Difference between revisions of "Pyro weapons (competitive)"

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(Need stats for phlogistinator, manmelter, reserve shooter. Otherwise, cleanup!)
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{{Competitive}}
 
{{Competitive}}
{{update}}
 
  
 
The [[Pyro (competitive)|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.
 
The [[Pyro (competitive)|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==
 
==Primary Weapons==
All of the Pyro's primary weapons are used for lighting enemies on fire at a close range, and can easily kill classes with lower health quickly if caught off guard.
+
 
 +
All of the Pyro's primary weapons have damage ramp-up. The flames of the flamethrowers 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.
  
 
=== Flamethrower ===
 
=== Flamethrower ===
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[[Image:RedFlamethrowerTilt.png|100px|right]]
 
[[Image:RedFlamethrowerTilt.png|100px|right]]
  
The Flamethrower is a weapon that can cause some serious damage to enemies at close range, and doesn't have the drawbacks (or strengths) that the Pyro's other flamethrowers do, instead keeping moderate afterburn damage and the [[Compression Blast]] ability.
+
The Flamethrower deals standard damage, and deals significant afterburn.
 
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 23: Line 22:
 
! style="background-color:#FFF4CC;" | [[Flamethrower]] <br>[[Image:RedFlamethrowerTilt.png|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Flamethrower]] <br>[[Image:RedFlamethrowerTilt.png|70x39px]]
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''0-200 Units:''' 6.2 per particle (139.5 per second).
+
* '''0-200 Units:''' 6.2 per particle. (139.5 per second)
* '''200-384 Units:''' Linear decrease from 6.2 to 3.72 per particle (83.7 per second)
+
* '''200-384 Units:''' Linear decrease from 6.2 to 3.72 per particle. (83.7 per second)
* '''Afterburn:''' 3 damage every 0.5 seconds for 10 seconds (60 damage total)
+
* '''Afterburn:''' 3 damage every 0.5 seconds for 10 seconds. (60 damage total)
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''Critical:''' 3x base damage, then rounded to the nearest whole (418.5 per second)
+
* '''Critical:''' 3x base damage, then rounded to the nearest whole number. (418.5 per second)
* '''Mini-Crit:''' 1.35x base damage, then rounded to the nearest whole  
+
* '''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)
+
* '''Mini-Crit Afterburn:'''  4 damage every 0.5 second for 10 seconds. (80 damage total)
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Attack Interval:''' 0.04s
 
* '''Attack Interval:''' 0.04s
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* '''Compression Blast Interval:''' 0.75s
 
* '''Compression Blast Interval:''' 0.75s
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
*Fire causes [[Afterburn]].
+
* Can airblast.
*Fire particles at max range are unpredictable
+
** Airblasts cost 20 ammo each, for a total of 10.
*Airblast reflects projectiles
 
*Reflected projectiles become Mini-Crits
 
*Airblast pushes enemies into the air
 
*Airblast extinguishes burning allies
 
*Does not function underwater
 
 
|}
 
|}
 
<br>
 
<br>
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[[Image:RedBackburnerTilt.png|100px|right]]
 
[[Image:RedBackburnerTilt.png|100px|right]]
  
The Backburner is very similar to the flamethrower. However this weapon requires far more ammunition to Compression Blast, in exchange for boosted damage, and automatic critical hits when behind enemies; perfect for ambushing unsuspecting enemies around corners. Effective use of the Backburner's automatic Crits from behind can finish off any class rather quickly, however, due to the limited Compression Blast, one must practice caution when engaging [[Soldier|Soldiers]], [[Demoman|Demomen]], or [[Sniper|Huntsman Snipers]], due to their dangerous projectile attacks.
+
The Backburner deals increased damage from direct fire, but the same amount of 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.
 
