Pyro weapons (competitive)

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This article is for competitive play, based on the standard community competitive format.
The community competitive scene changes frequently. Some or all info may be outdated.
Some Pyro weapons may be banned in your league. For a list of banned weapons, please see the Weapon Ban List.

The Pyro's weaponry is best suited for medium to close range encounters, focusing heavily on a fire-based arsenal to get the job done. However, this leaves the Pyro with a lack of reliable long-range weapons, encouraging him to ambush enemies at close range.

Primary Weapons

All of the Pyro's primary weapons have damage ramp-up. The flames of the flame throwers become unpredictable at maximum range. Fire damage dealt causes afterburn. Fire particles will penetrate players and buildings. If the weapon can airblast, airblasts will deflect projectiles, converting them into mini-crit projectiles. Airblasts will knock back players and planted stickybombs. Airblasts will extinguish friendly burning allies. Flame throwers will not deal fire damage underwater.

Flame Thrower

The Flame Thrower deals standard damage, and deals significant afterburn. The Rainblower has the same stats as the stock Flame Thrower, but is only visible in pyroland. The Rainblower provides the Armageddon taunt.

Weapon Damage Critical Damage Function Times Special
Flame Thrower
Flame Thrower
  • 0-200 Units: 6.82 per particle. (153.4 per second)
  • 200-384 Units: Linear decrease from 6.82 to 4.09 per particle. (92.07 per second)
  • Afterburn: 3 damage every 0.5 seconds for 10 seconds. (60 damage total)
  • Critical: 3x base damage, then rounded to the nearest whole number. (460.3 per second)
  • Mini-Crit: 1.35x base damage, then rounded to the nearest whole number.
  • Mini-Crit Afterburn: 4 damage every 0.5 second for 10 seconds. (80 damage total)
  • Attack Interval: 0.04s
  • Ammo Consumption Interval: 0.08s
  • Compression Blast Interval: 0.75s
  • Can airblast.
    • Airblasts cost 20 ammo each, for a total of 10.


Below is a table displaying the availability of the Flame Thrower in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Flame Thrower
Flame Thrower
Allowed


Backburner

The Backburner deals the same amount of damage and afterburn as the stock Flame Thrower. It also deals critical hits in a 90º radius behind players. Its airblasts cost 50 ammo, as opposed to the standard 20, requiring precision use of airblasts.

Weapon Damage Critical Damage Function Times Special
Backburner
Backburner
  • 0-200 Units: 6.82 per particle. (153.4 per second)
  • 200-384 Units: Linear decrease from 6.82 to 4.09 per particle. (92.07 per second)
  • Afterburn: 3 damage every 0.5 second for 10 seconds. (60 damage total)
  • Critical: 3x base damage, then rounded to the nearest whole number. (460.3 per second)
  • Mini-Crit: 1.35x base damage, then rounded to the nearest whole number.
  • Mini-Crit Afterburn: 4 damage every 0.5 seconds for 10 seconds. (80 damage total)
  • Attack Interval: 0.04s
  • Ammo Consumption Interval: 0.08s
  • Can airblast.
    • Airblasts cost 50 ammo each, for a total of 4.


Below is a table displaying the availability of the Backburner in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Backburner
Backburner
Allowed


Degreaser

Has a 60% faster switch speed when switching to the Degreaser, and 30% faster when switching away, damage caused by afterburn damage is reduced by 66% and the airblast cost is increased by 25%

Weapon Damage Critical Damage Function Times Special
Degreaser
Degreaser
  • 0-200 Units: 6.82 per particle. (153.4 per second)
  • 200-384 Units: Linear decrease from 6.82 to 4.09 per particle. (92.07 per second)
  • Afterburn: 1 damage every 0.5 seconds for 10 seconds. (20 damage total)
  • Critical: 3x base damage, then rounded to the nearest whole number. (460.3 per second)
  • Mini-Crit: 1.35x base damage, then rounded to the nearest whole number.
  • Mini-Crit Afterburn: 1.38 damage every 0.5 second for 10 seconds. (29=0 damage total)
  • Attack Interval: 0.04s
  • Ammo Consumption Interval: 0.08s
  • Compression Blast Interval: 0.75s
  • Can airblast.
    • Airblasts cost 25 ammo each, for a total of 8.


