Flame Thrower

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Your friends will squeal with delight when bathed in the warm glow of the all-new gas-fueled Flamethrower. With its commanding style and hyper-efficient performance, you'll be the talk of every barbeque or deathmatch.
Flamethrower advertisement

The Flamethrower is the default primary weapon of the Pyro. It is a long metal pole, connected by a hose to a propane tank. The tank is attached to the pole via fastening bands. A continually lit pilot light can be seen at the nozzle. The trigger is made out of a team-colored gas pump handle.

Upon pressing primary fire, the weapon will expel a stream of large flame particles at roughly 22.7 particles of flame each second, in what is roughly a narrow cone, at a cost of 12.5 ammunition per second. Enemies may be damaged by a Flamethrower's particles once every 0.075 seconds. Flame particles are not obstructed by enemies or buildings owned by the opposing team, making it ideal for attacking multiple enemies. The range of the fire is very limited, but is capable of dealing heavy damage at close quarters. Damage experiences a separate ramp-up, where the damage of each particle increases the longer an enemy is attacked, with the maximum ramp-up of 100% bonus damage being reached after 2 seconds. Note that the weapon cannot be used underwater; it will produce harmless bubbles. The weapon is also incapable of firing if the player is in contact with a wall (or various other objects such as props) and facing it directly.

Secondary fire causes the weapon to deliver a compression blast which can deflect enemy projectiles, push opposing players away, and extinguish teammates who are on fire. Deflected enemy projectiles deal mini-crit damage. Each compression blast costs 20 ammunition, meaning it is possible to use 10 Compression blasts before needing to retrieve more ammo. Unlike the weapon's primary fire, the user can still use compression blasts if the weapon is directly in contact with a wall.

Apart from the direct damage, the Flamethrower also sets targets on fire, causing the target to burn and take additional damage for a short time. Pyros are immune to this themselves due to their fireproof suits, but will still take damage directly from the Flamethrower itself. A Spy disguised as a Pyro will still be set on fire. The afterburn can be extinguished by the Medi Gun of a Medic, a Dispenser's healing stream, contact with water, friendly Jarate, friendly Mad Milk, a friendly compression blast, the secondary attack of a friendly Manmelter, the Spy-cicle's special ability, the Dead Ringer's special ability, or any type of Health pack. Using the primary fire of the Flamethrower on a friendly Huntsman-wielding Sniper will light his arrow on fire, and an enemy hit by this arrow afterwards will be ignited; the Pyro who lit the arrow, will not receive assist credit, however.

Afterburn from the Flamethrower will reduce healing from Mediguns, Dispensers and the Amputator by between 20% and 100%, with the reduction increasing in an inverse proportion to the amount of healing the item is giving. It will also reduce the effects of the Vaccinators Ubercharge by 20%.

Damage and function times

See also: Damage
Damage and function times
Shot type Particle
Damage type Fire
Ranged or Melee damage? Ranged
Flame damage (close) 100% 6.5-13 / particle
Flame damage (far) 50% 3.25-6.5 / particle
Critical 9.75-19.5 / particle
Mini-crit 4.3875-8.775 / particle
Afterburn 4 / tick
Afterburn (mini-crit) 5 / tick
Function times
Attack interval 0.044̅̅ s
Ammo consumption interval 0.08 s
Afterburn duration 4-10 s
Airblast cooldown 0.75 s
Values are approximate and determined by community testing.

Note: Flame damage is proportional to particle lifetime instead of distance from target. Unlike most weapons, Critical hits are also affected by the scaling.


Strange variant

Related achievements

Achieved.png General

Escape the Heat
Escape the Heat
Jump into a pool of refreshing water while on fire.
Set five enemies on fire in 30 seconds.

Leaderboard class soldier.png Soldier

Backdraft Dodger
Backdraft Dodger
Kill a Pyro who has airblasted one of your rockets in the last 10 seconds.
Semper Fry
Semper Fry
Kill 20 enemies while you are on fire.

Leaderboard class pyro.png Pyro

Baptism by Fire
Baptism by Fire
Force 10 burning enemies to jump into water.

Burn Ward
Burn Ward
Ignite 3 Medics that are ready to deploy an ÜberCharge.

Controlled Burn
Controlled Burn
Ignite 50 enemies capturing one of your control points.

Combined Fire
Combined Fire
Use your shotgun to finish off 20 players you've ignited.

Cooking the Books
Cooking the Books
Ignite 5 enemies carrying your intelligence.

Ignite 5 Spies who have a sapper on a friendly building.

Ignite 10 Snipers while they are zoomed in.

Freezer Burn
Freezer Burn
Provide enemies with freezecam shots of each of your taunts.

Got A Light?
Got A Light?
Ignite an enemy Spy while he's flicking a cigarette.

