinguisher still works for the Puff and Sting, though its power is diminished somewhat in non-ambush situations. If targeting a Medic or groups of Medics, the Third Degree can damage them by attacking their healing targets as well. Escaping after launching your attack is unlikely with this high-risk setup, but the trade of a Pyro for a Medic is usually more than acceptable.
 
 
All three rocket launchers can be useful for airborne attacks. The Liberty Launcher, in tandem with the B.A.S.E. Jumper, can allow a Soldier to cross vast distances of the map and heights for little damage to yourself, since it deals reduced self-damage. However, it is the weakest of all the Rocket Launchers, making it less effective against crowds. The other two primary weapons, in exchange for mobility, grant you more firepower. With the Cow Mangler, the player can, after rocket jumping and reloading, charge a shot in the air, and since the reduced momentum while charging is nullified by your rocket jump, you can land shots that you usually can't do simply on the ground. The Beggar's Bazooka can be used in the same way, except you can fully load your three rockets while in the air before firing downwards, dealing high amounts of damage on unsuspecting targets. Regardless of the choice of your primary weapon, the B.A.S.E. Jumper will allow you to deal critical swings with the Market Gardener if properly timed, and can be done multiple times before landing.
 
 
 
Sentry Nests and attentive Heavies will be your biggest issues, since their bullets deal enough knockback to send you off-course as you drift. If possible (with the exception of the Cow Mangler), get in close with the Beggar's Bazooka to destroy the Sentry Gun, or fire at a distance with the Liberty Launcher before continuing your aerial assault. This set will also be less effective on smaller maps, since you have less space to maneuver.
 
 
 
 
|-
 
|-
! align="center" | {{Icon weapon|weapon=Air Strike|icon-size=40x40px}}
+
! colspan=4 style="background:#dee8ed; font-size:90%; text-align:center;" | <small>Unless marked with a , all weapons can be substituted with [[reskins]].</small>
{{Icon weapon|weapon=Beggar's Bazooka|icon-size=40x40px}}<br />
 
'''[[Air Strike]]''' or '''[[Beggar's Bazooka]]'''
 
! align="center" | {{Icon weapon|weapon=Buff Banner|icon-size=100x100px}}
 
'''[[Buff Banner]]'''
 
! align="center" | {{Icon weapon|weapon=Escape Plan|icon-size=40x40px}}
 
{{Icon weapon|weapon=Equalizer|icon-size=40x40px}}<br />
 
'''[[Escape Plan]]''' or '''[[Equalizer]]'''
 
|
 
 
 
This loadout is a preferred loadout for Mann VS Machine, where constant salvos and quick buffs are more preferred than the sustained-but-slow damage from the standard Rocket Launcher.
 
 
 
Both the Air Strike and the Beggar's Bazooka are amazing rocket launchers for MVM, due to their rapid-fire capabilities. With these rockets, an early-game upgrade to Reload Speed greatly increases how quickly a new salvo can be prepared, thus allowing for a near-constant barrage of rockets, so long as the Soldier knows where to find an ammo pack, or has purchased an ammo canteen.
 
 
 
Since most of the Soldier's points will be invested in their primary weapon and resistances, it is best to not rely on upgrading a Shotgun, and instead equip a backpack that will give the entire team the upper hand against the robot hoards. While the Soldier has various banners, the one that provides the greatest benefit is the Buff Banner, which allows the entire team to deal mini-crit damage for a duration, ensuring that even the strongest robots will be at your team's mercy.
 
 
 
As for melee, the Escape Plan is used as an escape tool, allowing a low-Health Soldier to run to the safety of the team's Medic. Meanwhile, the Equalizer is more of an offensive anti-tank weapon, as a low-health Soldier can simply stand toe-to-toe with a tank and deal up to 107 damage per swing, thus heavily damaging the tank while not having to worry about accidentally getting caught by the explosive blast of his own rockets.  
 
 
 
 
 
 
|}
 
|}
 
== Class Combat Strategies ==
 
{{See also|Soldier match-ups}}
 
==={{class link|Scout}}===
 
Scouts depend on fully avoiding damage. While your Rocket Launcher is strong enough to take them down quickly, hitting them will be no easy task. Combating Scouts often comes down to predicting their movements.
 
* While Scouts are weak enough to be dispatched by a few rockets, few Scouts will give Soldiers the opportunity to do so. Scouts will often use their [[double-jump]] to dodge fire and prevent Soldiers from landing clean hits at close range.
 
** The easiest way to counter a double-jumping Scout is to predict where the second jump will place the Scout, then fire a rocket there to juggle him. A well-placed direct rocket can kill a Scout outright or force a retreat.
 
** The Shotgun is a useful choice for engaging Scouts, as they cannot dodge bullets as they can with your rockets.
 
** Using the Direct Hit can be both a blessing and a curse. While a direct contact rocket will almost certainly kill a Scout at close range, landing splash damage in an attempt to juggle the Scout is much harder. Use the increased projectile speed to your advantage, and predict where they will jump.
 
* If a Scout tries to perform a [[Community Scout strategy#Weapon Heckling|weapon heckle]], there is little that can be done besides trying to predict the range at which the Scout may try to engage at. In general, try to avoid fighting Scouts in open areas where they can use their maneuverability to heckle their targets.
 
** Open areas can be a benefit for you though, depending on your loadout; simply rocket jump into the skies. A Scout can't do much damage to you in the air, while you can rain rockets downwards at him, and this may be able to take him out if you extend your jump with the [[B.A.S.E. Jumper]] and a Rocket Launcher that excels in the air, such as the [[Air Strike]].
 
* Be aware of Scouts using the Force-A-Nature to [[force jump]] or the Soda Popper to [[quad jump]] up to areas that are normally only accessible via rocket jumping. Scouts can sometimes follow Soldiers up vertical access points and ambush them from behind.
 
** The Rocket Launcher can also be used to juggle them; however, beware of Scouts attempting to close the distance in order to cause the rockets to inflict self-damage. In such a case, simply switch to the Shotgun and wait for the Bonk!'s effects to wear off.
 
 
==={{class link|Soldier}}===
 
Fighting another Soldier largely depends on judging where to land rockets for the greatest amount of damage, individual loadouts, and aiming skill with the Shotgun.
 
* Several weapon matchups can be compared below.
 
** In general, if both Soldiers are using the Rocket Launcher, the outcome of the duel will depend mostly on aim and dodging. Maneuvering to avoid the most splash damage from the enemy Soldier's rockets will be the key to surviving, as well as trying to place rockets where they will do the most damage to the enemy Soldier. The [[Cow Mangler 5000]] fares the same way, although the infinite ammunition of the weapon can give one Soldier an edge in rare cases.
 
** A Soldier using the [[Direct Hit]] can cause more damage to the other with contact hits, but will have trouble landing splash damage or juggling the enemy Soldier for a mini-crit. Furthermore, corners and obstacles cannot be utilized to land splash damage, which can be a significant problem if the other Soldier is not using the Direct Hit.
 
** Fighting using the [[Black Box]] is similar to the Rocket Launcher; however, it can be harder to finish an opponent off with only three rockets, and its health regeneration capabilities are easily overwhelmed by the raw damage that rockets can inflict. If one or both Soldiers are using the Black Box, the outcome of the duel will depend more on what secondary and melee weapons are being carried.
 
** Even with its five shots and faster projectiles, the [[Liberty Launcher]] will be overwhelmed by the Rocket Launcher at close range due to its reduced damage. However, it stats fare better at medium range, so a Liberty Launcher-carrying Soldier may be able to take out his enemy by keeping his distance and using the weapon's faster rockets to out-damage his opponent.
 
** A triple-rocket barrage from the [[Beggar's Bazooka]] is essentially enough to take out another Soldier at close range. However, the user will be vulnerable while loading up rockets, so it is often the matter of who catches who off-guard.
 
** Since the [[Air Strike]] requires open space to be effective, duels will be dependent on the battlefield. If an Air Strike Soldier has earned several kills and has air space to maneuver, he will have an advantage against a standard Soldier, while being in a cramped space with no kills will have the opposite effect.
 
* Deciding when to pull out the Shotgun is important, as it can quickly finish off enemy Soldiers after several rockets if both Soldiers' rockets have placed the two very close together. Simply using the Shotgun as a primary weapon can be beneficial too, since its bullets don't have travel time and do decent damage even at close range.
 
* If a backpack buff item is equipped, the outcome will depend on what type of buff is being carried, as well as whether or not it's active. Furthermore, the melee weapons being carried will be the final decider in the event that both Soldiers are carrying backpack buff items.
 
** If an enemy Soldier has an active backpack buff, it's often best to simply deny combat until its effects wear off. Fighting an enemy Soldier who has any sort of buff can be hard if both start off on equal footing otherwise. Try to use the Shotgun to gain an advantage over enemy Soldiers with backpack buff items.
 
** If both Soldiers are carrying backpack buff items, it's possible to negate the enemy's buff by countering with another buff, or vice-versa. In particular, the [[Battalion's Backup]] is capable of nullifying any advantage from the [[Buff Banner]], and the [[Concheror]] can help to mitigate any mini-crit damage taken as well.
 
* Melee duels between Soldiers can vary widely. The Escape Plan is often the most-frequently wielded melee weapon for the Soldier, and the outcome will often depend on who lands the first hit as well as the health levels of both Soldiers at that point. The Equalizer follows the same rules but factors in damage instead of speed. The Half-Zatoichi is capable of healing upon kill and has increased range, but has a slower draw speed while posing the danger of getting killed in a single hit if the enemy wields the same weapon; furthermore, the enemy Soldier may simply retreat out of melee range and switch to another weapon due to its Honorbound effect. The Disciplinary Action trades damage for range; this can be an advantage, depending if the opponent has it equipped too, and who deals more hits. Finally, the Market Gardener is dependent on the player's experience and the amount of open space; should one Soldier land a critical hit, it can often be the end of a duel.
 
* When fighting an enemy Soldier, always try to take the height advantage first and prevent the enemy Soldier from doing the same. The general rule is that the Soldier who has the height advantage is often the winner.
 
** If the enemy Soldier tries to take the height advantage, try to prevent this using whatever means possible, from hitting them in midair with rockets to using the Shotgun to push them away.
 
** Learning how to air-strafe can be crucial to survival when fighting an enemy Soldier who has the height advantage. Air-strafing prevents enemy Soldiers from landing clean hits with the Rocket Launcher, making achieving height parity easier.
 
* The Direct Hit is an excellent tool for taking down Soldiers who rocket-jump often. As mini-crits are inflicted on enemies sent skyward by explosives, a single Direct Hit rocket is capable of decisively dealing with an enemy Soldier.
 
 
==={{class link|Pyro}}===
 
While Pyros may lack the ranged power you have, their greatest advantage lies in the ability to use [[compression blast]]s to deflect rockets and inflict mini-crits on foes using deflected projectiles. One-on-one battles often come down to smart timing of your shots, or switching to your unreflectable secondary weapon in order to take them down. When fighting alongside teammates, always be careful about firing rockets as a skilled Pyro can use your own rockets against your team.
 
* If using rockets to deal with the Pyro, try to launch them in such a way that the Pyro has no chance to deflect the rocket properly; one good example is using obstacles to land splash damage, which prevents clean reflects. You can also coax a Pyro to airblast early, then fire your rockets during the gap between compression blasts; watch out for the telltale "warping" effect around the muzzle of the Pyro's Flamethrower.
 
** If using the Direct Hit, be sure to actively dodge the rockets as well since damage can be avoided by staying outside of the rockets' small splash radius. Take note that if the Pyro does successfully hit you with a reflected rocket, it will do way more damage to you due to mini-crits and the weapon's increased damage.
 
** The Beggar's Bazooka and Air Strike can negate airblasts in some form, since both of these weapons can potentially fire barrages of rockets that are impossible to reflect all at once.
 
** Only try to fire rockets at a Pyro if there are teammates to provide a distraction. Pyros cannot deflect rockets that they cannot see, so ambushing them or attacking from above can make a huge difference.
 
** Emphasize caution when pushing in with a [[Kritzkrieg]]-charged Rocket Launcher; you can almost certainly take out a Pyro with one rocket, but a single reflected rocket can bring an end to your rampage.
 
* The best way to deal with a Pyro is simply to use a Shotgun variant, since [[hitscan]] bullets cannot be reflected. Try to engage Pyros from outside of their Flamethrower's range and deal as much damage as possible to force a retreat.
 
** Another trick is to try to goad them into using the Shotgun, and then quickly switching to the Rocket Launcher to attack them while they do not have the Flamethrower out. However, this is very difficult to do against Pyros using the [[Degreaser]].
 
** The [[Righteous Bison]], with its slow but unreflectable projectile, is very useful against the Pyro in tight quarters and long ranges, such as the sewers in [[2Fort]].
 
 
==={{class link|Demoman}}===
 
* Demomen, like Soldiers, rely largely on explosive projectiles and a combination of knockback and juggling to defeat their opponents. Depending on the circumstances, they are easier and harder to defeat than a Soldier.
 
** A Demoman's greatest advantage over the Soldier is the ability to arc projectiles over obstacles or around corners where Soldiers cannot respond in kind. However, Demomen are somewhat easier to fight in direct combat since their explosives are either time-delayed or must be manually detonated.
 
** Demomen often rely on using their [[Stickybomb Launcher]] in order to deal damage. It has a considerably shorter range than the Rocket Launcher, so the easiest way to deal with itis to stay outside of its range.
 
** The [[Grenade Launcher]] is usually simple to deal with, as it mainly comes down to avoiding getting hit directly by a grenade. Any grenades that hit the ground will automatically detonate after a set period of time, so it's simply a matter of avoiding them when they do detonate.
 
* The most reliable way to deal with Sticky traps is to use the Shotgun to destroy them. The first projectile for hitscan weapons that have not been fired for at least one second travels directly down the crosshair, allowing you to destroy Stickybombs at a distance.
 
** The Rocket Launcher can be used to scatter Sticky traps quickly if using the Shotgun will take too long. They will still be active, so try to scatter them in a direction where they cannot harm teammates.
 
* Like the Soldier, Demomen can explosive-jump by using the Stickybomb Launcher. While they take more damage from such jumps, they can jump farther distances. If using the Direct Hit, try to knock them out of the sky, as a single rocket is often enough to finish a Demoman.
 
* A Demoman who has the [[Chargin' Targe]] and a long-range melee weapon equipped (a Demoknight) can be difficult to deal with without a Shotgun handy. As the Chargin' Targe effectively halves any damage that the Rocket Launcher can inflict, the Rocket Launcher can only really juggle the Demoman, but not reliably kill unless the Demoman was already previously damaged.
 
** If a Demoman uses a charge to close the distance, try to use the Rocket Launcher to juggle them and stop the charge, or try to stay out of its line of charge. Remember that weapons like the [[Eyelander]] and [[Scotsman's Skullcutter]] have a surprisingly long melee range, so Demomen can land hits at ranges that may seem safe.
 
 
==={{class link|Heavy}}===
 
* Fighting Heavies mainly depends on the terrain. A Heavy's [[Minigun]] will quickly kill any Soldiers within a certain range given a clear line of sight; however, the Rocket Launcher can be used to inflict splash damage around obstacles and corners, where the Heavy cannot counterattack.
 
** In general, if obstacles cannot be used to inflict splash damage, try to fight Heavies at long range where their Minigun's damage falloff and spread reduces the amount of damage taken.
 
** Ambushing Heavies from higher ground also provides a measure of cover. Often, Heavy players will only focus on what is in front of them, and can be dispatched quickly by ambushing them with rockets.
 
* Letting a Heavy within close range is not advised, as the Minigun will quickly shred any targets at close range and they can simply outlast Soldiers in Shotgun or melee fights. As Heavies are the slowest class in the game, it's not hard for a Soldier to outmaneuver a Heavy, so use this to deny Heavies a chance to close in.
 
* Spun-up Heavies are easy targets for rockets from the [[Direct Hit]], as they are not hard to lead. Try engaging such Heavies at a distance, especially if they are out in the open and especially if they are using the [[Brass Beast]].
 
* The Battalion's Backup is an excellent Heavy counter, as it can drastically cut down the Heavy's firepower advantage. Heavies that are preventing teammates from advancing can often be made to retreat by using the Battalion's Backup.
 
 
==={{class link|Engineer}}===
 
* By themselves, Engineers are not hard to deal with, since they lack the firepower needed to kill a Soldier. Two rockets should be enough to dispatch an Engineer.
 
 
==== Engineer [[Buildings]] ====
 
* The key to destroying Sentry Guns as a Soldier lies in the Rocket Launcher's ability to deal splash damage. By using splash damage, players can effectively damage a Sentry Gun from outside of its range of fire or from around corners, without the Sentry Gun being able to return fire.
 
* If an Engineer is constantly repairing the Sentry Gun, attack the Dispenser or fire at nearby objects to damage him via splash damage.
 
* Once a Sentry Gun is unattended, it will only take a maximum of three rockets to destroy it.
 
* While popping in and out of cover to attack a Sentry Gun, be wary while reloading, as more skilled Engineers will often leave the protection of the Sentry to ambush you rather than let you harass their Sentry Gun.
 
 
==={{class link|Medic}}===
 
* Dealing with lone Medics is not hard, but the real trouble comes from their patients, who will always do everything possible to protect the Medic.
 
** When dealing with a Medic travelling with a [[Medic buddy|buddy]], try to ambush them and use the Rocket Launcher's knockback to separate the pair, then prey on the Medic. Using rocket jumps to gain a height or maneuverability advantage also helps.
 
* Medics will often refuse combat against a Soldier and retreat. As Medics are the second-fastest class in the game, getting a successful kill often relies on the terrain and whether you can chase him with a rocket jump.
 
 
==={{class link|Sniper}}===
 
* As Snipers fight at long range, the Rocket Launcher is the only weapon that can reliably counter a Sniper. In general, try to fire rockets at objects near the Sniper to inflict splash damage, or simply to suppress the Sniper in order to get closer.
 
** The Direct Hit is capable of countering Snipers at range, as the fast projectile travel time allows Soldiers to hit Snipers with more reliability. However, proper aim is required due to the significantly smaller splash damage radius.
 
* Snipers will often take the high ground in order to get a better view of the battlefield. Whenever possible, use rocket jumps to reach these locations, as well as to close the gap faster.
 
** Never rocket jump in plain view of a Sniper, as good Snipers can often predict the travel arc and land a headshot in midair.
 
** If a Sniper knows that an enemy is approaching, he or she may attempt to scope in with the Sniper Rifle and land a headshot when the attacker appears. Equip the Shotgun and constantly fire at the Sniper to prevent this.
 
** The [[Cleaner's Carbine]] is more powerful during close-range combat due to to its 8 seconds of mini-crits on kill. Since it needs a kill to obtain the mini-crits, try attacking him first with your primary weapon before he kills someone from your team. If he does have the mini-crits, remain staying out of the firing range as usual, and keep your distance should he be equipped with the [[Bushwacka]] during the phase, since it does critical hits in place of mini-crits. Use a damage-dealing primary to try to juggle him around, and finish him with either a second rocket or use the [[Shotgun]], [[Reserve Shooter]], or [[Righteous Bison]] if you have any one equipped.
 
 
==={{class link|Spy}}===
 
* The key to dealing with Spies is to identify them before they can strike. [[Spy-check|Check]] teammates frequently, and always be sure to turn around frequently, as Soldiers are frequent targets for Spies.
 
** Use the Rocket Launcher to juggle Spies whenever they have been identified. This can often prevent a Spy from getting a successful backstab against teammates.
 
** If dealing with a Spy at close range, using the Shotgun or a melee weapon can reduce the chances of inflicting self-damage. However, using a melee weapon may give the Spy a chance to strafe and perform a sidestab, or even a facestab.
 
* The Shotgun is a useful weapon for checking areas for cloaked Spies. Once a Spy's location has been determined, switch to the Rocket Launcher and splash the area to kill the Spy.
 
* When using a backpack buff item, be wary of teammates who are not being affected by the buff, as this normally indicates that that player is an enemy Spy. Also, be sure to turn around frequently as a Soldier with an active banner is a high-priority target for Spies.
 
* If a Spy is using the [[Dead Ringer]], be sure to take out the Shotgun to Spy-check instead of the Rocket Launcher, as some Spies deliberately step in the way of rockets to cause them to inflict self-damage.
 
