Pyro match-ups

From Team Fortress Wiki
Revision as of 22:41, 2 November 2012 by Torvaltz (talk | contribs)
Jump to: navigation, search
Mpphhh mphh mphhhh mphhh mhh!
The Pyro on strategies
Class Strategy
Pyro.png
Pyro
vs Scout.png
Scout
You will have trouble against a Scout that can stay out of your Flamethrower’s short range. Try to engage him in an enclosed area to stop him from dodging your attacks as easily. Use your Shotgun or Flare Gun until he is close enough to ignite. If you can get into position, use your compression blast to shove him into a wall and render him immobile long enough for you to incinerate him. As long as you can get just one puff of flame onto him, he’ll have to retreat eventually to extinguish the afterburn. Scouts equipped with Mad Milk may try to extinguish themselves or coat you with it, so use your compression blast to deflect it.
Pyro.png
Pyro
vs Soldier.png
Soldier
An enemy Soldier will initially hold the advantage if he's at medium range or on high ground. You'll want 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, make use of the compression blast to deflect his rockets back. With prediction, you are actually able to deflect his rockets the moment they leave his Rocket Launcher. His slow speed makes him susceptible to an ambush.
Pyro.png
Pyro
vs Pyro.png
Pyro
If you and an enemy Pyro insist on fighting in close quarters, it's a simple matter of outmaneuvering and outdamaging him with your own primary weapon. Although the two of you cannot be ignited and are immune to afterburn, you aren't protected from the lion's share of the Flamethrower's damage. If he charges at you with his Flamethrower, backpedal while firing yours – due to the innate time flames take to travel, he will take more damage. To deal consistent damage while remaining relatively safe, stay at medium range and use a secondary weapon that uses bullets, such as the Shotgun. The compression blast can be used to position the enemy Pyro so that you can either retreat or land an easy Shotgun blast. Keep in mind that you can deflect projectiles from the Flare Gun, Detonator, Scorch Shot, and the Manmelter (due to a bug).
Pyro.png
Pyro
vs Demoman.png
Demoman
The Demoman's ranged weapons can only fire projectiles, so you'll want to make good use of the airblast. Protect your team and yourself by deflecting the grenades and Stickybombs that the Demoman launches at you. Aim your compression blast carefully, as your own deflected projectiles are still harmful. While he is reloading, pepper him with your secondary weapon while steadily approaching. The Demoman’s weapons are difficult to aim and can inflict self-damage at close range; once you close the distance, you should easily be able to kill him. If the Demoman insists on using one of his shields to rush you down, quickly fire a puff of flame and then use your compression blast to break the charge. Even without the Axtinguisher, you should easily beat him in a close range fight.
Pyro.png
Pyro
vs Heavy.png
Heavy
It is usually suicide to directly face a Heavy, the other class that specializes in close range combat; his Minigun can shred you in less than a second. If he already sees you, your best option would be just to harass him with your secondary weapon at range. To take him out quickly enough, you’ll have to ambush him and perhaps use the Backburner or Axtinguisher to deal your highest possible burst damage. If you are having trouble, airblast him away and retreat. At range, your Flare Gun can be relied upon to deliver a succession of Critical hits which even a Heavy cannot ignore.
Pyro.png
Pyro
vs Engineer.png
Engineer
A lone Engineer is an easy target. His Sentry Gun, however, is more resilient than even a Heavy. If the Sentry Gun has already been upgraded to level 3, you will find it difficult to circle-strafe it without taking heavy damage. Unless you can safely attack it with your Flamethrower or Shotgun from an angle, you’re best off retreating and coming back with teammates. If you're feeling ambitious, try deflecting the Sentry Gun rockets back at the Sentry Gun or its owner. Your Flamethrower can penetrate his buildings and attack him directly, making you a prime candidate to destroy Sentry positions when ÜberCharged.
Pyro.png
Pyro
vs Medic.png
Medic
Although you can easily defeat a Medic in a one-on-one duel, he will usually be surrounded by his teammates. You probably won’t be able to pick him off, as his natural health regeneration makes afterburn less effective. Leave directly targeting him to your teammates and try for an Axtinguisher or Backburner ambush. When a Medic deploys his ÜberCharge, use your airblast to separate him from his patient and prematurely cut the ÜberCharge link.
Pyro.png
Pyro
vs Sniper.png
Sniper
The Sniper is perhaps your exact opposite. While you deal damage over a wide area at close range, the Sniper deals precise damage to single targets at long range. If possible, stay out of sight until you are within Flamethrower range. An ignited Sniper will have difficulty aiming his weapon, so harass him with your Flare Gun if he spots you. Move erratically to avoid being headshot and fire your primary to obscure his view of your head; once you close the distance, the Sniper is easy prey. Don’t rely on afterburn to kill a Sniper, as his Jarate can extinguish your flames. While difficult, you can use your compression blast to defensively deflect Huntsman arrows and Jarate.
Pyro.png
Pyro
vs Spy.png
Spy
You are the deadliest enemy a Spy can face. Although you are not immune to backstabs, your flames are a natural deterrent for any Spy. Fire nullifies both the Cloak and disguise of any Spy, so Spy-check all of your teammates with a quick puff of flame. His Revolver is surprisingly accurate and superior to your Shotgun at long range, so don't hesitate to retreat if you can't catch him quickly enough. You can further annoy enemy Spies by using the Homewrecker or Neon Annihilator to remove their Sappers from friendly buildings.

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 he does not escape.

See also