Pyro strategy

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The Pyro is a close range class. He ambushes his enemies, or charges in blocking the enemies' view with a cloud of flame. He can usually flame enemies and leave them to die from the afterburn making him a very good hit-and-run class. He has a low difficulty curve so it's an easy class to first start playing.


Contents

General

  • Playing a Pyro requires a different mindset. Pyros are weak on frontal attacks -- they will lose to most other classes if they see him coming. However, if they catch the enemy by surprise, Pyros are the most dangerous class in the game. Always try for an Ambush. Learn the maps and use side corridors rather than main ones. Use your speed to your advantage to flank Soldiers and Snipers.
  • Pyros have low health but they are fast, so keep moving and circling behind the enemy. Use your flames to keep enemies confused as to where you are. It is possible (but difficult) to take down a Heavy this way. Or you can simply blaze and escape and then attack from another angle after they have taken damage from burning.
  • The flamethrower's compressed-air blast ability makes the Pyro an invaluable minesweeper class, allowing him to push stickybombs away from important game objectives like control points or intelligence. It can also be used to deflect rockets and grenades back at the attacker or just to push enemies away. Airblasting a grenade or rocket will make it change its team allegiance, rendering them harmless against team-mates, but allowing you to hit any enemy with them, not necessarily the soldier/demoman who fired them; this is also useful for "disarming" grenades on the ground before they deal damage to your team-mates. Just remember that each blast of compressed air consumes 25 units of fuel for the flamethrower.
  • Weaker classes like Scouts, Engineers, Medics and Snipers tend to retreat when they are on fire. Light them up and quickly retreat, then return with your Shotgun drawn. They often give you an exposed back for your Shotgun shells. If set on fire, Medics may attempt to extinguish themselves by shooting at you with the Blutsauger - either leave them to burn or switch to the shotgun and pursue from a distance.
  • If an Engineer has left a Sentry near a corner, you can try to pop around the corner and take out the Sentry at point blank range before it kills you. This works against Level 1 Sentries but rarely Level 2 or 3, because they push you out of range. If the Sentry gun is positioned somewhere other than a corner, it is possible to circle strafe around even a Level 3 Sentry and burn it down, but only if the Sentry is not already aimed at your entry point.
  • An ÜberCharged Pyro can lay waste to a Sentry nest faster than any other class, but they are more susceptible to knockback from Sentries. They must get to point blank range before the Sentries start firing. Use corners to your advantage, and the Medic should always go first to draw the Sentries' fire.
  • The flames you see on the screen do not match the flames' "real" presence on the server. The "real" flames seem to lag the graphics. This is why you often miss fast classes like Scouts and Demomen with your initial burst. Lead them a little to compensate. This can be exploited to your advantage, especially against enemy Pyros - if you fire while retreating backwards in a straight line, an enemy Pyro pursuing you will not be damaging you due to the lagging flame hitbox, but will be taking damage from your flames despite visually being just outside them. (This Flamethrower Mechanics Video created by HvCTerr of the Steam Forums will demonstrate the projectile mechanics of the flamethrower.)
  • The Flamethrower has a deceptively short range. Many new Pyros empty their weapon at a fleeing enemy to no effect. Also, when an enemy is fleeing, the lag between the "real" flames on the server and the graphics on your screen makes the range even shorter. If an enemy is more than a few feet away, switch to your Shotgun.
  • When flaming an enemy, it's best to listen for the higher pitched sizzling sound to know when you're actually hitting the enemy. The flames might be hitting the enemy on screen, but they won't cause damage unless you hear the sound.
  • The Flamethrower doesn't work when you are too close to an object (floor, wall, tire, etc.). You can roast a Sentry just around a corner by using the edge of your flames, but it is hard to get the angle just right. You can often roast an enemy's toes if he is standing on a wall above you if you jump up and give him a quick shot of flame, but again the timing is tricky.
  • Pyros may wear flame retardant suits and be unable to catch fire, but they still take damage from an enemy Pyro's flames. The Shotgun may be more useful in some cases for fighting another Pyro.
  • The Flamethrower's short range forces the Pyro to sneak up on opponents and attack while they are distracted. Shepherd fleeing players into hallways or corners to increase your chances of seriously injuring or killing them.
  • Charging into a group of enemies and setting them all on fire is a good way to sow chaos and disrupt an offensive push.
    • If there is a Medic in the group make sure he dies first, otherwise your chaos and disruption will be turned into just so much wasted ammunition.
  • Use caution when fighting near water or a source of enemy healing (be it Health pickups or Medics/Dispensers): both can extinguish a burning character immediately. If you believe the flames did enough damage before they were extinguished then use the shotgun to finish off the enemy.
  • Switching to the Shotgun can often be more effective for finishing off a fleeing opponent.
  • Using your Flamethrower on team-mates is a good way to Spy-check. Only a momentary burst of flame is needed to ignite an enemy Spy; briefly shooting every team-mate is a cost-effective method of minimizing Spy encounters.
  • Without the need to reload, the Flamethrower can immediately use any ammo with which it is supplied. Standing next to a Dispenser can allow the Pyro to act as a stationary flame turret for guarding an Engineer fortification or the Intelligence room of CTF maps.
  • Use alternate routes to organize a synchronized attack on the enemy, igniting them from behind while team-mates attack from the front. This can be very effective on Defense, especially on 2fort, running down alternate corridors to sneak behind Medics partnered with a Heavy.
  • While the Pyro is a good offensive character, he can also be an effective defensive choice. Stand near the Capture point or Intelligence and ignite anyone who comes near with your Flamethrower.
  • Pyros are great when teamed up with other classes.
    • Pyros teamed up with Spies are great in crushing enemy defenses.The Spy goes on a rampage sapping enemy buildings which allows the Pyro to quickly rush in and destroy the buildings using his Flamethrower. Engineers will be too busy removing Sappers to notice you. It is the quickest way to take down lone Sentries (or even big groups if there are more Pyro-Spy teams working with you) within tight spaces (ex: 2fort bases)
    • Pyros can counter the two main enemies of Engineer's, Spys and Demomen. You can push back those nasty stickies away from the sentry guns, and the spy would be insane to attack a sentry with a Pyro next to. If they did, they would have to choose between being killed by your flames by backstabbing/sapping the Engi/sentry or being shot by the sentry by backstabbing you.
    • A Pyro and Soldier team can be a force to be dealt with. You take care of anyone that gets close and any rockets/sticks that come your way, and the soldier takes care of anyone that is farther away.
  • Your flaregun is great against groups, down narrow corriders against slow enemies (like the Heavy), or enemies standing still (like scoped Snipers). If the enemy did not see you fire the flare, they might assume they are being attacked at point blank and try to find you or retreat to find either a medic or health pack to put out the flame. It is great for putting out a fighter for a little while.
  • Pyros teamed with a Medic / Heavy combo make an effective combination, the Pyro protects them both from close range attackers while they can take out fleeing enemies on fire.
  • The flamethrower's alt-fire is great for pushing off enemies from a high place, such as the last CP in Gravel Pit or the bridge in Dustbowl Stage 3, and separating/holding back ÜberCharged pairs. You can also easily pin an enemy to a wall or keep him suspended in mid-air, as long as you have the ammo for it.
  • Contrary to popular belief, the flamethrower can be used while in water: so long as the user isn't completely submerged (enemies still cannot be ignited due to the water though). Holding the jump button ensures you'll remain surfaced, allowing you to still damage anything within the flamethrower's range and possibly get some highly unexpected kills.
  • When guarding the last point, stick with an Engineer and spycheck, if using the flamethrower, use the air compression to blow Ubered enemies away from the sentry. (JSA [1])
  • The Flamethrower can use it's compression blast to blow away the Sandman's baseballs back, as well as arrows from the Huntsman The latter can be tricky to time since there is very little warning even at long distances.
  • If fighting a Heavy that knows where you are in close quarters, you will surely die in direct combat. Instead, pop out for a moment to set the Heavy on fire, then wait a few seconds before rushing him with the Axtinguisher to finish him with a swift critical hit. Obviously, this works better if the Heavy is alone, and impossible to pull off if there is an enemy Medic or Pyro nearby.