  
 
== Cooperative Class Strategies ==
 
== Cooperative Class Strategies ==
 
==={{class link|Scout}}===
 
==={{class link|Scout}}===
Scouts are the most fragile offensive class and their weapons are designed for one-on-one battles. This sometimes gives them trouble fighting against tougher classes or groups, so be sure to offer assistance. Your crowd-controlling ability can make his job of cleaning up much easier, while he has his own array of tools to make you more effective.
+
* The Pyro and Scout are both excellent ambushing classes. A coordinated ambush can result in killing practically any enemy without too much effort.
* The Rocket Launcher's knockback can be used to pin enemies, making them easier targets for the Scout, or to push them away if the Scout is retreating. Its overall damage will also soften up groups, enhancing the Scout's picking ability.
+
* Your ability to airblast syncs well with Scouts' aimed projectiles. Pinning an enemy against the wall while the Scout launches a [[Sandman]] ball, [[Mad Milk]], or [[Flying Guillotine]] can result in an easy kill.
** Soldiers, presenting the most threat in combat out of all classes except the Heavy, can also serve as distractions against enemies, which can create opportunities for friendly Scouts to perform flanks and ambushes. The opposite is true, as the Scout's speed can distract opponents long enough for you to take them out with rockets.
+
* A combination of the [[Neon Annihilator]] and the [[Mad Milk]] of the Scout allow to gain massive amounts of health with your critical hit.
* Both Scouts and Soldiers have a great deal of mobility; Scouts with their speed and double jump, and Soldiers with their rocket jumps. As such, both classes are able to use this maneuverability to conduct synchronized ambushes against unsuspecting groups of enemies.
+
** Scouts carrying the [[Force-A-Nature]] can cause enemies to fly backwards while your Scorch Shot lets you harass enemies from a distance, making the two of you able to push enemies around as you please.
** When equipped with the [[Pain Train]], Soldiers can assist Scouts in capturing points, especially [[back-cap]]s, while providing a significant amount of firepower to protect the Scout.
+
* The pair of you are capable of taking out a sentry nest all by yourselves. Have the Scout go in with a [[Bonk! Atomic Punch]] to attract the Sentry Gun's attention. As a Pyro, you can now go in and rapidly damage the Sentry Gun, potentially killing the Engineer as you do so.
* Several Scout weapons are perfect for team-oriented attacks.
+
** If the Engineer decides to [[Wrangler|wrangle]], you can sneak up and kill him quickly before he notices you. If you have the Homewrecker equipped, you can use that to break the sentry before it reactivates.
** A Scout using the [[Sandman]] can make enemies considerably easier to hit with rockets. A Sandman-wielding Scout and a Soldier can work in tandem to [[stun]] high-priority targets and eliminate them quickly.
+
** Note that this strategy will likely not work if a sentry nest has more than one Sentry Gun.
** Scouts using [[Mad Milk]] can help Soldiers quickly recover their health if used against an enemy group. The Rocket Launcher's splash damage can be used to replenish large amounts of health at a time. This effect can be amplified further for both teammates by using the Buff Banner or Concheror, or for the Soldier himself if he is using the Black Box.
+
* Once the Pyro sets an enemy on fire, that foe can be finished off quickly by a Scout with the [[Sun-on-a-Stick]].
** A Scout using the [[Fan O'War]] can make a Soldier's target significantly easier to kill by hitting the enemy and then retreating, making follow-up attacks for the next 15 seconds mini-crits. This can let you kill almost any class in just two well-placed hits.
+
* An enemy doused in Mad Milk can be critted by your Neon Annihilator, in addition to the healing you get from it.
** Scouts using [[Bonk! Atomic Punch]] can distract enemies or body-block bullets while the Soldier deals damage. This is also very useful for taking down [[Sentry Gun]]s, as it can potentially save an [[Übercharge]] from being wasted (or better yet, act as a psuedo-Übercharge if a Medic is unavailable).
+
** A Flare Gun may be a good choice of secondary weapon if you are fighting alongside a Scout with Mad Milk. Opponents tend to retreat when doused, and a Flare Gun-type weapon can ignite the enemy at longer ranges, granting you extra healing as they take damage. A Detonator is ideal if the Scout can douse several opponents, as you can ignite all of them with a well-placed Detonator explosion and reap the benefits.
** While difficult to perform consistently, a Scout can use the [[Force-A-Nature]]'s knockback to send an opponent into the air, where the Soldier can mini-crit them with the Direct Hit.
+
* A Scout equipped with a [[Candy Cane]] that kills an enemy will drop a health pack for you, beneficial if you're carrying the Back Scratcher. Likewise, their new-found weakness to explosives can be countered by airblasting explosives.
* When using a backpack buff item, remember that Scouts cannot benefit from its effects without restricting their movements, which makes them easier targets for the enemy. If paired up with a Scout, try to fight as close to the enemy as possible.
+
** A Scout with the [[Pretty Boy's Pocket Pistol]] will greatly benefit from having a Pyro deflecting proyectiles thar are going near him since he'll be more vulnerable to all kind of damage by 20% while using it, that could be the difference between surviving or not the splash of a rocket.
** In particular, a Scout can use the [[Boston Basher]] to inflict [[bleeding]] on an enemy, then retreat to inside of the radius of a Buff Banner to inflict mini-crit bleeding or that of a Concheror to slowly heal. The Battalion's Backup can also lessen damage if they hit themselves, although it's probably not a good idea to waste a charge on just that.
+
* The combination of your afterburn and the bleeding effect of a Scout's [[Boston Basher]], [[Three-Rune Blade]], [[Wrap Assassin]], or Flying Guillotine can result in very powerful gradual damage.
* Soldiers equipped with the [[Disciplinary Action]] should hit the Scout to boost his [[speed]] up; this will make the Scout run even faster to objectives or capture points, while also giving the Soldier speed to get to the front lines.
+
* If the Scout manages to hit your opponent with the [[Fan-O-War]], you can easily go in with your primary to finish them off.
* If working closely together, make sure both of you have enough space to maneuver. A Scout can dodge more easily in wide areas, while a Soldier can rocket jump in and out if there is a high ceiling. Try not to get into an area which disadvantages either class.
 
  
 
==={{class link|Soldier}}===
 
==={{class link|Soldier}}===
Two Soldiers mean double the projectiles and, oftentimes, double the crowd control. Depending on the loadout of each Soldier, it is possible to cover the weaknesses of either player through positioning or weapon choice.
+
* Paired together, Pyros and Soldiers are the most mobile-yet-bulky pairs in the entire game, making you excellent in carrying out a small [[push]]. Heavies are generally slow while Demomen are left with little health after sticky-jumping.
* When working alongside other Soldiers, try to use each other's rockets to juggle enemies and make follow-up attacks easier.
+
* Whereas mid-range and long-range combat are your weaknesses, a Soldier can cover your shortcomings by firing rockets at enemies that wander outside the range of your primary. Likewise, the Soldier takes damage when firing rockets at close range, leaving you to fight any enemies that come into close-range.
* Using their mobility, two Soldiers can rocket jump to perform ambushes on enemy groups very successfully. This can significantly amplify the power of an ambush since two Soldiers can land large amounts of splash damage over enemy groups.
+
* Enemy Pyros that can deflect rockets are less effective in that you are able to airblast their deflected rockets right back at them, leaving them overwhelmed by you and your Soldier's attacks.
** This can also be used to capture points or perform back caps if both Soldiers have the Pain Train. However, unlike doing so with a Scout, two Soldiers have considerably more firepower and can fend off enemies more easily.
+
* In your stock load-outs alone, the Pyro and Soldier are capable of producing all four main types of [[damage]]: [[Hitscan]], [[Projectiles#Explosions|Explosive]], [[Fire]], and [[Melee]]. Using this to your advantage, the two of you can exploit any existent vulnerability in the enemy.
* An exposed Sentry Gun will fare poorly against the combined firepower of two Rocket Launchers. If there is a line of sight, it can be possible to spam out an Engineer nest at a distance.
+
* Using the Detonator can better allow you to keep up with your [[rocketjumping]] partner. This further increases the dynamic of you and your Soldier's ability to push together.
* One of the best ways to work together with another Soldier is to equip two different, yet complementary loadouts.
+
** If you both hide in high, hard-to-reach places, you can ambush anyone that wanders through below.
** A Rocket Launcher and Direct Hit combo can be very effective. One Soldier can juggle opponents with rockets, while the Direct Hit Soldier can finish off juggled enemies with mini-crits. The Rocket Launcher can also help cover the Direct Hit's splash damage reduction, meaning one member can soften bunches of enemies, while the other picks off targets one by one.
+
* Both of you are able to use the Reserve Shooter, which works extremely well between your ability to airblast and the Soldier's ability to [[Juggling|juggle]]. Coordinating attacks that keep your enemy in the air can result in quick airborne kills.
** This can also work with the [[Reserve Shooter]], as that also deals mini-crits to airborne enemies. One Soldier can juggle opponents while the other uses the Shooter to finish them off. If both members carry a Reserve Shooter, they can alternate roles, potentially chaining multiple airshots in a row.
+
** Soldiers with the [[Direct Hit]] will have a much easier time taking advantage of their ability to mini-crit airborne targets if you juggle them with your airblast.
** With coordination, one Soldier can weaken opponents with any Rocket Launcher, while another gains kill using the injured opponents to gain a larger clip size for the Air Strike. Two Air Strike Soldiers can be very effective too; even without an extended clip, a combination of eight rockets from both Soldiers will be able to kill almost any class.
+
* Staying in range of your Soldier while he uses any of the [[Buff Banner]], [[Battalion's Backup]], or [[Concheror]] can result in great benefits for the two of you. The Buff Banner and Concheror buff the utility of your afterburn while the Battalion's Backup can let you use melees like the Axtinguisher or Powerjack with less risk.
** Wielding double Buff Banners can keep both Soldiers firing mini-crits extensively. Once the first banner is activated, the other Soldier can quickly charge up his banner using the extra damage, and the process restarts with the second Soldier activating his own Rage. The other Banners can benefit from this tactic too, although no mini-crits means a slower charge rate; the Battalion's Backup can grant extended protection, while the Concheror's speed and health boost can keep both Soldiers alive and speeding along almost endlessly.
+
* Soldiers are a common target for backstabs due to their high power, low speed, and team-boosting abilities. As always, spycheck. Any Spy you catch and ignite then becomes a burning beacon for a Soldier to obliterate them with a rocket. If the Spy has the [[Spy-cicle]], he may enjoy temporary safety from your flames, but communicating his presence to the Soldier means that the Spy will then be forced into direct confrontation against a well armed opponent --  his weakest aspect.
** Different backpacks can also be combined for devastating effect. A simultaneous Buff Banner and Battalion's Backup push creates a nearly two-to-one firepower difference between teams with even numbers, a Concheror and Buff Banner together can allow players to recover large amounts of health, a Battalion's Backup and Concheror combo will severely bolster team defense by providing both protection and health recovery, and so on.
+
* A Soldier can purposely fire a rocket at a skilled Pyro, which can allow the coordinating Pyro to airblast it again, turning the projectile into a full crit. Just be careful the enemy Pyro doesn't reflect it again and turn it into a tennis game.
* If one or both Soldiers are using the Half-Zatoichi, one Soldier can use rockets to juggle and pin enemies, while the other Soldier goes in for the kill. Similarly, one Soldier can serve as a distraction to set the ground for an ambush by the other, which can be crucial due to the Soldier's slow movement speed.
 
* Be sure to watch out for Pyros; even with your combined firepower, a Pyro may still be able to reflect your rockets and deal high damage to both of you. Soldier pairs can overwhelm Pyros using the [[compression blast]] to deflect rockets by alternating fire to get rockets through the gaps between Compression Blasts. However, this is also dangerous, as improper timing can result in the Pyro deflecting both rockets at once into a single target.
 
  
 
==={{class link|Pyro}}===
 
==={{class link|Pyro}}===
Due to the Soldier and Pyro's strengths at close range, enemies who face both of you at once will seldom make it out alive. However, Pyros lack the mobility to get in and out of combat like you do; with your support, a Pyro can enter the fray more easily and safely.
+
* A single pair of Pyros is capable of causing plenty of havoc to the enemy team. Whether you and your partner have similar loadouts or not, there is a larger dynamic in your firepower being doubled.
* Soldiers can cover Pyros with the Rocket Launcher, which has considerably more range than the Flamethrower or Shotgun. This can help to negate the Pyro's range weaknesses, and helps them approach enemies where their Flamethrower can take opponents out easily.
+
* If you both have the same play-styles, your efficiency increases overall. Ambushes are more successful more often, airblast fights are in your favor, enemy Pyros will be overwhelmed by the two of you, etc.
** While the Pyro doesn't do a lot of damage at range, their [[Flare Gun]] variants can soften up targets as you rampage in the front lines.
+
* Spies are absolutely hopeless in a fight against two Pyros. If the two of your regularly spycheck, your team will have virtually no issues with Sappers or backstabbing.
** A Soldier with the [[Direct Hit]]/[[Righteous Bison]] and a Pyro with the Flare Gun can provide long-range support for teammates when fighting Snipers or other Soldiers.
+
* When two Pyros pair up with one Engineer, you become a complete fortress that almost nothing can get past. Being able to do multiple of pushing back ÜberCharges, airblasting projectiles, killing Spies, and removing Sappers with the Homewrecker makes the pair of you surefire blanket of safety for your team's Engineer.
* Since the Pyro excels at catching unaware targets, help them out by creating an ambush. Soldiers can use high ground to get the attention of enemy groups while the Pyro attacks from behind. This can be especially effective if the Pyro is using the [[Backburner]].
+
* If the two of you have different play-styles, the complexity of fighting you two increases for any enemy.
* The Pyro's [[compression blast]] is extremely helpful for Soldiers. They can deflect explosives and juggle enemies to make landing rockets easier, as well as extinguish flames from outside sources or the [[Cow Mangler 5000]]. If the Soldier's rockets are being reflected by enemy Pyros, a friendly Pyro can also simply send them back.
+
** One Pyro may have a flamethrower that focuses on utility, while the other might have an offensively inclined one, such as the Backburner or Phlogistinator. The utility Pyro can set up the offense Pyro for an attack by either pinning an enemy against a wall or other obstacle or reflecting incoming projectiles.
** Although time-consuming, a Soldier can use the Cow Mangler's charge shot to set himself on fire in order to grant a Pyro's [[Manmelter]] critical hits.
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** Your secondaries, if one is a Shotgun while the other is a Flare Gun, can result in two advantages in mid-range combat at once. The Pyro with a Shotgun or Reserve Shooter can more aggressively attack the enemy while the Flare Gun Pyro can hang back to carefully aim Flare Gun shots to crit or Scorch Shot attacks to deter the enemy's movement.
* A buff from the Soldier's banners will benefit a Pyro immensely. The Buff Banner will cause all fire and [[afterburn]] damage to become mini-crits, the Battalion's Backup will grant more defense to a Pyro burning opponents, and the Concheror will replenish the Pyro's health very quickly due to the Flamethrower's high damage. This is especially noticeable if the Pyro has ignited multiple foes.
+
** Your melee weapons, while they don't often apply in direct combat, can alter your strengths and weaknesses. The Axtinguisher, Powerjack, or Back Scratcher allow for more front-line attacks. The Homewrecker, Third Degree, or Neon Annihilator are more situational, but can provide coverage where your partner might be at a disadvantage.
** If using the [[Phlogistinator]], a Pyro will be able to survive longer while rampaging with their crits, or simply earn "Mmph" charge more quickly.
+
* Accurate Pyro partners will find that coordinated Flare Gun fire can bring down tough opponents quickly from a somewhat safer range than the Axtinguisher. An Engineer or Sniper caught out of place can also be put down quickly with paired flares. Flares will have a hard time hitting Scouts, however, so be prepared to switch to your Flamethrowers to deal with the agile but fragile threat.
* The [[Disciplinary Action]] will give a Pyro a boost in speed to either get to the front lines easier, or become a hard target to hit while fighting.
+
* Solo Scouts tend to be less inclined to try to weapon heckle a Pyro duo, thanks to your ability to cover each other's weak areas. Two Shotgun Pyros can safely protect each other from potential heckling Scouts due to the Scout's inability to maintain range overlaps on both Pyros.
* Pyros will not survive long if they are seen coming. Make sure to keep friendly Pyros supported through either covering fire or distractions, or they will find it difficult to serve their role.
 
  
 
==={{class link|Demoman}}===
 
==={{class link|Demoman}}===
Demomen and Soldiers fill up the role of "artillery" in Team Fortress 2; both are durable, deal strong splash damage that can affect multiple opponents, and will generally fill the battlefield with projectiles. A combination of both classes is no laughing matter, and can often decimate groups or keep enemies from moving forwards.
+
* The Pyro and Demoman are opposites in the way they produce damage. The Pyro focuses on gradual and close-range damage. The Demoman focuses on sudden and mid-range damage. Between the two of you, separation and long-range combat are your only weaknesses.
* A Demoman's greatest advantage is the ability to control his projectiles by manually detonating them ([[Stickybomb Launcher]]) or shooting them over obstacles and around corners ([[Grenade Launcher]]). While Soldiers can only fire in a straight line, rockets only need to hit a surface to detonate, and are more accurate compared to a Demoman's grenades.
+
* Like the Soldier, the two of you can produce all four damage types, letting you attack [[Vaccinator]] Medics in whatever resistance they are not using.
** Use this knowledge to work side-by-side. Cover each other by using direct-fire and arcing projectiles to attack targets as the situation demands. For example, a Demoman can spam grenades to force an enemy's escape in one direction, while the Soldier fires towards the escape route for a kill.
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* Together, you can create a decent line of defense. Your Demoman can arm [[Stickybomb Launcher|stickybombs]] around the objective and fire grenades into choke-points while you're able to Spy-check and pick off any missed targets. When paired with another bulky teammate, you become the basis for your team's defensive ability.
* As a Demoman needs time to lock down areas with sticky traps, cover his close-range weakness by using your Shotgun and Rocket Launcher. This is especially useful if the Demoman is using the [[Scottish Resistance]], as the longer bomb arm time becomes a bigger issue.
+
* When the Demoman takes up a [[Glossary of player terms#Demoknight|Demoknight]] style of play, your dynamic shifts entirely. You are now both at a disadvantage at ranged combat, but you also are now the two most deadly close-combat classes in the game, capable of taking down multiple foes in a single push should you get within range.
** Demomen can set sticky traps to juggle and pin enemies for Soldiers to attack, or vice versa with the Soldier using the Rocket Launcher to knock enemies into sticky traps. Soldiers can also take advantage of friendly sticky traps by using the Direct Hit to inflict mini-crits on juggled targets.
+
** This gives you an advantage against identical classes in a two-on-two setting. Opposing Demoknights are still vulnerable to any bullet damage the Pyro creates, and can still be killed in one hit with a Puff and Sting. Likewise, a Pyro can be killed in one fell swoop if the Demoknight makes the most of his charge.
* As both classes can perform explosive jumps, Soldiers and Demomen can perform devastating ambushes by using their mobility to attack enemies from unexpected angles. However, keep in mind that Demomen take more self-damage from explosive jumps, so it's usually wise to allow them to grab health pickups first whenever possible (more so if you're using the [[Gunboats]]).
+
* Having the Pyro airblast a target to pin them against a wall works wonders for your Demoknight, as he can go in for an easy kill with any of his melee weapons.
** If both classes equip the Pain Train, a Soldier and Demoman can perform fast back-caps in the same manner as two Scouts. However, in this case, the Demoman brings more flexibility in the ability to lay sticky traps to preemptively deny approaches to enemies attempting to stop the capture.
 
* If an enemy Demoman is attempting to scatter your Demoman's stickybombs with his own, use your Shotgun to destroy the incoming stickybombs. This will also work if the enemy is using the Scottish Resistance to destroy your teammate's stickybombs; its longer arm time will give you more time to react.
 
** If you don't have the Shotgun equipped, a rocket blast can scatter enemy stickies, lessening the damage they do to the traps.
 
* Soldiers and Demomen are among the prime counters against [[Sentry Gun]]s. Working together, you can take on Engineer Nests well, especially with a Medic in tow.
 
* A Demoman under the Buff Banner's effects is immensely powerful; one direct grenade or stickybomb will instantly kill weak targets like Scouts. Additionally, any explosives fired or deployed by a Demoman prior to the banner being activated will also inflict mini-crit damage if the Demoman is within the banner's active radius. The opposite is true, as walking out of its radius or the banner expires removes the mini-crit bonus.
 
** The Battalion's Backup can give a Demoman better tanking abilities, and also allows him to resist Sentry Guns, one of his key targets to demolish. Meanwhile, the Concheror will easily restore a Demoman's health due to his weapon's high damage.
 
* If a Demoman is using a "Demoknight" loadout consisting of a [[Sword]] and [[Shield]], his close range abilities improve at the cost of his ranged power. Make sure to back him up if he charges into danger, as it will happen often.
 
** Rockets can be used to bounce opponents to make them easier for a Demoman using a shield to kill. It can also knock opponents away from the Demoman if he misses a charge.
 
** A Demoknight works best when his enemies don't see him coming. Create opportunities for ambushes by being a big, powerful distraction; Soldiers usually generate more immediate attention than a shield-wielding Demoman.
 
** Be a team player and leave injured targets for your Demoknight buddy to finish off. This is even more important if he uses the [[Eyelander]], as he starts off weak without any heads.
 
** If an Engineer nest is in dire need of demolishing, it can be effective to ask him to equip a Stickybomb Launcher for the time being to take it down. Make sure to be polite!
 
* Even with all your explosive power, Pyros will give you trouble with their [[compression blast]]. Like a double Soldier team, firing in intervals will give a Pyro little chance to reflect too many projectiles, although it will deal a lot of damage to the both of you if the Pyro is successful. If a Pyro is attempting to push away stickybomb traps or negating a Demoknight's charge using the airblast, it can be smart to run in and fire rockets in order to distract or kill the Pyro first.
 
