Difference between revisions of "Pyro"

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[[File:PyroIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Pyro]]
 
[[File:PyroIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Pyro]]
The Pyro is a class who wields a Flamethrower as its [[pyro#Primary|primary weapon]]. Along with the ability to inflict burn damage and a relatively high damage output, the Pyro also has the [[airblast]] mechanic, which can neutralize an enemy's über with ease, reflect projectiles like rockets and arrows, and extinguish burning teammates.
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Pyro is a class who wields a Flamethrower as their [[pyro#Primary|primary weapon]]. Along with the ability to inflict burn damage and a moderate but consistent damage output, Pyro also has the [[airblast]] mechanic, which can prevent the enemy from gaining ground even with an Ubercharge, reflect projectiles like rockets and grenades, and extinguish burning teammates.
 
 
  
  
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{{main|Pyro (6v6)}}
 
{{main|Pyro (6v6)}}
  
In 6v6, the Pyro is considered an [[offclass]]. Most commonly run when the defending team has über disadvantage while defending last, the Pyro's job is to neutralize the enemy team's über and projectile spam from the Soldier and Demo through the use of the airblast mechanic. This situational use of the class allows the defending team to counter the enemy team when in disadvantage, against über it allows the team to gain precious time, often enough for the team to get über in time to defend last even counter-push if the Pyro manages to hold the whole über back. It has been tried and experimented through the years as a full-time competitive class and while it is encouraged in some [[Competitive_Formats#Other|competitive gamemodes]] it doesn't work in 6v6 because of the lack of mobility and low damage output of this class.
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In the standard 6v6 format, Pyro is an [[offclass]] on most maps, thanks to their average movement speed and limited range. Most commonly run on [[5CP]] maps when their team has an Uber disadvantage while defending the last point, Pyro's job is to neutralize the enemy team's Ubercharge and protect their team from projectiles from the enemy Soldier and Demoman. This buys time for Pyro's team to organize a counterattack, potentially saving the game. While Pyro is run full-time in other [[Competitive_Formats#Other|competitive formats]], their average speed, low range, and mediocre damage prevents them from excelling in the fast-paced 6v6 leagues.
  
 
==Highlander==
 
==Highlander==
 
{{main|Pyro (Highlander)}}
 
{{main|Pyro (Highlander)}}
  
In Highlander, the Pyro is considered a support class.  The Pyro's main job in Highlander is to protect the [[Medic]]. It also has the job of displacing and neutralizing enemy übers, [[spychecking]] to neutralize the enemy [[Spy]], protecting its team's sentry gun by deflecting projectiles and providing flank support when required. The Pyro most commonly positions himself around the combo, so as to allow them to deal a lot of damage to the enemy team's damage dealing classes like Heavy or Demoman, without having to focus on classes like Spies or Scouts. This allows for the rest of your team to coordinate a push. Alternatively, if a Pyro's team is aware enough of the enemy Spy, then the Pyro could take the role of a roaming Pyro. This involves the Pyro flanking the enemy team and trying to deal a lot of damage, possibly to get a pick on the Medic, which could then allow their team to push in.
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In Highlander, Pyro is their team's bodyguard. Their main job is to protect their team's combo, especially the [[Medic]]. They also are responsible for delaying or neutralizing enemy Ubercharges, [[spychecking]] to prevent the enemy [[Spy]] from landing a pick, protecting their team's Sentry Gun by deflecting projectiles, and providing flank support when required. Pyro most commonly positions themself near the combo, and is their defense against pick classes, allowing the combo to deal damage to enemies without being harassed by the enemy Spy, Scout, or Soldier. If they are not needed to shut down pick classes, Pyro may attempt to flank and ambush the enemy team and attempt a pick on the enemy combo, especially the Medic.
  
 
== Weapons ==
 
== Weapons ==
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|weaponname = Flame Thrower
 
|weaponname = Flame Thrower
 
|link = Flame_Thrower
 
|link = Flame_Thrower
|description = The '''Flamethrower''' provides better upfront damage than the Degreaser as well as possessing a relatively cheap airblast in comparison to the Backburner and, although by no means a bad weapon, lacks either the ambushing potential from the Backburner as well as the weapon switching bonus of the Degreaser, which can often be invaluable. Since either of the allowed alternatives have an offensive focus (through different means) that means the stock Flamethrower will generally be used with a more passive play-style in mind, and often without tangible upsides in relation to the alternatives.  
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|description = The '''Flamethrower''' provides slightly better damage than the Degreaser as well as a relatively cheap airblast. It lacks the potential to ambush or switch weapons quickly, and as such promotes a more defensive playstyle. Pyro will often use the stock Flamethrower to guard their team, though the Degreaser can do the same - as long as the enemy Medic is alive, afterburn is easily negated. This weapon is most effective when the enemy Medic is dead or far away, and health packs are scarce, as afterburn damage will be maximized against retreating pick classes.
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|ugc4s = always
 
|ugc4s = always
 
|6s = always
 
|6s = always
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{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Backburner
 
|weaponname = Backburner
|description = The '''Backburner''' is a weapon made with ambushing and flanking in mind and is rarely used in 6's. Since the Pyro generally has responsibilities to either protect the Medic or the Engineer in Highlander, it requires a significant change to the team's overall strategy to be used effectively and is therefore rarely used in that format as well. The Backburner's unique ability allows it to critically hit an enemy from behind (approximately 90 degrees) allowing the Pyro to quickly kill an unaware opponent. This comes at the price of diminished support capabilities since the Pyro will only be able to use four airblasts with full ammunition and this greatly hinders the most powerful support tools in the Pyro's arsenal.  
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|description = The '''Backburner''' is a weapon made that rewards flanking and ambushing. When Pyro attacks an enemy from behind, the Backburner will deal critical hits, killing them in seconds. As a downside, airblasts become far more expensive, reducing Pyro's ability to protect their team's Medic or Engineer. This often requires Pyro's team to make a significant change to their playstyle, and as such, is rarely used in Highlander. In 6v6, Pyro's primary responsibility is to push the enemy team away from their team's final point, and the Backburner prevents them from doing so.
 +
 