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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! style="background-color:#FFF4CC;" | [[Backburner]] <br>[[Image:RedBackburnerTilt.png|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Backburner]] <br>[[Image:RedBackburnerTilt.png|70x39px]]
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''0-200 Units:''' 6.82 per particle (160.4 per second).
+
* '''0-200 Units:''' 6.82 per particle. (160.4 per second)
* '''200-384 Units:''' Linear decrease from 6.82 to 4.09 per particle (92.07 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)
+
* '''Afterburn:''' 3 damage every 0.5 second for 10 seconds. (60 damage total)
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''Critical:''' 3x base damage, then rounded to the nearest whole (481.3 per second)
+
* '''Critical:''' 3x base damage, then rounded to the nearest whole number. (481.3 per second)
* '''Mini-Crit:''' 1.35x base damage, then rounded to the nearest whole  
+
* '''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)
+
* '''Mini-Crit Afterburn:'''  4 damage every 0.5 seconds for 10 seconds. (80 damage total)
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Attack Interval:''' 0.04s
 
* '''Attack Interval:''' 0.04s
 
* '''Ammo Consumption Interval:''' 0.08s
 
* '''Ammo Consumption Interval:''' 0.08s
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
*Fire causes [[Afterburn]].
+
* Can airblast.
*Fire particles at max range are unpredictable
+
** Airblasts cost 50 ammo each, for a total of 4.
*+10% Damage
 
*Automatic Crits from behind
 
*+150% airblast cost
 
*Does not function underwater
 
 
|}
 
|}
 
<br>
 
<br>
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[[Image: RED Degreaser.png|100px|right]]
 
[[Image: RED Degreaser.png|100px|right]]
  
The Degreaser is an interesting flamethrower variant; it retains the same Compression Blast cost and decreases the delay for weapon switching, but at a decrease in afterburn damage. This decrease in damage makes this weapon less effective for direct attack methods, however the quickened weapon switch ability gives the Pyro the ability to light enemies on fire, and attack with his secondary or melee weapon almost immediately, and can be devastating given the proper loadout.
+
The Degreaser deals the same fire damage as the stock Flame Thrower, but deals reduced afterburn. It allows for 65% faster weapon switching.
 
 
The decrease in delay of the weapon switch makes this an effective weapon, especially when partnered with the Axtinguisher, allowing the Pyro to light an enemy on fire and employ the Axtinguisher's 100% Critical hit chance on burning targets near instantly, which can fell any class in one to three hits.
 
 
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Degreaser]] <br>[[Image:RED Degreaser.png|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Degreaser]] <br>[[Image:RED Degreaser.png|70x39px]]
| style="background-color:#FFF4CC;" |  
+
| style="background-color:#FFF4CC;" |
* '''0-200 Units:''' 6.2 per particle (139.5 per second).
+
* '''0-200 Units:''' 6.2 per particle. (139.5 per second)
* '''200-384 Units:''' Linear decrease from 6.2 to 3.72 per particle (83.7 per second)
+
* '''200-384 Units:''' Linear decrease from 6.2 to 3.72 per particle. (83.7 per second)
* '''Afterburn:''' 2 damage every 0.5 second (3 damage every fourth tick) for 10 seconds (45 damage total)
+
* '''Afterburn:''' 2 damage every 0.5 second (3 damage every fourth tick) for 10 seconds. (45 damage total)
| style="background-color:#FFF4CC;" |  
+
| style="background-color:#FFF4CC;" |
* '''Critical:''' 3x base damage, then rounded to the nearest whole (418.5 per second)
+
* '''Critical:''' 3x base damage, then rounded to the nearest whole number. (418.5 per second)
* '''Mini-Crit:''' 1.35x base damage, then rounded to the nearest whole
+
* '''Mini-Crit:''' 1.35x base damage, then rounded to the nearest whole number.
 
* '''Over 512 units Mini-Crit:''' 8/hit  
 
* '''Over 512 units Mini-Crit:''' 8/hit  
* '''Mini-Crit Afterburn:'''  4 damage every 0.5 seconds for 10 seconds (80 damage total)
+
* '''Mini-Crit Afterburn:'''  4 damage every 0.5 seconds for 10 seconds. (80 damage total)
| style="background-color:#FFF4CC;" |  
+
| style="background-color:#FFF4CC;" |
 