  
 
==={{class link|Heavy}}===
 
==={{class link|Heavy}}===
The Heavy and Soldier are among the strongest direct combat classes in the game. Although a Heavy may take some time to get to the front lines, a Soldier-Heavy pair can easily kill any enemies that stand in their path, using their hitscan and explosive weapons as the situation warrants to counter any attacks.
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* While not the most dynamic pairing out there, a Heavy really benefits from having a friendly Pyro to help them. Heavy's prior fear of being backstabbed, headshot, and Puff and Sting are all relieved when a competent Pyro spychecks, uses a Flare Gun, and airblasts, respectively. This allows the Heavy to focus on attacking while the Pyro defends the two of them from pursuit.
* Heavies are often shock troopers that lead a push into enemy territory. His firepower is intimidating enough to kill multiple enemies or cause a retreat, and your can support a friendly Heavy with your equally high splash damage and higher mobility.
+
* A Heavy and Pyro pair is especially fearsome when they flank their opponents. Heavies are extremely attention grabbing, letting the Pyro slip in to ambush opponents focused on or hiding from the Heavy.
** However, the Heavy is extremely slow and will take very long to get to his destination. Help by moving in first to attack enemies, giving the Heavy time to move or spin up his Minigun to deal with enemies as needed. If a combat situation is going poorly, you can simply rocket jump out and warn your partner of incoming danger, which is beneficial since a Heavy will find it difficult to back out of a fight.
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* When left with a [[Dispenser]], the two become a never-ending stream of firepower.
** By consuming a Buffalo Steak Sandvich or equipping the [[Gloves of Running Urgently]], a Heavy can move much faster. This added mobility can be used to reach ambush locations almost as quickly as a Soldier. Using this, Soldiers and Heavies can perform ambushes on unsuspecting groups that do not expect either to be there.
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** Heavies with the [[Huo-Long Heater]] provide redundant fire coverage with the Pyro's weapons, meaning the two become a literal firewall when working together near a sentry nest.
* Rocket jump onto higher terrain to cover Heavies from above. The higher terrain gives enemies fewer places to hide, and allows you to spot targets or ambushes for the Heavy.
+
* Regardless of the Heavy's large health pool, always extinguish them from afterburn. They may thank you back by giving you a well-needed [[Sandvich]].
* Your banners will make a Heavy an even more powerful teammate. Mini-crits from the Buff Banner will shred any opponent at close range in seconds, and makes his Minigun damaging even at range. The defense buff from the Battalion's Backup will improve his tanking abilities even further and prevent Snipers from taking him down with headshots. Finally, the Concheror will help a Heavy maneuver better at the front lines, while replenishing his health as he rampages.
+
* [[Natascha]] can slow down enemies and allow the Pyro to go in for the kill. Likewise, the Pyro can airblast targets to make them easier for the Heavy to hit.
* A Heavy using [[Natascha]] can slow enemies down, making them easier to hit with rockets.
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* Pyros can airblast to set a Heavy up with a kill using the [[Killing Gloves of Boxing]], allowing Heavies using the Shotgun, [[Family Business]], or [[Tomislav]] to take advantage of their crits.
** Conversely, rockets can be used to juggle enemies, making them easier to hit for a Heavy using the Minigun or the [[Brass Beast]].
+
* Heavies using the [[Fists of Steel]] and [[Gloves of Running Urgently]] can both take good advantage of the protection the Pyro provides, as the Heavy's apparent close-range weaknesses are nullified by the Pyro's close-range strength.
** Rockets can also be used to pin enemies against walls or corners, allowing a Heavy using the [[Killing Gloves of Boxing]] to score a kill more easily.
+
* While not to be taken seriously, the Pyro and Heavy have two of the three most potent taunt kills. Pyros can destroy multiple foes and buildings relatively quickly with its Hadoken while the Heavy can kill from a ranged distance using [[Showdown]]. A notable last-ditch effort to survive in [[humiliation]].
* Whenever a Heavy is recovering health by eating a lunchbox item, be sure to watch for enemy pushes, and protect the Heavy as necessary. The Heavy may return the favor later by providing a [[Sandvich]] or [[Buffalo Steak Sandvich]] via dropping.
+
* The Pyro's greater speed but lower power neatly offsets the Heavy's weaknesses of great power but low speed, especially in regards to spinning up a primary weapon. In an emergency situation, especially if you are ambushed, the Flamethrower's speed and ease of use allows you to protect the Heavy and give him the valuable time he needs to ready his Minigun to thoroughly deal with the threat.
* A Heavy with the [[Fists of Steel]] can act as a mobile shield for Soldiers. This can be especially helpful if dealing with Sentry Guns.
 
** Even without the Fists of Steel, a Heavy can provide suppressive fire and tank damage from a Sentry Gun as you take them down.
 
* Use the [[Disciplinary Action]] to increase the Heavy's movement speed, allowing him to get to destinations quicker.
 
** This also gives the Heavy a speed boost while they have their gun revved. This is especially true with Heavies wielding the [[Brass Beast]], as whipping them brings them back up to the base movement speed for the other miniguns.
 
* Although both of you can tank damage, be very wary of Snipers and Spies. As the Soldier and Heavy are the slowest classes in the game, they are particularly vulnerable to backstabs, and Heavies are easy pickings for a Sniper, which can instantly negate your front line firepower.
 
** The pair should always watch each other's backs for Spies, and never focus on only a single direction while fighting. Once exposed, your combined firepower will take down a Spy easily. Alternatively, simply stay near a Heavy using the [[Huo-Long Heater]], although this limits your movement options.
 
** Always be sure to use the Rocket Launcher or [[Righteous Bison]] to suppress enemy Sniper positions. This can allow Heavies to proceed forward more safely. If safe to do, you can also simply rocket jump and fight the Sniper head-on to remove the threat.
 
  
 
==={{class link|Engineer}}===
 
==={{class link|Engineer}}===
Due to their lower health, firepower and mobility, Engineers won't be running straight into combat like you do. However, their ability to create [[Building]]s make them imperative for any team; your job will usually be to protect Engineers and their buildings in order to maximize your team's defensive capabilities.
+
* A Pyro and Engineer pair is by far the most potent of any Pyro pairing, as both benefit handsomely from each other.
* You can assist Engineers effectively by guarding their buildings while he is setting up. Buildings are most vulnerable while they are being built, so preventing or discouraging enemies from approaching can make setting them up easier.
+
* The Pyro can airblast projectiles, hold off ÜberCharges, and spycheck with most flamethrowers. As long as you stay alive and do your job right, the Engineer has very little to fear in the chance of losing his sentry during an enemy push.
* Once an Engineer's sets up his buildings, it is usually a good idea to keep an eye on him until he upgrades them to higher levels. A Level 1 Sentry Gun is rather weak, and attentive targets can easily take them down. His other buildings, the Dispenser and Teleporter, take extremely long to construct and will cost him more time if they go down, which can also hinder your team.
+
* The Engineer provides health and protection for the Pyro with his Dispenser and [[Sentry Gun]], respectively. They shelter you from any chance of ambush, as any attacks made onto you will likely target the sentry first.
* Soldiers can serve as useful escorts for Engineers who are [[hauling]] their Buildings forward. As an Engineer carrying a building moves at about the same speed as a Heavy, Soldiers can keep up with little problem.
+
* A Pyro with the Homewrecker, Maul, or Neon Annihilator can remove Sappers placed onto the Engineer's buildings, leaving a sentry nest alive even in the event that a Spy kills your Engineer.
** When an Engineer is hauling a Sentry Gun to the front lines, try to suppress any enemies attacking him, since hauling leaves the Engineer completely helpless. However, if the enemy has not noticed the Engineer's presence, it's usually wiser not to attract attention.
+
* The Engineer can use his Wrangler to attack enemies from any range, providing you survival against enemy Snipers and Soldiers shooting from far away. This is respectively complimented by your flare guns and compression blast.
** If you have the [[Disciplinary Action]], hit the Engineer to bring his speed up. This will bring the buildings to where they are useful sooner.
+
*If your Engineer ally is using the Wrangler, be proactive in protecting him from flanking attacks so he can maximize the effectiveness of his Sentry Gun's increased fire rate and protective shield without worrying that he may be suddenly killed by a surprise Spy or Scout.
* You can also escort a friendly Engineer who has multiple critical hits in his [[Frontier Justice]] to the front lines when its time to move up. With your protection, its possible for him to eliminate several enemies safely before he begins building a base.
+
* Engineers are capable of fending for themselves as long as at least one Pyro is nearby, meaning you alone can provide protection for two or more Engineers in a sentry nest and maximize your team's defense.
* If an Engineer is under the effects of the Buff Banner, the Engineer's Sentry Gun will also deal mini-crits no matter where it is on the map. If providing support from the rear alongside an Engineer with the [[Wrangler]], a Buff Banner can help to suppress enemies more effectively. The effect can be shared further with teammates if the Engineer has hauled the Sentry Gun to the front lines.
+
* Remember to pick off attackers who are avoiding the Sentry Gun's field of vision. Enemy Pyros that squeeze just around sentry positions can kill your Engineer if you don't protect him.
* Engineers equipped with the [[Gunslinger]] will have more health and can build more offensive-based Combat Mini-Sentry Guns, letting them join you in the front lines as a supporting class.
+
** Your airblast can also be used to support a Sentry Gun by forcing threats it cannot see into its FOV, such as enemies hiding behind corners, or people waiting for reinforcements before attempting to destroy the Sentry Gun.
** Combat Mini-Sentry Guns can be a huge pest to opponents and serve as a distraction, giving you ample time to finish opponents off while they are busy dealing with the Mini-Sentry Gun. It will also weaken or deter enemies, especially ones who are weak at range or rely on avoiding damage, such as Pyros and Scouts.
+
* The Backburner's from-behind crits will in most instances kill a Medic before they can deploy their Über, even if they are fully charged when you attack. As such, if you see a Medic combo moving towards your teams' Sentry Guns, getting behind them to kill the Medic will prevent them from using the Über.
** If the Engineer has a [[Short Circuit]] equipped, he can evaporate projectiles while both of you are fighting.
 
** An Engineer using the Gunslinger can benefit from the Buff Banner, as any supporting Combat Mini-Sentry Guns that have been deployed can inflict more damage against enemies that wander into its range. Your other banners will also help a Gunslinger Engineer more than if he had a Wrench, since he will be in the heat of battle more often.
 
* A fully built Engineer base (especially one with a Level 3 Sentry Gun) will often be under attack by your enemies in order to push into your territory. Since you possess more firepower, protect the base whenever possible.
 
** An [[Übercharge]]d enemy will be one such opponent. Try to use your Rocket Launcher to juggle the enemy or his Medic; the Sentry Gun's knockback is usually enough to push enemies away once they are airborne. Conversely, if they do not currently have Übercharge, try ambushing approaching enemies from behind and using your rockets to knock them around corners into friendly Sentry Guns.
 
** Spies will also attempt to infiltrate your base and [[sap]] buildings in order to disable or outright destroy them. As your primary weapons have a large splash radius, you can simply fire rockets towards a building whenever you suspect a teammate is a Spy.
 
  
 
==={{class link|Medic}}===
 
==={{class link|Medic}}===
You are among the Medic's highest priority targets for healing, next to the Heavy and Demoman. Unsurprisingly, you will team up often with a Medic in order to wreck havoc on unprepared teams.
+
* As a Pyro, you are the Medic's fastest patient and a good Medic Buddy. Your ability to protect him from projectiles and afterburn gives you the niche of mutual protection only rivaled by the Heavy himself.
* The Soldier is an excellent Medic buddy. Your Rocket Launcher is powerful enough to deal with enemies that threaten you and your Medic, and your large health pool grants you very high durability when combined with healing, which can also build up an [[Übercharge]] quicker. This means you can wander more confidently into enemy territory with a Medic in tow.
+
* The health buff given to you by the Medic is just enough to allow for more dangerous offensive approaches, such as using the Axtinguisher on an enemy Heavy or destroying a sentry prior to a fully charged Über.
* Your firepower means you will make the most out of various ÜberCharges.
+
* When Übered by your Medic's [[Medi Gun]], you are the truest counter to any enemy Übercharge. This is due to your ability to airblast, sending your targets to die from either being juggled by a sentry or dying from environmental damage.
** A standard Übercharge will often be used to break through enemy territory, or crack open Engineer nests. Lead the way and blast opponents with your rockets as your team moves in from behind. If attempting to destroy a Sentry nest, make sure to take down the Engineer or Dispenser before his Sentry Gun, as this prevents him from repairing it.
+
** If the opponent uses a [[Megaheal]] and can't be knocked back, you can still use the Axtinguisher or its variants to finish off the enemy Medic with no risk.
** You are devastating with a [[Kritzkrieg]] Übercharge. Critical rockets, including their splash, are immensely damaging and do not become weaker at a distance; a single rocket can instantly clear a contested objective, or stop an enemy push. If a Medic gives you a crit-boost, aim carefully and make each shot count.
+
* When charged by a [[Kritzkrieg]], you are a complete force to be reckoned with in that you provide extremely high damage output very quickly. The sight of a crit-charged Pyro alone is enough to make the entire enemy team retreat from a push.
** The [[Quick-Fix]] can enhance a Medic's mobility since he will mirror your rocket jumps, allowing the both of you to leap in and out of battles. Meanwhile, its Übercharge builds much faster and grants high healing, allowing you to do what a standard Übercharge can with less time wasted building it. However, it carries more risk since you can still be killed during your Übercharge, especially with headshots and backstabs.
+
* Vaccinators will find you to be a good patient, as you each benefit from each of the resistances. Enemy Pyros using a Shotgun will be less of a nuisance when given bullet resistance. Explosive resistance is complimented by your ability to reduce the damage of projectiles by reflecting them, and fire damage is nonexistent between your afterburn immunity, added resistance, and ability to extinguish your Medic.
** The [[Vaccinator]] will make one-on-one battles generally easier, provided your Medic uses the correct resistance. However, groups of enemies will be more difficult to fight, since they will tend to use multiple sources of damage compared to whatever the Vaccinator is resisting currently.
+
* In a duel between Medic-pairs, the odds will be tipped in your favor if you use a Third Degree.
* If you are a Medic's frequent patient, it may be smart to use certain weapons. In general, a primary with good clip size and splash damage (i.e Stock Rocket Launcher, [[Liberty Launcher]]) will fare better if he requires you to charge into enemy territory or has a Kritzkrieg charge for you, since they will be the most effective at clearing enemies.
+
* Airblasting your opponent to let the Medic finish them off with an [[Ubersaw]] can allow for some quickly-built ÜberCharges, potentially winning you the game.
** Meanwhile, if you roam often or simply don't require as much healing, equip the [[Black Box]] or [[Concheror]] in order to ease a Medic's healing duty.
+
* As you most likely won't engage in melee combat as a Pyro, especially with a Medic, consider equipping the Homewrecker or Maul so you can destroy buildings easier while ÜberCharged.
* Since Übercharge builds faster when healing injured targets, you can harm yourself with rockets to assist in building a Medic's Übercharge. This is useful when there is little time to waste, but make sure its safe to do so.
 
* Medics benefit most greatly from being under the effects of the [[Battalion's Backup]], as they seldom attack enemies as much as you do. If the Medic is pushing forward with a Kritzkrieg ÜberCharge, using the Battalion's Backup can help the pair to survive considerably longer.
 
** Similarly, a Medic pushing forward using a standard Übercharge can benefit from the effects of the Buff Banner.
 
* While a Medic's healing will keep you alive, he is very vulnerable himself and can easily be taken out if the chance is given. Make sure your Medic stays close to you, and protect him from threats such as Scouts and Spies.
 
** Snipers will usually try and take your Medic out at a distance. Constantly fire rockets in his direction to delay him, or rocket jump in and eliminate him completely.
 
  
 
==={{class link|Sniper}}===
 
==={{class link|Sniper}}===
Snipers and Soldiers have conflicting playstyles; you work well at short to medium range, while a Sniper excels by staying back and attacking at a distance. While you may not be able to work hand in hand, you can make a Sniper's job much easier in various ways.
+
* As the Pyro and Sniper are often on opposite sides of the battlefield on a given team, you will not often interact with one. However, there is still a bit of chemistry to be had with a friendly Sniper.
* One of the best things you can do for Snipers is to escort them while they are moving between sniping positions. You can also keep attention off of them as they snipe, since an exposed Sniper is often a dead one.
+
* You two offer extreme opposites in combat. Where as you fight close-range, they fight long-range. Coordinating with one can provide an easy fight, as the opponent will have to avoid your flames and their scope at the same time.
** Since your rocket jumps let you move out much quicker, use your firepower to clear areas before your Sniper buddy gets there. This keeps it safe for him and the rest of your team to move in.
+
* Hanging around a Sniper can benefit them greatly. They are offered protection from Spies, allowing them to use a different secondary from the [[Razorback]], and your Flare Gun can harass enemy Snipers in addition to your own Sniper's attacks. Additionally, enemy Pyros that harass your Snipers can be relieved of the afterburn that would mess up their aim by using your airblast.
** In situations where you have to push into enemy territory, generate as much attention as possible using your immense firepower and health pool. This will keep enemies distracted from dealing with friendly Snipers, and they will be able to pick off injured targets.
+
* Occasionally, you will be around Snipers that fight on the front lines, often using the [[Huntsman]]. You can light their arrows on fire to provide afterburn on any enemies they hit, and airblast their targets to provide them with an easy shot.
* A Sniper can follow you to the front lines if he equips the [[Huntsman]]. Its quick charge and decent damage can easily soften up enemies for you to eliminate. He will still be vulnerable after every shot, so protect him while he reloads.
+
* [[Jarate]] is the most beneficial secondary the Sniper can provide for you. Enemies that are both on fire and doused in Jarate will take mini-crit afterburn damage, leading up to rapid damage that can fill up a Phlogistinator's 'Mmmph', should you be carrying one. A group of Jarate-doused enemies is also a great target for the Detonator if it is available, since you will deal mini-crit fire damage to all of them by exploding a Detonator flare in their midst.
** Equipping the Direct Hit can also let you work alongside Snipers to provide long-range support firepower for teammates.
+
** Similarly, a Sniper carrying the [[Sydney Sleeper]] can be a great help, even from the rear lines. Inflicting Jarate on enemies from across the battlefield can quickly turn an otherwise fair or losing fight back in your favor thanks to the mini-crit damage of your weapons and afterburn. Fighting nearer to the enemy also means that they are less likely to attack the Sniper. As the Sydney Sleeper does not require accurate headshots to be effective, this allows the Sniper a little more leeway and therefore more speed in placing a shot that can help you. Don't be afraid to request an assisting shot on a target for if you know one of your team's Snipers carries the Sleeper.
* A Sniper can use [[Jarate]] to make a Soldier's targets easier to dispatch. This is effective with Rocket Launchers that have a high splash radius. If a Sniper is in the front lines using the Huntsman and Jarate, this opportunity will present itself more often.
+
** If a Sniper lands a hit with the [[Tribalman's Shiv]] on an enemy covered in Jarate and on fire, it's essentially guaranteed that any 125 HP class will die from the gradual damage alone should they not reach a [[Medkit]].
** Jarate can also extinguish you if you're on fire, which can be helpful when there are no friendly Pyros around.
+
* If you are receiving supporting fire from a Sniper, be mindful of the limitations of the game's rendering, and do not aim your flames into the line of sight between them and their targets. Flames are translucent, but they can obscure some of the opponent's model while active, which may make headshots more difficult to place.
** A Sniper using the [[Sydney Sleeper]] can help in the same way, "tagging" enemies for the Soldier from a distance. This keeps the Sniper safe while you gain benefit.
 
* It can be a good idea to whip friendly Snipers with the [[Disciplinary Action]] so they can get into prime position faster. It also increases their scoped speed, which can be useful for Sniper duels.
 
* Banners can help a Sniper immensely. However, he has to be near you to benefit, so the effectiveness of your banners may vary depending on the Sniper's preferred range.
 
** Using the [[Buff Banner]] will increase a Sniper's damage, allowing him to bodyshot opponents for lower penalty; however, if the Sniper is good at headshotting, this may be negligible. It also allows his [[Bushwacka]] to inflict critical hits on enemies for the entire duration of the buff, which can be especially devastating in ambushes.
 
** The [[Battalion's Backup]] is extremely effective for Sniper duels, since it negates critical hits from enemy headshots.
 
** The speed boost from the [[Concheror]] can get Snipers into position quicker, and also lets them move faster while scoped. It can also be a surprisingly potent healing tool; a fully charged headshot will grant the Sniper an instant health refill, even if he is equipped with the [[Darwin's Danger Shield]].
 
* Enemies who tend to wander into friendly territory will often be a Sniper's biggest issues, such as Scouts and Spies. Depending on the Sniper's playstyle, you may encourage him to keep close to you near the front lines so you can protect him from threats, or simply fire rockets towards his direction if he prefers to hang back in order to cover your team.
 
** If an enemy Sniper is constantly giving a friendly Sniper trouble, there is little you can do except jump in and eliminate the Sniper or fire rockets to distract him, if positioning allows it at all. It may be more worthwhile to let a Sniper duel play along if its difficult to kill an enemy Sniper, since this also keeps attention off your other teammates.
 