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
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{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Degreaser
 
|weaponname = Degreaser
|description = The '''Degreaser''' is the most widely used flamethrower in competitive. The weapon provides the Pyro with faster weapon switching which makes using weapon combos (such as the Flare Gun or the Axtinguisher ) far easier and allows the Pyro to handle combat situations that would otherwise be quite difficult to handle. The Degreaser's downsides come from the weapon's reduced damage upfront and weakened afterburn in relation to the stock flamethrower. This rarely affects the Pyro, still, given that the class' objectives in most competitive scenarios are to either stall the enemy or support his own team rather than actively getting kills.
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|description = The '''Degreaser''' is the most popular flamethrower in all competitive formats. The weapon allows  Pyro to switch weapons much faster, which makes using weapon combos (such as the Flare Gun or the Axtinguisher) far easier and allows them to alternate between attacking the enemy team and airblasting projectiles. As a downside, Pyro's afterburn deals less damage, which rarely comes into play; Pyro's primary responsibility is to protect their team, not search for kills.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
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{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Phlogistinator
 
|weaponname = Phlogistinator
|description = The '''Phlogistinator''' is a unique Pyro weapon that exchanges the Pyro's ability to airblast with the ability to get on-demand crits after burning enemies. By charging "Mmmph" he will be able to taunt (either with right-click or selected taunt button) to become invincible (visually looking like an Ubercharge) until the taunt ends and then gain crits. To counter the crits, enemy Demomen will sticky-trap the Pyro or the Sniper will aim at the Pyro's head, and the Spy will wait behind the Pyro, when the taunt ends the Demoman will activate the sticky bombs or the Sniper will fire, the Spy is less effective because the invincibility goes on a for a little while after until it visually ends and the Pyro can see the Spy behind him because taunts activate third-person mode. Third-person taunt mode is useful because Pyro can see around corners and pick out his targets or plan of attack. The crits are effective in small spaces where little to no strafing is available, or against power classes like Heavy. When using the "Mmmph" taunt, hiding around corners or where the enemy can't see you are effective to not get sticky-trapped or surrounded. The Phlogistinator is good for big pushes when the enemy team is distracted, sometimes used with the stock uber to have both invincibility and crits. When using the "Mmmph" taunt, if the Pyro is popped up in the air by an explosion or airblasted, the taunt instantly stops and the Pyro still receives crits. But the Phlogistinator is switched out for the Degreaser or the Stock for the airblast for a more passive playstyle that helps the team in a different way rather than the aggressive playstyle that allows Pyro to help his team by eliminating the enemy team.
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|description = The '''Phlogistinator''' places Pyro into a completely different role by removing their ability to airblast while granting critical hits after they deal enough fire damage. By dealing fire damage, Pyro will charge "Mmmph" at a rate of 1% per 3 fire damage dealt. Once the Mmmph meter is full, Pyro can activate it by taunting, making them invulnerable until the taunt ends. They will also gain crits for 10 seconds after the taunt ends. If Pyro becomes airborne while taunting, the taunt will be cancelled, but not the invulnerability. Guaranteed critical hits on Pyro will shred an unprepared team, but a enemy team expecting them can neutralize them with ease: Demoman can sticky-trap the area around Pyro, Sniper can headshot them from a distance, and Spy can backstab them as soon as the invulnerability ends. Without their ability to airblast, Pyro is left vulnerable to Soldier as well. Thus, Pyro must activate their Mmmph in a safe area, then ambush the enemies to land as many kills as possible. The Phlogistonator may be used in combination with Medic's stock Ubercharge to force enemies to retreat, allowing the rest of the team to move in.
 +
 
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
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|weaponname = Dragon's Fury
 
|weaponname = Dragon's Fury
 
|link = Dragon's_Fury
 
|link = Dragon's_Fury
|description = The '''Dragon's Fury''' it acts as a single-shot, projectile-based Flamethrower this takes away the automatic fire and replaces with it with a more skill based weapon, the weapon rewards the user with consistent strong damage.
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|description = The '''Dragon's Fury''' acts as a single-shot flamethrower, firing a fireball that travels somewhat further than other flamethrowers' fire, dealing about as much damage as a Flare Gun and igniting enemies for 3 seconds (1 second against enemy Pyros). It takes 0.8 seconds to reload - this time is shortened to 0.53 seconds if Pyro hits an enemy with the fireball. If the fireball hits a burning enemy dead-on, it will deal 3x damage, making the weapon a sort of rapid-fire Flare Gun. Airblasting with the weapon takes 1.6 seconds to reload, making Pyro unable to effectively reflect the enemy Soldier's rocket spam. In direct confrontations with a single opponent, however, it allows Pyro to match the damage output of generalist classes.
 +
 
 
|ugc4s = false
 
|ugc4s = false
 
|6s = true
 
|6s = true
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{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Shotgun
 