* '''Attack Interval:''' 0.04s
 
* '''Attack Interval:''' 0.04s
 
* '''Ammo Consumption Interval:''' 0.08s
 
* '''Ammo Consumption Interval:''' 0.08s
 
* '''Compression Blast Interval:''' 0.75s
 
* '''Compression Blast Interval:''' 0.75s
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
*Weapon Switch delay reduced by 65%
+
* Can airblast.
*Afterburn damage reduced by 25%
+
** Airblasts cost 20 ammo each, for a total of 10.
*Otherwise similar to the Flamethrower
 
 
|}
 
|}
 
<br>
 
<br>
 +
 +
==Phlogistinator==
  
 
=== Primary Weapon Usage ===
 
=== Primary Weapon Usage ===
  
Many Pyros prefer to use the Flamethrower or the Degreaser over the Backburner, mainly because the use of Compression Blast can be found to be quite useful in many situations, especially when dealing with enemies with projectile weaponry. The Backburner, however, is useful on maps with many tight areas and choke points, as the increased damage can cause a lot of damage over a short time to a group of enemies.
+
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 Degreaser's decreased switch time allows it to pair well with the [[#Flare Gun|flare gun]] and the [[#Axtinguisher|Axtinguisher]], making it a popular choice.
  
 
==Secondary Weapons==
 
==Secondary Weapons==
  
The Pyro's secondary weapons focus mainly on finishing off enemies already on fire, or for attacking enemy pyros.
+
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 the [[Hadoken]] taunt.
  
 
=== Shotgun ===
 
=== Shotgun ===
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[[Image:Shotgun_IMG.png|100px|right]]
 
[[Image:Shotgun_IMG.png|100px|right]]
  
The Shotgun is a highly reliable secondary weapon for a Pyro, as it is his only hitscan weapon available to him. The shotgun deals massive damage at close range due to damage rampup, and is generally favorable over other weapons when dealing with enemy Pyros, as Pyros are resistant to the Afterburn effect of the Pyro's flamethrowers and the Flaregun. The Shotgun is also useful for finishing off enemies that are already on fire, stacking the Shotgun's damage along with damage caused by Afterburn, which may quickly kill off any weaker classes the Pyro may encounter.
+
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.
 
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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|-
 
|-
 
! style="background-color:#fffae7;" | [[Shotgun]] <br>[[Image:Shotgun IMG.png|70x39px]]
 
! style="background-color:#fffae7;" | [[Shotgun]] <br>[[Image:Shotgun IMG.png|70x39px]]
| style="background-color:#fffae7;" | '''Point-Blank:''' 90 <br>'''512 units:''' 6/hit, avg 6 hits <br>'''Over 1024 units:''' 3/hit
+
| style="background-color:#fffae7;" |
| style="background-color:#fffae7;" | '''Critical:''' 18/hit (max 180) <br>'''Point-Blank Mini-Crit:''' 121 <br>'''Over 512 units Mini-Crit''' 8/hit
+
* '''Point-Blank:''' 90
| style="background-color:#fffae7;" | '''Attack:''' 0.625s <br>'''Reload Start:''' 1.0s <br>'''Reload More:''' 0.5s
+
* '''512 units:''' 6/bullet, avg 6 hits  
| style="background-color:#fffae7;" | Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).
+
* '''Over 1024 units:''' 3/hit
 +
| style="background-color:#fffae7;" |
 +
* '''Critical:''' 18/bullet
 +
* '''Point-Blank Mini-Crit:''' 121
 +
* '''Over 512 units Mini-Crit''' 8/bullet
 +
| style="background-color:#fffae7;" |
 +
* '''Attack:''' 0.625s
 +
* '''Reload Start:''' 1.0s
 +
* '''Reload More:''' 0.5s
 +
| style="background-color:#fffae7;" |
 +
* Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).
 
|}
 
|}
 
<br>
 
<br>
  
=== Flaregun ===
+
=== Flare Gun ===
  
 
[[Image:RedFlaregun.png|100px|right]]
 
[[Image:RedFlaregun.png|100px|right]]
  
The Flaregun is a useful secondary weapon for Pyros that want to light enemy classes afire from a range. This weapon is useful for attacking enemies at a longer range than any of the Pyro's other weapons, as it is more accurate than the Shotgun, and doesn't gain damage rampup or falloff. However, when aiming with this weapon, it's useful to keep in mind that the flares arc midair, making it increasingly difficult to hit enemies at a range without adjusting one's aim.
+
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
 
 
The Flaregun can prove to be incredibly useful against enemies that are already on fire, as the Flaregun automatically Crits any enemies that are burning. This can finish off weaker classes quite quickly, as the flares renew the burning effect on the target. However, this weapon proves near useless on enemy Pyros, as the flares themselves do not do a lot of damage, and Pyros are resistant to the Afterburn effect.
 
