Difference between revisions of "Pyro match-ups"

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{{Match-Up|forclass=pyro
 
{{Match-Up|forclass=pyro
   | scout-strategy = Between you and the Scout, whoever has the advantage depends on the environment. In enclosed spaces, your Flame Thrower and subsequent [[afterburn]] make short work of his low health. In open spaces, the Scout can constantly switch between close and medium range weapons in response to whatever weapon you equip, wearing you down. To stop him from escaping and extinguishing himself, control the area around health kit spawns and pin him down with your [[compression blast]]. Effective weapons include the [[Degreaser]], which gives decreased weapon switch time to counter [[weapon heckling]]; the [[Shotgun]], for engaging outside your Flame Thrower's range, and the [[Detonator]], which has an exploding flare that is easier to ignite the Scout with.
+
   | scout-strategy =  
  | soldier-strategy = An enemy Soldier will initially hold the advantage if he's at medium range or on high ground, but is susceptible to ambushes due to his slow speed. Enter close range as soon as possible, where he'll be forced to use the Shotgun or risk damaging himself with rockets. If you can't reach him, use the [[compression blast]] to deflect his rockets back. With prediction, you can deflect his rockets the moment they leave his Rocket Launcher. Check his body language; a Soldier who jumps backwards is usually trying to dodge the splash damage of a rocket he's about to fire. Any primary weapon that penalizes your airblast, particularly the [[Phlogistinator]], leaves you far weaker in a direct fight against the Soldier. To prevent him from [[rocket jump]]ing to escape, airblast him off the ground.
+
'''Relative merits:''' Between you and the Scout, whoever has the advantage depends on the environment. In enclosed spaces, your Flame Thrower and subsequent [[afterburn]] make short work of his low health. In open spaces, the Scout can constantly switch between close and medium range weapons in response to whatever weapon you equip, wearing you down.
   | pyro-strategy = Fighting an enemy Pyro is a matter of outmaneuvering him with your own Flame Thrower. Flames take time to travel - if he brazenly charges at you, backpedal while firing to make him take more damage. Play to your loadout - the Backburner encourages ambushes, while the Degreaser lets to switch to the Shotgun or a melee weapon for burst damage. Your compression blast can be used to launch the enemy Pyro so that you can either retreat or land an easy Shotgun blast. At medium range, the [[Dragon's Fury]] and Shotgun let you fight outside the range of the enemy Pyro's Flame Thrower. The matchup is uneventful at longer range, where your secondary weapons deal little damage without any supplementing afterburn.  
+
 
  | demoman-strategy = The Demoman's ranged weapons can only fire [[projectiles]], so good use of the [[airblast]] will turn you into his living nightmare. Protect your team by deflecting the grenades and Stickybombs that the Demoman launches at you. Aim your compression blast carefully, as your own deflected projectiles are still harmful to you. While he is reloading, pepper him with your secondary weapon while steadily approaching. The Demoman’s weapons are difficult to aim and can inflict self-damage at close range; once you close the distance, you should easily be able to kill him. If the Demoman equips one of [[Chargin’ Targe|his]] [[Splendid Screen|three]] [[Tide Turner|shields]], use your Shotgun to ignore the shield's fire resistance and use the compression blast to break his charges.
+
'''Tactics:''' The Scout must respect your Flame Thrower's effective range and afterburn damage. If you can ignite him, switch to another weapon like the Shotgun or Flare Gun as he retreats away from your Flame Thrower. If you have the opportunity, pin him down with your [[compression blast]] to stop his mobility entirely. In open areas, take cover behind obstacles to coax the Scout into approaching you.
  | heavy-strategy = It is usually suicide to directly face a Heavy, the other class that specializes in close-range combat — he has far more health than you do. If you have no escape route, his [[Minigun]] can shred you in less than a second. If his Minigun is already revved, your best option would be to harass him with your secondary weapon while searching for an alternate path. To take the Heavy out quickly, you’ll have to ambush him and perhaps use the [[Backburner]] or a [[Degreaser]]/[[Panic Attack]] combo to deal your highest possible burst damage. If you are having trouble, airblast him away and retreat. If you can't escape, ignite the Heavy before dying to at least deal some damage. At range, your [[Flare Gun]] can be relied upon to deliver a succession of [[critical hits]] which he can't dodge easily.
+
 