|weaponname = Shotgun
|description = The '''Shotgun''' is a default Pyro Weapon. It is identical to the [[Engineer]]’s, [[Heavy]]’s or [[Soldier]]’s. It is a hitscan weapon and has 6 ammo in its mag alongside 32 additional ammo carried. For the Pyro, the Shotgun can be used in situations where the flamethrower wouldn't be as practical or useful. The Shotgun deals respectable damage at close-range and gives the Pyro decent abilities at mid-range. Even though its damage long-range is fairly negligible it allows the Pyro to harass enemies from a distance and support his teammates on occasion.  
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|description = The '''Shotgun''' is Pyro's stock Secondary. It is identical to the [[Engineer]]’s, [[Heavy]]’s and [[Soldier]]’s. It is a hitscan weapon and carries 6 shots in its clip, and has 32 reserve ammo. Pyro can use the Shotgun to kill enemies outside their effective range, or to finish off a weakened enemy. The Shotgun deals respectable damage at close-range and gives Pyro decent abilities at mid-range. Even though its damage long-range is fairly negligible it allows them to harass enemies from a distance and support his teammates on occasion. Note that Pyro's flare guns allow them to harass enemies at distance more effectively, but give them less close-range staying power.
 
|ugc4s = always
 
|ugc4s = always
 
|6s = always
 
|6s = always
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|weaponname = Flare Gun
 
|weaponname = Flare Gun
 
|link = Flare_Gun
 
|link = Flare_Gun
|description = The '''Flare Gun''' allows the Pyro to harass and even pick off targets at long-range. The Flare Gun's abilities allow the Pyro to light enemies from a distance (dealing 30 damage plus the afterburn) and it also crits on enemies that are already on fire (dealing 90 damage) without being affected by range. Just like the other flare guns, the regular Flare Gun is a projectile weapon and one has to predict the enemy's movement to use it effectively.
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|description = The '''Flare Gun''' allows Pyro to harass and even pick off targets at long-range. It fires a single projectile which deals 30 damage and lights the target on fire - dealing critical hits (90 damage) against burning players, the equivalent of a point-blank Shotgun attack. It takes 2 seconds to reload, making Pyro weaker in close range combat against multiple enemies. Like their other flare guns, the standard Flare Gun is a projectile weapon and Pyro must predict the enemy's movement to use it effectively.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
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{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Detonator
 
|weaponname = Detonator
|description = The '''Detonator''' provides a useful boost to mobility as well as the ability to light entire groups of enemies on fire from great distances by detonating the projectile but loses the critical hit from the regular flare gun (the Detonator mini-crits on burning targets instead) and the projectile also harms the player. The Detonator is mostly useful to harass enemies and also, in situations where the Pyro may benefit from added mobility by using the Detonator's explosion knockback. The Detonator's explosion can also destroy enemy stickies allowing the Pyro to dismantle sticky traps without much danger.
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|description = The '''Detonator''' functions like the Flare Gun, but gives up burst damage in favor of mobility and long-range harassment. While it deals only 23 damage on a direct hit, and only mini-crits against burning players, it can be detonated mid-air to light groups of enemies on fire, or to ignite hard-to-hit targets like Scout. Upon hitting a surface, the flare creates an explosion that only harms the Pyro who fired it. If the flare is detonated as soon as it is fired, the explosion will launch Pyro a short distance, at the cost of a significant amount of health. This gives Pyro the ability to ambush enemies from unexpected locations. Additionally, the Detonator explosion destroys Demoman's stickybombs, allowing Pyro to dismantle sticky-traps without putting themself in danger.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = false
 
|6s = false
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|weaponname = Reserve Shooter
 
|weaponname = Reserve Shooter
 
|link = Reserve_Shooter
 
|link = Reserve_Shooter
|description = The '''Reserve Shooter''' is a shotgun that is rarely used as a Pyro secondary after the Jungle Inferno Update, in which they removed the ability to mini-crit airblasted targets. There is still a 20% faster switch to time though, which can be used as a more combo-oriented shotgun playstyle. This weapon has four shots per mag instead of six. Due to its effectiveness in most formats the weapon is banned from competitive play with the exception of RGL's Highlander league.
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|description = The '''Reserve Shooter''' is a shotgun that is rarely used as a Pyro secondary after the Jungle Inferno Update, in which Valve removed its ability to mini-crit airblasted targets. There is still a 20% faster switch to time though, which can be used as a more combo-oriented shotgun playstyle. This weapon has four shots per clip instead of six. Due to its effectiveness in most formats the weapon is banned from competitive play with the exception of RGL's Highlander league.
 
|ugc4s = false
 
|ugc4s = false
 
|6s = false
 
|6s = false
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{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Manmelter
 
|weaponname = Manmelter
|description = The '''Manmelter''' is rarely used since it has little going for it in most situations. It has an unlimited supply of ammo and can extinguish teammates, upon extinguishing teammates the Manmelter will gain crits, this is redundant because the Flare Gun already gives on-demand crits. This weapon relies on the enemy team having a Pyro. The Manmelter is also subjective to many visual glitches making it hard to know when you are able to shoot.
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|description = The '''Manmelter''' is rarely used since the Flare Gun is superior to it in most situations. It has an unlimited supply of ammo and can extinguish teammates - extinguishing a teammate will grant the Manmelter one stored critical hit, much like the Diamondback or Frontier Justice. However, with good aim, the Flare Gun can deal crits on demand as well, making the Manmelter redundant in most cases.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
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|weaponname = Scorch Shot
 