  
  
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|-
 
|-
 
! style="background-color:#fffae7;" | [[Flaregun]] <br>[[Image:RedFlaregun.png|70x39px]]
 
! style="background-color:#fffae7;" | [[Flaregun]] <br>[[Image:RedFlaregun.png|70x39px]]
| style="background-color:#fffae7;" | '''Base:''' 30
+
| style="background-color:#fffae7;" |
| style="background-color:#fffae7;" | '''Critical:''' 90 <br>'''Mini-Crit:''' 41 <br>
+
* '''Base:''' 30
| style="background-color:#fffae7;" | '''Attack Interval:''' 2.02s <br>
+
* '''Afterburn:''' 3 damage every 0.5 seconds for 10 seconds. (60 damage total)
 +
| style="background-color:#fffae7;" |
 +
* '''Critical:''' 90
 +
* '''Mini-Crit:''' 41 <br>
 +
| style="background-color:#fffae7;" |
 +
* '''Attack Interval:''' 2.02s
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
*Causes Afterburn
+
* Deals critical hits on already burning targets.
*Crits burning targets regardless of range
 
 
|}
 
|}
 
<br>
 
<br>
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[[Image:Backpack Detonator.png|150px|right]]
 
[[Image:Backpack Detonator.png|150px|right]]
  
The Detonator is very similar to the Flare Gun, however has a few improvements. Its damage dealt is identical to the Flare Gun, except that fired flares can be detonated to deal reduced damage and set enemies alight. The resulting explosion, small as it is, is able to propel the player skyward if detonated under the player, much in a similar fashion to Rocket  Jumping. Despite these additions, it does have a drawback:
+
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 rockets, if less effectively. 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.
the player receives more damage than normal.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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|-
 
|-
 
! style="background-color:#fffae7;" | [[Detonator]] <br>[[Image:Backpack Detonator.png|140x78px]]
 
! style="background-color:#fffae7;" | [[Detonator]] <br>[[Image:Backpack Detonator.png|140x78px]]
| style="background-color:#fffae7;" | '''Base:''' 30 <br>'''Explosion''' 16
+
| style="background-color:#fffae7;" |
| style="background-color:#fffae7;" | '''Critical:''' 90<sup>1</sup> <br>'''Mini-Crit:''' 41<sup>1</sup> <br>
+
* '''Base:''' 30
| style="background-color:#fffae7;" | '''Attack Interval:''' 2.02s <br>
+
* '''Explosion''' 16
 +
* '''Afterburn:''' 3 damage every 0.5 seconds for 10 seconds. (60 damage total)
 +
| style="background-color:#fffae7;" |
 +
* '''Critical:''' 90
 +
* '''Mini-Crit:''' 41
 +
| style="background-color:#fffae7;" |
 +
* '''Attack Interval:''' 2.02s
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
*Causes Afterburn
+
* Deals mini-crits on already burning targets.
*Mini-crits burning targets regardless of range
+
* Flares can detonate to deal reduced damage and set multiple players alight.
*Flares can detonate to deal reduced damage and set players alight
+
* +25% damage to self
*+25 damage to self
 
 
|}
 
|}
<sup>1</sup> Note that detonated flares won't receive the [[crit]] bonus for hitting a burning enemy.
 
 
<br>
 
<br>
 +
 +
==Reserve Shooter==
 +
 +
==Manmelter==
  
 
=== Secondary Weapon Usage ===
 
=== Secondary Weapon Usage ===
  
Pyros selecting a secondary should primarily consider the enemy team's class composition; if the enemy has more pyros, then the Shotgun would be the most effective choice, as the Shotgun deals large amounts of damage in close-range combat, and enemy Pyros are resistant to the other weapons Afterburn. However, the Flaregun and the Detonator are useful against enemies that are already burning, or are too far away to burn with the Pyro's primary weapon.
+
The shotgun deals consistant close range damage, whereas the Flare Gun and Detonator can be great for sniping a particular class with continued crits or minicrits. The detonator offers more flexibility, allowing the Pyro to navigate the map more intricately. The stock Shotgun tends to be chosen, since it helps conserve primary ammunition while having a significant clip itself.
  
 
==Melee Weapons==
 
==Melee Weapons==
  
The Pyro's melee weapons have a balance between attack speed and damage that may be useful against other Pyros, who are resistant to afterburn, or classes who are unaware. However, the Pyro's primary weapon may prove to be more effective in close-range combat than his melee weapon.  
+
The Pyro has a variety of Melee weapons, which deal damage in specialized ways.
  
