Difference between revisions of "Anti-Pyro strategy"
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.) |
(Moving some info to match-ups.) |
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* The Pyro can activate a fully charged Phlogistinator to gain guaranteed critical hits. A full charge is indicated by the weapon's nozzle sparking. | * The Pyro can activate a fully charged Phlogistinator to gain guaranteed critical hits. A full charge is indicated by the weapon's nozzle sparking. | ||
** If you suspect the Pyro has a full charge but can't see them, be ready for an ambush. | ** If you suspect the Pyro has a full charge but can't see them, be ready for an ambush. | ||
− | ** If the Pyro taunts in the open for brief invulnerability, have your team prepare for their attempted rampage | + | ** If the Pyro taunts in the open for brief invulnerability, have your team prepare for their attempted rampage. Class-specific methods include laying a carpet of Stickybombs, charging the Sniper Rifle, and getting into position for the Knife's [[backstab]]. |
* The Phlogistinator cannot airblast, so you can freely use rockets, grenades, and other projectiles against the Pyro without fear of reflection. | * The Phlogistinator cannot airblast, so you can freely use rockets, grenades, and other projectiles against the Pyro without fear of reflection. | ||
− | * | + | * You are always free to retreat and wait for "Mmmph" to run out. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Dragon's Fury}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Dragon's Fury}} | ||
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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. | ||
− | * | + | * Without [[Pyrovision]], the Rainblower is not visible except, for 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 Scorch Shot's flares can knock enemies back; the knockback increases if you already are on fire. If you get hit by the flare, the resulting explosion can stunlock your movement. Don't idle close to environmental hazards. | * The Scorch Shot's flares can knock enemies back; the knockback increases if you already are on fire. If you get hit by the flare, the resulting explosion can stunlock your movement. Don't idle close to environmental hazards. | ||
* The Scorch Shot excels at keeping enemies on fire but is less effective at finishing them up. Remember where you can find healing or extinguish yourself. | * The Scorch Shot excels at keeping enemies on fire but is less effective at finishing them up. Remember where you can find healing or extinguish yourself. | ||
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* Pyros often use this weapon to charge up the [[Phlogistinator]] for guaranteed critical hits. Keep an ear out for the Pyro activating their crit-boost. | * Pyros often use this weapon to charge up the [[Phlogistinator]] for guaranteed critical hits. Keep an ear out for the Pyro activating their crit-boost. | ||
− | * Like the Detonator, the Scorch Shot allows the Pyro to perform a Flare Jump at the cost of health, albeit slightly weaker. Although | + | * Like the Detonator, the Scorch Shot allows the Pyro to perform a Flare Jump at the cost of health, albeit slightly weaker. Although a Scorch Shot jump may not be as common, be aware of your surroundings. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Panic Attack|}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Panic Attack|}} | ||
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* The Axtinguisher deals less damage against non-burning players, but deals mini-crit damage against burning players, and deals all the afterburn damage the player would have taken, all at once. A Pyro will use this weapon to finish you off after igniting you with their other weapons. | * The Axtinguisher deals less damage against non-burning players, but deals mini-crit damage against burning players, and deals all the afterburn damage the player would have taken, all at once. A Pyro will use this weapon to finish you off after igniting you with their other weapons. | ||
* The bonus damage is equal to the damage you would have taken from afterburn. The Pyro must choose between different options, such the Degreaser's fast weapon switch and low afterburn power. Take note of the Pyro's other weapons - you may gain insight into what tactics they use. | * The bonus damage is equal to the damage you would have taken from afterburn. The Pyro must choose between different options, such the Degreaser's fast weapon switch and low afterburn power. Take note of the Pyro's other weapons - you may gain insight into what tactics they use. | ||
− | * The Axtinguisher has less range than the Flame Thrower and holsters 35% slower, giving you | + | * The Axtinguisher has less range than the Flame Thrower and holsters 35% slower, giving you time to counterattack should you survive the hit. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Homewrecker}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Homewrecker}} + '''reskins''' |
Revision as of 22:04, 4 April 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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