|weaponname = Scorch Shot
 
|link = Scorch_Shot
 
|link = Scorch_Shot
|description = The '''Scorch Shot''' inherits some key traits from the Detonator such as destroying stickies, having the ability to light groups of enemies on fire and allowing the Pyro to use its knock-back and diminished damage to add a bit of mobility. However, the Scorch Shot deals 50% less damage when compared to the regular flare gun and does not crit (or mini-crit) on burning targets, which significantly decreases the Pyro's offensive capabilities. Even with its damage downsides, its effectiveness as a deadly nuisance makes this the go-to weapon in many competitive formats, the afterburn and splash damage allows Pyro to disable Snipers when they are able to drop the Uber of the Medic, because the repeated fire damage knocks their scope up and down making it difficult to hit shots. This is also evident with the Detonator.
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|description = The '''Scorch Shot''' inherits some key traits from the Detonator such as destroying stickies and lighting groups of enemies on fire. While Pyro can flare-jump with the Scorch Shot, the explosion deals less damage, and barely launches Pyro at all. It deals 50% less damage when compared to the standard Flare Gun and only mini-crits burning targets, which significantly decreases Pyro's offensive capabilities. However, it allows Pyro to harass enemies at long range without having to aim precisely or time flare detonations, making the Scorch Shot the go-to weapon in many competitive formats. It is especially useful against Sniper, who flinches repeatedly while on fire, making him unable to hit shots consistently. While Medic's healing is reduced by 50% for burning teammates, they will be extinguished after one second, making the Scorch Shot somewhat less useful against the enemy combo.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = false
 
|6s = false
|ugchl = true
+
|ugchl = false
 
|etf2lhl = false
 
|etf2lhl = false
 
|rgl6s = true
 
|rgl6s = true
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|link = Panic_Attack
 
|link = Panic_Attack
 
|description = The '''Panic Attack''' is a community-created primary weapon for the [[Engineer]], and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]].
 
|description = The '''Panic Attack''' is a community-created primary weapon for the [[Engineer]], and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]].
The Panic attack has a 20% damage penalty from the stock shotgun, but it fires 1.5 times the pellets in a single shot. The switch-to speed increases by 50%. This weapon is good with combo-based strategies due to its faster deploy time. Even more so, it will do slightly more damage (108 vs 90 for stock shotgun) at point-blank.
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The Panic attack has a 20% damage penalty per bullet compared to the stock shotgun and is much less accurate, but it fires 50% more bullets per shot, making the weapon deal up to 108 damage at point-blank range, but minimal damage at medium to long range. The weapon deploys 50% faster, allowing Pyro to follow up on their Flamethrower with a large burst of damage. This weapon is good with ambush-based strategies due to its faster deploy time, but cannot harass enemies at a distance.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
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|weaponname = Gas Passer
 
|weaponname = Gas Passer
 
|link = Gas_Passer
 
|link = Gas_Passer
|description = The '''Gas Passer''' allows pyro to throw a cloud of gas that makes any class get set on fire when they take damage (including other pyros). Although this gives pyro a decent area denial tool, it is held back by its long charge time and the fact that fire can be extinguished fairly easily.
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|description = The '''Gas Passer''' allows Pyro to throw a cloud of gas on the ground that inflicts the "gas" debuff on enemies that walk through it. Enemies with the "gas" debuff will be set on fire for 10 seconds, even enemy Pyros. While this weapon may seem like a balanced area denial tool on paper, this gives Pyro a decent area denial tool, its long charge time and easily-cured debuff make it a minor nuisance at best; enemies will typically ignore the gas cloud when pushing in.
 
|ugc4s = false
 
|ugc4s = false
 
|6s = false
 
|6s = false
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|weaponname = Thermal Thruster
 
|weaponname = Thermal Thruster
 
|link = Thermal_Thruster
 
|link = Thermal_Thruster
|description = The '''Thermal Thruster''' is a jetpack that allows the Pyro to move around the map quickly. Its two charges allow it to be a good mobility tool, when paired with the Backburner, Pyro can get behind the enemy and deal crits. Like the Mantreads when landing on an enemy, damage is dealt.
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|description = The '''Thermal Thruster''' is a jetpack that allows Pyro to move around the map quickly, at the cost of their Secondary. It holds two charges; each one takes 15 seconds to recharge. Each charge gives Pyro burst mobility similar to Soldier's rocket jump - while airborne, Pyro will take increased knockback and reduced fall damage. Like the Mantreads, Pyro deals 3x fall damage to enemies they land on during this time. When paired with the Backburner, Pyro can get behind an unaware enemy and deal critical hits, but this prevents them from guarding their team's combo and harassing enemies. Competent players will simply shoot Pyro down before they can cause much damage.  
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
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|weaponname = Fire Axe
 
|weaponname = Fire Axe
 
|link = Fire_Axe
 
|link = Fire_Axe
|description = The '''Fire Axe''' is the default melee weapon for the pyro; it is almost never used as it is considered almost a direct downgrade to other Pyro melee weapons, such as the Homewrecker or the Powerjack.
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|description = The '''Fire Axe''' is Pyro's stock melee weapon. Like most other stock melees, it deals 65 damage every 0.8 seconds. It is never used in serious games, as it is a direct downgrade to the Third Degree. Melee weapons are rarely used in direct combat in competitive, especially for Pyro - their Flamethrower deals damage at a greater range. As such, other utility weapons are preferable such as the Homewrecker or Powerjack.
 