 
=== Fire Axe ===
 
=== Fire Axe ===
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[[Image:Axe_IMG.png|100px|right]]
 
[[Image:Axe_IMG.png|100px|right]]
  
The Fire Axe is the Pyro's default melee weapon, and, as such, has none of the strengths or weaknesses that the Pyro's other melee weapons have.
+
The stock Fire Axe deals consistant damage, and can be used if the Pyro is out of or low on ammunition.
 
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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* '''Attack:''' 0.8s
 
* '''Attack:''' 0.8s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Completely standard melee weapon.
+
* Stock melee weapon.
 
|}
 
|}
 
<br>
 
<br>
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[[Image:Axtinguisher.png|100px|right]]
 
[[Image:Axtinguisher.png|100px|right]]
  
The Axtinguisher is a unique weapon, in that it is guaranteed 100% Critical-hit chance against burning targets, but does signifigantly reduced damage against targets who aren't. This weapon is very useful when paired with the Degreaser, as the reduced weapon switch time of the Degreaser can allow the Pyro to burn a target, and attack with the Axtinguisher almost immediately, felling most classes in one hit. This weapon, however, is utterly useless against enemy Pyros.
+
The Axtinguisher deals critical hits to players who are on fire. It pairs well with the Degreaser, but is useless against another Pyro.
  
The [[Postal Pummeler]] is a reskin of the Axtinguisher, and therefore has the same stats as the Axtinguisher.
+
The [[Postal Pummeler]] has the same stats as the Axtinguisher.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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[[Image:Homewrecker.png|100px|right]]
 
[[Image:Homewrecker.png|100px|right]]
  
The Homewrecker is a weapon that proves to be most useful when attacking enemy [[Engineer (competitive)|Engineers]]. The Homewrecker deals doubled damage against all Engineer [[buildings]], effectively destroying any building in one to two hits. This weapon is also effective when assisting friendly Engineers, as one swing of the Homewrecker destroys enemy [[Spy (competitive)|Spy's]] Electro-Sappers. However, this weapon deals reduced damage against players.
+
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]] is a reskin of the Homewrecker, and therefore has the same stats as the Homewrecker.
+
The [[Maul]] has the same stats as the Homewrecker.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Homewrecker]] <br>[[File:Homewrecker.png|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Homewrecker]] <br>[[File:Homewrecker.png|70x39px]]
| style="background-color:#FFF4CC;" |  
+
| style="background-color:#FFF4CC;" |
* '''Melee:''' 49 (130 against buildings)
+
* '''Melee:''' 49
| style="background-color:#FFF4CC;" |  
+
* '''Melee against buildings:''' 130
 +
| style="background-color:#FFF4CC;" |
 
* '''Critical:''' 146
 
* '''Critical:''' 146
 
* '''Mini-crit:''' 66
 
* '''Mini-crit:''' 66
| style="background-color:#FFF4CC;" |  
+
| style="background-color:#FFF4CC;" |
 
* '''Attack:''' 0.8s
 
* '''Attack:''' 0.8s
| style="background-color:#FFF4CC;" |  
+
| style="background-color:#FFF4CC;" |
* 100% increased damage against buildings
+
* Deals double damage to buildings.
* Destroys Electro-Sappers
+
* Destroys Electro-Sappers on friendly buildings.
* 25% less damage against players
+
* 25% less damage against players.
 
|}
 
|}
 
<br>
 
<br>
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[[Image: RED Powerjack.png|100px|right]]
 
[[Image: RED Powerjack.png|100px|right]]
  
The Powerjack has the ability to heal the Pyro whenever a kill is made with the weapon, and is one of the few weapons that can overheal the player. This weapon can increase the survivability of a Pyro, as he can light a target on fire, and finish the enemy off with the Powerjack, gaining health that may have been lost in the encounter.
+
The Powerjack grants the Pyro 75 health on kill, with the ability to gain overheal (with standard decay) from it. The Pyro cannot be overhealed beyond 150% base health. It makes the Pyro take 20% increased melee damage while active.
 
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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* '''Attack:''' 0.8s
 
* '''Attack:''' 0.8s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* +75 health restored on kill
+
* 75 health gained on kill.
 +
** Can overheal.
 +
** Cannot overheal beyond 150%
 
* +20% damage from melee sources while active.
 
