Difference between revisions of "Anti-Pyro strategy"
GrampaSwood (talk | contribs) m (Removed a bug mention (hitting through walls), changed a part about how the Scorch Shot encourages a certain playstyle (contradicts other points), changed wording to be less "Scorch Shot users do this") |
Qwertyxp2000 (talk | contribs) (Somehow this page mentions nothing about afterburn immunity of the Pyro. Also did some more tweaks here and there. Polishing notes on how to identify a Rainblower, some notes on Manmelter crits, and minor wording.) |
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* The Pyro has above-average health and can be difficult to repel if they manage to enter close range. | * The Pyro has above-average health and can be difficult to repel if they manage to enter close range. | ||
+ | * The Pyro has natural immunity to afterburn from all sources except the [[Gas Passer]]. They can still be ignited but are resistant to most afterburn sources. | ||
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| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]''' | | align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]''' | ||
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** If you can't escape the Pyro, try to weaken them for your teammates before they kill you. | ** If you can't escape the Pyro, try to weaken them for your teammates before they kill you. | ||
* If the Pyro sets you on fire, extinguish yourself as soon as possible to reduce [[afterburn]] damage. Medkits, certain teammates, and bodies of water can all extinguish flames. | * If the Pyro sets you on fire, extinguish yourself as soon as possible to reduce [[afterburn]] damage. Medkits, certain teammates, and bodies of water can all extinguish flames. | ||
− | ** An allied Pyro can extinguish you with their compression blast or a few choice secondary weapons. An allied Scout's Mad Milk, a Heavy's [[Sandvich]], and a Sniper's Jarate also work. | + | ** An allied Pyro can extinguish you with their compression blast or a few choice secondary weapons. An allied Scout's [[Mad Milk]], a Heavy's [[Sandvich]], and a Sniper's [[Jarate]] also work. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Backburner}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Backburner}} + '''reskins''' | ||
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* The Rainblower functions identically to the Flame Thrower but also comes with the [[Armageddon]] taunt attack. | * The Rainblower functions identically to the Flame Thrower but also comes with the [[Armageddon]] taunt attack. | ||
* There are multiple distinct cues during the 3 seconds Armageddon takes to activate, including rainbows, a neighing horse, and a [[Dreams of Cruelty|menacing song]]. Don't blindly rush around corners. | * There are multiple distinct cues during the 3 seconds Armageddon takes to activate, including rainbows, a neighing horse, and a [[Dreams of Cruelty|menacing song]]. Don't blindly rush around corners. | ||
− | * The Rainblower is not visible without [[Pyrovision]]. Keep in mind that the Pyro has taunt attacks on other weapons like the Flare Gun, too. | + | * The Rainblower is not visible without [[Pyrovision]]. Besides seeing the Armageddon taunt, a Pyro's Rainblower is still visible in the kill feed. Keep in mind that the Pyro has taunt attacks on other weapons like the Flare Gun, too. |
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| align="center" valign="center" style="padding:0.5em" | [[File:Airblast.png|100px|Compression Blast]]<br />'''[[Compression Blast]]''' | | align="center" valign="center" style="padding:0.5em" | [[File:Airblast.png|100px|Compression Blast]]<br />'''[[Compression Blast]]''' | ||
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* The Manmelter has unlimited ammunition and faster projectiles, making it more effective at continuous long-range harassment than the [[Flare Gun]]. Move unpredictably to avoid being ignited. | * The Manmelter has unlimited ammunition and faster projectiles, making it more effective at continuous long-range harassment than the [[Flare Gun]]. Move unpredictably to avoid being ignited. | ||
* The Manmelter's projectiles do not deal critical damage to burning players, making it less effective at finishing foes off. The Pyro will likely engage you with their Flame Thrower instead. | * The Manmelter's projectiles do not deal critical damage to burning players, making it less effective at finishing foes off. The Pyro will likely engage you with their Flame Thrower instead. | ||
− | * If an enemy is set on fire, try to finish them off before a Manmelter Pyro can extinguish them and gain a stored critical hit. | + | * If an enemy is set on fire, try to finish them off before a Manmelter Pyro can extinguish them and gain a stored critical hit. If they manage to do so, they might try to finish you off instead. |
* Extinguishing from the Manmelter has virtually no cooldown; the Pyro can capitalize on their burning teammates to quickly regain plenty of health! | * Extinguishing from the Manmelter has virtually no cooldown; the Pyro can capitalize on their burning teammates to quickly regain plenty of health! | ||
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* Due to the vast range of utility that unlockable melee weapons provide, it is rare for a Pyro to equip the stock Fire Axe, much less use it; the Pyro's primary weapons have better range and more consistent damage. | * Due to the vast range of utility that unlockable melee weapons provide, it is rare for a Pyro to equip the stock Fire Axe, much less use it; the Pyro's primary weapons have better range and more consistent damage. | ||