|ugc4s = always
 
|ugc4s = always
 
|6s = always
 
|6s = always
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{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Axtinguisher
 
|weaponname = Axtinguisher
|description = The '''Axtinguisher''' is a more aggressive weapon for the Pyro. It mini-crits burning players while also extinguishing them. When you kill someone with the weapon, it gives you a speed boost.  It has a damage penalty of 33%. It also has 35% a holster penalty. The Axtinguisher is used rarely used due to its highly situational use and its nerf from being able to deal a crit to a mini-crit.
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|description = The '''Axtinguisher''' promotes an ambush-oriented playstyle, deals 44 damage per hit, and holsters 35% slower. Against burning players, however, it increases its base damage by the afterburn damage the target would have taken, and mini-crits). Thus, against a recently ignited player, it deals up to 167 damage. Killing an burning enemy grants Pyro a 4-second speed boost. The Axtinguisher is an exception to the "ineffective melee" rule, as it greatly out-damages Pyro's other weapons against burning players. When paired with the Detonator, Pyro can land key picks near-instantly by approaching from an unexpected location (often above), igniting a key target, and Axtinguishing them, killing them. Note that this strategy is similar to that of Soldier's Market Gardener - if Pyro is detected by enemies, they will be shut down before they can approach.
 +
 
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
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{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Homewrecker
 
|weaponname = Homewrecker
|description = The '''Homewrecker''' will do 100% more damage to enemy buildings compared to the stock Fire Axe, destroying most in 1 or 2 hits. This weapon can also remove sappers in one hit. This weapon isn't very useful when facing enemy sentries, it's mainly used to defend sentry nests against enemy Spies.
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|description = The '''Homewrecker''' will do double damage against enemy buildings compared to the stock Fire Axe, destroying most in 1-2 hits, but its main use is to remove Spy's sappers in one hit. As a downside, it deals 25% less damage to players. This weapon is one of Pyro's most common melee weapons, as it allows them to protect Engineer's buildings while he is away or dead. It sees little to no use against enemy Engineer buildings.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
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{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Powerjack
 
|weaponname = Powerjack
|description = The '''Powerjack''' when active will allow you to run 15% faster, but all damage taken will do 20% more. If you kill an enemy with this melee you gain +25 health. It is generally considered to be the only other viable melee besides the Homewrecker as the faster speed and health can allow the Pyro to maintain a roaming playstyle.
+
|description = When deployed, the '''Powerjack''' increases Pyro's movement speed by 15%, at the cost of a 20% damage vulnerability. Killing an enemy with this weapon heals Pyro 25 health. The Powerjack is Pyro's melee weapon of choice, along with the Homewrecker. It is used similar to Soldier's Escape Plan when fleeing, but also allows Pyro to roam the map faster when out of combat.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
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|weaponname = Back Scratcher
 
|weaponname = Back Scratcher
 
|link = Back_Scratcher
 
|link = Back_Scratcher
|description = The '''Back Scratcher''' does 25% more damage that the default axe. It also allows the Pyro to gain 50% more health from health packs, but he will heal 75% slower from Medics or Dispensers. This weapon is more useful if you plan on flanking the opponent and stealing all their health packs or if you want to help the Medic build [[ÜberCharge]], since it will take a longer time to fully heal the Pyro. It will most likely hurt your team since you'll always have to look for health packs instead of just sticking to your Medic.
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|description = The '''Back Scratcher''' does 25% more damage than the stock Fire Axe, increases the health gained from health packs by 50%, and reduces healing from Medics and Dispensers by 75%. This weapon sees little use in competitive, as Pyro is weak in mid-ranged combat, making it a bad idea to leave their team. Most often, Pyro will guard their team from enemy pick classes, and will be healed by their Medic more often than by health packs.
 +
 
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
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|weaponname = Sharpened Volcano Fragment
 
|weaponname = Sharpened Volcano Fragment
 
|link = Sharpened_Volcano_Fragment
 
|link = Sharpened_Volcano_Fragment
|description = The '''Sharpened Volcano Fragment''' deals 20% less damage than the default axe, but it will ignite the enemy on hit. This weapon is considered unnecessary due to the fact that your primary already sets players on fire thus this weapon isn't used very much.
+
|description = The '''Sharpened Volcano Fragment''' deals 20% less damage than the default Fire Axe, but will ignite enemies on hit. This weapon is never used seriously, as Pyro's Flamethrower already sets players on fire and deals more damage, at a far greater range.
 +
 
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
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|weaponname = Third Degree
 
|weaponname = Third Degree
 
|link = Third_Degree
 
|link = Third_Degree
|description = The '''Third Degree''' deals the same damage as the default weapon, but it will do damage to all players connected by the Medigun's beam. It is very rare for the Pyro to manage to get close to the combo and use this weapon, which makes the Third Degree barely used in the competitive scene.
+
|description = The '''Third Degree''' is a straight upgrade to the stock Fire Axe. It functions like stock, but when striking an enemy, all players connected to the enemy via Medi-Gun beam will take damage as well. While objectively better than the Fire Axe in all situations, Pyro is almost never able to get within melee range of the enemy combo without being killed, making this weapon a rare sight in the competitive scene.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
Line 251: Line 257:
 
|weaponname = Neon Annihilator
 
|weaponname = Neon Annihilator
 
|link = Neon_Annihilator
 
|link = Neon_Annihilator
|description = The '''Neon Annihilator''' can remove sappers on friendly buildings, but it will take two swings to remove a sapper. It deals crits to wet players, this includes being covered in water, being covered in [[Jarate]], and being covered in [[Mad Milk]]. It does 20% less damage to players, so a crit on a player will deal 156 damage. This weapon is highly situational, therefore it doesn't see much use in competitive play.
+
|description = The '''Neon Annihilator''' can remove sappers on friendly buildings, but it will take two swings to remove a sapper, compared to the Homewrecker's one swing. It does 20% less damage to players, but deals critical hits to wet players (covered in water, [[Jarate]], or [[Mad Milk]]); a crit will deal 156 damage. Water is rare on most competitive maps, making this weapon highly situational.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
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|weaponname =  Hot Hand
 
|weaponname =  Hot Hand
 
|link =  Hot_Hand  
 
|link =  Hot_Hand  
|description = The '''Hot Hand''' gives a speed boost on hit but does less damage. This glove is considered a straight downgrade to other Pyro melee weapons because of its lack of utility and damage.  
+
|description = The '''Hot Hand''' gives Pyro a 1-second speed boost on hit and fires twice per attack, dealing 28 damage per half-swing - 56, if both slaps connect. It is only used as a joke, as it lacks both utility and damage output.
 +
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true