* +20% damage from melee sources while active.
 
|}
 
|}
Line 328: Line 334:
 
[[Image:Back Scratcher.png|100px|right]]
 
[[Image:Back Scratcher.png|100px|right]]
  
The Back Scratcher, like the Powerjack, is a powerful melee weapon that has an increase to damage done. The Back Scratcher, however, supports a more independant Pyro, by netting the Pyro more health from [[Health|Health Kits]], but at the same time reducing healing from dispensers or [[Medic (competitive)|Medics]]. This forces the Pyro to rely more on scattered Health Kits rather than other primary sources of healing.
+
The Backscratcher offers Pyros more independence. It proviedes increased melee damage, bonus health from health packs, but a severe reduction of health gained from medics and dispensers.
 
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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[[Image:Sharpenedvolcanofragment.png|100px|right]]
 
[[Image:Sharpenedvolcanofragment.png|100px|right]]
  
: '''Note:''' This weapon is banned in a majority of leagues for acquisition time (meaning that some time needs to pass to allow players to acquire it before lifting the ban is considered).
+
: '''Note:''' This weapon is banned in a majority of leagues for acquisition time.
 
 
The Sharpened Volcano Fragment is unique in that, on hit, the target hit is ignited. However, the weapon deals reduced damage against all targets, making this weapon mediocre at best, due to the Pyro's primary weapon igniting enemies as well. This weapon can cause more damage than the other melee weapons that the Pyro has over time, but is a lot less effective against other Pyros.
 
  
 +
The Sharpened Volcano Fragment deals reduced damage on hit, but causes afterburn on the target.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 370: Line 374:
 
|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Sharpened Volcano Fragment]] <br>[[File:Sharpenedvolcanofragment.png|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Sharpened Volcano Fragment]] <br>[[File:Sharpenedvolcanofragment.png|70x39px]]
| style="background-color:#FFF4CC;" |  
+
| style="background-color:#FFF4CC;" |
 
* '''Melee:''' 52
 
* '''Melee:''' 52
* '''Afterburn:''' 3 damage every 0.5 seconds for 10 seconds (60 damage total)
+
* '''Afterburn:''' 3 damage every 0.5 seconds for 10 seconds. (60 damage total)
| style="background-color:#FFF4CC;" |  
+
| style="background-color:#FFF4CC;" |
 
* '''Critical:''' 156
 
* '''Critical:''' 156
 
* '''Mini-crit:''' 70
 
* '''Mini-crit:''' 70
* '''Mini-crit Afterburn:''' 4 damage every 0.5 seconds for 10 seconds (80 damage total)
+
* '''Mini-crit Afterburn:''' 4 damage every 0.5 seconds for 10 seconds. (80 damage total)
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.8s
 +
| style="background-color:#FFF4CC;" |
 +
* -20% damage
 +
|}
 +
<br>
 +
 
 +
==Third Degree==
 +
 
 +
[[Image:Third_Degree_IMG.png|100px|right]]
 +
 
 +
The Third Degree deals consistant damage, and can be used if the Pyro is out of or low on ammunition. Although it deals damage through Medi Gun beams, this will rarely have any effect.
 +
 
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Third Degree]] <br>[[File:Third_Degree_IMG.png|70x39px]]
 +
| style="background-color:#FFF4CC;" |
 +
* '''Melee:''' 65
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 195
 +
* '''Mini-crit:''' 88
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Attack:''' 0.8s
 
* '''Attack:''' 0.8s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* On-Hit: Target is engulfed in flames
+
* Damage is transfered between players connected by medic beams.
* -20% damage
 
 
|}
 
|}
 
<br>
 
<br>
Line 387: Line 416:
 
===Melee Weapon Usage===
 
===Melee Weapon Usage===
  
Although the Pyro has a large amount of melee weapons there are only two that you really need to consider; the Axtinguisher and the Homewrecker. The Axtinguisher give you crits against burning targets, which is fairly easy to do if you're already close enough to attack with a melee weapon. As for the Homewrecker, it is useful in Highlander games where you are playing more of a supportive role with the Engineer.
+
The Axtinguisher provides the quickest source of damage, whereas the Homewrecker is useful in the presence of engineers, 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. 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.
  