  | engineer-strategy = The Engineer's [[Sentry Gun]] is the true threat, being potentially more resilient than the Heavy and immune to afterburn. Lower-leveled Sentry Guns can be brute forced if you begin your attack from around a corner and circle-strafe. However, a level 3 Sentry Gun tracks you too quickly, so attack that one from behind cover or come back with teammates. If you're feeling ambitious, try deflecting the Sentry Gun rockets back at the Sentry Gun or its owner. Your Flame Thrower can penetrate his buildings and attack him directly, making you a prime candidate to destroy Sentry positions when [[ÜberCharge]]d.
+
'''Useful weapons:'''  
   | medic-strategy = Although you can outduel an enemy Medic, he will usually be surrounded by his teammates. Ignite them at range with the Flare Gun, as fire damage reduces the [[Medi Gun]]'s healing rate, but leave directly targeting them to your teammates. Instead, try for an ambush - depending on enemy positioning, the [[Backburner]] can kill the Medic quickly, while the [[Third Degree]] can hit the Medic when you hit his patient. You are one of  the most effective counters to the invincibility-granting ÜberCharge; when a Medic deploys his ÜberCharge, use your airblast to separate him from his patient and prematurely cut the ÜberCharge link.  
+
* The [[Degreaser]]'s faster weapon switch time lets you easily select weapons as the Scout darts in and out of your range.
  | sniper-strategy = The Sniper is your opposite, dealing precise damage to single targets at long range. In general, he is a soft counter to you until you get up close, where he is less threatening. To reach the enemy Sniper, flank him from a route that he's not watching over, then make sure he doesn't get away and use [[Jarate]] to extinguish your flames. If he does, try to get close enough to airblast his Jarate so that he will take mini-crits instead of extinguishing himself. In particular, the [[Flare Gun]] and its variants are your best tool for dealing with a faraway Sniper, as its shots travel far and can ignite him to lower his accuracy, provided he is not using [[Darwin's Danger Shield]] or the [[Cozy Camper]]. Once you are up close, the [[compression blast]] is useful for pinning him down and deflecting [[Huntsman]] arrows.
+
* The [[Shotgun]] is best for engaging the Scout outside your Flame Thrower's range.
  | spy-strategy = You are the deadliest enemy a Spy can face. Although you are not immune to [[backstab]]s, your flames are a natural deterrent for any Spy. [[Fire]] nullifies both the [[Cloak]] and [[disguise]] of any Spy, so [[Spy-check]] all of your teammates with a quick puff of flame. His [[Revolver]] is much more accurate and superior to your [[Shotgun]] at long range, so don't hesitate to retreat if you can't catch him. You can further annoy enemy Spies by using the [[Homewrecker]] or [[Neon Annihilator]] to remove their [[Sapper]]s from friendly buildings.
+
* The [[Detonator]] has an exploding flare that is easier to ignite the Scout with.
 +
 
 +
  | soldier-strategy =
 +
'''Relative merits:''' The enemy Soldier outranges you and can rocket jump to high ground outside your range. He is susceptible to grounded ambushes due to his slow walking speed. Your [[compression blast]] can deflect his rockets with proper timing or prediction.
 +
 
 +
'''Tactics:''' If you can ambush the Soldier at close range, he is forced to use the Shotgun or risk damaging himself with rockets. For a direct approach, use the compression blast to deflect his rockets back at him. With prediction, you can deflect his rockets the moment they leave his Rocket Launcher. To prevent him from [[rocket jump]]ing to escape, airblast him off the ground. Keep moving erratically in case he switches to his Shotgun.
 +
 
 +
'''Useful weapons:'''
 +
* Any primary weapon that retains the ability to airblast lets you defend yourself from the Soldier's rockets.
 +
 
 +
   | pyro-strategy =  
 +
'''Mirror match-up:''' Your flames have a wide spread, which means there's a good chance you and the enemy Pyro will be damaging each other at the same time. Play to your loadout - the Backburner encourages ambushes, while the Degreaser lets to switch to the Shotgun or a melee weapon for burst damage.  
 +
 
 +
'''Tactics:''' Fighting an enemy Pyro is a matter of outmaneuvering him with your own Flame Thrower. Flames take time to travel - if he brazenly charges at you, backpedal while firing to make him take more damage. Your compression blast can be used to launch the enemy Pyro so that you can either retreat or land an easy Shotgun blast. The matchup is uneventful at longer range, where your secondary weapons deal little damage without any supplementing afterburn.
 +
 