Latest revision as of 13:14, 9 April 2024

PyroIcon.png

Pyro is a class who wields a Flamethrower as their primary weapon. Along with the ability to inflict burn damage and a moderate but consistent damage output, Pyro also has the airblast mechanic, which can prevent the enemy from gaining ground even with an Ubercharge, reflect projectiles like rockets and grenades, and extinguish burning teammates.


6v6[edit]

Main article: Pyro (6v6)

In the standard 6v6 format, Pyro is an offclass on most maps, thanks to their average movement speed and limited range. Most commonly run on 5CP maps when their team has an Uber disadvantage while defending the last point, Pyro's job is to neutralize the enemy team's Ubercharge and protect their team from projectiles from the enemy Soldier and Demoman. This buys time for Pyro's team to organize a counterattack, potentially saving the game. While Pyro is run full-time in other competitive formats, their average speed, low range, and mediocre damage prevents them from excelling in the fast-paced 6v6 leagues.

Highlander[edit]

Main article: Pyro (Highlander)

In Highlander, Pyro is their team's bodyguard. Their main job is to protect their team's combo, especially the Medic. They also are responsible for delaying or neutralizing enemy Ubercharges, spychecking to prevent the enemy Spy from landing a pick, protecting their team's Sentry Gun by deflecting projectiles, and providing flank support when required. Pyro most commonly positions themself near the combo, and is their defense against pick classes, allowing the combo to deal damage to enemies without being harassed by the enemy Spy, Scout, or Soldier. If they are not needed to shut down pick classes, Pyro may attempt to flank and ambush the enemy team and attempt a pick on the enemy combo, especially the Medic.

Weapons[edit]

Primary[edit]

Weapon 4v4 6v6 Highlander
UGC-Icon2.png UGC United Nations Global Whitelist RGL Icon.png RGL UGC-Icon2.png UGC RGL Icon.png RGL ETF2L-Icon2.png ETF2L
Flame Thrower.png
Flame Thrower
Always Always Always Always Always Always
The Flamethrower provides slightly better damage than the Degreaser as well as a relatively cheap airblast. It lacks the potential to ambush or switch weapons quickly, and as such promotes a more defensive playstyle. Pyro will often use the stock Flamethrower to guard their team, though the Degreaser can do the same - as long as the enemy Medic is alive, afterburn is easily negated. This weapon is most effective when the enemy Medic is dead or far away, and health packs are scarce, as afterburn damage will be maximized against retreating pick classes.
Backburner2.png
Backburner
Allowed Allowed Allowed Allowed Allowed Allowed
The Backburner is a weapon made that rewards flanking and ambushing. When Pyro attacks an enemy from behind, the Backburner will deal critical hits, killing them in seconds. As a downside, airblasts become far more expensive, reducing Pyro's ability to protect their team's Medic or Engineer. This often requires Pyro's team to make a significant change to their playstyle, and as such, is rarely used in Highlander. In 6v6, Pyro's primary responsibility is to push the enemy team away from their team's final point, and the Backburner prevents them from doing so.
Degreaser.png
Degreaser
Allowed Allowed Allowed Allowed Allowed Allowed
The Degreaser is the most popular flamethrower in all competitive formats. The weapon allows Pyro to switch weapons much faster, which makes using weapon combos (such as the Flare Gun or the Axtinguisher) far easier and allows them to alternate between attacking the enemy team and airblasting projectiles. As a downside, Pyro's afterburn deals less damage, which rarely comes into play; Pyro's primary responsibility is to protect their team, not search for kills.
Phlogistinator.png
Phlogistinator
Allowed Allowed Allowed Allowed Allowed Allowed
The Phlogistinator places Pyro into a completely different role by removing their ability to airblast while granting critical hits after they deal enough fire damage. By dealing fire damage, Pyro will charge "Mmmph" at a rate of 1% per 3 fire damage dealt. Once the Mmmph meter is full, Pyro can activate it by taunting, making them invulnerable until the taunt ends. They will also gain crits for 10 seconds after the taunt ends. If Pyro becomes airborne while taunting, the taunt will be cancelled, but not the invulnerability. Guaranteed critical hits on Pyro will shred an unprepared team, but a enemy team expecting them can neutralize them with ease: Demoman can sticky-trap the area around Pyro, Sniper can headshot them from a distance, and Spy can backstab them as soon as the invulnerability ends. Without their ability to airblast, Pyro is left vulnerable to Soldier as well. Thus, Pyro must activate their Mmmph in a safe area, then ambush the enemies to land as many kills as possible. The Phlogistonator may be used in combination with Medic's stock Ubercharge to force enemies to retreat, allowing the rest of the team to move in.
Dragon's Fury.png
Dragon's Fury
Banned Allowed Allowed Allowed Allowed Allowed
The Dragon's Fury acts as a single-shot flamethrower, firing a fireball that travels somewhat further than other flamethrowers' fire, dealing about as much damage as a Flare Gun and igniting enemies for 3 seconds (1 second against enemy Pyros). It takes 0.8 seconds to reload - this time is shortened to 0.53 seconds if Pyro hits an enemy with the fireball. If the fireball hits a burning enemy dead-on, it will deal 3x damage, making the weapon a sort of rapid-fire Flare Gun. Airblasting with the weapon takes 1.6 seconds to reload, making Pyro unable to effectively reflect the enemy Soldier's rocket spam. In direct confrontations with a single opponent, however, it allows Pyro to match the damage output of generalist classes.