  
 
==={{class link|Spy}}===
 
==={{class link|Spy}}===
You are an attention-grabbing class who can scatter enemy teams using your powerful rockets, while a Spy relies on attracting minimal attention to himself, while supporting your team by eliminating single key targets. As with the Sniper, you won't be fighting often together, but your combined efforts can accomplish several notable feats.
+
* The Spy and Pyro often only interact when on opposite teams, being in combat. It's rare for the two on the same team to be found doing something together, but possible nonetheless.
* Due to your different playstyles, Soldiers and Spies will generally provide one thing for each other: a distraction. A Soldier who keeps enemy attention on him will grant Spies a larger margin of error behind enemy lines, while a Spy can keep enemies searching for him with his various watches, making it easier for you to move into enemy bases.
+
* If your Spy is on fire, put them out as soon as possible to keep their disguise up. If it's an enemy Spy, you'll know it right away due to the enemy being pushed back.
** Most of the time, a Spy will place [[Sapper]]s on enemy Sentry Guns prior to attacks or pushes, making them far easier for you and your team dispatch. You can assist by firing rockets at an Engineer nest, which can keep the Engineer occupied enough for a Spy to run in without much trouble.
+
* Both classes are excellent ambushers, as the Pyro's [[Backburner]] functions much like the Spy's [[backstab]]. A simultaneous ambush between the two can potentially take out an entire group before they know what hits them.
** Conversely, Soldiers can attract the attention of enemy groups easily, opening a window for Spies to approach and [[backstab]] them.
+
** In situations where you are cooperating with a Spy for an ambush, consider allowing the Spy to go and take out the heavier classes first, such as Heavies and Soldiers. This removes the most dangerous threats immediately to you both, and allows you to come in and clean up distressed Medics or other, less powerful classes. Remember to switch to a weapon other than your Flamethrower to avoid having its long barrel give away your hiding places while you two wait for the other team.
* Spies using the [[Cloak and Dagger]] can warn Soldiers of enemy movements, which can make performing ambushes easier. This can also work with the [[Dead Ringer]], as the Spy can simply feign death and notify his team of what the enemy has prepared for them.
+
* If the Spy goes in to sap a Sentry Gun, you can jump in and finish up the sentry and Engineer before he has time to remove it.
* While your banners won't help a Spy as much compared to other classes, the [[Concheror]] can be useful in some ways; if a Spy backstabs an enemy while under the Concheror's effects, it will instantly fill his health up to max. This is less effective with the [[Conniver's Kunai]], since it already grants health and overheal on kill.
+
** Alternatively, going in with a Homewrecker can break the Engineer's building before he has time to save it.
* Be sure not to keep to close to a friendly Spy who's occupied with espionage. Your health pool and powerful weapons means you can deal with threats easily, but the Spy's weaker and situational weapons means this is not the case for him. If an enemy decides to engage with you, the Spy's cover will most likely be blown as well.
+
* A patient Spy with the [[Cloak and Dagger]] can let you function as a distraction, due to the nature of your attention-grabbing and panic-inducing flamethrower.
 +
** This can be taken up a step further if the enemies are focused on fighting you while you've activated your Phlogistinator, as the only thing on their mind will be avoiding you, giving your Spy the perfect opportunity to backstab.  
 +
** Additionally, do not be afraid to split up from a Spy and attack from two directions, especially if the Spy is able to get behind the Medic combo or a group of enemies. As the instinctive response of many players is to backpedal away from a rampaging Pyro, this presents plenty of juicy targets for an opportunistic Spy who can backstab enemies as they unwittingly back up into him.
 +
* Play bait for one another. If a Spy is being chased by a faster but weaker class like a Scout or Medic, lure the pursuer into a room where the Pyro can toast them. Conversely, if the Pyro finds themselves opposed by a powerful but slower combat class like the Soldier or Demoman, they can lure these larger enemies into giving chase, leaving themselves vulnerable to a sudden backstab from ambush.
  
 
== See also ==
 
== See also ==
 
*[[Team strategy]]
 
*[[Team strategy]]
*[[Projectiles]]
+
*[[Ambushing]]
*[[jumping#Soldier jumps | Soldier jumps]]
 
*[[Airshot#Soldier | Soldier Airshots]]
 
 
 
== External links ==
 
*[http://www.youtube.com/watch?v=ZI29xEnfTzI  Pway a Weal Cwass - A Guide to Soldier in TF2] by PandaPoops
 
**[http://www.youtube.com/watch?v=vYC0zYUUB_A Part 2]
 
**[http://www.youtube.com/watch?v=bhG9AP4oZKE Part 3]
 
*[http://www.youtube.com/watch?v=pRnw1SV06lk  TF2 rocket jumping 101] by honorablejay
 
*[http://www.youtube.com/watch?v=QN99Al_rRnI  compLexity TF2: rocket jumping by Jaeger]
 
*[http://www.youtube.com/watch?v=ZJs9qOr5D10  Competitive Soldier tutorial] by Fragga
 
  
 +
== References ==
 +
<references/>
  
 
{{Class strategy}}
 
{{Class strategy}}
{{Soldier Nav}}
+
{{Pyro Nav}}
 
 
 
 
  
 
[[Category:Strategy]]
 
[[Category:Strategy]]
[[Category:Soldier]]
+
[[Category:Pyro]]
 
[[Category:Community strategy]]
 
[[Category:Community strategy]]
[[Category:Airborne_Armaments]]
 

Revision as of 23:24, 11 August 2016

Technique
Mmmphya harrgh mrgha hrghgph!
The Pyro on strategizing

The Pyro is a class whose combat strategies mostly revolve around close-range combat. The Pyro's Flamethrower can dish out huge amounts of damage at close range, while the resultant afterburn can cause panic among enemies while slowly sapping at their health. In conjunction with the Shotgun, the Pyro is effective for eliminating unaware targets at point blank, while weaker at ranged combat even while equipping weapons such as the Flare Gun. Despite being categorized as an Offensive class, the Pyro is not restricted in support tools: the Flamethrower's compression blast can also alter the flow of gameplay, being able push back enemies (even ÜberCharged enemies, except for those under Quick-Fix ÜberCharge), deflect or move projectiles, and extinguish teammates on fire. A good Pyro will constantly revolve around both offensive and support play, protecting the team from projectiles and fire, while working to find opportunities to enter enemy territory and set them ablaze.

Quick tips

  • As a general rule, simply walking forwards with no attention to the surroundings can easily get you killed, especially if your enemy notices you first. Always find alternate routes to catch opponents off-guard, as your Flamethrower has limited range and works best when opponents don't notice you.
  • Afterburn can be very distracting. Weaker classes will often lose half their health simply by touching your flames, which can forcibly remove them from the battle for a moment since they have to find health.
    • Used your ranged Flare Guns to constantly set Snipers on fire, or prevent Scouts from moving forward.
  • Always spycheck for your team. Your flames will instantly exposed cloaked Spies, preventing them from being unnoticed. Always puff flames around your teammates, just in case.
  • Stay away from water and open areas, where you are the weakest. If you can't avoid them, wait to follow another friendly player.
    • The former tip can be disregarded somewhat if you use the Neon Annihilator; however, it is only effective at melee range, making reliance on it somewhat questionable.
    • You can use your Flamethrower to attack people that are above a body of water, but depending on the depth of the water, they can get extinguished instantly, making Flamethrower or Flare Gun tactics inefficient. Consider using your Shotgun in such situations.
  • Your compression blast is extremely useful. Save it for the right situations, such as forcibly re-positioning enemies that are ÜberCharged, if you intend to follow up with your Shotgun or Flare Gun, or if you need to escape.
    • Pushing enemies to their left and right usually works better than forward or back. If an enemy gets pushed forward or back, they can still walk forwards to deal with you.
  • You are immune to the afterburn of other Pyros, but not the damage of their Flamethrower. Using your Shotgun will let you fight other Pyros at a distance where their Flamethrower cannot reach.
    • If the other Pyro has the a Flamethrower that is disadvantaged in airblasting (such as the Phlogistinator), you can use your compression blast to disorient them; they usually won't be able to react the same way. They can still hurt you with their secondary weapons, so being mindful of what your enemy has equipped could give a better idea of how fight them.
    • While fighting enemy Pyros, run backwards if you using the Flamethrower. You will receive less damage while dealing more to your opponent, since the enemy Pyro will be running straight into your flames while you run away from theirs. This strategy is also helpful to lure them into your base and have your teammates finish them off.

General

  • Playing Pyro requires a different mindset than other classes. You tend to be weak on frontal attacks; you will lose to most other classes if you are seen coming. If you catch the enemy by surprise, however, you can be the most dangerous class in the game.
    • As such, always try for an ambush. Learn the maps and use flanking routes rather than main ones. Several of your weapons can help open up more routes, such as the Detonator and Scorch Shot with their respective Flare Jumps.
  • While your playstyle can be risky, the Pyro's attributes are designed to help you. The Pyro class has the overall best health-to-speed ratio in the game, meaning you can get to the fight easily while being durable enough to survive most close-range encounters or run away if needed.
  • Be wary of how the game treats your Flamethrower's flames.
    • Flames have a "lifetime"; upon firing a puff, your flames will hang in the air for a moment, which can set enemies on fire even while you aren't actively firing. This is most useful for catching enemy Spies.
    • Due to this lingering property, walking forwards and flaming will actually give you less range than normal, while walking back and flaming will make it more likely to hit an opponent, since you will leave a short-term trail of fire.
    • Since flames take a moment to reach their target, a burst of flame may not hit an actively moving opponent if they are at maximum Flamethrower distance. Lead your target at medium range.
  • Any enemy hit by your flames will suffer decently damaging afterburn, apart from other Pyros or if you use the Degreaser. This means you can use hit-and-run tactics by lightning a target on fire and then escaping to either soften them up for your teammates, or simply burn them to death over time.
  • Enemies that have been damaged sufficiently by afterburn can usually be easily finished off with the Shotgun. Sounds of an enemy ignited can help you track them more easily if you lost line of sight on them.
    • Weaker classes like Scouts tend to escape when they are on fire. Light them up and quickly retreat, following up with shots from the Shotgun. This is often enough to kill them with afterburn.
    • Because other classes such as the Medic lack efficient close-combat skills, they are the easiest to ignite and finish off with an ambush attack. While you are less effective against bulkier targets since they stand a higher chance surviving the full damage of your afterburn, they may be softened up sufficiently for your teammates to take out.
  • Despite the potential of afterburn, many sources can put it out, such as water and health sources like Dispensers. Do not expect afterburn to finish opponents off all the time.
    • If possible, try to pick up any health packs near burning enemies to prevent them from extinguishing themselves.
  • You are the optimal Spychecking class. Fire instantly negates a Spy's cloak, making him an easy picking for you or your team. Due to your decent ammo pool, always puff flames around your teammates to prevent or expose a Spy who is trying to find opportunities to backstab any friendlies.
    • Note that the Dead Ringer will grant a Spy immunity to afterburn and up to 65% damage resistance during its initial 3 seconds. If you can predict his movements, you can constantly flame him and kill him before he can uncloak again; if not, you have to catch him off-guard the next time he approaches.
    • Also stay alert if a Spy is using the Spy-icle because when you ignite him, if he's holding the the Spy-icle (or switches to it after being lit), the flames will be extinguished immediately and he will gain a couple of seconds of afterburn immunity, however, the Spy usually says a fire related quote and there will be a loud "crack" noise when it happens, so be ready to chase him so that you'll be sure about him being dead.
  • Arguably your biggest tool is your compression blast. Use it frequently to support teammates by deflecting enemy projectiles or extinguishing burning teammates.
    • The compression blast can move opponents too. Take every opportunity to light the enemy up first, so they take afterburn damage while you are moving them, and also to make it harder for them to aim.


  • Your array of weapons suffer at range compared to the rest of the cast, so stay away from open areas. Snipers and Heavies will often be your biggest issues, as the former can pick you off easily and the latter easily outdamages you before you can get into Flamethrower range. In this case, it may be useful to equip the Flare Gun to pepper them at a distance.
    • While you can take down Sentry Guns very quickly, it will be difficult to get in range without dying. Depending on the situation, it may be more viable to let other classes like the Soldier or Demoman take care of it.

Compression blast

Your compression blast is an extremely useful tool for protecting teammates and positioning targets. Use it well.
  • The Flamethrower's compression blast (or airblast) is one of your defining features. It allows a Pyro to fulfill a number of roles, from extinguishing teammates, forcibly moving opponents, or reflecting projectiles.
  • A single compression blast costs 20 ammo for the Flamethrower and Rainblower, 25 for the Degreaser, and 50 for the Backburner. Be sure to keep track of your ammunition, as spamming your compression blast will easily leave you without ammunition.
    • Note that the Phlogistinator cannot airblast at all, which can be a huge disadvantage in some situations.
  • There is a slight cooldown after every compression blast before you can fire another. This can be a matter of life-or-death; a Soldier or Demoman can bait an airblast from you, then fire while you're vulnerable and cannot airblast. Learn to keep yourself from airblasting freely.

Extinguishing

  • You are the only class with a consistent method of putting out fire (apart from constant healing by Medi Guns or Dispensers). Other sources (such as the Scout's Mad Milk or the Sniper's Jarate) have a cooldown, making them less reliable. On maps or areas without water or health packs, you will be much needed, especially if your team lacks a Medic or Engineer.
  • Remember to airblast burning teammates, as it saves them from extended burn damage or potentially death.
    • You gain 20 health for every teammate extinguished, so you are encouraged to do so. Extinguishing several in tandem can grant you great amounts of health.
  • The Manmelter can also extinguish teammates with its secondary fire. Use it if your primary weapon makes it too costly to compression blast or if it lacks the ability to do so entirely.

Reflecting

  • Airblasts make you an invaluable minesweeper class. Use it to:
    • Deflect most projectiles, including rockets (be it from a Rocket Launcher or Level 3 Sentry Gun), grenades, Stickybombs (shot or stuck), flares, Huntsman arrows, and balls from the Sandman and Wrap Assassin, back at the attacker or other enemies. You can also reflect enemy Jarate and Mad Milk back at the thrower and their teammates to apply it to them instead.
    • Reflected projectiles deal mini-crits (or crits if the projectile is a critical one), making this even more beneficial. Reflected arrows can Headshot enemies, while all reflected enemy projectiles (excluding Stickybombs) become harmless to allies.
    • You cannot reflect the projectiles from the Pomson 6000 and the Righteous Bison, so dodge them instead.
  • Reflected projectiles are considered to be "shot" from your screen, meaning it will fire where your crosshair points. This allows you to control where your reflected projectile goes, although this is more difficult if it has a trajectory (i.e Grenades).
  • Push Stickybombs away from important objectives like Control Points or Intelligence. Deflected Stickybombs remain dangerous to teammates and friendly buildings, but can also damage the Demoman who fired them. Note that deflected Stickybombs do not deal mini-crits.
  • Level 3 Sentry Guns that are far away or sit around a corner can be damaged with their own rockets by airblasting. This can separate Engineers from their Buildings, destroy the supplying Dispenser, or cause a distraction long enough for another teammate to take care of the nest. Moving quickly in and out of a Sentry Gun's range will minimize damage taken, as it will only fire about three bullets along with the rocket before losing its target, if performed correctly.
    • Reflected enemy Sentry Gun rockets for 135-147 damage, which can easily kill the Engineer or other weaker classes.
  • Having a crit-boost will cause all reflected projectiles, excluding Stickybombs, to reflect as a critical hit. This is a situational perk that can make you even stronger during Kritzkrieg ÜberCharges.
  • Unusually, you can reflect projectiles at opponents even if they are looking the opposite way, although you have to be touching his back. This can be handy for instant burst damage if your enemy doesn't notice you.
  • Airblasting is generally easier the further you are from your target. At close range, you have less time to react to a projectile, so there are several tactics that can help in judging when to airblast.
    • It can be beneficial to think like your enemy. If you realize that your enemy tends to instantly fire at any opponent he notices, airblasting once he sees you can net you a point-blank reflect.
    • Watching the animation of your opponent can be difficult, but often helps to predict when he fires. If you are close enough to see a Soldier's Rocket Launcher or a Demoman's Grenade Launcher recoil due to firing, immediately respond with a compression blast.
    • Some panicky Soldier players will hold down their attack button down when firing, to kill you as quickly as possible and remove any delay. If you are used to the Rocket Launcher's firing pattern, you can often reflect the next rocket by prediction.
    • Soldiers will often choose the Direct Hit to counter you, due to its high projectile speed. Instead of attempting to reflect the projectile, consider setting the Soldier on fire and blasting him away. The above mentioned tactics can also help if you find yourself too close for comfort.
  • It's possible to use explosives to perform explosive jumps through the use of deflected explosives (excluding stickybombs, which remain under the ownership of the Demoman who fired them).
    • Although difficult to master, explosive jumps can bring you into effective range faster. To perform one with an enemy rocket, make the rocket graze right near your head by walking beside it. Once the rocket passes you, turn in the direction the rocket is, and airblast downwards in that direction. This should cause the rocket to explode at your feet behind you, which will propel you forward just like a standard rocket jump.

Enemy Re-positioning

  • Your compression blast also gives you a unique ability to control an enemy's movement and position. Use it to:
    • Knock enemies away from objectives like Control points and Payload carts.
    • Push enemies away from valuable items, preventing enemy pickup; particularly Intelligence-based pickups that can be carried.
    • Remove enemies from high positions by knocking them off ledges, making them walk up all the way again.
    • Knock enemies into environmental hazards on the map, such as the pit in Steel.
    • Knock back attacking enemies, such as charging Demomen, enemy Pyros, and other classes using melee.
    • Prevent enemies from fleeing by pinning them in a corner.
    • Separate and distract ÜberCharged enemies and prevent them from pushing forward.
    • When you must fight near water, blast enemies into the water and then jump them with the Neon Annihilator.
  • Your compression blast is useful for negating an ÜberCharge, or separating a Medic from his patient.
    • When fighting a Heavy/Medic combo, try to compression blast either the Medic or Heavy away from the other, preferably off a high area. When done correctly, you can fight the enemy still up with you, and may be able to defeat that enemy before their ally comes back up. This plan works best when you sneak up and attack from behind, and if the pair are on higher ground.
  • When you see a Medic and an ÜberCharged patient, try to flank around them and airblast one away from the other. That will leave the Medic without a heal target, and the teammate he was healing will be left defenseless.
    • Even if you cannot do so, this will make the ÜberCharged pair lose ground, which may be enough for them to waste their charge entirely. This works more effectively on Heavies due to their slow movement and revved-up speed.
    • A one-on-one battle with an ÜberCharged Soldier can be in your favor: you can simply reflect his rockets once he approaches, though be wary of his Shotgun and his teammates. With luck, you can also negate a Kritzkrieg push by reflecting a critical projectile straight back at the patient or Medic.
    • As the Quick-Fix negates knockback, the compression blast is useless against it. You may want to burn your enemy instead to lower their high healing rate.
  • If a fight is not going well, you can simply compression blast your foe and run away. This is more useful around corners or in enclosed spaces.
    • This is less effective on faster targets like Scouts.
  • Your airblast can be essential in pushing back Intelligence carriers. On many CTF maps, the enemy will often resort to suicide Scouts and Spies to constantly touch the Intelligence, preventing it from returning to a team's base. You can turn it against them by airblasting the Intelligence carrier in the opposite direction, causing them to lose ground.
    • You can also reset the Intelligence by airblasting an Intelligence carrier into a pit, such as that on Double Cross.
  • You can stop a Demoman's shield charge by airblasting them; this will stop them completely and make it count like a used charge. This will leave them vulnerable for a counterattack, since they cannot escape.
  • Although you can simply burn a Spy to death, you can also push him away with a compression blast if you see him poised for a backstab. This is useful if you catch him at the last second, or if it takes him a long time to return, such as off a high area.

Ambushing/Roaming

  • Use alternate routes to organize a synchronized attack on the enemy. Igniting them from behind will soften them up for teammates attacking from the front.
    • If things don't go according to plan, be sure to have an escape route. Compression blast your enemies to give you time for a retreat.
  • Use elevation to get the drop on the enemy. Most players do not look above eye level.
  • Know which corners on the map are blind corners or offer cover from enemies coming around them. These can often be good points to attack single enemies or small groups of slightly more vulnerable classes such as Scouts.
    • When attempting to hide in a corner, equip your secondary or melee weapon, as your Flamethrower is long and can be seen easily behind a corner. If doing so, remember that it'll take longer to react efficiently due to your weapon switch speed. The Degreaser can make this strategy easier for you.
  • Be prepared for one-on-one combat. Enemy players looking to perform their own ambushes may also use side paths, and can sometimes be encountered in such situations.
    • Check for stragglers or other flankers before attempting to perform an ambush against enemy groups. Sometimes Snipers stay behind the enemy push to focus their fire on flanking classes such as Scouts, Spies, and Pyros, while Soldiers often hop in and out of combat using rocket jumps to heal up, which may pose a threat to you.
  • Once you in Flamethrower range, circle-strafe your enemy and constantly change directions to ensure you take the least damage.
    • If using the Backburner, try and strafe in a way that keeps the enemy's back at you most of the time.

Frontline combat/Support

  • Charging into a group of enemies and setting them on fire is a good way to disrupt an offensive push. Remember that Medics can heal up your damage with little trouble, however.
  • If an Engineer has left a Level 1 Sentry Gun near a corner, it's possible to pop around and take out the Sentry Gun at point-blank range.
    • In certain positions, you can attack a Sentry Gun by angling your flames without it targeting you.
  • When ÜberCharged, you can lay waste to a Sentry Gun faster than most other classes, but you are also more easily thwarted by knockback than other classes. Try to approach from around corners whenever possible.
  • Your Flare Gun can be used to weaken opponents at range, or eliminate burning targets. You will most often use it to disrupt an enemy Sniper's aim, as his scope will jerk while he is on fire.
  • Support your allies with your compression blast. You can potentially save a burning teammate at the brink of death, while you can also reflect projectiles that would otherwise kill injured buddies.

