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− | + | The Pyro is a class who wields a Flamethrower as its main 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 uber with ease, reflect projectiles like rockets and arrows, and extinguish burning team mates. | |
− | Pyro is a class who wields a Flamethrower as | + | |
==6v6== | ==6v6== | ||
− | + | ''Main Article: [[Pyro (6v6)]]'' | |
− | In | + | 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 through the use of the airblast mechanic along with compression blasting away spam from the Soldier and Demo. |
==Highlander== | ==Highlander== | ||
− | + | ''Main Article: [[Pyro (Highlander)]]'' | |
− | In Highlander, Pyro is | + | 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 jobs of displacing and neutralizing enemy ubers, [[spychecking]] to neutralize the enemy [[Spy]], protecting its team's sentry gun by deflecting projectiles, and providing flank support when required. |
− | + | == Primary == | |
− | + | {{Template: Class Pyro Primary Table}} | |
− | {{Class | + | |
− | {{ | + | ==Secondary== |
− | | | + | {{Weapon |
− | | | + | | weapon_name = Shotgun |
− | |description = The ''' | + | | image = 128px-Shotgun.png |
− | + | | 6s_legal = Yes | |
− | + | | hl_legal = Yes | |
− | + | | etf2l_6s_legal = Yes | |
− | + | | etf2l_hl_legal = Yes | |
− | + | | 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 it's clip 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 through it's 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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}} | }} | ||
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− | | | + | {{Weapon |
− | | | + | | weapon_name = Flare Gun |
− | | | + | | image = flaregun.png |
− | | | + | | 6s_legal = Yes |
− | | | + | | hl_legal = Yes |
− | | | + | | etf2l_6s_legal = No |
+ | | etf2l_hl_legal = Yes | ||
+ | | 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 critical hits 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. | ||
}} | }} | ||
− | {{ | + | |
− | | | + | {{Weapon |
− | |description = | + | | weapon_name = Detonator |
− | + | | image = detonator.png | |
− | + | | 6s_legal = Yes | |
− | + | | hl_legal = Yes | |
− | + | | etf2l_6s_legal = No | |
− | + | | etf2l_hl_legal = Yes | |
− | + | | 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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− | | | + | {{Weapon |
− | | | + | | weapon_name = Reserve Shooter |
− | | | + | | image = 128px-Reserve_Shooter.png |
− | | | + | | 6s_legal = No |
− | | | + | | hl_legal = Yes |
− | | | + | | etf2l_6s_legal = No |
+ | | etf2l_hl_legal = Yes | ||
+ | | description = The '''Reserve Shooter''' is not as common as the most popular secondaries for the Pyro. The weapon provides both an extra boost in weapon switch speed (that stacks with the Degreaser's) and mini-crits airborne targets but only holds 3 shots in comparison with the regular shotgun. The Reserve Shooter is especially useful for a Pyro that can make the most out of the weapon switching boost and the Pyro's airblast to ensure massive up-close damage which allows the Pyro to become quite effective in 1v1 situations. | ||
}} | }} | ||
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− | | | + | {{Weapon |
− | | | + | | weapon_name = Manmelter |
− | | | + | | image = manmelter.png |
− | | | + | | 6s_legal = Yes |
− | | | + | | hl_legal = Yes |
− | | | + | | etf2l_6s_legal = No |
+ | | etf2l_hl_legal = Yes | ||
+ | | description = The '''Manmelter''' is rarely used since it has little going for it in most situations. Flare Gun ammunition is rarely cause for much concern and even with the extra projectile speed and crit on extinguish condition the Pyro loses a lot on burst damage as well as firing speed. Additionally, the Manmelter's extinguishing ability is best used to make up for the Phlogistinator's lack of airblast (which is not even allowed in most competitive leagues). | ||
}} | }} | ||
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− | === | + | {{Weapon |
− | + | | weapon_name = Scorch Shot | |
− | + | | image = scorchshot.png | |
− | | | + | | 6s_legal = Yes |
− | |description = The ''' | + | | hl_legal = Yes |
− | + | | etf2l_6s_legal = No | |
− | + | | etf2l_hl_legal = Yes | |
− | + | | 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 it's knock-back and diminished damage to add a bit of mobility. However, the Scorch Shot also loses 50% damage when compared to the regular flare gun and this greatly hinders the Pyro in any combat situation. Therefore, this weapon is rarely used in competitive play in favor of the more “reliable” choices. | |
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}} | }} | ||
− | {{ | + | |
− | + | ==Melee== | |
− | | | + | |
− | | | + | [[Category:Classes]] |
− | | | + | {{Weapon |
− | | | + | | weapon_name = Fire Axe |
− | | | + | | image = 100px-Fire_Axe.png |
− | | | + | | 6s_legal = Yes |
− | | | + | | hl_legal = Yes |
− | + | | etf2l_6s_legal = Yes | |
+ | | etf2l_hl_legal = Yes | ||
+ | | description = The default melee weapon for the Pyro. | ||
}} | }} | ||
− | {{ | + | |
− | | | + | {{Weapon |
− | |description = The ''' | + | | weapon_name = Axtinguisher |
− | + | | image = 100px-Axtinguisher.png | |
− | + | | 6s_legal = Yes | |
− | + | | hl_legal = Yes | |
− | + | | etf2l_6s_legal = No | |
− | + | | etf2l_hl_legal = Yes | |
− | + | | description = The '''Axtinguisher''' is a more aggressive weapon for the Pyro. It allows you to Crit a burning enemy which will deal 195damage. If the Pyro were to somehow get close to the enemy team's [[Medic]], you could almost consider their Medic will die. It could also be used defensively to kill a class while their team is pushing. Try your best to keep the Axtinguisher Pyro away from your team. | |