Secondary[edit]

Weapon 4v4 6v6 Highlander
UGC-Icon2.png UGC United Nations Global Whitelist RGL Icon.png RGL UGC-Icon2.png UGC RGL Icon.png RGL ETF2L-Icon2.png ETF2L
Shotgun.png
Shotgun
Always Always Always Always Always Always
The Shotgun is Pyro's stock Secondary. It is identical to the Engineer’s, Heavy’s and Soldier’s. It is a hitscan weapon and carries 6 shots in its clip, and has 32 reserve ammo. Pyro can use the Shotgun to kill enemies outside their effective range, or to finish off a weakened enemy. The Shotgun deals respectable damage at close-range and gives Pyro decent abilities at mid-range. Even though its damage long-range is fairly negligible it allows them to harass enemies from a distance and support his teammates on occasion. Note that Pyro's flare guns allow them to harass enemies at distance more effectively, but give them less close-range staying power.
Flare Gun.png
Flare Gun
Allowed Allowed Allowed Allowed Allowed Allowed
The Flare Gun allows Pyro to harass and even pick off targets at long-range. It fires a single projectile which deals 30 damage and lights the target on fire - dealing critical hits (90 damage) against burning players, the equivalent of a point-blank Shotgun attack. It takes 2 seconds to reload, making Pyro weaker in close range combat against multiple enemies. Like their other flare guns, the standard Flare Gun is a projectile weapon and Pyro must predict the enemy's movement to use it effectively.
Detonator.png
Detonator
Allowed Banned Allowed Allowed Allowed Allowed
The Detonator functions like the Flare Gun, but gives up burst damage in favor of mobility and long-range harassment. While it deals only 23 damage on a direct hit, and only mini-crits against burning players, it can be detonated mid-air to light groups of enemies on fire, or to ignite hard-to-hit targets like Scout. Upon hitting a surface, the flare creates an explosion that only harms the Pyro who fired it. If the flare is detonated as soon as it is fired, the explosion will launch Pyro a short distance, at the cost of a significant amount of health. This gives Pyro the ability to ambush enemies from unexpected locations. Additionally, the Detonator explosion destroys Demoman's stickybombs, allowing Pyro to dismantle sticky-traps without putting themself in danger.
Reserve Shooter.png
Reserve Shooter
Banned Banned Banned Allowed Allowed Banned
The Reserve Shooter is a shotgun that is rarely used as a Pyro secondary after the Jungle Inferno Update, in which Valve removed its ability to mini-crit airblasted targets. There is still a 20% faster switch to time though, which can be used as a more combo-oriented shotgun playstyle. This weapon has four shots per clip instead of six. Due to its effectiveness in most formats the weapon is banned from competitive play with the exception of RGL's Highlander league.
Manmelter.png
Manmelter
Allowed Allowed Allowed Allowed Allowed Allowed
The Manmelter is rarely used since the Flare Gun is superior to it in most situations. It has an unlimited supply of ammo and can extinguish teammates - extinguishing a teammate will grant the Manmelter one stored critical hit, much like the Diamondback or Frontier Justice. However, with good aim, the Flare Gun can deal crits on demand as well, making the Manmelter redundant in most cases.
Scorch Shot.png
Scorch Shot
Allowed Banned Allowed Banned Banned Banned
The Scorch Shot inherits some key traits from the Detonator such as destroying stickies and lighting groups of enemies on fire. While Pyro can flare-jump with the Scorch Shot, the explosion deals less damage, and barely launches Pyro at all. It deals 50% less damage when compared to the standard Flare Gun and only mini-crits burning targets, which significantly decreases Pyro's offensive capabilities. However, it allows Pyro to harass enemies at long range without having to aim precisely or time flare detonations, making the Scorch Shot the go-to weapon in many competitive formats. It is especially useful against Sniper, who flinches repeatedly while on fire, making him unable to hit shots consistently. While Medic's healing is reduced by 50% for burning teammates, they will be extinguished after one second, making the Scorch Shot somewhat less useful against the enemy combo.
Panic Attack.png
Panic Attack
Allowed Allowed Allowed Allowed Allowed Allowed
The Panic Attack is a community-created primary weapon for the Engineer, and a secondary weapon for the Soldier, Pyro, and Heavy.

The Panic attack has a 20% damage penalty per bullet compared to the stock shotgun and is much less accurate, but it fires 50% more bullets per shot, making the weapon deal up to 108 damage at point-blank range, but minimal damage at medium to long range. The weapon deploys 50% faster, allowing Pyro to follow up on their Flamethrower with a large burst of damage. This weapon is good with ambush-based strategies due to its faster deploy time, but cannot harass enemies at a distance.