 +
'''Useful weapons:'''
 +
* At medium range, the [[Dragon's Fury]] and [[Shotgun]] let you fight outside the range of the enemy Pyro's Flame Thrower.  
 +
* Make sure to extinguish allies ignited by the enemy Pyro with your compression blast.
 +
 
 +
  | demoman-strategy =
 +
'''Relative merits:''' Your compression blast is your best protection against the Demoman's onslaught of explosive projectiles. However, his Grenade Launcher fires faster and properly aimed Stickybombs at medium range and beyond are difficult to reflect.
 +
 
 +
'''Tactics:''' You must catch the Demoman off-guard at close range. To approach him from medium range, react to his weapon. If he uses grenades, cautiously try to reflect every other one. If he uses Stickybombs, move in quickly before each Stickybomb arms. From beyond medium range, retreat and take an alternate route to flank him. If the Demoman is using one of [[Chargin’ Targe|his]] [[Splendid Screen|three]] [[Tide Turner|shields]], use the compression blast to break his charge.
 +
 
 +
'''Useful weapons:'''
 +
* A shield-wielding Demoman resists fire damage, but is not protected against the Shotgun's bullets.
 +
* The [[Flare Gun]] gives you the advantage at long range, where the Demoman's projectiles are easily avoided.
 +
 
 +
  | heavy-strategy =
 +
'''Relative merits:''' It is usually suicide to directly face a Heavy, the other class that specializes in close-range combat — he has far more health than you do. If you have no escape route, his [[Minigun]] can shred you in less than a second.
 +
 
 +
'''Tactics:''' To defeat a Heavy before he can spin up his Minigun and kill you, you’ll have to ambush him and perhaps use the [[Backburner]] or a [[Degreaser]]/[[Panic Attack]] combo to deal your highest possible burst damage. If you are having trouble, airblast him away and retreat. If his Minigun is already revved, your best option would be to harass him with your secondary weapon while searching for an alternate path.
 +
 
 +
'''Useful weapons:'''
 +
* Even at long range, your [[Flare Gun]] can ignite the Heavy and deliver a succession of [[critical hits]] which he can't dodge easily.
 +
 
 +
   | engineer-strategy =  
 +
'''Relative merits:''' The Engineer's [[Sentry Gun]] is the true threat, being potentially more resilient than the Heavy and immune to afterburn.
 +
 
 +
'''Tactics:''' Lower-leveled Sentry Guns can be brute forced if you begin your attack from around a corner and circle-strafe. However, a level 3 Sentry Gun tracks you too quickly, so attack that one from behind cover or come back with teammates. If you're feeling ambitious, try deflecting the Sentry Gun rockets back at the Sentry Gun or its owner.
 +
 
 +
'''Useful weapons:'''
 +
* Your Flame Thrower can penetrate his buildings and attack him directly, making you a prime candidate to destroy Sentry positions when [[ÜberCharge]]d.
 +
 
 +
  | medic-strategy =
 +
'''Relative merits:''' Although you can outduel an enemy Medic, he will usually be surrounded by his teammates.
 +
 
 +
'''Tactics:''' Ignite the Medic and his patient at range with the Flare Gun, as fire damage reduces the [[Medi Gun]]'s healing rate, but leave directly targeting them to your teammates. Instead, try for an ambush - depending on enemy positioning, the [[Backburner]] can kill the Medic quickly, while the [[Third Degree]] can hit the Medic when you hit his patient.
 +
 
 +
'''Useful weapons:'''
 +
* You are one of the most effective counters to the invincibility-granting ÜberCharge; when a Medic deploys his ÜberCharge, use your airblast to separate him from his patient and prematurely cut the ÜberCharge link
 +
 
 +
  | sniper-strategy =
 +
'''Relative merits:''' The Sniper is your opposite, dealing precise damage to single targets at long range. In general, he is a soft counter to you until you get up close. However, you lack the mobility options of other classes to get close in the first place.
 +
 
 +
'''Tactics:''' Flank an enemy Sniper from a route that he's not watching over, then make sure he doesn't get away and use [[Jarate]] to extinguish your flames. Once you are up close, the [[compression blast]] is useful for pinning him down and deflecting [[Huntsman]] arrows.
 +
 