Below is a table displaying the availability of the Degreaser in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Degreaser
Degreaser
Allowed


Phlogistinator

The Phlogistinator gains Mmmph! by dealing fire damage using any of the Pyro's weapons. When the meter fills, it can be activated with taunting or alt-fire (default right-click) to grant critical hits for 10 seconds, as well as granting invulverability to damage and knockback for the duration of the taunt. However, the Phlogistinator cannot airblast.

Weapon Damage Critical Damage Function Times Special
Phlogistinator
Phlogistinator
  • 0-200 Units: 6.8 per particle. (157.5 per second)
  • 200-384 Units: Linear decrease from 6.8 to 4.76 per particle. (112.5 per second)
  • Afterburn: 3 damage every 0.5 second for 10 seconds. (60 damage total)
  • Critical: 3x base damage, then rounded to the nearest whole number. (315-450 per second)
  • Mini-Crit: 1.35x base damage, then rounded to the nearest whole number.
  • Mini-Crit Afterburn: 4 damage every 0.5 seconds for 10 seconds. (80 damage total)
  • Attack Interval: 0.044s
  • Ammo Consumption Interval: 0.08s
  • Cannot airblast.
  • No random critical hits.
  • Gains Mmmph! for all fire damage.
    • Meter fills after 300 points of damage.
    • Critical hit duration lasts 10 seconds.
    • Activates on alt-fire or taunt.
      • Invulnerable to damage and knockback while 'Mmmph' taunting.


Below is a table displaying the availability of the Phlogistinator in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Phlogistinator
Phlogistinator
Allowed


Dragon's Fury

The Dragon's Fury functions differently from other flamethrowers. Instead of a constant stream of fire, it shoots fast moving projectiles that ignite enemies. The pressure tank needs to fill before the next projectile can be shot, and every successful hit increases it's repressurization rate, thus leading to faster attack speed. Using Alt-Fire decreases the repressurization rate

Weapon Damage Critical Damage Function Times Special
Dragon's Fury
Dragon's Fury
  • Base Damage: 25 per projectile.
  • Afterburn: 4 damage every 0.5 second for 10 seconds.
  • Critical: 75
  • Mini-Crit: 40
  • Mini-Crit Afterburn: 5 damage every 0.5 seconds.
  • Attack Interval: 0.8s
  • Ammo Consumption Interval: 0.08s
  • Shoots a fast-moving projectile that ignites enemies.
  • Uses a shared pressure tank for Primary Fire and Alt-Fire.
  • +50% repressurization rate on hit.
  • -50% repressurization rate on Alt-Fire.


Below is a table displaying the availability of the Dragon's Fury in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Dragon's Fury
Dragon's Fury
Allowed


Primary Weapon Usage

The stock Flame Thrower and the Degreaser both provide 10 airblasts, the most of any Flame Thrower. Airblasts tend to be quite useful with large quantites of projectiles. The Backburner can be good for a Pyro who is confident in their ambushes, or in case of a large quantity of enemies. The Phlogistinator provides strong hit-and-run tactics, but a lack of airblasts greatly counterbalances the guaranteed critical hits. The Degreaser's decreased switch time allows it to pair well with the Flare Gun or the Axtinguisher, making it a popular choice.

Secondary Weapons

The Pyro's secondary weapons tend to be for finishing off enemies, rather than taking up the brunt of their health. All Pyro secondaries perform a taunt kill.

Shotgun

The Shotgun deals well with other Pyros, as they are not effected by afterburn. It deals large quantities of damage at close range, and moderate damage at medium range.

Weapon Damage Critical Damage Function Times Special
Shotgun
Shotgun
  • Point-Blank: 90
  • 512 units: 6/bullet, avg 6 hits
  • Over 1024 units: 3/hit
  • Critical: 18/bullet
  • Point-Blank Mini-Crit: 121
  • Over 512 units Mini-Crit 8/bullet
  • Attack: 0.625s
  • Reload Start: 1.0s
  • Reload More: 0.5s


Below is a table displaying the availability of the Shotgun in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Shotgun
Shotgun
Allowed


Flare Gun

The Flare Gun has the ability to set enemies on fire from afar. It deals impact damage, and if the enemy is already on fire, it deals critical impact damage. It causes afterburn identical to the Flame Thrower.

Weapon Damage Critical Damage Function Times Special
Flare Gun
Flare Gun
  • Base: 30
  • Afterburn: 3 damage every 0.5 seconds for 10 seconds. (60 damage total)
  • Critical: 90
  • Mini-Crit: 41
  • Attack Interval: 2.02s
  • Deals critical hits on already burning targets.


