Difference between revisions of "Pyro match-ups"

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   | pyro-strategy = If you and an enemy Pyro insist on fighting in close quarters, it's a simple matter of outmaneuvering and outdamaging him with your own primary weapon. Although the two of you are immune to [[afterburn]], you aren't protected from the lion's share of the Flame Thrower's damage. If he charges at you with his Flamethrower, backpedal while firing yours – due to the innate time flames take to travel, he will take more damage. Your choice of primary weapon is key - in terms of unbuffed damage, the Flame Thrower and Backburner beat the Phlogistinator, which all beat the Degreaser. If you are outclassed at close range, stay at  medium range and use a secondary weapon that uses bullets, like the Shotgun. The compression blast can be used to position the enemy Pyro so that you can either retreat or land an easy Shotgun blast. The mirror matchup is uneventful at longer range, where your secondary weapons deal little damage without any supplementing afterburn.
 
   | pyro-strategy = If you and an enemy Pyro insist on fighting in close quarters, it's a simple matter of outmaneuvering and outdamaging him with your own primary weapon. Although the two of you are immune to [[afterburn]], you aren't protected from the lion's share of the Flame Thrower's damage. If he charges at you with his Flamethrower, backpedal while firing yours – due to the innate time flames take to travel, he will take more damage. Your choice of primary weapon is key - in terms of unbuffed damage, the Flame Thrower and Backburner beat the Phlogistinator, which all beat the Degreaser. If you are outclassed at close range, stay at  medium range and use a secondary weapon that uses bullets, like the Shotgun. The compression blast can be used to position the enemy Pyro so that you can either retreat or land an easy Shotgun blast. The mirror matchup is uneventful at longer range, where your secondary weapons deal little damage without any supplementing afterburn.
 
   | demoman-strategy = The Demoman's ranged weapons can only fire [[projectiles]], so good use of the [[airblast]] will turn you into his living nightmare. Protect your team by deflecting the grenades and Stickybombs that the Demoman launches at you. Aim your compression blast carefully, as your own deflected projectiles are still harmful. While he is reloading, pepper him with your secondary weapon while steadily approaching. The Demoman’s weapons are difficult to aim and can inflict self-damage at close range; once you close the distance, you should easily be able to kill him. If the Demoman equips one of [[Chargin’ Targe|his]] [[Splendid Screen|three]] [[Tide Turner|shields]], use your Shotgun or melee weapon to ignore the shield's fire resistance and use the compression blast to break his charges.
 
   | demoman-strategy = The Demoman's ranged weapons can only fire [[projectiles]], so good use of the [[airblast]] will turn you into his living nightmare. Protect your team by deflecting the grenades and Stickybombs that the Demoman launches at you. Aim your compression blast carefully, as your own deflected projectiles are still harmful. While he is reloading, pepper him with your secondary weapon while steadily approaching. The Demoman’s weapons are difficult to aim and can inflict self-damage at close range; once you close the distance, you should easily be able to kill him. If the Demoman equips one of [[Chargin’ Targe|his]] [[Splendid Screen|three]] [[Tide Turner|shields]], use your Shotgun or melee weapon to ignore the shield's fire resistance and use the compression blast to break his charges.
   | heavy-strategy = It is usually suicide to directly face a Heavy, the other class that specializes in close range combat. If you have no escape route, his [[Minigun]] can shred you in less than a second. If he already sees you, your best option would be  to harass him with your secondary weapon while searching for an alternate path. To take a Heavy out quickly, you’ll have to ambush him and perhaps use the [[Backburner]] or [[Axtinguisher]] to deal your highest possible burst damage. If you are having trouble, [[airblast]] him away and retreat. If you can't escape, ignite the Heavy before dying to at least deal some damage. At range, your [[Flare Gun]] can be relied upon to deliver a succession of [[Critical hits]] which even a Heavy cannot ignore.
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   | heavy-strategy = The Heavy is one of your deadliest enemies. If you have no escape route, his [[Minigun]] can shred you in less than a second, and its DPS is higher than any of your weapons'. The best way to deal with a Heavy is to take him by surprise when his Minigun isn't spun-up. His Minigun takes a few precious seconds to spin up before it can be fired, which can be the difference between life and death for them. Weapons with high burst damage such as the [[Backburner]], [[Phlogistinator]], and [[Axtinguisher]] are effective against Heavies if you can take him by surprise. If all else fails, [[airblast]] the Heavy back and retreat. If cornered, stand and fight, as while you might not be able to kill the Heavy, you will at least be able to deal significant damage to him before dying.
 