 +
'''Useful weapons:'''
 +
* The [[Flare Gun]] and its variants are your best tool for dealing with a faraway Sniper, as its shots travel far and can ignite him to lower his accuracy, provided he is not using [[Darwin's Danger Shield]] or the [[Cozy Camper]].
 +
 
 +
  | spy-strategy =
 +
'''Relative merits:''' You are the deadliest enemy a Spy can face, as most of your weapons inflict [[afterburn]]. You are not immune to [[backstab]]s, so keep an eye out for yourself, too.
 +
 
 +
'''Tactics:''' [[Fire]] nullifies both the [[Cloak]] and [[disguise]] of any Spy, so [[Spy-check]] all of your teammates with a quick puff of flame. His [[Revolver]] is much more accurate and superior to your [[Shotgun]] at long range, so don't hesitate to retreat if you can't catch him.
 +
 
 
The Spy has two specific items that aid in surviving your flames; the [[Dead Ringer]] will allow him to extinguish your flames once before Cloaking, while the [[Spy-cicle]] will protect him from being ignited for a short time. In both cases, liberally flame the area to ensure that he does not escape.
 
The Spy has two specific items that aid in surviving your flames; the [[Dead Ringer]] will allow him to extinguish your flames once before Cloaking, while the [[Spy-cicle]] will protect him from being ignited for a short time. In both cases, liberally flame the area to ensure that he does not escape.
 +
 +
'''Useful weapons:'''
 +
* You can further annoy enemy Spies by using the [[Homewrecker]] or [[Neon Annihilator]] to remove their [[Sapper]]s from friendly Engineer buildings.
 +
 
}}
 
}}
  

Revision as of 04:52, 16 May 2021

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The Pyro on strategies
Class Strategy
Pyro.png
Pyro
vs. Scout.png
Scout
Relative merits: Between you and the Scout, whoever has the advantage depends on the environment. In enclosed spaces, your Flame Thrower and subsequent afterburn make short work of his low health. In open spaces, the Scout can constantly switch between close and medium range weapons in response to whatever weapon you equip, wearing you down.

Tactics: The Scout must respect your Flame Thrower's effective range and afterburn damage. If you can ignite him, switch to another weapon like the Shotgun or Flare Gun as he retreats away from your Flame Thrower. If you have the opportunity, pin him down with your compression blast to stop his mobility entirely. In open areas, take cover behind obstacles to coax the Scout into approaching you.

Useful weapons:

  • The Degreaser's faster weapon switch time lets you easily select weapons as the Scout darts in and out of your range.
  • The Shotgun is best for engaging the Scout outside your Flame Thrower's range.
  • The Detonator has an exploding flare that is easier to ignite the Scout with.
Pyro.png
Pyro
vs. Soldier.png
Soldier
Relative merits: The enemy Soldier outranges you and can rocket jump to high ground outside your range. He is susceptible to grounded ambushes due to his slow walking speed. Your compression blast can deflect his rockets with proper timing or prediction.

Tactics: If you can ambush the Soldier at close range, he is forced to use the Shotgun or risk damaging himself with rockets. For a direct approach, use the compression blast to deflect his rockets back at him. With prediction, you can deflect his rockets the moment they leave his Rocket Launcher. To prevent him from rocket jumping to escape, airblast him off the ground. Keep moving erratically in case he switches to his Shotgun.

Useful weapons:

  • Any primary weapon that retains the ability to airblast lets you defend yourself from the Soldier's rockets.
Pyro.png
Pyro
vs. Pyro.png
Pyro
Mirror match-up: Your flames have a wide spread, which means there's a good chance you and the enemy Pyro will be damaging each other at the same time. Play to your loadout - the Backburner encourages ambushes, while the Degreaser lets to switch to the Shotgun or a melee weapon for burst damage.

Tactics: Fighting an enemy Pyro is a matter of outmaneuvering him with your own Flame Thrower. Flames take time to travel - if he brazenly charges at you, backpedal while firing to make him take more damage. Your compression blast can be used to launch the enemy Pyro so that you can either retreat or land an easy Shotgun blast. The matchup is uneventful at longer range, where your secondary weapons deal little damage without any supplementing afterburn.