Defensive

  • Stand near the Capture point or Intelligence, preferably out of sight, and ignite anyone who comes near.
    • You can also hide in a corner or somewhere no one can see you. When enemies come by, run behind them and torch them with your flames.
  • You are the Engineer's best friend when on the defense, due to your primary weapon being a great Spy-checking tool. Only a momentary burst of flame is needed to ignite an enemy Spy. If a Spy still manages to slip past you and tries to sap an Engineer's building, use your Homewrecker, Maul, or Neon Annihilator to get rid of the Sapper(s).
  • Without the need to reload, your primary weapons can immediately use any ammo with which they're supplied. Standing next to a Dispenser can allow you to act as a stationary flame turret for guarding an Engineer fortification or the Intelligence room of Capture the Flag maps.
    • Similarly, you can utilize the infinite ammo supply of your team's Payload cart to spray a continuous stream of flames or compression blasts. This can be for combating threats to your team's cart, such as rockets and other such projectiles. It's especially useful in deterring and dispatching Spies.
  • The Compression Blast can save Sentry Guns, especially when the Engineer isn't around. Reflect away projectiles or push away ÜberCharged enemies that are targeting Sentry Guns, and push away Spies before they start sapping.
    • Also, if any Spy manages to sap a building,(assuming you have any of them equipped) use your Homewrecker or Neon Annihilator to dispatch any Sappers, and then the Spies.
  • Know what paths the enemy may try to take in order to attack the team's base. Map knowledge goes a long way to countering the enemy by attacking from their blind spots. For example, when the enemy rushes the front doors in 2Fort, try to ambush them by dropping through the grate and attacking them from behind.

Weapon specific

Primary weapons

Flamethrower + reskins

Weapon Kill Icon Ammo Damage
Carried Point Blank Medium Range Afterburn Critical
Flamethrower
Stock
Flame Thrower
Killicon flame thrower.png 200 6.82/particle 4.09/particle 60 over 10 seconds 12-21/particle
Festive Flamethrower
Uncrate
Festive Flame Thrower
Killicon flame thrower.png
Item icon Rust Botkiller Flame Thrower.png Item icon Blood Botkiller Flame Thrower.png Item icon Silver Botkiller Flame Thrower.png Item icon Silver Botkiller Flame Thrower Mk.II.png Item icon Gold Botkiller Flame Thrower.png Item icon Gold Botkiller Flame Thrower Mk.II.png Item icon Carbonado Botkiller Flame Thrower.png Item icon Diamond Botkiller Flame Thrower.png

Botkiller Flame Thrower

Killicon flame thrower.png
Australium Flamethrower
Advanced+ Mann Up Reward
Australium Flame Thrower
Killicon flame thrower.png
Rainblower
Craft
Rainblower
Killicon rainblower.png
Nostromo Napalmer
Promotional/Craft
Nostromo Napalmer
Killicon nostromo napalmer.png
  • The Flamethrower is a close-quarters weapon with a very short range. It's devastating at point-blank range and sets fire to all classes except other Pyros.
  • Ideally, you'd want to use the Flamethrower for ambushes to catch opponents off-guard, giving you enough time to burn them for several seconds. Alternatively, you can get in and do hit-and-run attacks, lighting enemies on fire before running off while the afterburn softens them up.
  • Your flames can penetrate multiple targets, buildings and players in the line of fire, giving you additional utility against groups.
    • The Flamethrower also deals more damage the closer you are to your target. Range makes a huge difference to how fast you can kill an opponent, so always keep close.
  • Despite the Flamethrower's power, its short range makes you vulnerable to almost every other ranged weapon in the game. Fight back the urge to simply walk forward, and plan your route ahead of time.
    • An exception is when you're moving in with teammates; you can cause considerable chaos by burning opponents while your team causes a distraction, and the more enemies you can set alight, the easier it can be to overwhelm them.
  • The Flamethrower inflicts sixty points of afterburn damage if the target stays on fire for the entire duration. This is almost half the health of 125-health classes, which can often cause a hasty retreat. Meanwhile, bulkier classes will be weakened.
    • However, many sources can get rid of afterburn: this includes Medics, Dispensers, the Payload Cart, Jarate, Mad Milk, dropped Sandvich variants, Health kits, compression blasts (or the Manmelter's secondary fire) from allied Pyros, and sufficiently deep water. Try to deny such sources to the enemy prior to attacks in order to maximize the amount of afterburn damage done.
    • Demomen with the Chargin' Targe, Splendid Screen, and Tide Turner can also extinguish themselves by charging, but can reignited if hit by the Flamethrower again.
  • Remember to use your compression blast. Optimal use of the Flamethrower mixes both offensive play with your flames, and defensive support with your compression blast to protect teammates and yourself.
  • The Flamethrower is very useful for destroying Buildings; Sentry Guns built near a corner can be destroyed without exposing you to the Sentry Gun's range, and Sentry Guns built at a bad angle to an entrance can be rushed, circle-strafed, and destroyed without taking significant damage.
  • If facing a Medic pair, aim for the Medic and try to kill him first. His overhealed target will take longer to kill compared to the Medic himself.
  • If you have a Rainblower, consider using it over the default; it functions exactly the same but lets you perform the Armageddon taunt, which can instantly kill several unaware targets.
    • However, the Rainblower's model covers most of the screen and its fire particles can be very distracting (along with being opaque), which can make it hard to aim and keep track of your surroundings. Equipping it is dependent on your preference.

Backburner + reskins

Weapon Kill Icon Ammo Damage
Carried Point Blank Medium Range Afterburn Critical
Backburner
Unlock
Backburner
Killicon backburner.png 200 6.82/particle 4.09/particle 60 over 10 seconds 12-21/particle
Festive Backburner
Uncrate
Festive Backburner
Killicon backburner.png

The Backburner is an unlockable primary weapon for the Pyro. It deals guaranteed critical hits when attacking a target from behind, but cannot deal random critical hits and uses 150% more ammo when performing a compression blast (50 ammo instead of 20).

  • The Backburner makes your utility tool, the compression blast, riskier to use, but grants you stronger ambushing power to make up for it. Unaware targets will often go down in under a second of consistent fire, due to your critical hits. However, the 50 ammo per airblast is extremely costly; four blasts will completely use up your ammunition. When you really need a compression blast, this downside can be the matter of life-or-death.
  • While it acts just like the standard Flamethrower, the airblast cost means you'll be more defenseless against projectiles and enemies. Once you choose a battle, it will be very difficult to back out of it without dying.
    • As such, this weapon relies more on performing ambushes than in attacking in frontal assaults. Take alternate routes into enemy territory and loop back to the front lines.
    • Drop down from above! Because enemies rarely look up, you can effectively stop a party of enemies.
  • Apart from ambushes and unaware targets, the Backburner excels at chasing down escaping enemies. Panicky ones may turn around and run from you by instinct, which will cause your Backburner to deal critical hits.
    • An alternative is to find a group of enemies and strafe behind them while firing the Backburner. The accompanying chaos can often make them look around to find the source of your flames, and this can deal crits if their backs are exposed as they turn.
  • The Backburner will only crit if your flames hit at a 90 degree angle behind where your opponent is facing. If accounting for latency and the hectic movement of combat, the narrow hitbox for the Backburner's guaranteed crits may prove difficult to get.
    • You may opt to circle strafe your opponent and fake out in the other direction once he notices you. This will expose his back for several critical hits.
  • Remember that an expensive airblast doesn't mean that you can't airblast. You still get a maximum of four blasts per 200 ammo, so try to only use it in emergency situations.
    • Some examples to deflect critical explosives, or for extinguishing multiple teammates at once. You can also push an opponent back and retreat to friendly territory, where you can refill your ammunition.
  • When you kill an enemy, they drop a medium ammo pack; this is equal to 100 Flamethrower ammo, which means you can pull off 2 airblasts and get away with minimal ammo loss if you pick up their ammo pack.
  • When facing a stronger enemy, such as a Heavy or overhealed Soldier outside of your range, back away. Hide somewhere inconspicuous and then nail them later with the crits when they do not see your incoming attack.
  • If a Medic pair is causing serious damage to your team, go around them and target the Medic, then his buddy. The damage from behind is so powerful that most Medics cannot even activate an ÜberCharge in time.
  • Enemy Pyros are as vulnerable to critical flames as anyone else. Try to circle-strafe around them to get critical hits in. Be wary that they can easily airblast you away if they're using the standard Flamethrower or Degreaser, however.
  • Soldiers are your worst enemies! Do not try to rush against a Soldier unless you are sure you can kill him. The high airblast cost makes reflecting rockets so expensive that it's unwise to attempt it.
    • Demomen are also more dangerous for the same reasons.
  • Since this weapon encourages ambushing, it can be useful to equip the Detonator in order to access flank routes using flare jumps. The Scorch Shot provides a shorter and less damaging jump, which can be useful if you don't require as much height.
    • The Back Scratcher is also a good idea if you tend to roam around instead of stick with your team. The 50% extra health from health packs can keep you fighting behind enemy lines longer.
    • The Powerjack's extra speed can get you where you want to be faster, although be wary of the increased damage taken while its out.
  • The Manmelter pairs well with the Backburner, as it allows you to extinguish allies while conserving your ammunition.
  • Try not to equip the Reserve Shooter or Axtinguisher with the Backburner. Your expensive airblasts means you'll have fewer opportunities to deal mini-crits with the Reserve Shooter, while your crits can kill most classes outright, negating the use of the Axtinguisher.

Degreaser

Weapon Kill Icon Ammo Damage
Carried Point Blank Medium Range Afterburn Critical
Degreaser
Craft
Degreaser
Killicon degreaser.png 200 6.80/particle 4.76/particle 20 over 10 seconds 14-20/particle

The Degreaser is a craftable primary weapon for the Pyro. It allows you to switch to another weapon from itself 30% faster, and back to the Degreaser 60% faster than normal. Afterburn damage, however is reduced by 66%, meaning that enemies will take a maximum of 20 afterburn damage from being set on fire by the Degreaser, instead of the normal 60. Finally, the airblast cost for the Degreaser is slightly higher than normal, costing 25 ammo per airblast.

  • The Degreaser is a Flamethrower that is more dependent on using your other weapons to finish opponents off. Its extremely low afterburn damage makes it ineffective for hit-and-run tactics, but the extremely fast switch speed lets you combine weapons for potentially deadly "Puff and Sting" combos.
  • The reduced switch speed makes you less vulnerable whenever you decide to pull out a weapon. This means opponents who are dependent on Weapon heckling can find it very difficult to combat you, most notably Scouts and Soldiers.
  • Airblasting is more effective with the Degreaser, as the switch speed gives you more time to compression blast whenever you find yourself in trouble. Even if you're holding another weapon, you can instantly switch back to the Degreaser to protect yourself.
    • However, airblasting costs 25 ammo instead of 20, meaning you have to be more wary of ammo consumption.
  • While you can already counter Soldiers with your compression blast, it becomes generally easier if you know how to use the Degreaser's switch speed efficiently.
    • If fighting against a Soldier constantly switching between his Rocket Launcher and Shotgun to prevent you from reflecting his rockets, you can quickly attack him with your Shotgun or your Flare Gun, and reflect his rockets when he tries to surprise you.
    • If the enemy Soldier prefers to back away and you need to use your Shotgun or Flare Gun, the faster weapon switch can more easily enable you to reflect surprise rockets.
  • The Degreaser works well against enemy Pyros using any other Flamethrower. Afterburn does not affect Pyros anyway, and the increased switch time allows you to weapon heckle in an instant, while the enemy will still be fumbling to take another weapon out.
    • This doesn't apply for enemy Pyros equipped with their own Degreaser.
  • Your afterburn does a maximum of only 20 damage over time, making it weaker than a close-range Pistol shot. Burn your targets for as long as possible to maximize damage done.
    • The reduced afterburn will likely be unable to kill escaping targets that you would usually have no trouble eliminating, like Scouts and Spies. If a burning Scout retreats, use your secondary weapon to finish him off, and keep track of a Spy using your afterburn, which still exposes him.
  • You afterburn may be extremely weak, but makes lit opponents eligible for a critical hit by the Flare Gun and Axtinguisher, and mini-crits from the Detonator and Scorch Shot. As such, use afterburn as a tool to "mark" targets for elimination, before rapidly switching to a secondary or melee weapon to finish him off.
    • The Reserve Shooter's additional weapon switch time stacks with the Degreaser's bonus; the switch time becomes effectively zero with both of these equipped. This makes the Reserve Shooter all the more useful.
    • Enable quick weapon switching in the options and get used to using the Q, 1, 2, and 3 keys to quickly deal with any situation with the appropriate weapon(s).
  • The Degreaser is weaker for direct assaults that the Backburner and Phlogistinator excel at. Carefully consider what secondary weapon to use, as you will probably be using it a lot, accounting for the nigh-negligible afterburn damage.
    • The Shotgun, with its large clip, is a reliable weapon and can deal the most damage just outside of your flamethrower's range. However, apart from random crits, it has no way to get mini-crits or critical hits, and it lacks damage at long range compared to your Flare Guns.
    • The Reserve Shooter does well with the Degreaser, as you can airblast enemies into the air and quickly shoot them for mini-crits. The decreased weapon switch time makes for a near-instant weapon switch, especially helpful if you use the Axtinguisher.
    • Any Flare Gun will help make up for the reduced afterburn. Shoot a fleeing enemy to reset their afterburn to the normal, stronger afterburn. However, without a Shotgun, you will be weaker against enemy Pyros.
      • Using the Flare Gun will grant you a critical hit as well as resetting the afterburn, allowing for a very quick kill.
      • Since you will often be at medium to long range with this weapon, where airblasting rockets is easiest, a Shotgun won't deal much damage and a flare can be easily dodged. The Detonator and Scorch Shot both explode and can make hitting your enemies easier. Use one of them if you expect to be fighting from a distance or airblasting projectiles.
      • Although the Manmelter's flares travel faster and are more useful at long range, the ability to extinguish teammates is redundant and best used with a flamethrower with reduced airblast capacities. It can be useful, however, if there are a number of Pyros on the enemy team.
  • Your choice of melee weapon will be as important as your secondary weapon, since they will be your go-to "burst damage" options at close range.
    • Preferably, you'd want to pair the Degreaser with the Axtinguisher, as it helps curb the weapon's large deploy penalty. This lets you net a critical hit in around the same time as a standard weapon switch.
    • Since you can quickly airblast an opponent into the air for an immediate melee swing, weapons such as the Powerjack and Back Scratcher benefit immensely, due to the 25 health on kill and 20% extra damage, respectively.

Phlogistinator

Weapon Kill Icon Ammo Damage
Carried Point Blank Medium Range Afterburn Critical
Phlogistinator
Craft
Phlogistinator
Killicon phlogistinator.png 200 6.80/particle 4.76/particle 60 over 10 seconds 14-20/particle
  • The Phlogistinator is a craftable primary weapon for the Pyro. It is incapable of performing compression blasts and dealing random crits. However, it has a 'Mmmmph' meter that charges through any fire damage dealt by any of the Pyro's weapons; it takes 300 damage to fill the meter completely. When the meter is full, secondary fire (or the taunt key) will cause the player to taunt (granting full immunity to damage and knockback while doing so), and the Phlogistinator will gain 10 seconds of guaranteed critical hits.
    • 'Mmmph' is not affected by damage resistance; this means you can burn a Dead Ringer Spy or a Battalion's Backup Soldier even during their resistance buffs and still gain the same amount of 'Mmmph'.
  • The Phlogistinator gives you potentially powerful offensive capabilities at the cost of your personal safety; with the inability to compression blast at all, you will have to choose your battles very wisely. Running forward blindly will often kill you before you can get your 'Mmmmph' meter full, so you will have to plan your approaches carefully.
  • Activating 'Mmmmph' grants you immunity to damage and knockback while taunting. If you're in a tough situation, do not hesitate to activate your taunt; survival is more important than wasting the critical hits.
    • However, you don't gain health by doing so, so don't expect to survive taunting in front of a Sentry Gun or out in the open.
  • Gaining 'Mmmmph' charge will usually come down to two playstyles: hanging back and peppering opponents with your Flare Gun variants, or waiting for an opportunity to ambush an entire crowd of enemies to gain your crits immediately.
    • The former is safer, but more time consuming. Damage from your Flare Guns (including afterburn) still count as fire damage, so you can keep your distance and gain 'Mmmmph'. However, this takes a while, as you require 300 fire damage to be fully charged.
    • The latter lets you build 'Mmmmph' extremely fast, but may cost you your life. If enough enemies are around, you may be able to get a full charge and activate it, although this makes you vulnerable after the taunt unless your teammates back you up.
  • Finding alternate routes becomes even more important; even with a full 'Mmmmph' bar, running straight towards enemies is risky due to your flame's low range and your lack of an airblast. The best way to utilize 'Mmmmph' is to find your way behind enemy lines, activate your crits, then burn down unaware targets from behind.
    • If on defense, the crits are a wonder at stopping enemy pushes. Ambushing an enemy push from behind with your crits can kill them before they can react.
    • With team support, you become a frightening distraction. Enemies will run once they see your glowing weapon, and your teammates will be able to pick them off. Your crits will cut through any enemies who dare to stand against you.
  • Remember that your flames go through enemies, so your 'Mmmmph' will charge very quickly if you find several unaware targets.
    • Weaker targets that have trouble fighting you, such as Snipers and Spies, can also be exploited to easily gain 'Mmmmph'.
    • While extremely situational, you can hit an opponent with a Hadouken to fully charge the 'Mmmmph' meter.
  • The lack of airblasts forces you to avoid projectiles entirely. The most you can do is clear Stickybomb carpets using a Shotgun, the Detonator, or the Scorch Shot, but you lose a lot of your overall utility. This makes the Phlogistinator weak at defending Engineers or capturing objectives.
    • This especially harms your match-up against Soldiers. Never fight them one-on-one, unless you are confident he is at low health.
  • Any sort of friendly buff will make you more efficient. For example, mini-crits from Jarate or the Buff Banner will make it easier to gain 'Mmmmph', the Battalion's Backup will make you more durable while rampaging, and the Concheror or Mad Milk will heal you immensely during your critical rampage.
    • The Phlogistinator also works well with a Medic. The healing will let you roam more confidently, and you will be able to deal crits and stay alive with impunity during an Übercharge.
  • Pair the Phlogistinator with weapons that help you gain 'Mmmmph', or ones which help negate its weaknesses in a way.
    • The Flare Gun's critical hits on burning targets will help immensely with gaining 'Mmmmph', although you need to be accurate enough.
    • The Detonator's manual detonation deals less damage than the Flare Gun, but can light opponents even if you miss slightly.
    • The Scorch Shot gives the biggest leeway for aiming, as it has both an area-of-effect and can detonate again after hitting a target.
    • The Manmelter pairs well since you can extinguish teammates, which a lack of an airblast would otherwise leave you unable to do.
    • The Powerjack lets you get into position even quicker, which is important due to your overall defenselessness.
    • The Axtinguisher can give you a massive boost of 'Mmmmph' if you happen to net a critical hit on a burning opponent.
    • The Sharpened Volcano Fragment gives you another option for afterburn, but you will usually be better off simply burning the opponent.

Secondary weapons

Shotgun +reskins

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Shotgun
Stock
Shotgun
Killicon shotgun.png 6 32 86-90 24-67 3-26 180
Festive Shotgun
Uncrate
Festive Shotgun
Killicon shotgun.png
  • The Shotgun is an excellent backup weapon. It allows you to deal damage from a safer distance, follow up an attack with your Flamethrower, or pick off escaping targets from outside the Flamethrower's range.
  • Despite being a secondary weapon, the Shotgun is a decent weapon by itself. Its large clip size and good point-blank damage gives you reliable firepower even if you decide to use it on its own. However, it lacks ranged firepower that most weapons have, so find opportunities to get close to opponents.
    • If you excel with the Shotgun, consider keeping it in hand most of the time and engaging enemies at distance before closing to finish battles with the Flamethrower. The high burst damage from the Shotgun can also save your life if you're ambushed at close range and need to quickly dispatch an opponent.
  • The Shotgun is good for several situations.
    • Sneaking is effective with this weapon, as its shape is less visible than any of your primary weapons' long nozzles. It still lets you deal a fair amount of damage quickly if caught, meaning you will be far from helpless.
    • The Shotgun is great for when your Flamethrower's limited range won't cut it for defending yourself. Its hitscan nature lets you pepper opponents at medium range while retreating or capturing an objective.
    • Use the Shotgun to weaken enemies who are retreating whilst on fire. The damage may be enough to lower their health to the point where your afterburn will finish them off.
  • While weak at range, the Shotgun can still be a viable way to cause distractions.
    • If forced to cross Sniper-heavy areas, consider firing the Shotgun at them after leaving cover. While not as useful as the Flare Guns in keeping them suppressed, Shotgun rounds can shake the scopes of rifle-carrying Snipers long enough get back to a safe spot.
    • Constantly harassing opponents at long range using your Shotgun may distract them long enough for your team to take them out from another direction.
  • Since your Flamethrower doesn't work underwater, the Shotgun will be your main weapon if you need to access underwater routes.
  • Pyro battles will let the Shotgun shine. You can simply outrange another Pyro with your bullets if they decide to walk towards you with their Flamethrower. Once they are weakened, you can go in for a Flamethrower kill. As Pyros can't be lit on fire, you will also have a major advantage against Pyros equipped with any Flare Gun variant.
  • The Shotgun synergizes well with your compression blast. At close range, knock an opponent into the air and immediately fire to deal immense damage.
    • Similarly, if you are forced to airblast your opponent so you can escape, pedal backwards while firing your Shotgun to deal some damage.
  • Due to the point above, the Shotgun benefits from the Degreaser. The faster weapon switch will give an opponent less time to react while you juggle them into the air, following up with Shotgun blasts.
    • If you plan on using this strategy primarily when attacking, you may get more success out of the Reserve Shooter instead. Take note that this will give you fewer shots to protect yourself.