   | engineer-strategy = A lone Engineer is an easy target. His [[Sentry Gun]], however, is more resilient than even a Heavy and immune to afterburn. If the Sentry Gun has already been upgraded to level 3, you will find it difficult to circle-strafe it without taking heavy damage. Unless you can safely attack it with your [[Flamethrower]] or [[Shotgun]] from an angle, you’re best off retreating and coming back with teammates. If you're feeling ambitious, try deflecting the Sentry Gun rockets back at the Sentry Gun or its owner. Your Flamethrower can penetrate his buildings and attack him directly, making you a prime candidate to destroy Sentry positions when [[ÜberCharge]]d.
 
   | engineer-strategy = A lone Engineer is an easy target. His [[Sentry Gun]], however, is more resilient than even a Heavy and immune to afterburn. If the Sentry Gun has already been upgraded to level 3, you will find it difficult to circle-strafe it without taking heavy damage. Unless you can safely attack it with your [[Flamethrower]] or [[Shotgun]] from an angle, you’re best off retreating and coming back with teammates. If you're feeling ambitious, try deflecting the Sentry Gun rockets back at the Sentry Gun or its owner. Your Flamethrower can penetrate his buildings and attack him directly, making you a prime candidate to destroy Sentry positions when [[ÜberCharge]]d.
 
   | medic-strategy = Although you can easily defeat a Medic in a one-on-one duel, he will usually be surrounded by his teammates. You probably won’t be able to pick him off, as he is slightly faster than you and his natural health regeneration makes [[afterburn]] less effective. Leave directly targeting him to your teammates and try for an [[Axtinguisher]] or [[Backburner]] ambush. When a Medic deploys his [[ÜberCharge]], use your [[airblast]] to separate him from his patient and prematurely cut the ÜberCharge link.
 
   | medic-strategy = Although you can easily defeat a Medic in a one-on-one duel, he will usually be surrounded by his teammates. You probably won’t be able to pick him off, as he is slightly faster than you and his natural health regeneration makes [[afterburn]] less effective. Leave directly targeting him to your teammates and try for an [[Axtinguisher]] or [[Backburner]] ambush. When a Medic deploys his [[ÜberCharge]], use your [[airblast]] to separate him from his patient and prematurely cut the ÜberCharge link.