Hot on Your Heels
Hot on Your Heels
Kill 50 enemies with your flamethrower, from behind.

I Fry
I Fry
Ignite 10 disguised Spies.
Hot Potato
Hot Potato
Reflect 100 projectiles with your compressed air blast.

Kill a Soldier with a reflected critical rocket.

Makin' Bacon
Makin' Bacon
Kill 50 Heavies with your flamethrower.

Next of Kindling
Next of Kindling
Ignite an enemy, and the Medic healing him.

Pilot Light
Pilot Light
Ignite a rocket-jumping Soldier while he's in midair.

Do 1 million points of total fire damage.

Second Degree Burn
Second Degree Burn
Kill a burning enemy who was ignited by another Pyro.

Spontaneous Combustion
Spontaneous Combustion
Ignite 10 cloaked Spies.

Ignite 10 enemies that have recently used a teleporter.

Weenie Roast
Weenie Roast
Have 2 enemy Scouts on fire at the same time.

Leaderboard class heavy.png Heavy

In a single life, get shot, burned, bludgeoned, and receive explosive damage.

Leaderboard class engineer.png Engineer

The Extinguished Gentleman
The Extinguished Gentleman
Have dispensers you built extinguish 20 burning players.

Leaderboard class medic.png Medic

Assist in burning 5 enemies with a single ÜberCharge on a Pyro.
Infernal Medicine
Infernal Medicine
Extinguish 100 burning teammates.

Leaderboard class sniper.png Sniper

Friendship is Golden
Friendship is Golden
Extinguish a burning teammate with your Jarate.

Leaderboard class spy.png Spy

Burn Notice
Burn Notice
Survive 30 seconds after being ignited while cloaked.

Update history

September 28, 2007 Patch
  • Increased Flamethrower damage at point blank range.
  • Fixed the Flamethrower hit detection.

December 20, 2007 Patch

  • Fixed the Flamethrower stuttering when firing directly into a building.

February 14, 2008 Patch

  • Added Flamethrower "sizzle" sound when the Pyro is hitting a target.

April 29, 2008 Patch (Gold Rush Update)

  • Fixed Flamethrower bug where a player flush against a wall couldn't be lit on fire from the front.

June 19, 2008 Patch (The Pyro Update)

  • Added alt-fire compression blast to the basic Flamethrower.
  • Tuned the Flamethrower hit detection to improve detection versus retreating opponents.
  • Removed Flamethrower's damage falloff (was falling off to 25% by the end).

June 20, 2008 Patch

  • Fixed "Hot on your Heels" counting non-flamethrower based kills.
  • Fixed Compression Blast particles on DX8.

July 1, 2008 Patch

  • Added back some damage falloff to the Pyro's Flamethrower. Not nearly as extreme as it was before the Pyro class pack.

March 5, 2009 Patch

  • Fixed Flamethrower loophole that resulted in the flame effect being stuck on while the Flamethrower wasn't really firing.

May 21, 2009 Patch (Sniper vs. Spy Update)

  • Flamethrower's air burst now extinguishes fire on friendly targets.

June 23, 2009 Patch

  • A Pyro's air blast will now extinguish burning disguised enemy Spies, since knockback no longer affects disguised enemy Spies.

June 25, 2009 Patch

  • Reverted airblast knockback on disguised Spies, so that they can once again be knocked back.

February 23, 2010 Patch

  • Fixed the Pyro not being able to deflect enemy flares.

April 28, 2010 Patch

  • Flamethrower direct damage reduced by 20%.
  • Burn duration reduced (10 -> 6 seconds).
  • Airblast re-fire delay reduced by 25%.
  • Airblast ammo usage reduced by 20%.
  • All reflected rockets/grenades/arrows now mini-crit.
  • Airblasting enemies into environmental deaths now awards the death credit to the Pyro.

May 19, 2010 Patch

  • Increased base damage by 10%.
  • Afterburn duration increased (from 6 to 10).

July 8, 2010 Patch (Engineer Update)

  • Added better feedback sound for Pyros on when their Flamethrower is doing damage.

September 30, 2010 Patch (Mann-Conomy Update)

  • [Undocumented] Pyro's Airblast pushes grounded stickies approximately twice the distance now.

December 17, 2010 Patch (Australian Christmas)

  • Fixed a Flamethrower bug that allowed players to rapidly fake the Pyro's airblast effect.

February 3, 2011 Patch

  • Updated model with optimizations and new LODs.
  • [Undocumented] v_ and w_ model versions of the Flamethrower were removed and replaced with the newer c_model variant.

February 7, 2011 Patch

  • Fixed burning deaths to always use the death notice icon for the weapon that started the burn.