}} | }} | ||
− | {{ | + | |
− | | | + | {{Weapon |
− | | | + | | weapon_name = Postal Pummeler |
− | |description = The ''' | + | | image = Postal_Pummeler2.png |
− | + | | 6s_legal = Yes | |
− | + | | hl_legal = Yes | |
− | + | | etf2l_6s_legal = No | |
− | + | | etf2l_hl_legal = Yes | |
− | + | | description = The '''Postal Pummeler''' is a reskin of the '''Axtinguisher'''. | |
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}} | }} | ||
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− | | | + | {{Weapon |
− | |description = The ''' | + | | weapon_name = Homewrecker |
− | + | | image = 100px-Homewrecker.png | |
− | + | | 6s_legal = Yes | |
− | + | | hl_legal = Yes | |
− | + | | etf2l_6s_legal = No | |
− | + | | etf2l_hl_legal = Yes | |
− | + | | description = The '''Homewrecker''' will do +100% to enemy buildings destroying most in 1 or 2 hits. If you hit a sapped friendly building it will remove the [[Spy]]'s sapper. If the other team's Spy is causing your [[Engineer]] trouble and he's making it hard for him set up a defense, you could try to help him out with this weapon. This weapon frustrates Spies because when they think they finally got rid of the Engineer by killing him and sapping his buildings, a Pyro will show up and destroy all the sappers. You shouldn't use this weapon to melee enemies as it deals 20% damage less than the default axe. | |
}} | }} | ||
− | {{ | + | |
− | | | + | {{Weapon |
− | | | + | | weapon_name = Maul |
− | + | | image = 100px-Maul.png | |
− | | | + | | 6s_legal = Yes |
− | | | + | | hl_legal = Yes |
− | | | + | | etf2l_6s_legal = No |
− | | | + | | etf2l_hl_legal = Yes |
− | | | + | | description = The '''Maul''' is a reskin of the '''Homewrecker'''. |
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}} | }} | ||
− | {{ | + | |
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− | | | + | {{Weapon |
− | |description = The ''' | + | | weapon_name = Powerjack |
− | + | | image = 100px-Powerjack.png | |
− | + | | 6s_legal = Yes | |
− | + | | hl_legal = Yes | |
− | + | | etf2l_6s_legal = No | |
− | + | | etf2l_hl_legal = Yes | |
− | + | | 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 +75 health. This weapon isn't great to use other than for the beginning of the match. It will allow you to get to mid a bit quicker which could help. Other than that it's ineffective since you be hurt more by all the damage. | |
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}} | }} | ||
− | {{ | + | |
− | | | + | {{Weapon |
− | | | + | | weapon_name = Back Scratcher |
− | |description = The ''' | + | | image = 100px-Back_Scratcher.png |
− | + | | 6s_legal = Yes | |
− | + | | hl_legal = Yes | |
− | + | | etf2l_6s_legal = No | |
− | + | | etf2l_hl_legal = Yes | |
− | + | | description = The '''Back Scratcher''' does 25% more damage that the default axe. It also allows the Pyro to gain 50% more health from any health packs, but he will gain 75% less health from Medics. 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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}} | }} | ||
− | {{ | + | |
− | | | + | {{Weapon |
− | | | + | | weapon_name = Sharpened Volcano Fragment |
− | |description = The ''' | + | | image = 100px-Volcano Fragment.png |
− | + | | 6s_legal = Yes | |
− | + | | hl_legal = Yes | |
− | + | | etf2l_6s_legal = No | |
− | + | | etf2l_hl_legal = Yes | |
− | + | | description = The '''Sharpened Volcano Fragment''' deals 20% less damage than the default weapon, but it will ignite the enemy on hit. This will weapon is considered useless since you will always have a Primary weapon to deal fire damage to the enemy. | |
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− | === | + | {{Weapon |
− | + | | weapon_name = Third Degree | |
− | + | | image = 100px-Third_Degree.png | |
− | | | + | | 6s_legal = Yes |
− | | | + | | hl_legal = Yes |
− | |description = The ''' | + | | etf2l_6s_legal = No |
− | + | | etf2l_hl_legal = Yes | |
− | + | | 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. Only on rare occasions will you be able to get close to the combo and be able to melee them. You will most likely get 1Hit (65Damage) before dying by the rest of the enemy team, which makes this weapon not sure a great choice competitively. | |
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}} | }} | ||
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− | | | + | {{Weapon |
− | | | + | | weapon_name = Lollichop |
+ | | image = 100px-Lollichop.png | ||
+ | | 6s_legal = No | ||
+ | | hl_legal = Yes | ||
+ | | etf2l_6s_legal = No | ||
+ | | etf2l_hl_legal = Yes | ||
+ | | description = The '''Lollichop''' is a reskin of the '''Fireaxe''' | ||
}} | }} | ||
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− | + | {{Weapon | |
− | + | | weapon_name = Neon Annihilator | |
− | {{ | + | | image = 100px-Neon_Annihilator.png |
− | | | + | | 6s_legal = Yes |
− | + | | hl_legal = Yes | |
− | | | + | | etf2l_6s_legal = No |
− | | | + | | etf2l_hl_legal = Yes |
− | | | + | | description = The '''Neon Annihilator''' acts similarly to the '''Homewrecker''' it removes sappers on friendly buildings, however it will take more hits to remove one. It will deal Crits to wet players, this includes underwater, 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 156damage. |
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− | |description = The '''Neon Annihilator''' | ||
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