Flare Gun +reskins

Weapon Kill Icon Ammo Damage
Loaded Carried Base Damage Afterburn Critical Projectile Speed
Flare Gun
Unlock
Flare Gun
Killicon flare gun.png 1 16 30 60 over 10 seconds 90 1450 Hammer units/sec
Festive Flare Gun
Uncrate
Festive Flare Gun
Killicon flare gun.png
  • The Flare Gun is an unlockable secondary weapon for the Pyro. A completely different weapon from the Shotgun, it fires one flare at a time and reloads slowly. Flares deal 30 damage but set opponents on fire, doing a maximum of 90 damage over time. Flares will also deal critical hits on burning targets.
    • The Flare Gun has a passive reload, so it will automatically reload if you are using your primary or melee weapon. This means that the reload time is not an issue if you switch weapons often. However, the reload takes some time, so remember this when trying to hit enemies from a long distance.
  • The Flare Gun, compared to the Shotgun, is far more adept at long range, as the Shotgun suffers from huge damage falloff over distance. Although flares are much harder to aim than bullets due to their travel time and arc, the Flare Gun is good for picking off enemies out of range of your Flamethrower. However, your constant reload leaves you more vulnerable to opponents than if you had your Shotgun.
    • Particularly, the Flare Gun leaves you almost helpless against enemy Pyros, as they cannot be lit on fire and they can outdamage you at range with a Shotgun. However, skilled Pyros can still perform a critical hit on enemy Pyros if they have the Degreaser equipped by leading with flames and firing the flare such that both hit the enemy Pyro at the same time.
  • Flares from this weapon have several attributes:
    • Flares will start to arc after traveling a fair distance, approximately the length of 2Fort's bridge. Be sure to compensate at long distances.
    • Flares do not have falloff damage, meaning that they do the same base amount of damage at all ranges (30 damage). The projectile is hard to dodge at medium ranges, and enemies may run into it by mistake.
  • This weapon can kill any fragile class in two hits, one from an initial igniting flare and afterburn damage, and one from a critical hit. Don't underestimate the power of this weapon; aiming correctly can eliminate opponents rather easily.
    • A Soldier takes two critical flares to go down. Keep your distance and reflect his rockets using your compression blast in order to get more opportunities to set him on fire. If a Soldier is constantly rocket jumping, you can wait until he lands, or predict his travel arc and ignite him as he flies.
    • A Heavy can survive two critical hits from your Flare Gun, but take advantage of his slow movement speed to constantly pepper him with flares. If you are unable to ambush one because they've seen you, try hitting them with repeated Flare Gun shots while popping out from behind cover to take them down.
    • Constantly healed enemies will be difficult to hit with critical flares, as healing lowers your afterburn's duration. In some cases it may require you to set them on fire with your Flamethrower before airblasting them and netting a critical hit. This reduces the chance of your afterburn simply being healed off.
  • One general use for the Flare Gun is for dispatching fleeing enemies at long range. Often, if a low or medium health class, such as a Scout, Medic, or Demoman, is ignited, they will turn around and retreat for health, leaving their backs wide open for a critical flare.
    • Even if they continue fighting, you can still have the upper hand since they will be eligible for critical flares.
  • The Flare Gun can also be your best tool for dispatching Engineers hiding behind their buildings from outside of the range of the Engineer's Sentry Gun. A critical flare will instantly eliminate him, and you or your teammates can take out his Sentry Gun straight after.
    • Note that you will have a very short window to do so if he's being healed by a Dispenser. If so, it may be better to wait for teammates.
  • Flares can be a huge issue for Snipers. If an enemy Sniper is giving you trouble, fire in his direction when he stands still to scope. Once ignited, his scope will constantly shake, and a following flare will kill any Sniper inattentive enough not to run.
    • Enemy Snipers can get rid of afterburn using Jarate and will be difficult to take down if being constantly healed, so take note of these situations.
    • Also, if an enemy Sniper has the Cozy Camper equipped and ignores your shot, simply shoot him again to outright kill him.
  • The Flare Gun can used as an ambush and counterattack weapon. When fighting lone enemies, hit them with a flare and then feign a retreat around a corner. If the enemy takes the bait, follow up with any of your weapons for a nasty surprise.
  • If an enemy is too close, light them on fire with your Flamethrower, compression blast them into the air and then finish them off with a flare while they're disoriented.
    • If you plan to do this often, equip the Degreaser to speed up the process. You should be able to take out enemies without them being able to react. Additionally, if you manage to hit an opponent after igniting them with the Degreaser. the Flare Gun will replace the Degreaser's weaker afterburn with normal afterburn (along with granting a critical hit).
    • Even though you cannot do this combo with the Phlogistinator (since it lacks an airblast), the critical hits on burning targets will help immensely for building "Mmmph".

Detonator

Weapon Kill Icon Ammo Damage
Loaded Carried Base Damage Afterburn Flare Detonation Flare Explosion Self-Damage Critical Projectile Speed
Detonator
Craft
Detonator
Killicon detonator.png 1 16 23 60 over 10 seconds 11-25 33-38 33-38 69 1450 Hammer units/sec

The Detonator is a craftable secondary weapon for the Pyro. While it functions like the Flare Gun, alternate fire will detonate any flares in mid-flight, causing a small explosion that ignites any enemies within its radius. Flares that impact on a surface can harm the Pyro, but allows players to Detonator jump a slight distance into the air. However, the Detonator deals 25% less damage to enemies, and only mini-crits burning players (both from the flare and explosion). The player additionally takes 50% more self-damage from this weapon, making Detonator jumps damaging in the long run.

  • Out of all the Pyro's Flare Guns, the Detonator offers the most versatility, sacrificing the pure damage of the Flare Gun in exchange for more leeway while aiming. While the Scorch Shot offers an even larger margin for error, the Detonator can also be relied on for its Detonator jumps, granting the player an extra edge in mobility.
  • The ability to detonate projectiles makes it more likely to hit an opponent compared to relying on direct hits, especially for hitting airborne targets. This makes it easier to hit and heckle fast foes such as Scouts and can discourage them from attempting to chase you or engage you in combat.
    • Like the Demoman and Soldier's explosive weapons, the blast radius from the Detonator's alt-fire can be used to hit targets around corners. This can be useful when retreating to ignite any enemies pursuing you, holding off advances at choke points, and flushing out foes using cover to hide from you.
  • Though the mini-crits of the Detonator aren't as powerful as the Flare Gun's full crits, they are still potent enough to kill a weakened class, particularly as a follow up to an attack by one of your primaries. Keep a close eye on any retreating opponents; a well-placed detonation could finish them off with afterburn before they can reach a source of health.
    • Remember than the Detonator lacks the damage that the Flare Gun and Shotgun excel at. If you need to take down enemies as soon as you can instead of over time, you'll be better off using either.
  • Detonated flares can be used to destroy enemy stickybombs, useful if you need to clear them off an objective or around a corner. Take note that the flare itself cannot do so, so time your detonations before your flare hits a wall.
  • The Detonator is very useful in open areas, as it is more reliable at dealing consistent damage at mid distance than the Shotgun or the other Flare Guns.
    • This also makes it more effective for long-range Spy-checking than the Flare Gun, since you can detonate flares to cover a wider area.
  • The Detonator excels in large drawn-out mid-range battles where you can't rely on ambushes. It is also a good team-oriented weapon, since enemies softened by afterburn will be easier for your teammates to take out.
    • Aim for clusters of enemies for maximum effect, and keep landing a constant stream of exploding flares to reset the burn timer, increasing your chance of an afterburn kill.
    • This works particularly well should the opposing team be lacking a Medic or another way of extinguishing your flames. Done successfully, you can effectively stall an attack by forcing numerous opponents to seek out health.
  • The self-damaging explosion of the Detonator permits the Pyro to perform a Detonator jump, a maneuver similar to a small rocket jump. The distance granted is lacking compared to explosive jumping (roughly the height of a shipping container), but it allows you to jump over obstacles, hide on certain ledges, and take routes and shortcuts that are otherwise unavailable.
    • Detonator jumps can promote a very ambush-heavy style of gameplay, letting you attack from angles that enemies don't usually expect a Pyro to be, such as jumping straight onto Sniper balconies. This is very beneficial on maps with platforms that are normally too high to reach with standard jumping (i.e 2Fort, Thunder Mountain's RED spawn).
  • Take note that Detonator jumping costs quite a bit of health. Make sure to pick up health packs so you can survive any encounters after you flare jump. Detonated flares will also damage you, although this is weaker and does not allow you to Detonator jump.
    • The self-damage can be exploited to help a Medic build his ÜberCharge more quickly.
  • Since Detonator jumps can take up a huge part of your fighting style, pair it up with certain weapons for maximum efficiency.
    • The Backburner already encourages ambushing with its 100% crits from behind. Pairing it up with Detonator jumps lets you get behind opponents more efficiently, potentially granting you several easy kills.
    • Similarly, you can easily gain "Mmmph" for the Phlogistinator by Detonator jumping into enemy territory. If that is not possible, you can use detonated flares to ignite multiple opponents for charge while staying back.
  • Pairing the Detonator with the Back Scratcher lets you maximize the healing gained from any health kits you will certainly rely on, especially if you are planning to be fighting behind enemy lines. Even a small health kit will heal most of the damage from two consecutive Detonator jumps.

Reserve Shooter

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Reserve Shooter
Craft
Reserve Shooter
Killicon reserve shooter.png 4 32 86-90 24-67 3-26 180

The Reserve Shooter is a craftable secondary weapon for the Pyro. It deals mini-crits to any opponent sent airborne by knockback, such as from the compression blast, explosions, and the Grappling Hook. It also speeds up weapon draw and holster speed by 20% and 15%, respectively. However, the Reserve Shooter has a 34% smaller clip size, allowing only four shots.

  • This weapon encourages using the "Puff and Sting" tactic, in which you airblast an enemy before switching to the Reserve Shooter to score mini-crits. It is less effective as a backup weapon since you lose two shots compared to the Shotgun, so equip it if you go for airblasts often.
  • Note that the mini-crits apply to any enemy sent flying due to knockback, not just enemies launched in the air by your compression blast. It is possible to juggle enemy Soldiers and Demomen by reflecting their explosives at their feet, before finishing them off with the Reserve Shooter.
    • However, this weapon does not do mini-crits to enemies doing a standard jump. Scouts, in particular, will not be eligible for mini-crits during their double jump.
  • Because mini-crits ignore damage falloff, this weapon is slightly more adept at long range than the Shotgun. Although more situational and less effective than the Flare Gun, you can shoot explosive-jumping Soldiers or Demomen, and enemies juggled by your teammates for some damage.
  • The Reserve Shooter only has four shells, making it less effective for self-protection and prolonged combat. However, a point-blank mini-crit shot is very powerful, allowing you to eliminate opponents very quickly.
    • Try to aim for the center of the target as much as possible to reduce risk of missing and wasting ammo. You don't want to be caught reloading, since it leaves you wide open.
  • Since the Reserve Shooter grants decreased switch speed, you can pair it with the Degreaser to switch weapons extremely quickly. Pair the duo with the Axtinguisher to mitigate the weapon's sluggish switch-to speed.
    • It is generally a bad idea to pair the Reserve Shooter with the Backburner or Phlogistinator, since the former has major penalties to airblasting and the latter cannot do so entirely. This will grant you less opportunities for mini-crits, since you can't send opponents into the air as often (or at all). You may equip it solely for the faster switch speed, which will make you less vulnerable while switching weapons.

Manmelter

Weapon Kill Icon Ammo Damage
Loaded Carried Base Damage Afterburn Critical Projectile Speed
Manmelter
Craft
Manmelter
Killicon manmelter.png 4 30 60 over 10 seconds 90 3000 Hammer units/sec
  • The Manmelter is a craftable secondary weapon for the Pyro. It is a Flare Gun which carries unlimited reserve ammunition, and fires flares that are 50% faster than those from other Flare Guns. Additionally, it has the ability to extinguish burning teammates using alternate fire, which grants a stored critical hit similar to the Frontier Justice and Diamondback. Up to 35 crits can be stored in this way, which are lost upon death. As a drawback, the Manmelter cannot deal critical hits in any other way.
    • Extinguishing a teammates also grants 20 health in a similar manner to compression blasting. However, the Manmelter's alternate fire can only extinguish, and cannot reflect projectiles.
  • The Manmelter is more often a tool than a weapon; it's alternate fire does not have a cooldown and uses no ammunition, making it a cheaper option to extinguish teammates, and the crits you gain from doing so can be very powerful burst-damage options. However, without any burning teammates around, the Manmelter's slow reload and inability to deal extra damage on burning targets makes it lack in power when compared to the other Flare Guns.
  • Note that the alternate fire's vortex can only extinguish one teammate at a time, compared to the compression blast which can extinguish any teammates in front of your weapon. If extinguishing multiple teammates, it will take some time.
  • The Manmelter's extremely fast projectile makes a negligible difference at close/mid range, but it will hit first at long range when compared to your other Flare Guns. This makes it hit distant opponents more consistently.
    • Despite the speed of your flare, the Manmelter has a lengthy reload time. Be wary once you fire a shot, as you will be wide open for retaliation.
  • Since the Manmelter's crits are guaranteed, it is a reliable finishing weapon even against Pyros; they may be immune to afterburn, but not to the damage from your flares.
    • Players often flee when hit by a regular Flare Gun, which can make landing a critical hit with a second shot difficult. With a stored crit, you will do a total of 130 damage (afterburn included), which can kill any fragile class that can't reach sources of health in time. This can help you combat Snipers or Scouts, who will often retreat after being ignited.
  • Remember to avoid wasting stored crits enemies immune to critical hits, such as a group being buffed by the Battalion's Backup, or on a Vaccinator Medic or his patient if the weapon is set to fire-resistance.
  • Whilst it makes sense to take a Shotgun when against other Pyros, remember the Manmelter's power increases with the number of enemy Pyros. It's somewhat situational, but should it be used in against the right enemy composition, the Manmelter can practically harvest guaranteed crits off of burning allies.
    • Even just one enemy Pyro can still set multiple allies on fire. It's very possible to provide support by constantly extinguishing them as they are being burned, harvesting a good handful of crits in the process, while they focus on killing the attacking Pyro.
  • Since the Manmelter provides a free extinguishing ability, it pairs excellently with the Backburner or Phlogistinator. With help from this weapon, the Backburner's expensive airblast can be saved for more important times, while the Phlogistinator will be granted an alternate extinguishing capability that the weapon itself lacks.
    • The Manmelter's increased projectile speed also pairs well with the Phlogistinator, as it is much easier to keep your distance while charging your "Mmmph" gauge.

Scorch Shot

Weapon Kill Icon Ammo Damage
Loaded Carried Base Damage Afterburn Critical Projectile Speed
Scorch Shot
Craft
Scorch Shot
Killicon scorch shot.png 1 16 15 60 45 1450 Hammer units/sec

The Scorch Shot is a craftable secondary weapon for the Pyro. It fires special flares that explode upon contact of a surface, regardless of whether it hits a player, the ground, or other objects. Initial direct hits on an enemy or teammate will cause the flare to bounce before it drifts to the ground and explodes; the flare itself and its explosion will set opponents on fire. The world explosion can be used to flare jump, which grants comparatively lower height but lower self-damage compared to the Detonator. Additionally, any enemy hit directly by a flare will be sent backwards by knockback, while the flare will mini-crit (direct hits and explosion alike) and deal increased knockback against burning targets. As a downside, the Scorch Shot deals 35% less damage, and grants 35% less self-knockback, making flare jumps less effective.

  • The Scorch Shot was designed to grant the player an easy method of igniting enemies.[1]. While its flares cannot be manually detonated like the Detonator, its lasting, exploding flares can easily set groups of enemies alight without needing careful aim.
  • While it comes with a damage penalty, this weapon excels at keeping opponents on fire rather than dealing direct damage. This makes it useful for constantly pestering and softening opponents, especially if they lack a Medic or source of healing.
    • That being said, this weapon cannot deal immense damage with a "Puff and Sting" tactic (igniting an enemy before airblasting them and firing your secondary weapon). This makes you disadvantaged if you need to eliminate an enemy immediately.
  • An enemy Pyro wielding something other than the Scorch Shot will have an advantage over you due to the Scorch Shot's minimal damage. However, you can use the flare's knockback to push the Pyro away as you retreat.
  • The knockback of this weapon makes it useful for support, as you can knock opponents that are out of reach of your compression blast. Note that the angle in which the flare hits does not affect the direction an enemy is sent flying: they will always be sent backwards, even if you pelt them from above or below.
    • With your flares, push enemies away from an important area or knock them into a hazard. Such an example can be seen on Doomsday, where your flare is capable of knocking the Australium carrier off, potentially lighting any nearby enemies as well.
  • The Scorch Shot's explosive radius makes it great for attacking bunched-up opponents. Additionally, the projectile fired by the Scorch Shot falls on the ground after hitting an enemy and can ignite targets a second time once it hits the ground, so it is ideal to use in corridors leading from the enemy spawn or in narrow areas where enemies are constantly advancing.
    • These advantages also make the Scorch Shot a potent Sniper deterrent. Fire at Sniper-heavy areas to keep enemy Snipers distracted and constantly searching for health, thus removing them from the battle entirely.
  • The explosion from the flares can also destroy Stickybombs, making this an ideal weapon for clearing traps and defending Engineer buildings. It is arguably more effective at doing so than the Detonator, as it can be very difficult to manually detonate flares near a wall.
  • Keep in mind that burning targets will be eligible for mini-crits and will be knocked further. As the Scorch Shot tends to set enemies on fire easily, opportunities to finish opponents with mini-crits or push them back a distance will show themselves often.
  • Since direct hits send enemies flying, the Scorch Shot is ineffective for close-range combos utilizing your airblast. You can work around this by using the knockback to pin someone in a corner while you pull out your Axtinguisher.
  • The Scorch Shot's explosion can be used to perform a shorter, less damaging flare jump. This can be useful to access low ledges with a smaller self-damage penalty, and can potentially save you from a near-fatal blow if timed right. To help visualize the jump height, a Pyro can scorch jump slightly higher than a Double Jump from the Scout.
    • Outside of flare jumps, shooting at one's feet with the Scorch Shot can cause all enemies surrounding you to be lit on fire. This is good for tight situations where you're low on ammo on your primary and want to get as much damage done as possible.
  • If using the Phlogistinator or Backburner, the Scorch Shot can be used just like an airblast to knock opponents away as you retreat. However, you will still be disadvantaged at extinguishing teammates; if that is priority, consider equipping the Manmelter.

Panic Attack

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Panic Attack
Craft
Panic Attack
Killicon panic attack.png 0 32 86-90

(Health-depending)

24-67

(Health-depending)

3-26

(Health-depending)

180

[6 damage × 10 pellets] (Health-depending)

The Panic Attack is a craftable secondary weapon for the Pyro. It is a Shotgun that has a 50% faster switch and reload speed, 30% faster firing speed, along with a fire rate and bullet spread as that increases as health decreases. Upon pressing and holding down primary fire, the player will begin loading shells into the magazine port, and will continue to do so as long as primary fire is held down. Upon releasing, the player will fire all shots one-by-one. Up to four shells can be loaded and fired in this fashion.

  • The Panic Attack is a high risk and reward weapon, which encourages you to use it when your health is low. As a Pyro, your Flamethrower already excels at close-range encounters, so you may opt to use it as a powerful last resort against opponents that are too far away for you to engage with your Flamethrower.
    • Compared to the Shotgun, the Panic Attack has a wide window of vulnerability when you are loading up shots. As such, it is a less reliable weapon for self-protection, since you cannot use it immediately. Optimally, you should switch to the Panic Attack and begin loading before you see any threats.
  • You can bait an enemy around a corner once you are injured. Load up the Panic Attack and blast your enemy in the face should he turn the corner to finish you off.
  • The pre-load requisite makes the Panic Attack ineffective for "Puff and Sting" tactics, as enemies would already have landed before you can load up four shots. At most, you will be able to catch unaware targets with it.
  • Use the Panic Attack alongside other teammates. This will reduce the chances of you being singled out and killed before you can take advantage of the faster firing speed.