Useful weapons:

  • At medium range, the Dragon's Fury and Shotgun let you fight outside the range of the enemy Pyro's Flame Thrower.
  • Make sure to extinguish allies ignited by the enemy Pyro with your compression blast.
Pyro.png
Pyro
vs. Demoman.png
Demoman
Relative merits: Your compression blast is your best protection against the Demoman's onslaught of explosive projectiles. However, his Grenade Launcher fires faster and properly aimed Stickybombs at medium range and beyond are difficult to reflect.

Tactics: You must catch the Demoman off-guard at close range. To approach him from medium range, react to his weapon. If he uses grenades, cautiously try to reflect every other one. If he uses Stickybombs, move in quickly before each Stickybomb arms. From beyond medium range, retreat and take an alternate route to flank him. If the Demoman is using one of his three shields, use the compression blast to break his charge.

Useful weapons:

  • A shield-wielding Demoman resists fire damage, but is not protected against the Shotgun's bullets.
  • The Flare Gun gives you the advantage at long range, where the Demoman's projectiles are easily avoided.
Pyro.png
Pyro
vs. Heavy.png
Heavy
Relative merits: It is usually suicide to directly face a Heavy, the other class that specializes in close-range combat — he has far more health than you do. If you have no escape route, his Minigun can shred you in less than a second.

Tactics: To defeat a Heavy before he can spin up his Minigun and kill you, you’ll have to ambush him and perhaps use the Backburner or a Degreaser/Panic Attack combo to deal your highest possible burst damage. If you are having trouble, airblast him away and retreat. If his Minigun is already revved, your best option would be to harass him with your secondary weapon while searching for an alternate path.

Useful weapons:

  • Even at long range, your Flare Gun can ignite the Heavy and deliver a succession of critical hits which he can't dodge easily.
Pyro.png
Pyro
vs. Engineer.png
Engineer
Relative merits: The Engineer's Sentry Gun is the true threat, being potentially more resilient than the Heavy and immune to afterburn.

Tactics: Lower-leveled Sentry Guns can be brute forced if you begin your attack from around a corner and circle-strafe. However, a level 3 Sentry Gun tracks you too quickly, so attack that one from behind cover or come back with teammates. If you're feeling ambitious, try deflecting the Sentry Gun rockets back at the Sentry Gun or its owner.

Useful weapons:

  • Your Flame Thrower can penetrate his buildings and attack him directly, making you a prime candidate to destroy Sentry positions when ÜberCharged.
Pyro.png
Pyro
vs. Medic.png
Medic
Relative merits: Although you can outduel an enemy Medic, he will usually be surrounded by his teammates.

Tactics: Ignite the Medic and his patient at range with the Flare Gun, as fire damage reduces the Medi Gun's healing rate, but leave directly targeting them to your teammates. Instead, try for an ambush - depending on enemy positioning, the Backburner can kill the Medic quickly, while the Third Degree can hit the Medic when you hit his patient.

Useful weapons:

  • You are one of the most effective counters to the invincibility-granting ÜberCharge; when a Medic deploys his ÜberCharge, use your airblast to separate him from his patient and prematurely cut the ÜberCharge link
Pyro.png
Pyro
vs. Sniper.png
Sniper
Relative merits: The Sniper is your opposite, dealing precise damage to single targets at long range. In general, he is a soft counter to you until you get up close. However, you lack the mobility options of other classes to get close in the first place.

Tactics: Flank an enemy Sniper from a route that he's not watching over, then make sure he doesn't get away and use Jarate to extinguish your flames. Once you are up close, the compression blast is useful for pinning him down and deflecting Huntsman arrows.

Useful weapons:

  • The Flare Gun and its variants are your best tool for dealing with a faraway Sniper, as its shots travel far and can ignite him to lower his accuracy, provided he is not using Darwin's Danger Shield or the Cozy Camper.
Pyro.png
Pyro
vs. Spy.png
Spy
Relative merits: You are the deadliest enemy a Spy can face, as most of your weapons inflict afterburn. You are not immune to backstabs, so keep an eye out for yourself, too.

Tactics: Fire nullifies both the Cloak and disguise of any Spy, so Spy-check all of your teammates with a quick puff of flame. His Revolver is much more accurate and superior to your Shotgun at long range, so don't hesitate to retreat if you can't catch him.

The Spy has two specific items that aid in surviving your flames; the Dead Ringer will allow him to extinguish your flames once before Cloaking, while the Spy-cicle will protect him from being ignited for a short time. In both cases, liberally flame the area to ensure that he does not escape.

Useful weapons:


See also