Below is a table displaying the availability of the Flare Gun in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Flare Gun
Flare Gun
Allowed


Detonator

The Detonator is very similar to the Flare Gun. Its flares can be detonated with alt-fire, setting enemies on fire within a small radius. It deals increased damage, allowing Pyros to jump with it in the same manner as a Soldier's rocket jumps, if less effective. If it strikes a burning target without being detonated, it deals mini-crit damage. After hitting a target in any manner, it will cause afterburn equivalent to the stock Flame Thrower.

Weapon Damage Critical Damage Function Times Special
Detonator
Detonator
  • Base: 23
  • Explosion 11-25
  • Afterburn: 4 damage every 0.5 seconds for 10 seconds. (60 damage total)
  • Critical: 68
  • Mini-Crit: 30
  • Attack Interval: 2.02s
  • Deals mini-crits on already burning targets.
  • Flares can detonate to deal reduced damage and set multiple players alight.
  • +25% damage to self.


Below is a table displaying the availability of the Detonator in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Detonator
Detonator
Banned


Reserve Shooter

The Reserve Shooter allows the Pyro to deal increased damage to airborne targets. With decreased switching time, the Pyro can make it active and fire off a shell, dealing mini-crits to any airborne target. It has a reduced clip, but otherwise deals identical damage to the Shotgun.

Weapon Damage Critical Damage Function Times Special
Reserve Shooter
Reserve Shooter
  • Point-Blank: 90
  • 512 units: 6/hit, avg 6 hits
  • Over 1024 units: 3/hit
  • Critical: 18/hit (max 180)
  • Point-Blank Mini-Crit: 121
  • Over 512 units Mini-Crit: 8/hit
  • Attack: 0.625s
  • Reload Start: 1.0s
  • Reload More: 0.5s
  • Affected by fixed weapon spread (1 extra pellet at center).
  • 15% faster weapon switch speed.
  • Mini-Crits airborne targets for 3 seconds after switch.
  • Has a reduced clip size.
  • Functions identically to the Soldier's Reserve Shooter.


Below is a table displaying the availability of the Reserve Shooter in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Reserve Shooter
Reserve Shooter
Banned


Manmelter

The Manmelter deals identical damage to the Flare Gun, with the added benefit of alt-fire extinguishing nearby players to store guaranteed crits. The Manmelter can not crit opponents that are on fire.

Weapon Damage Critical Damage Function Times Special
Manmelter
Manmelter
  • Base: 30
  • Afterburn: 3 damage every 0.5 seconds for 10 seconds. (60 damage total)
  • Critical: 90
  • Mini-crit: 41
  • Attack Interval: 2.42s
  • Projectile travels 50% faster.
  • Has infinite ammo.
  • Alt-fire: Extinguish nearby teammates, earning one guaranteed crit per extinguished player.


Below is a table displaying the availability of the Manmelter in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Manmelter
Manmelter
Allowed


Scorch Shot

The Scorch Shot deals less damage than the Flare Gun, but deals strong knockback. Provides the deadly Execution taunt. It also mini-crits burning players.

Weapon Damage Critical Damage Function Times Special
Scorch Shot
Scorch Shot
  • Base: 20
  • Afterburn: 3 damage every 0.5 seconds for 10 seconds. (60 damage total)
  • Critical: 60
  • Mini-Crit: 26
  • Mini-Crit Afterburn: 4 damage every 0.5 seconds for 10 seconds (80 damage total)
  • Attack Interval: 2s
  • Shot bounces off of targets, and explodes on contact with the floor.
    • Explosion deals identical damage to the impact.
  • Provides the Execution taunt.
    • Use at close range deals 500 damage, and the projectile then bounces.
    • Use at moderate range deals normal damage.
  • Impact provides large knockback.
  • Deals mini-crits on already burning targets.


Below is a table displaying the availability of the Scorch Shot in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Scorch Shot
Scorch Shot
Banned


Gas Passer

The Gas Passer has a "Gas" meter that charges with damage done and/or time. It takes 60 seconds and/or 750 damage to fill completely, at which point it can be equipped and thrown. When thrown, the Gas Passer leaves a cloud of team-colored gas on the ground. Any enemy that comes in contact with the gas will be covered in gasoline for 10 seconds, during that time they will suffer from Afterburn upon taking any form of damage. The Afterburn effect lasts 10 seconds, unless they are constantly being healed by a Medic or Dispenser, in which case it lasts 5 seconds.