Revision as of 00:18, 25 August 2016

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The Pyro on strategies
Class Strategy
Pyro.png
Pyro
vs. Scout.png
Scout
A good Scout will use his speed and double jump to stay out of your Flame Thrower’s short range. If given enough room, he can constantly switch between close and medium range in response to whatever weapon you equip, so take the fight into enclosed areas. Although he's hard to hit, one puff of flame will ignite and whittle him down for almost half of his 125 base health. To stop him from getting away and extinguishing himself, deny access to health kits and use the compression blast to keep him pinned down. Particular weapons that may be effective against the Scout are the Degreaser, which lets you somewhat counter weapon heckling, or the Detonator, which has an exploding flare that is easier to ignite the Scout with.
Pyro.png
Pyro
vs. Soldier.png
Soldier
An enemy Soldier will initially hold the advantage if he's at medium range or on high ground, but is susceptible to ambushes due to his slow speed. You'll want enter close range as soon as possible, where he'll be forced to use the Shotgun or risk damaging himself with rockets. If you can't reach him, make use of the compression blast to deflect his rockets back. With prediction, you are actually able to deflect his rockets the moment they leave his Rocket Launcher. Check his body language; a Soldier who jumps backwards is usually trying to dodge the splash damage of a rocket he's about to fire. Any primary weapon that penalizes your airblast, particularly the Phlogistinator, leaves you far weaker in a direct fight against the Soldier.
Pyro.png
Pyro
vs. Pyro.png
Pyro
If you and an enemy Pyro insist on fighting in close quarters, it's a simple matter of outmaneuvering and outdamaging him with your own primary weapon. Although the two of you are immune to afterburn, you aren't protected from the lion's share of the Flame Thrower's damage. If he charges at you with his Flamethrower, backpedal while firing yours – due to the innate time flames take to travel, he will take more damage. Your choice of primary weapon is key - in terms of unbuffed damage, the Flame Thrower and Backburner beat the Phlogistinator, which all beat the Degreaser. If you are outclassed at close range, stay at medium range and use a secondary weapon that uses bullets, like the Shotgun. The compression blast can be used to position the enemy Pyro so that you can either retreat or land an easy Shotgun blast. The mirror matchup is uneventful at longer range, where your secondary weapons deal little damage without any supplementing afterburn.
Pyro.png
Pyro
vs. Demoman.png
Demoman
The Demoman's ranged weapons can only fire projectiles, so good use of the airblast will turn you into his living nightmare. Protect your team by deflecting the grenades and Stickybombs that the Demoman launches at you. Aim your compression blast carefully, as your own deflected projectiles are still harmful. While he is reloading, pepper him with your secondary weapon while steadily approaching. The Demoman’s weapons are difficult to aim and can inflict self-damage at close range; once you close the distance, you should easily be able to kill him. If the Demoman equips one of his three shields, use your Shotgun or melee weapon to ignore the shield's fire resistance and use the compression blast to break his charges.
Pyro.png
Pyro
vs. Heavy.png
Heavy
The Heavy is one of your deadliest enemies. If you have no escape route, his Minigun can shred you in less than a second, and its DPS is higher than any of your weapons'. The best way to deal with a Heavy is to take him by surprise when his Minigun isn't spun-up. His Minigun takes a few precious seconds to spin up before it can be fired, which can be the difference between life and death for them. Weapons with high burst damage such as the Backburner, Phlogistinator, and Axtinguisher are effective against Heavies if you can take him by surprise. If all else fails, airblast the Heavy back and retreat. If cornered, stand and fight, as while you might not be able to kill the Heavy, you will at least be able to deal significant damage to him before dying.
Pyro.png
Pyro
vs. Engineer.png
Engineer
A lone Engineer is an easy target. His Sentry Gun, however, is more resilient than even a Heavy and immune to afterburn. If the Sentry Gun has already been upgraded to level 3, you will find it difficult to circle-strafe it without taking heavy damage. Unless you can safely attack it with your Flamethrower or Shotgun from an angle, you’re best off retreating and coming back with teammates. If you're feeling ambitious, try deflecting the Sentry Gun rockets back at the Sentry Gun or its owner. Your Flamethrower can penetrate his buildings and attack him directly, making you a prime candidate to destroy Sentry positions when ÜberCharged.
Pyro.png
Pyro
vs. Medic.png
Medic
Although you can easily defeat a Medic in a one-on-one duel, he will usually be surrounded by his teammates. You probably won’t be able to pick him off, as he is slightly faster than you and his natural health regeneration makes afterburn less effective. Leave directly targeting him to your teammates and try for an Axtinguisher or Backburner ambush. When a Medic deploys his ÜberCharge, use your airblast to separate him from his patient and prematurely cut the ÜberCharge link.
Pyro.png
Pyro
vs. Sniper.png
Sniper
The Sniper is perhaps your exact opposite. While you deal damage over a wide area at close range, the Sniper deals precise damage to single targets at long range. If possible, stay out of sight until you are within Flamethrower range. If the Sniper spots you, move erratically and make an effort to mess up his aim; the Flame Thrower can obscure his view while the Flare Gun can apply afterburn. Once you close the distance, the Sniper is easy prey. Don’t let him get away, as his Jarate can extinguish your flames. While difficult, you can use your compression blast to defensively deflect Huntsman arrows and Jarate.
Pyro.png
Pyro
vs. Spy.png
Spy
You are the deadliest enemy a Spy can face. Although you are not immune to backstabs, your flames are a natural deterrent for any Spy. Fire nullifies both the Cloak and disguise of any Spy, so Spy-check all of your teammates with a quick puff of flame. His Revolver is surprisingly accurate and superior to your Shotgun at long range, so don't hesitate to retreat if you can't catch him. You can further annoy enemy Spies by using the Homewrecker or Neon Annihilator to remove their Sappers from friendly buildings.

The Spy has two specific items that aid in surviving your flames; the Dead Ringer will allow him to extinguish your flames once before Cloaking, while the Spy-cicle will protect him from being ignited for a short time. In both cases, liberally flame the area to ensure he does not escape.


See also