* As with all other Pyro melee weapons, stay away from melee range if the Pyro is holding their melee weapon. Be aware that if you remain outside their melee range too long, the Pyro will likely switch to their primary or secondary weapon. | * As with all other Pyro melee weapons, stay away from melee range if the Pyro is holding their melee weapon. Be aware that if you remain outside their melee range too long, the Pyro will likely switch to their primary or secondary weapon. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Axtinguisher}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Axtinguisher}} + '''reskins''' | ||
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* A Pyro with the Homewrecker typically watches over an Engineer's buildings, protecting them from Spies and incoming projectiles. They will tend to play passively and defend an Engineer nest, only going on the offensive to punish an enemy for overextending. | * A Pyro with the Homewrecker typically watches over an Engineer's buildings, protecting them from Spies and incoming projectiles. They will tend to play passively and defend an Engineer nest, only going on the offensive to punish an enemy for overextending. | ||
− | * | + | * The Homewrecker one-shots Sappers, allowing the Pyro to prevent Spies from sapping any nearby buildings. Coordinate with teammates to distract or backstab the Pyro first. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Powerjack}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Powerjack}} | ||
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− | * The Powerjack grants the Pyro bonus movement speed but causes him to take 20% more damage while active. This speed boost makes him faster than every class besides the Scout. Pyros will typically deploy this weapon to reach the front lines faster, then switch to their other weapons for combat. If you catch a Pyro moving between areas with it, try to hit | + | * The Powerjack grants the Pyro bonus movement speed but causes him to take 20% more damage while active. This speed boost makes him faster than every class besides the Scout. Pyros will typically deploy this weapon to reach the front lines faster, then switch to their other weapons for combat. If you catch a Pyro moving between areas with it, try to hit the Pyro before they can switch weapons. |
* In combat, the Pyro will sometimes switch to the Powerjack to finish you off and regain some health. Take advantage of the Pyro's damage vulnerability, and shoot them before they reach you. | * In combat, the Pyro will sometimes switch to the Powerjack to finish you off and regain some health. Take advantage of the Pyro's damage vulnerability, and shoot them before they reach you. | ||
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Revision as of 20:37, 9 February 2023
“ | Go to hell and tell the devil I'm comin' for him next!
Click to listen
— The Demoman
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” |
The Pyro is a hardy class that excels at close range combat, particularly in confined areas where their Flame Thrower is difficult to avoid. Due to the Flame Thrower’s wide damage spread, the Pyro can focus more on outmaneuvering their opponents than aiming and has leeway when fighting at close range. Additionally, the Pyro has access to the compression blast, a powerful source of utility that allows them to forcibly reposition enemies or reflect projectiles. The overall theme of the Pyro’s available weapons is close range power; because their best long range weapon is just the Flare Gun, they are most vulnerable when distant from enemies or when in open areas.
Contents
General
Attributes | Anti-Pyro strategy |
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Role |
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Health |
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Speed |
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Power |
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Weapon-specific
Main article: Pyro weapons
Primary weapons
Weapon | Anti-Pyro strategy |
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Flame Thrower + reskins |
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Backburner + reskins |
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Degreaser |
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Phlogistinator |
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Dragon's Fury |
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Rainblower |
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Compression Blast |
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Secondary weapons
Weapon | Anti-Pyro strategy |
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Shotgun + reskins |
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Flare Gun + reskins |
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Detonator |
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Reserve Shooter |
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Manmelter |
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Scorch Shot |
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Panic Attack |
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Thermal Thruster |
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Gas Passer |
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Melee weapons
Weapon | Anti-Pyro strategy |
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Fire Axe + reskins |
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Axtinguisher + reskins |
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Homewrecker + reskins |
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Powerjack |
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Back Scratcher |
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Sharpened Volcano Fragment |
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Third Degree |
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Neon Annihilator |
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Hot Hand |
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See also
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