Weapon Damage Critical Damage Function Times Special
Gas Passer
Gas Passer
  • Recharge Time: 60
  • Effect duration: 10s
  • Effect duration under heals: 5s
  • Critical: 60
  • Mini-Crit: 26
  • Mini-Crit Afterburn: 4 damage every 0.5 seconds for 10 seconds (80 damage total)
  • Attack Interval: 2s
  • Gas meter build with time and/or damage done.
  • Spawning and resupply cabinets don't affect Gas meter
  • Enemies doused in gasoline suffer from Afterburn upon taking any form of damage.
  • Can extinguish teammates.
  • Provides the Hadouken taunt.


Below is a table displaying the availability of the Gas Passer in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Gas Passer
Gas Passer
Banned


Thermal Thruster

The Thermal Thruster functions as a jetpack, providing the Pyro with a lot of added mobility. It stores 2 charges, and each charge is regained within 15 seconds. Upon firing, the Pyro performs a short initial liftoff, and shortly after that, fires him towards the direction that the player is aiming with a quick blast. The second blast of the jump extinguishes nearby teammates, and knocks away enemies. Landing on an enemy deals 3x the standard falling damage, similiarly to the Mantreads.

Weapon Damage Critical Damage Function Times Special
Thermal Thruster
Thermal Thruster
  • Recharge Time: 15s
  • Effect duration: 1.4s
  • N/A
  • N/A
  • N/A
  • Attack Interval: 2s
  • Locked at a 0.8s holster duration.
  • Landing on an enemy will deal 3x the standard falling damage.
    • The landing damage will only be done if a jetpack charge was used.
  • +30% knockback from all damage sources while equipped.
  • Provides the Gas Blast taunt.


Below is a table displaying the availability of the Thermal Thruster in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Thermal Thruster
Thermal Thruster
Allowed


Secondary Weapon Usage

The Shotgun deals consistent close range damage, whereas the Flare Gun and Detonator can be great for sniping a particular class with continued crits or Mini-Crits. The Detonator offers more flexibility, allowing the Pyro to navigate the map more intricately. The Manmelter provides stored critical hits, but only has use versus another Pyro. The stock Shotgun tends to be chosen, since it helps conserve primary ammunition while having a significant clip itself.

Melee Weapons

The Pyro has a variety of Melee weapons, which deal damage in specialized ways.

Fire Axe

The stock Fire Axe deals consistent damage, and can be used if the Pyro is out of or low on ammunition.

The Third Degree has the same stats as the stock Fire Axe, but deals damage through players connected by Medi Gun beams. The Lollichop has the same stats as the stock Fire Axe, but is only visible in pyroland.

Weapon Damage Critical Damage Function Times Special
Fire Axe
Fire Axe
  • Melee: 65
  • Critical: 195
  • Mini-crit: 88
  • Attack: 0.8s
  • Stock melee weapon.


Below is a table displaying the availability of the Fire Axe in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Fire Axe
Fire Axe
Allowed


Axtinguisher

The Axtinguisher will have any target on fire be guaranteed to Mini-Crit from the front, and deal a Critical hit from the back. It pairs well with the Degreaser, but is weak against another Pyro.

The Postal Pummeler has the same stats as the Axtinguisher.

Weapon Damage Critical Damage Function Times Special
Axtinguisher
Axtinguisher
  • Melee: 33 (65 against buildings)
  • Critical: 195
  • Mini-crit: 44
  • Attack: 0.8s
  • 100% Critical-hit chance against burning players from behind.
  • Mini-crits burning players from the front.
  • Deals 50% less damage to non-burning players.
  • No Critical-hits on non-burning players.


Below is a table displaying the availability of the Axtinguisher in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Axtinguisher
Axtinguisher
Allowed


Homewrecker

The Homewrecker deals with buildings as opposed to players. It deals increased damage versus enemy buildings, and removes Sappers from friendly buildings. It deals reduced damage versus players.

The Maul has the same stats as the Homewrecker.

Weapon Damage Critical Damage Function Times Special
Homewrecker
Homewrecker
  • Melee: 49
  • Melee against buildings: 130
  • Critical: 146
  • Mini-crit: 66
  • Attack: 0.8s
  • Deals double damage to buildings.
  • Destroys Electro-Sappers on friendly buildings.
  • 25% less damage against players.