July 12, 2011

December 15, 2011 Patch (Australian Christmas 2011)

December 19, 2011 Patch

  • Festive Flamethrowers can now be gifted.

June 27, 2012 Patch (Pyromania Update)

  • Increased base damage by +10%.

August 15, 2012 Patch (Mann vs. Machine Update)

  • [Undocumented] Added Silver and Gold Botkiller variants.

October 9, 2012 Patch

  • Added Rust, Blood, Carbonado, and Diamond Botkiller variants.

December 20, 2012 Patch (Mecha Update)

  • Added Silver and Gold Botkiller Mk. II variants.

February 14, 2013 Patch

  • Fixed the Botkiller Flamethrower using the wrong RED team arms skin while on the BLU team.

February 28, 2013 Patch

  • Fixed a client/server crash when a flamethrower gets destroyed while firing.

February 28, 2013 Patch #2

  • Fixed a client crash when attempting to fire the flamethrower while coming out of a taunt.

November 21, 2013 Patch (Two Cities Update)

September 10, 2014 Patch

December 17, 2015 Patch (Tough Break Update)

  • The base Flamethrower's damage fall off over distance has been decreased, resulting in higher damage output at range.
  • Extinguishing a teammate will now return 20 health to the Pyro.

January 7, 2016 Patch

  • Changed attribute:
    • [Undocumented] Updated 20 health restoration when used to extinguish a burning teammate from neutral attribute to positive attribute.

July 7, 2016 Patch (Meet Your Match Update)

  • Added: Direct damage reduces Medi Gun healing and resist shield effects by 25%
    • Medics hear a "healing interrupted" sound when this is happening to their heal target.

July 14, 2016 Patch

  • Fixed a regression in the Pyro's flamethrower where flames could sometimes damage players behind obstacles and walls.

September 12, 2016 Patch

  • Fixed Pyros griefing teammates by attacking them with the flamethrower.

October 20, 2017 Patch (Jungle Inferno Update)

  • Flamethrowers no longer apply maximum-duration afterburn on contact. Afterburn duration is now based on how long the target is in contact with direct flames.
  • Better visual sync, more consistent (no visuals/damage mismatch).
  • New particle effects.
  • Airblast
    • Hit detection for both players and projectiles is now a consistent cone.
    • Airblasting players now factors in the momentum of the Pyro and target, giving both more control over the interaction.
    • Airblast now causes target player to have reduced footing and air control for a short period.
    • Now factors in the upward angle of the airblast, rather than having a fixed upward force.
    • Total push force slightly increased.
  • [Undocumented] Changed one word in weapon description.

October 30, 2017 Patch

  • Fixed flamethrowers not damaging buildings at close distance.

November 7, 2017 Patch

  • Fixed not seeing the new flamethrower effects on some machines.

January 4, 2018 Patch

  • Missed note from the Smissmas update: Australium weapons can now be Festivized.

March 28, 2018 Patch #1

  • Flame damage per second now ramps up based on density of flame encountered, up to 200%.
  • Initial flame damage per second reduced by 50%, resulting in the max damage being unchanged.
  • Fixed Flamethrower particles sometimes failing to draw on the client.
  • Fixed Flamethrower flames not colliding with tf_generic_bomb entities.

March 28, 2018 Patch #2

  • Fixed a server crash related to the Flamethrower.

May 17, 2018 Patch

  • Fixed a server crash related to Flamethrower particles.

April 17, 2019 Patch

  • Fixed an exploit related to the Flamethrower shooting long distances.


  • The Flame Thrower's Medi Gun heal and resist reduction is not actually 20% as stated in the patch notes.
    • Healing is reduced by 50% with any Medi Guns, and by 100%/100%/75% with level 1/2/3 Dispensers, respectively.
    • The resistance reduction applies only to the Vaccinator's Übercharge and does not apply to the Vaccinator's passive resistance.
  • As of the Blue moon update, the flamethrower has the following bugs.
    • At point blank range, Damage ramp-up has the tendency to reset to minimum.
    • At point blank range, the hit box shrinks drastically, roughly 50% of the normal hitbox.
    • Players next to walls will "Lock" old particles within their model until the player dies, this results in the locked flamethrower particle dictating all damage of subsequent particles.
    • Once any particle misses the target, the flamethrowers rampup will immediately reset to minimum


  • Modern flamethrowers were first used in the trench warfare in World War I.
  • Beta builds of Team Fortress 2 featured a hose connecting the Pyro's back canister to the Flamethrower. However, upon release, the hose was redirected to a propane tank on the weapon.
    • The hose is still visible in the Pyro's HUD icon.
  • The Flame Thrower, along with the Rainblower and Stock Rocket Launcher were obtainable in Saints Row IV by pre-ordering the game on Steam.



See also