Gas Passer.png
Gas Passer
Banned Banned Allowed Allowed Allowed Allowed
The Gas Passer allows Pyro to throw a cloud of gas on the ground that inflicts the "gas" debuff on enemies that walk through it. Enemies with the "gas" debuff will be set on fire for 10 seconds, even enemy Pyros. While this weapon may seem like a balanced area denial tool on paper, this gives Pyro a decent area denial tool, its long charge time and easily-cured debuff make it a minor nuisance at best; enemies will typically ignore the gas cloud when pushing in.
Thermal Thruster.png
Thermal Thruster
Allowed Allowed Allowed Allowed Allowed Allowed
The Thermal Thruster is a jetpack that allows Pyro to move around the map quickly, at the cost of their Secondary. It holds two charges; each one takes 15 seconds to recharge. Each charge gives Pyro burst mobility similar to Soldier's rocket jump - while airborne, Pyro will take increased knockback and reduced fall damage. Like the Mantreads, Pyro deals 3x fall damage to enemies they land on during this time. When paired with the Backburner, Pyro can get behind an unaware enemy and deal critical hits, but this prevents them from guarding their team's combo and harassing enemies. Competent players will simply shoot Pyro down before they can cause much damage.


Melee[edit]

Weapon 4v4 6v6 Highlander
UGC-Icon2.png UGC United Nations Global Whitelist RGL Icon.png RGL UGC-Icon2.png UGC RGL Icon.png RGL ETF2L-Icon2.png ETF2L
Fire Axe.png
Fire Axe
Always Always Always Always Always Always
The Fire Axe is Pyro's stock melee weapon. Like most other stock melees, it deals 65 damage every 0.8 seconds. It is never used in serious games, as it is a direct downgrade to the Third Degree. Melee weapons are rarely used in direct combat in competitive, especially for Pyro - their Flamethrower deals damage at a greater range. As such, other utility weapons are preferable such as the Homewrecker or Powerjack.
Axtinguisher.png
Axtinguisher
Allowed Allowed Allowed Allowed Allowed Allowed
The Axtinguisher promotes an ambush-oriented playstyle, deals 44 damage per hit, and holsters 35% slower. Against burning players, however, it increases its base damage by the afterburn damage the target would have taken, and mini-crits). Thus, against a recently ignited player, it deals up to 167 damage. Killing an burning enemy grants Pyro a 4-second speed boost. The Axtinguisher is an exception to the "ineffective melee" rule, as it greatly out-damages Pyro's other weapons against burning players. When paired with the Detonator, Pyro can land key picks near-instantly by approaching from an unexpected location (often above), igniting a key target, and Axtinguishing them, killing them. Note that this strategy is similar to that of Soldier's Market Gardener - if Pyro is detected by enemies, they will be shut down before they can approach.
Homewrecker.png
Homewrecker
Allowed Allowed Allowed Allowed Allowed Allowed
The Homewrecker will do double damage against enemy buildings compared to the stock Fire Axe, destroying most in 1-2 hits, but its main use is to remove Spy's sappers in one hit. As a downside, it deals 25% less damage to players. This weapon is one of Pyro's most common melee weapons, as it allows them to protect Engineer's buildings while he is away or dead. It sees little to no use against enemy Engineer buildings.
Powerjack.png
Powerjack
Allowed Allowed Allowed Allowed Allowed Allowed
When deployed, the Powerjack increases Pyro's movement speed by 15%, at the cost of a 20% damage vulnerability. Killing an enemy with this weapon heals Pyro 25 health. The Powerjack is Pyro's melee weapon of choice, along with the Homewrecker. It is used similar to Soldier's Escape Plan when fleeing, but also allows Pyro to roam the map faster when out of combat.
Back Scratcher.png
Back Scratcher
Allowed Allowed Allowed Allowed Allowed Allowed
The Back Scratcher does 25% more damage than the stock Fire Axe, increases the health gained from health packs by 50%, and reduces healing from Medics and Dispensers by 75%. This weapon sees little use in competitive, as Pyro is weak in mid-ranged combat, making it a bad idea to leave their team. Most often, Pyro will guard their team from enemy pick classes, and will be healed by their Medic more often than by health packs.
Sharpened Volcano Fragment.png
Sharpened Volcano Fragment
Allowed Allowed Allowed Allowed Allowed Allowed
The Sharpened Volcano Fragment deals 20% less damage than the default Fire Axe, but will ignite enemies on hit. This weapon is never used seriously, as Pyro's Flamethrower already sets players on fire and deals more damage, at a far greater range.
Third Degree.png
Third Degree
Allowed Allowed Allowed Allowed Allowed Allowed
The Third Degree is a straight upgrade to the stock Fire Axe. It functions like stock, but when striking an enemy, all players connected to the enemy via Medi-Gun beam will take damage as well. While objectively better than the Fire Axe in all situations, Pyro is almost never able to get within melee range of the enemy combo without being killed, making this weapon a rare sight in the competitive scene.
Neon Annihilator.png
Neon Annihilator
Allowed Allowed Allowed Allowed Allowed Allowed
The Neon Annihilator can remove sappers on friendly buildings, but it will take two swings to remove a sapper, compared to the Homewrecker's one swing. It does 20% less damage to players, but deals critical hits to wet players (covered in water, Jarate, or Mad Milk); a crit will deal 156 damage. Water is rare on most competitive maps, making this weapon highly situational.
Hot Hand.png
Hot Hand
Allowed Allowed Allowed Allowed Allowed Allowed
The Hot Hand gives Pyro a 1-second speed boost on hit and fires twice per attack, dealing 28 damage per half-swing - 56, if both slaps connect. It is only used as a joke, as it lacks both utility and damage output.


See Also[edit]