Melee weapons

Fire Axe + reskins

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Fire Axe
Stock
Fire Axe
Killicon fire axe.png 0.8 seconds 65 195
Saxxy
Promotional
Saxxy
Killicon saxxy.png
Conscientious Objector
Craft
Conscientious Objector
Killicon conscientious objector.png
Frying Pan
Promotional
Frying Pan
Killicon frying pan.png
Lollichop
Craft
Lollichop
Killicon lollichop.png
Freedom Staff
Craft
Freedom Staff
Killicon freedom staff.png
Bat Outta Hell
Drop
Bat Outta Hell
Killicon bat outta hell.png
Ham Shank
Drop
Ham Shank
Killicon ham shank.png
Necro Smasher
Achievement
Necro Smasher
Killicon necro smasher.png
Crossing Guard
Uncrate
Crossing Guard
Killicon crossing guard.png
  • When used, the Fire Axe's effect is much more likely to be passed off as a stray bullet from outside the target's field of view than being attacked by the Flamethrower is. To this end, it can be used to knock down a target's health before attacking with the Flamethrower.
  • While not as effective as the Axtinguisher with the "Puff and Sting", the Fire Axe can still deal significant damage to enemies if they are pinned to a wall or corner, and random critical hits have the same effect. This can be effective on enemy Pyros, since the Axtinguisher deals little damage to enemies not on fire.
  • Considering that you're already at melee range with your Flamethrower, the Fire Axe is somewhat redundant, as the Flamethrower can deal far greater damage in a shorter amount of time. Thus, it's a good idea to use the Fire Axe to conserve Flamethrower ammo, or opt to use a different melee weapon. The additional benefits supplied by other melee weapons can be more useful to you than the neutrality of the Fire Axe.

Axtinguisher + reskins

Weapon Kill Icon Attack Interval Damage
On Burning Enemies On Non-Burning Enemies and Buildings Critical
Axtinguisher
Unlock
Axtinguisher
Killicon axtinguisher.png 1 second 44 11 131
Festive Axtinguisher
Uncrate
Festive Axtinguisher
Killicon axtinguisher.png
Australium Axtinguisher
Advanced+ Mann Up Reward
Australium Axtinguisher
Killicon axtinguisher.png
Postal Pummeler
Craft
Postal Pummeler
Killicon postal pummeler.png

The Axtinguisher is an unlockable melee weapon for the Pyro. It deals guaranteed critical hits on any enemies that are on fire. However, this comes with several downsides: the Axtinguisher has a 75% increased draw speed, 20% slower swing speed, deals 33% less damage, and cannot roll for random critical hits.

  • The Axtinguisher is an immensely powerful weapon, but its downsides make it considerably difficult to land a hit on an opponent. Your target will almost be guaranteed to be on fire since your primary weapons set enemies alight, but the Axtinguisher's massively sluggish draw speed and slow swing speed will give your opponents ample time to react, and makes it likely for you to miss swings.
  • It is ineffective to run straight towards burning enemies expecting to get a hit. Ambushing or using "Puff and Sting" tactics will help you get opponents in the perfect position while you draw your Axtinguisher.
    • "Puff and Sting" tactics work very well with this weapon. Blasting targets into a corner or into a wall will restrict their movements, disorient them, make it harder for them to counterattack, and line them up for a perfect chance to land the killing blow as the enemy is coming down.
    • Drop down from above or take alternate routes whenever possible. This maximizes the amount of time you have before your opponent can react.
  • If your target is burning, it takes one hit to kill a non-overhealed Scout, Engineer, Sniper, and Spy, while a Medic and Demoman will die in two hits (or a few seconds later if afterburn is accounted for).
    • Soldiers (and Demomen equipped with Ali Baba's Wee Booties or the Bootlegger) require two hits to take down effectively, while a Heavy needs three. Be careful when going up against these classes, as you may not be able to swing that many times before you get noticed.
    • If used to ambush bigger classes, the Flare Gun may give you a better chance of successfully landing an Axtinguisher hit, as it sets them on fire from a longer distance and thus gives you more time to switch to the Axtinguisher while closing the distance, as well as increasing the burn duration.
  • The Degreaser is a natural pair with the Axtinguisher, as it allows the player to draw the Axtinguisher in around the same time as a regular weapon switch. This makes it all the more potent for close range combat, as enemies will have very little time to react.
    • This combo is very useful for ambushing classes with high health, such as Heavies, Soldiers, and Demomen. While these classes can react easily should you be using another Flamethrower, they will only have a second to react to a Degreaser-Axtinguisher combo, and can be taken down relatively quickly.
    • Additionally, the Reserve Shooter's decreased switch speed stacks with the Degreaser, allowing you to draw the Axtinguisher even faster. Use this for an excellent 'Puff And Sting' method.
  • Working with a Medic can help you net critical hits more easily. The constant healing will make you more durable even if you attempt an Axtinguish head-on.
  • If using the Axtinguisher and Degreaser combo, you can exploit the physics of flames to your advantage by firing flames while dropping from above, then using the improved weapon switch speed to ready the Axtinguisher just before reaching your target. Because flames travel at a fixed speed, it is possible to fall faster than your fire travels, letting you reach an enemy at the same time as your flames do, and thus net a critical hit. Notably, this is one of the few ways to kill an enemy Pyro with a critical hit from the Axtinguisher without the help of another allied Pyro.

Homewrecker + reskins

Weapon Kill Icon Attack Interval Damage
On Enemies On Buildings Critical
Homewrecker
Craft
Homewrecker
Killicon homewrecker.png 0.8 seconds 42-55 130 147
Maul
Promotional/Craft
Maul
Killicon maul.png

The Homewrecker is a craftable melee weapon for the Pyro. It does double damage against Engineer Buildings and has the ability to destroy Sappers placed by enemy Spies in one hit, but inflicts 25% less damage against non-building targets.

  • The Homewrecker does less damage against players than the stock Fire Axe. As such, the Homewrecker is not a good choice for those who often engage in melee combat. However, the Homewrecker's positive attributes more than make up for its lower damage rate against enemies, giving you a more effective support role than an offensive one.
    • Random critical hits still deal 147 damage, enough to take out any fragile class.
  • The Homewrecker can readily two-shot any building at full health in 1.6 seconds, or 0.8 seconds after the first swing, which is marginally less time than the Flamethrower in certain circumstances. Notably, you can destroy Combat Mini-Sentry Guns in a single hit.
    • However, considering that you're already at melee range as a Pyro in any case with your Flamethrower, it may be more efficient to simply burn the building and any enemies near it. Depending on the situation, the extra damage against buildings may be harder to take advantage of.
  • Do not approach a Sentry Gun while it is active. If possible, hit a Sentry while the Engineer is building it to weaken the enemy's defenses, or work alongside a friendly Übercharge to get close to one.
  • One of the best times to use the Homewrecker is on Wrangled Sentry Guns once the Engineer controlling it is dead, as you stand a good chance of destroying the Sentry Gun before it can re-activate.
  • With the Homewrecker equipped, you are a best friend to any Engineer. Your Flamethrower's flames will keep out Spies, while your Compression Blast will toss away rockets, grenades, stickybombs, and ÜberCharged players. The Homewrecker also allows you to remove Sappers, which can save the work of an Engineer while he's away.
    • Even if you are not actively playing as the Pyro, you can prepare the Homewrecker in your loadout and switch to it once you see a Sapper being placed. This will happen most often with Teleporters, as it takes very long to get a Teleporter system up; spare a few seconds to switch classes in order to save one from going down.
  • Like most Strange weapons, the Homewrecker counts player kills. If you want to keep track of any buildings you've destroyed, or Sappers removed, you'll need to add the relevant Strange Part.

Powerjack

Weapon Kill Icon Attack Interval Damage Healing
Point Blank Critical From Kill
Powerjack
Craft
Powerjack
Killicon powerjack.png 0.8 seconds 65 195 25

The Powerjack is a craftable melee weapon for the Pyro. It grants the user 15% faster movement speed while active, and killing an enemy with this weapon restores 25 HP, which grants Overheal should the player be at maximum health. However, the user will take 20% more damage from all sources while the Powerjack is held.

  • Compared to your other melee weapons, the Powerjack grants the most utility. Its speed boost lets you get in and out of battles faster than normal, and the health on kill, though minor, can be enough reason to use it for melee combat. Since you take more damage while it is out, it is inadvised to walk around with this weapon; instead, use it whenever you are safe to maximize its efficiency.
  • Due to the damage vulnerability, it's recommended to only use this weapon in ambushes where the enemy will not have enough time to counter. In direct combat, most kills will be gained with the "Puff and Sting" tactic, where you ignite then airblast an unaware opponent into a corner or otherwise restrictive space before finishing off with melee hits.
    • Considering you already excel at melee combat, the extra damage you take can be negligible so long as you time your weapon switches well.
  • Unless fully overhealed, it can be useful to attempt getting a Powerjack kill as often as you can, due to its health on kill. However, don't start fights you can't finish.
    • If facing an enemy you are sure you can defeat, such as an idle Sniper or a lone Spy, be opportunistic and whack away at them. It is better to gain 25 health from a Powerjack kill than to burn him down with a Flamethrower and gain no benefits.
  • Whittling down the foe's health using a Flamethrower or a secondary, then ending off with a Powerjack hit is a good way to kill enemies without having them retaliate with an attack of their own. This is a better strategy compared to rushing in with the Powerjack, as attentive opponents can simply strafe out of the way and hit you while your have increased damage vulnerability.
  • The faster move speed allows you to get to the fight faster and ambush enemies quicker; you'll often get to the front lines right after the Scout. The speed is also useful as a means of escape, especially since you'll be fighting at melee range often and will often be at low health.
    • If using the Powerjack to retreat, only do so if you know you can reach a health source with friendlies providing cover fire, as the 20% extra damage vulnerability will make you easy to kill, especially at low health.
  • The Powerjack's versatility can be useful with several weapons.
    • The Backburner works well with the Powerjack, as you can run to flank locations faster, thus making ambushes easier to pull off.
    • The Phlogistinator works in the same way, letting you get to battles quickly to gain "Mmmph" before retreating faster than usual.
    • The Detonator amplifies your mobility with its flare jumps, and you can use the Powerjack whenever you aren't jumping to maximize your movement speed.
    • The Degreaser's decreased switch speed lets you deal "Puff and Stings" much faster, and significantly lowers the odds of you getting hit while you have the Powerjack out. This makes weapon heckling and gaining a Powerjack kill much easier.

Back Scratcher

Weapon Kill Icon Attack Interval Damage Healing
Point Blank Critical From Small Health Packs From Medium Health Packs From Mediguns From Dispensers From Payload Carts
Back Scratcher
Craft
Back Scratcher
Killicon back scratcher.png 0.8 seconds 81 244 54 132 6-18/sec 2.5-5/sec 2.5/sec

The Back Scratcher is a craftable melee weapon for the Pyro. It does 25% more base damage than the Fire Axe, and passively raises healing gained from health packs by 50%. However, it reduces the player's healing rate from Medics, Dispensers, and the Payload cart by 75%.

  • The Back Scratcher is ideal for Pyro players who prefer a "Roamer" playstyle; the added healing from health packs makes surviving while behind enemy lines considerably easier. Conversely, the Back Scratcher is generally less effective if you tend to depend on friendly healing sources, as it will take a considerably long time to regain your health.
    • For this reason, do not use this weapon if you're on offense on a Payload map, and constantly pushing the cart. Healing from the cart will be diminished, which prevents you from actively gaining health while pushing.
  • Try not to ask for healing from Medics if you have this weapon equipped, as it will force Medics to heal you for a much longer time. This can be a huge issue if there are many injured teammates around, as you will distract the Medic from patients who need the most help.
    • For the same reason, avoid being a pocket for a Medic, as the decreased healing rate makes it ineffective for tanking damage.
      • However, if you're in a safe spot, you can help a Medic build up his ÜberCharge quickly. As Medi Guns build more ÜberCharge while healing injured targets, your decreased healing will keep the Medi Gun building at the maximum charge rate for a very long time.
  • Compared to your other weapons, the Back Scratcher doesn't deal incredibly high damage like the Axtinguisher, and does not grant increased movement speed and health on kill like the Powerjack. However, it has no draw time penalty like the former, and its increased damage and no damage vulnerability makes it more effective for melee combat than the latter, making it as viable for melee combat as either weapon.
    • As always, "Puff and Sting" tactics will help you get a Back Scratcher kill. Compression blast an opponent into the air before swinging; the higher damage means less swings for a kill.
  • Critical hits from this weapon deal 244 damage, making the Back Scratcher one of the few melee weapons that can one-shot a Soldier at full health. As such, do not underestimate the power of the Back Scratcher, especially with random crits enabled.
  • The Back Scratcher is an ideal weapon against enemy Pyros. If you consistently land hits, you will be able to out-damage any of his weapons, with the exception of the Backburner from behind.
    • Pyros equipped with any Flare Gun variant or the Axtinguisher will be especially disadvantaged, as these weapons require an opponent to be on fire for high damage, and you can't be lit on fire.
  • The Back Scratcher is a great weapon for Medieval Mode. Since all enemies drop health packs and only melee weapons are allowed, the damage bonus and increased healing from packs can make you a force to be reckoned with.
    • A coordinated Back Scratcher Pyro and Candy Cane Scout can make for strong allies, both in and out of Medieval Mode. the Pyro can engage enemies, distracting them while the Scout comes in to finish them off, awarding a boosted health kit for the Pyro to use.
  • The Back Scratcher pairs well with the Detonator and the Scorch Shot, as both cause self-damage through flare jumping. The added healing from the Back Scratcher allows you more attempts to reach ledges with health kits only easily accessible to Scouts, Demomen, and Soldiers with the reward of a large healing boost.
  • Since the Back Scratcher promotes roaming, both the Backburner and Phlogistinator have synergy with this weapon. Both weapons work very well when working behind enemy lines, and the boosted health kits will help you with your playstyle.

Sharpened Volcano Fragment

Weapon Kill Icon Attack Interval Damage
Point Blank Afterburn Critical
Sharpened Volcano Fragment
Promotional/Craft
Sharpened Volcano Fragment
Killicon sharpened volcano fragment.png 0.8 seconds 52 60 over 10 seconds 156

The Sharpened Volcano Fragment is a promotional and craftable melee weapon for the Pyro. It ignites enemies on hit, but deals 20% less base damage than the Fire Axe.

  • The Sharpened Volcano Fragment can be used to ignite enemies in situations where using the Flamethrower would alert the enemy to a nearby Pyro. However, its reduced damage reduces its utility in other situations where killing the enemy has higher priority than stealth.
  • Because the Sharpened Volcano Fragment deals heavy damage and has standard afterburn duration and damage, it's much better suited for hit-and-run tactics, rather than attacking enemies head-on.
    • However, considering that your primary weapon already sets opponents on fire, has a longer range, and can kill most classes quickly with focused fire, the Sharpened Volcano Fragment's advantages may be negligible in most situations. Furthermore, your other melee weapons generally have more utility over the Sharpened Volcano Fragment (such as the Axtinguisher's extreme damage, Powerjack's overall versatility, and Homewrecker's ability to remove Sappers), which may be more tempting to have than afterburn-on-hit.
  • Despite its lower base damage, a critical hit with the Sharpened Volcano Fragment can be extremely lethal on classes that are not overhealed. Counting afterburn, a critical hit can deal enough damage to kill every non-overhealed class except for the Heavy, and overhealed Scouts, Snipers, Spies, and Engineers.
  • As the Sharpened Volcano Fragment sets opponents on fire with no ammo cost, it can be useful for Spychecking teammates when conserving ammunition is a priority. This is especially true with the Backburner or Phlogistinator, weapons that burn through ammunition quickly due to their reliance on primary fire or an expensive airblast cost.
  • Be careful against enemy Pyros; since they cannot be set on fire, the Sharpened Volcano Fragment's lower base damage will make you disadvantaged against them should both of you fight in melee combat, unless the enemy Pyro is equipped with the Axtinguisher.
  • In Medieval Mode, the Sharpened Volcano Fragment is one of only two weapons capable of igniting enemies. This can provide a useful tactical advantage for teammates, both doing damage over time and "marking" targets for a Scout with the Sun-on-a-Stick or fellow Pyro wielding the Axtinguisher.
  • The Sharpened Volcano Fragment can work well with several weapons.
    • Use the Fragment to negate the afterburn penalty of the Degreaser. As the most recent afterburn takes priority, simply hit an opponent with the Fragment after you set them on fire with the Degreaser to keep the Fragment's more damaging afterburn on them.
    • At close range, a hit from the Sharpened Volcano Fragment deals more damage than a puff of flame, allowing you to do more burst damage with a Flare Gun combo than if you switched from the Flamethrower.

Third Degree

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Third Degree
Craft
Third Degree
Killicon third degree.png 0.8 seconds 65 195

The Third Degree is a craftable melee weapon for the Pyro. It deals standard Fire Axe damage, but will transfer all damage done to all targets being healed by a Medic beam or the Medicating Melody.

  • Compared to the Fire Axe, the Third Degree has no downsides. As such, it is recommended to use the Third Degree if the player has it.
    • However, the Third Degree is situational compared to your other melee weapons. Do you know if the opposing team has Medics? If they don't, stick with a different weapon, as the Third Degree is simply a Fire Axe if so.
  • If more than one Medic is healing a single target or Medics are forming a "chain", hitting just one player will damage them all.
    • The same applies for an enemy Medic's Medicating Melody; hitting the Medic will damage all enemies in the healing radius, which can prove immensely useful.
  • Although situational, critical hits transfer to all targets too, letting you deal immense burst damage to multiple healed targets at once. While this may be able to kill a Medic and his injured pocket, any Medics being overhealed (such as being healed by other accompanying Medics) will only be left at severely low health since they can be overhealed to 225 health. If possible, swing twice.
  • The Third Degree is a useful tool for ambushing strong 'pocket' duos. Timed suicide attacks on an unaware pocketed class may succeed in taking down their Medic.
    • However, since your Flamethrower already does high damage at close range, it may be worthwhile to simply burn a pocket duo to the ground due to how distracting flames can be. The Third Degree shines when you can take down an injured Medic and his patient together, so look out for opportunities.
  • Depending on the situation, the Axtinguisher can do a quicker and more reliable job at Medic pair killing compared to the Third Degree, but has its own downsides. While you can take down a Medic or his pocket quickly by puffing him on fire before netting a guaranteed critical hit, the Axtinguisher's slower draw speed leaves you more open. Weigh your options and choose the most reliable weapon.

Neon Annihilator

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Neon Annihilator
Promotional/Craft
Neon Annihilator
Killicon neon annihilator.png 0.8 seconds 52 156

The Neon Annihilator is a promotional melee weapon for the Pyro. It deals guaranteed critical hits on wet opponents (one covered in water, Jarate, or Mad Milk), and any player for 5 seconds after they have been in contact with water. It can also remove Sappers from friendly buildings in two hits. As a drawback, this weapon deals 20% less damage against players and does not roll for random critical hits.

  • The weapon may seem to contrast with the Pyro's fire-based abilities, but it does give some powerful utility in maps with a lot of water. Because your primary weapons and flare guns do not work underwater, the Neon Annihilator allows the Pyro to be effective where he would otherwise be at a large disadvantage.
    • The effectiveness of this weapon depends almost entirely on the terrain; on maps with little or no water, you will be much better off using a different melee weapon. You may also find opportunities to net a critical hit if your team has a Scout using Mad Milk or a Sniper using Jarate, but this shows itself less often than setting opponents on fire for a critical hit from the Axtinguisher, for example.
  • Burning enemies will likely rush to the nearest source of water to extinguish themselves. This allows you to chase them down and finish them off with a critical hit. You can also use the compression blast to force them into water, and the Annihilator should do the rest; two critical hits will kill any class except a fully overhealed Heavy.
  • Pairing with a Scout using Mad Milk can be a very effective combination; you can deal critical hits on drenched opponents, gaining a lot of health in the process. If the Scout also wields the Sun-on-a-Stick, he can deal full critical hits to opponents once you ignite them.
  • Most waterways are low, secluded, and often tight spaces. This weapon is great for ambushing people trying to get behind friendly lines and can prove great for securing locations for Engineer nests in enemy bases.
  • The Neon Annihilator can remove Sappers from friendly buildings, albeit with two hits compared to one from the Homewrecker or Maul, making it less reliable for the job. However, it can be a better option that the Homewrecker on maps with water, as it can function both as a powerful weapon and an utility to save an Engineer's buildings.

Taunt attacks

Armageddon

Kill Icon Weapon Damage Duration Details
Armageddon
Armageddon
Killicon armageddon.png Rainblower 400/15 5 seconds The Pyro blows a stream of bubbles as a rainbow forms over him, complete with a sparkling Balloonicorn in the center of the rainbow. The Pyro then leans over as foreboding music plays, causing the rainbow to become engulfed in flames while the Pyro laughs demonically. Players not in Pyroland see a stream of fire instead of a rainbow.
  • The Pyro's Armageddon taunt possesses the largest damaging radius of any taunt kill, capable of immolating several unaware enemies in flame.
  • Unlike other taunt kills, for each player caught in the taunt's radius, damage is halved. The closest will receive 400 damage, the next closest will receive 200 damage, and so on. Foes in the taunt's radius that are not immediately killed will suffer afterburn damage as normal.
    • Its damage means it will be unable to kill an overhealed Heavy, although the opportunity should not present itself often.
  • Lurk around corners in populated areas in the hopes of catching large groups of players by surprise; even if you die in the attack, you will still have dealt a significant amount of damage.
  • Being one of the most noticeable and longest taunts, achieving one kill requires an extreme amount of luck and skill.