 
==See Also==
 
==See Also==

Revision as of 18:10, 19 February 2012

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.

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 flamethrowers 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.

Flamethrower

RedFlamethrowerTilt.png

The Flamethrower deals standard damage, and deals significant afterburn.

Weapon Damage Critical Damage Function Times Special
Flamethrower
RedFlamethrowerTilt.png
  • 0-200 Units: 6.2 per particle. (139.5 per second)
  • 200-384 Units: Linear decrease from 6.2 to 3.72 per particle. (83.7 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. (418.5 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.


Backburner

RedBackburnerTilt.png

The Backburner deals increased damage from direct fire, but the same amount of 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
RedBackburnerTilt.png
  • 0-200 Units: 6.82 per particle. (160.4 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. (481.3 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.


Degreaser

RED Degreaser.png

The Degreaser deals the same fire damage as the stock Flame Thrower, but deals reduced afterburn. It allows for 65% faster weapon switching.

Weapon Damage Critical Damage Function Times Special
Degreaser
RED Degreaser.png
  • 0-200 Units: 6.2 per particle. (139.5 per second)
  • 200-384 Units: Linear decrease from 6.2 to 3.72 per particle. (83.7 per second)
  • Afterburn: 2 damage every 0.5 second (3 damage every fourth tick) for 10 seconds. (45 damage total)
  • Critical: 3x base damage, then rounded to the nearest whole number. (418.5 per second)
  • Mini-Crit: 1.35x base damage, then rounded to the nearest whole number.
  • Over 512 units Mini-Crit: 8/hit
  • Mini-Crit Afterburn: 4 damage every 0.5 seconds 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.


Phlogistinator

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 Degreaser's decreased switch time allows it to pair well with the flare gun and 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 the Hadoken taunt.

Shotgun

Shotgun IMG.png

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 IMG.png
  • 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


Flare Gun

RedFlaregun.png

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
Flaregun
RedFlaregun.png
  • 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.


Detonator

Backpack Detonator.png

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 rockets, if less effectively. 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
Backpack Detonator.png
  • Base: 30
  • Explosion 16
  • Afterburn: 3 damage every 0.5 seconds for 10 seconds. (60 damage total)
  • Critical: 90
  • Mini-Crit: 41
  • 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


Reserve Shooter

Manmelter

Secondary Weapon Usage

The shotgun deals consistant close range damage, whereas the Flare Gun and Detonator can be great for sniping a particular class with continued crits or minicrits. The detonator offers more flexibility, allowing the Pyro to navigate the map more intricately. 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

Axe IMG.png

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

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


Axtinguisher

Axtinguisher.png

The Axtinguisher deals critical hits to players who are on fire. It pairs well with the Degreaser, but is useless against another Pyro.

The Postal Pummeler has the same stats as the Axtinguisher.

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


Homewrecker

Homewrecker.png

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.png
  • 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.


Powerjack

RED Powerjack.png

The Powerjack grants the Pyro 75 health on kill, with the ability to gain overheal (with standard decay) from it. The Pyro cannot be overhealed beyond 150% base health. It makes the Pyro take 20% increased melee damage while active.

Weapon Damage Critical Damage Function Times Special
Powerjack
RED Powerjack.png
  • Melee: 65
  • Critical: 195
  • Mini-crit: 88
  • Attack: 0.8s
  • 75 health gained on kill.
    • Can overheal.
    • Cannot overheal beyond 150%
  • +20% damage from melee sources while active.


Back Scratcher

Back Scratcher.png

The Backscratcher offers Pyros more independence. It proviedes 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.png
  • 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


Sharpened Volcano Fragment

Sharpenedvolcanofragment.png
Note: This weapon is banned in a majority of leagues for acquisition time.

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
Sharpenedvolcanofragment.png
  • 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


Third Degree

The Third Degree deals consistant damage, and can be used if the Pyro is out of or low on ammunition. Although it deals damage through Medi Gun beams, this will rarely have any effect.

Weapon Damage Critical Damage Function Times Special
Third Degree
70x39px
  • Melee: 65
  • Critical: 195
  • Mini-crit: 88
  • Attack: 0.8s
  • Damage is transfered between players connected by medic beams.


Melee Weapon Usage

The Axtinguisher provides the quickest source of damage, whereas the Homewrecker is useful in the presence of engineers, 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. 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.

See Also