Below is a table displaying the availability of the Homewrecker in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Homewrecker
Homewrecker
Allowed


Powerjack

The Powerjack grants the Pyro 25 health on kill, with the ability to gain overheal (with standard decay) from it. The Pyro cannot be overhealed beyond 150% base health. It increases the Pyro's move speed by 15%, but adds +20% damage vulnerability while active.

Weapon Damage Critical Damage Function Times Special
Powerjack
Powerjack
  • Melee: 65
  • Critical: 195
  • Mini-crit: 88
  • Attack: 0.8s
  • 25 health gained on kill.
    • Can overheal.
    • Cannot overheal beyond 150%
  • +20% damage from all sources when active
  • +15% move speed while active


Below is a table displaying the availability of the Powerjack in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Powerjack
Powerjack
Allowed


Back Scratcher

The Backscratcher offers Pyros more independence. It provides increased melee damage, bonus health from health packs, but a severe reduction of health gained from medics and Dispensers.

Weapon Damage Critical Damage Function Times Special
Back Scratcher
Back Scratcher
  • Melee: 81
  • Critical: 244
  • Mini-crit: 109
  • Attack: 0.8s
  • +25% damage done
  • +50% health gained from packs on wearer
  • -75% health gained from healers on wearer


Below is a table displaying the availability of the Back Scratcher in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Back Scratcher
Back Scratcher
Allowed


Sharpened Volcano Fragment

The Sharpened Volcano Fragment deals reduced damage on hit, but causes afterburn on the target.

Weapon Damage Critical Damage Function Times Special
Sharpened Volcano Fragment
Sharpened Volcano Fragment
  • Melee: 52
  • Afterburn: 3 damage every 0.5 seconds for 10 seconds. (60 damage total)
  • Critical: 156
  • Mini-crit: 70
  • Mini-crit Afterburn: 4 damage every 0.5 seconds for 10 seconds. (80 damage total)
  • Attack: 0.8s
  • -20% damage


Below is a table displaying the availability of the Sharpened Volcano Fragment in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Sharpened Volcano Fragment
Sharpened Volcano Fragment
Allowed


Neon Annihilator

The Neon Annihilator is a situational weapon. It deals less damage by default but crits wet players and damages Sappers. This encouraes coordination with Engineers, Scouts, and Snipers or usage on maps featuring water. In most competitive maps, water is non-existent within them.

Weapon Damage Critical Damage Function Times Special
Neon Annihilator
Neon Annihilator
  • Melee: 52
  • Melee against buildings: 65
  • Critical: 156
  • Mini-crit: 70
  • Attack: 0.8s
  • Deals 20% less damage vs players.
  • Deals critical hits versus wet players.
  • Destroys Electro-Sappers on friendly buildings.


Below is a table displaying the availability of the Neon Annihilator in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Neon Annihilator
Neon Annihilator
Allowed


Hot Hand

The Hot Hand functions a little differently from the Pyro's other melee weapons. On firing, it deals two consecutive melee hits instead of one, splitting the damage between those two slaps. Each successful hit and kill is announced in the killfeed, similiar to the Holy Mackerel and Unarmed Combat. For every successful hit, the player also gains a boost of speed, that is similiar to the Disciplinary Action's, but much shorter. This comes at the cost of 20% less damage dealt.

Weapon Damage Critical Damage Function Times Special
Hot Hand
Hot Hand
  • Melee: 28 (x2, 56 total)
  • Melee against buildings: 28 (x2, 56 total)
  • Critical: 84 (x2, 168 total)
  • Mini-crit: 38 (x2, 76 total)
  • Attack: 0.8s
  • 20% damage penalty.
  • Provides speed boost on successful hits.
  • Every successful hit and kill is announced in the killfeed.


Below is a table displaying the availability of the Hot Hand in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Hot Hand
Hot Hand
Allowed


Melee Weapon Usage

The Axtinguisher provides the quickest source of damage, whereas the Homewrecker is useful in the presence of Engineers or Spies, such as on Payload or Attack/Defend maps. The Powerjack is useful for the Pyro to quickly regain health on a kill, but leaves the player vulnerable to melee damage. The Backscratcher helps a Pyro to survive longer without a Medic, but makes him impossible to heal, and his dependants on health packs will hinder his Medic's survivability. The Volcano fragment deals afterburn, but provides few other benefits. The Third Degree can always be used in place of the Fire Axe, but still deals low damage. The Axtinguisher tends to be a favorite for Pyros, and the Powerjack can help them recover from near-death. The Backscratcher can also be useful if the Pyro is separated from the team.