Hadouken

Kill Icon Weapon Damage Duration Details
Hadouken
Hadouken
Killicon hadouken.png Shotgun
Reserve Shooter
Flare Gun
Detonator
Manmelter
Panic Attack
500 3 seconds The Pyro winds his hands back, concentrates, then releases his inner fire energy as a Hadouken. Capable of hitting multiple enemies and can destroy buildings. If the enemy survives the attack, he will be set on fire.
  • At the beginning of a round, on a level with setup time (like Gold Rush or Dustbowl), taunting with 0:01 left on the timer will cause the taunt to launch just as the gates open and may catch more inattentive players in the blast.
  • An inattentive Sniper or an idle player can be the perfect target for a surprise attack or humiliation.
  • This taunt can take out multiple enemies, so it's very useful against groups of enemies, if timed well.
  • A successful Hadouken hit can instantly fill the Phlogistinator's "Mmmph" meter.
  • Note that the Hadouken can destroy unattended buildings. This can be useful during Humiliation, or if you want to cut down on time and ammunition. Use it to destroy Dispensers and the like - but be warned. If an enemy Engineer catches you whilst attempting to Hadouken, you will be unable to prevent him from dispatching you with his Shotgun, for instance.

Execution

Kill Icon Weapon Damage Duration Details
Execution
Execution
Killicon scorch shot.png Scorch Shot 400/15 3 seconds The Pyro holds his Scorch Shot upwards, before bringing it down to aim ahead and fire. The shot uses ammo, and point blank shots do potent damage; shots beyond that range do standard damage.
  • Since the taunt takes about three seconds and takes considerable accuracy and luck to catch an opponent up close, it's recommended that this taunt is saved for the end of rounds.
  • When an enemy is hit from point-blank range, the shot will do 400 damage against them; however, shots beyond said range will do standard damage.
    • Like the Armageddon taunt, this will not be able to kill an overhealed Heavy, although attempting it is reckless in any case.
  • Like the Showdown taunt, your shot will be aimed towards wherever your crosshair is looking at. This means despite the animation's looks, you can aim up or down and still hit an opponent, though remember that only point blank shots do full damage.
  • This taunt is roughly three seconds long and completely silent before it fires, giving the option to surprise enemies rounding corners.
  • Remember that the shot will damage you if the projectile hits an obstacle or enemy too close to you.
  • A successful point blank shot will fill up the Phlogistinator's "Mmmph" meter completely.
  • Since this taunt uses up ammo per shot, you won't be able to attempt it as often as the Hadouken taunt unless you're alright with wasting ammunition.

Weapon combinations

Cooperative Class Strategies

Leaderboard class scout.png Scout

  • The Pyro and Scout are both excellent ambushing classes. A coordinated ambush can result in killing practically any enemy without too much effort.
  • Your ability to airblast syncs well with Scouts' aimed projectiles. Pinning an enemy against the wall while the Scout launches a Sandman ball, Mad Milk, or Flying Guillotine can result in an easy kill.
  • A combination of the Neon Annihilator and the Mad Milk of the Scout allow to gain massive amounts of health with your critical hit.
    • Scouts carrying the Force-A-Nature can cause enemies to fly backwards while your Scorch Shot lets you harass enemies from a distance, making the two of you able to push enemies around as you please.
  • The pair of you are capable of taking out a sentry nest all by yourselves. Have the Scout go in with a Bonk! Atomic Punch to attract the Sentry Gun's attention. As a Pyro, you can now go in and rapidly damage the Sentry Gun, potentially killing the Engineer as you do so.
    • If the Engineer decides to wrangle, you can sneak up and kill him quickly before he notices you. If you have the Homewrecker equipped, you can use that to break the sentry before it reactivates.
    • Note that this strategy will likely not work if a sentry nest has more than one Sentry Gun.
  • Once the Pyro sets an enemy on fire, that foe can be finished off quickly by a Scout with the Sun-on-a-Stick.
  • An enemy doused in Mad Milk can be critted by your Neon Annihilator, in addition to the healing you get from it.
    • A Flare Gun may be a good choice of secondary weapon if you are fighting alongside a Scout with Mad Milk. Opponents tend to retreat when doused, and a Flare Gun-type weapon can ignite the enemy at longer ranges, granting you extra healing as they take damage. A Detonator is ideal if the Scout can douse several opponents, as you can ignite all of them with a well-placed Detonator explosion and reap the benefits.
  • A Scout equipped with a Candy Cane that kills an enemy will drop a health pack for you, beneficial if you're carrying the Back Scratcher. Likewise, their new-found weakness to explosives can be countered by airblasting explosives.
    • A Scout with the Pretty Boy's Pocket Pistol will greatly benefit from having a Pyro deflecting proyectiles thar are going near him since he'll be more vulnerable to all kind of damage by 20% while using it, that could be the difference between surviving or not the splash of a rocket.
  • The combination of your afterburn and the bleeding effect of a Scout's Boston Basher, Three-Rune Blade, Wrap Assassin, or Flying Guillotine can result in very powerful gradual damage.
  • If the Scout manages to hit your opponent with the Fan-O-War, you can easily go in with your primary to finish them off.

Leaderboard class soldier.png Soldier

  • Paired together, Pyros and Soldiers are the most mobile-yet-bulky pairs in the entire game, making you excellent in carrying out a small push. Heavies are generally slow while Demomen are left with little health after sticky-jumping.
  • Whereas mid-range and long-range combat are your weaknesses, a Soldier can cover your shortcomings by firing rockets at enemies that wander outside the range of your primary. Likewise, the Soldier takes damage when firing rockets at close range, leaving you to fight any enemies that come into close-range.
  • Enemy Pyros that can deflect rockets are less effective in that you are able to airblast their deflected rockets right back at them, leaving them overwhelmed by you and your Soldier's attacks.
  • In your stock load-outs alone, the Pyro and Soldier are capable of producing all four main types of damage: Hitscan, Explosive, Fire, and Melee. Using this to your advantage, the two of you can exploit any existent vulnerability in the enemy.
  • Using the Detonator can better allow you to keep up with your rocketjumping partner. This further increases the dynamic of you and your Soldier's ability to push together.
    • If you both hide in high, hard-to-reach places, you can ambush anyone that wanders through below.
  • Both of you are able to use the Reserve Shooter, which works extremely well between your ability to airblast and the Soldier's ability to juggle. Coordinating attacks that keep your enemy in the air can result in quick airborne kills.
    • Soldiers with the Direct Hit will have a much easier time taking advantage of their ability to mini-crit airborne targets if you juggle them with your airblast.
  • Staying in range of your Soldier while he uses any of the Buff Banner, Battalion's Backup, or Concheror can result in great benefits for the two of you. The Buff Banner and Concheror buff the utility of your afterburn while the Battalion's Backup can let you use melees like the Axtinguisher or Powerjack with less risk.
  • Soldiers are a common target for backstabs due to their high power, low speed, and team-boosting abilities. As always, spycheck. Any Spy you catch and ignite then becomes a burning beacon for a Soldier to obliterate them with a rocket. If the Spy has the Spy-cicle, he may enjoy temporary safety from your flames, but communicating his presence to the Soldier means that the Spy will then be forced into direct confrontation against a well armed opponent -- his weakest aspect.
  • A Soldier can purposely fire a rocket at a skilled Pyro, which can allow the coordinating Pyro to airblast it again, turning the projectile into a full crit. Just be careful the enemy Pyro doesn't reflect it again and turn it into a tennis game.

Leaderboard class pyro.png Pyro

  • A single pair of Pyros is capable of causing plenty of havoc to the enemy team. Whether you and your partner have similar loadouts or not, there is a larger dynamic in your firepower being doubled.
  • If you both have the same play-styles, your efficiency increases overall. Ambushes are more successful more often, airblast fights are in your favor, enemy Pyros will be overwhelmed by the two of you, etc.
  • Spies are absolutely hopeless in a fight against two Pyros. If the two of your regularly spycheck, your team will have virtually no issues with Sappers or backstabbing.
  • When two Pyros pair up with one Engineer, you become a complete fortress that almost nothing can get past. Being able to do multiple of pushing back ÜberCharges, airblasting projectiles, killing Spies, and removing Sappers with the Homewrecker makes the pair of you surefire blanket of safety for your team's Engineer.
  • If the two of you have different play-styles, the complexity of fighting you two increases for any enemy.
    • One Pyro may have a flamethrower that focuses on utility, while the other might have an offensively inclined one, such as the Backburner or Phlogistinator. The utility Pyro can set up the offense Pyro for an attack by either pinning an enemy against a wall or other obstacle or reflecting incoming projectiles.
    • Your secondaries, if one is a Shotgun while the other is a Flare Gun, can result in two advantages in mid-range combat at once. The Pyro with a Shotgun or Reserve Shooter can more aggressively attack the enemy while the Flare Gun Pyro can hang back to carefully aim Flare Gun shots to crit or Scorch Shot attacks to deter the enemy's movement.
    • Your melee weapons, while they don't often apply in direct combat, can alter your strengths and weaknesses. The Axtinguisher, Powerjack, or Back Scratcher allow for more front-line attacks. The Homewrecker, Third Degree, or Neon Annihilator are more situational, but can provide coverage where your partner might be at a disadvantage.
  • Accurate Pyro partners will find that coordinated Flare Gun fire can bring down tough opponents quickly from a somewhat safer range than the Axtinguisher. An Engineer or Sniper caught out of place can also be put down quickly with paired flares. Flares will have a hard time hitting Scouts, however, so be prepared to switch to your Flamethrowers to deal with the agile but fragile threat.
  • Solo Scouts tend to be less inclined to try to weapon heckle a Pyro duo, thanks to your ability to cover each other's weak areas. Two Shotgun Pyros can safely protect each other from potential heckling Scouts due to the Scout's inability to maintain range overlaps on both Pyros.

Leaderboard class demoman.png Demoman

  • The Pyro and Demoman are opposites in the way they produce damage. The Pyro focuses on gradual and close-range damage. The Demoman focuses on sudden and mid-range damage. Between the two of you, separation and long-range combat are your only weaknesses.
  • Like the Soldier, the two of you can produce all four damage types, letting you attack Vaccinator Medics in whatever resistance they are not using.
  • Together, you can create a decent line of defense. Your Demoman can arm stickybombs around the objective and fire grenades into choke-points while you're able to Spy-check and pick off any missed targets. When paired with another bulky teammate, you become the basis for your team's defensive ability.
  • When the Demoman takes up a Demoknight style of play, your dynamic shifts entirely. You are now both at a disadvantage at ranged combat, but you also are now the two most deadly close-combat classes in the game, capable of taking down multiple foes in a single push should you get within range.
    • This gives you an advantage against identical classes in a two-on-two setting. Opposing Demoknights are still vulnerable to any bullet damage the Pyro creates, and can still be killed in one hit with a Puff and Sting. Likewise, a Pyro can be killed in one fell swoop if the Demoknight makes the most of his charge.
  • Having the Pyro airblast a target to pin them against a wall works wonders for your Demoknight, as he can go in for an easy kill with any of his melee weapons.

Leaderboard class heavy.png Heavy

  • While not the most dynamic pairing out there, a Heavy really benefits from having a friendly Pyro to help them. Heavy's prior fear of being backstabbed, headshot, and Puff and Sting are all relieved when a competent Pyro spychecks, uses a Flare Gun, and airblasts, respectively. This allows the Heavy to focus on attacking while the Pyro defends the two of them from pursuit.
  • A Heavy and Pyro pair is especially fearsome when they flank their opponents. Heavies are extremely attention grabbing, letting the Pyro slip in to ambush opponents focused on or hiding from the Heavy.
  • When left with a Dispenser, the two become a never-ending stream of firepower.
    • Heavies with the Huo-Long Heater provide redundant fire coverage with the Pyro's weapons, meaning the two become a literal firewall when working together near a sentry nest.
  • Regardless of the Heavy's large health pool, always extinguish them from afterburn. They may thank you back by giving you a well-needed Sandvich.
  • Natascha can slow down enemies and allow the Pyro to go in for the kill. Likewise, the Pyro can airblast targets to make them easier for the Heavy to hit.
  • Pyros can airblast to set a Heavy up with a kill using the Killing Gloves of Boxing, allowing Heavies using the Shotgun, Family Business, or Tomislav to take advantage of their crits.
  • Heavies using the Fists of Steel and Gloves of Running Urgently can both take good advantage of the protection the Pyro provides, as the Heavy's apparent close-range weaknesses are nullified by the Pyro's close-range strength.
  • While not to be taken seriously, the Pyro and Heavy have two of the three most potent taunt kills. Pyros can destroy multiple foes and buildings relatively quickly with its Hadoken while the Heavy can kill from a ranged distance using Showdown. A notable last-ditch effort to survive in humiliation.
  • The Pyro's greater speed but lower power neatly offsets the Heavy's weaknesses of great power but low speed, especially in regards to spinning up a primary weapon. In an emergency situation, especially if you are ambushed, the Flamethrower's speed and ease of use allows you to protect the Heavy and give him the valuable time he needs to ready his Minigun to thoroughly deal with the threat.

Leaderboard class engineer.png Engineer

  • A Pyro and Engineer pair is by far the most potent of any Pyro pairing, as both benefit handsomely from each other.
  • The Pyro can airblast projectiles, hold off ÜberCharges, and spycheck with most flamethrowers. As long as you stay alive and do your job right, the Engineer has very little to fear in the chance of losing his sentry during an enemy push.
  • The Engineer provides health and protection for the Pyro with his Dispenser and Sentry Gun, respectively. They shelter you from any chance of ambush, as any attacks made onto you will likely target the sentry first.
  • A Pyro with the Homewrecker, Maul, or Neon Annihilator can remove Sappers placed onto the Engineer's buildings, leaving a sentry nest alive even in the event that a Spy kills your Engineer.
  • The Engineer can use his Wrangler to attack enemies from any range, providing you survival against enemy Snipers and Soldiers shooting from far away. This is respectively complimented by your flare guns and compression blast.
    • If your Engineer ally is using the Wrangler, be proactive in protecting him from flanking attacks so he can maximize the effectiveness of his Sentry Gun's increased fire rate and protective shield without worrying that he may be suddenly killed by a surprise Spy or Scout.
  • Engineers are capable of fending for themselves as long as at least one Pyro is nearby, meaning you alone can provide protection for two or more Engineers in a sentry nest and maximize your team's defense.
  • Remember to pick off attackers who are avoiding the Sentry Gun's field of vision. Enemy Pyros that squeeze just around sentry positions can kill your Engineer if you don't protect him.
    • Your airblast can also be used to support a Sentry Gun by forcing threats it cannot see into its FOV, such as enemies hiding behind corners, or people waiting for reinforcements before attempting to destroy the Sentry Gun.
  • The Backburner's from-behind crits will in most instances kill a Medic before they can deploy their Über, even if they are fully charged when you attack. As such, if you see a Medic combo moving towards your teams' Sentry Guns, getting behind them to kill the Medic will prevent them from using the Über.

Leaderboard class medic.png Medic

  • As a Pyro, you are the Medic's fastest patient and a good Medic Buddy. Your ability to protect him from projectiles and afterburn gives you the niche of mutual protection only rivaled by the Heavy himself.
  • The health buff given to you by the Medic is just enough to allow for more dangerous offensive approaches, such as using the Axtinguisher on an enemy Heavy or destroying a sentry prior to a fully charged Über.
  • When Übered by your Medic's Medi Gun, you are the truest counter to any enemy Übercharge. This is due to your ability to airblast, sending your targets to die from either being juggled by a sentry or dying from environmental damage.
    • If the opponent uses a Megaheal and can't be knocked back, you can still use the Axtinguisher or its variants to finish off the enemy Medic with no risk.
  • When charged by a Kritzkrieg, you are a complete force to be reckoned with in that you provide extremely high damage output very quickly. The sight of a crit-charged Pyro alone is enough to make the entire enemy team retreat from a push.
  • Vaccinators will find you to be a good patient, as you each benefit from each of the resistances. Enemy Pyros using a Shotgun will be less of a nuisance when given bullet resistance. Explosive resistance is complimented by your ability to reduce the damage of projectiles by reflecting them, and fire damage is nonexistent between your afterburn immunity, added resistance, and ability to extinguish your Medic.
  • In a duel between Medic-pairs, the odds will be tipped in your favor if you use a Third Degree.
  • Airblasting your opponent to let the Medic finish them off with an Ubersaw can allow for some quickly-built ÜberCharges, potentially winning you the game.
  • As you most likely won't engage in melee combat as a Pyro, especially with a Medic, consider equipping the Homewrecker or Maul so you can destroy buildings easier while ÜberCharged.

Leaderboard class sniper.png Sniper

  • As the Pyro and Sniper are often on opposite sides of the battlefield on a given team, you will not often interact with one. However, there is still a bit of chemistry to be had with a friendly Sniper.
  • You two offer extreme opposites in combat. Where as you fight close-range, they fight long-range. Coordinating with one can provide an easy fight, as the opponent will have to avoid your flames and their scope at the same time.
  • Hanging around a Sniper can benefit them greatly. They are offered protection from Spies, allowing them to use a different secondary from the Razorback, and your Flare Gun can harass enemy Snipers in addition to your own Sniper's attacks. Additionally, enemy Pyros that harass your Snipers can be relieved of the afterburn that would mess up their aim by using your airblast.
  • Occasionally, you will be around Snipers that fight on the front lines, often using the Huntsman. You can light their arrows on fire to provide afterburn on any enemies they hit, and airblast their targets to provide them with an easy shot.
  • Jarate is the most beneficial secondary the Sniper can provide for you. Enemies that are both on fire and doused in Jarate will take mini-crit afterburn damage, leading up to rapid damage that can fill up a Phlogistinator's 'Mmmph', should you be carrying one. A group of Jarate-doused enemies is also a great target for the Detonator if it is available, since you will deal mini-crit fire damage to all of them by exploding a Detonator flare in their midst.
    • Similarly, a Sniper carrying the Sydney Sleeper can be a great help, even from the rear lines. Inflicting Jarate on enemies from across the battlefield can quickly turn an otherwise fair or losing fight back in your favor thanks to the mini-crit damage of your weapons and afterburn. Fighting nearer to the enemy also means that they are less likely to attack the Sniper. As the Sydney Sleeper does not require accurate headshots to be effective, this allows the Sniper a little more leeway and therefore more speed in placing a shot that can help you. Don't be afraid to request an assisting shot on a target for if you know one of your team's Snipers carries the Sleeper.
    • If a Sniper lands a hit with the Tribalman's Shiv on an enemy covered in Jarate and on fire, it's essentially guaranteed that any 125 HP class will die from the gradual damage alone should they not reach a Medkit.
  • If you are receiving supporting fire from a Sniper, be mindful of the limitations of the game's rendering, and do not aim your flames into the line of sight between them and their targets. Flames are translucent, but they can obscure some of the opponent's model while active, which may make headshots more difficult to place.

Leaderboard class spy.png Spy

  • The Spy and Pyro often only interact when on opposite teams, being in combat. It's rare for the two on the same team to be found doing something together, but possible nonetheless.
  • If your Spy is on fire, put them out as soon as possible to keep their disguise up. If it's an enemy Spy, you'll know it right away due to the enemy being pushed back.
  • Both classes are excellent ambushers, as the Pyro's Backburner functions much like the Spy's backstab. A simultaneous ambush between the two can potentially take out an entire group before they know what hits them.
    • In situations where you are cooperating with a Spy for an ambush, consider allowing the Spy to go and take out the heavier classes first, such as Heavies and Soldiers. This removes the most dangerous threats immediately to you both, and allows you to come in and clean up distressed Medics or other, less powerful classes. Remember to switch to a weapon other than your Flamethrower to avoid having its long barrel give away your hiding places while you two wait for the other team.
  • If the Spy goes in to sap a Sentry Gun, you can jump in and finish up the sentry and Engineer before he has time to remove it.
    • Alternatively, going in with a Homewrecker can break the Engineer's building before he has time to save it.
  • A patient Spy with the Cloak and Dagger can let you function as a distraction, due to the nature of your attention-grabbing and panic-inducing flamethrower.
    • This can be taken up a step further if the enemies are focused on fighting you while you've activated your Phlogistinator, as the only thing on their mind will be avoiding you, giving your Spy the perfect opportunity to backstab.
    • Additionally, do not be afraid to split up from a Spy and attack from two directions, especially if the Spy is able to get behind the Medic combo or a group of enemies. As the instinctive response of many players is to backpedal away from a rampaging Pyro, this presents plenty of juicy targets for an opportunistic Spy who can backstab enemies as they unwittingly back up into him.
  • Play bait for one another. If a Spy is being chased by a faster but weaker class like a Scout or Medic, lure the pursuer into a room where the Pyro can toast them. Conversely, if the Pyro finds themselves opposed by a powerful but slower combat class like the Soldier or Demoman, they can lure these larger enemies into giving chase, leaving themselves vulnerable to a sudden backstab from ambush.

See also

References