Weapon Specific

Flamethrower

The flamethrower is a close quarters weapon with a very short range. It is devastating at point blank range and sets fire to all classes except other Pyros. Medics, dispensers, Payload Carts, Jarate, medkits, compression blasts from other pyros, and water will put out flames. It is also very useful for destroying buildings - sentries built near a corner can be destroyed without exposing the Pyro to its firing circle, and sentries built at a bad angle to an entrance can be rushed and destroyed by the Pyro without the Pyro being significantly damaged. The flamethrower can also be used to obscure the Pyro's head from snipers in order to prevent a headshot. The Flamethrower is better in an open ground or supporting roles when compared to the backburner.

Additionally, since the flamethrower's projectiles penetrate multiple targets, buildings and players in the line of the stream may all be hit at one time, giving the pyro some additional utility against groups. Of note is the fact that walls do not obstruct fire unless they actually obstruct line of sight back to the origin point. This allows pyros to spray fire through small cracks and crevices to hit targets on the opposite side much more effectively than hitscan bullet weapons can.

Mechanically, the flamethrower is not a "line", "laser sword" or "cone". Instead, it functions very much like the needlegun. A stream of projectiles (fireboxes) is rapidly created near the pyro's right ear. These projectiles follow a roughly straight path along the flamer's model, with some measure of scatter (this scatter creates the appearance of a cone). Each projectile does very little damage to a target, but their number, large size and rapid fire nature simulates an unbroken stream of fire.


This Flamethrower Mechanics Video created by HvCTerr of the Steam Forums demonstrates the hidden projectile mechanics of the flamethrower using simple debug commands that can be used by any client with console access enabled.

Compression blast

You can use the compression blast to knock enemy players into map hazards (such as the instant death pit on Steel or the trains in Well) or simply push them away if you cannot beat them one-on-one (such as if you encounter a Heavy around a corner). It can also be used to limit their movements, such as preventing a Scout under the effects of the Bonk! Energy Drink from reaching his objective, or even to hold him in place until the effects wear off and he becomes vulnerable again. In general, limiting an enemy's movements also makes it easier for your teammates to kill him. It can also be used to deadly effect with the "Puff and Sting" tactic; set a foe on fire, knock him into the air with compression blast while taking out your Axtinguisher, and then hitting him when he lands. It is very difficult to reflect objects at close range. for these situations, extra attentiveness is called for. watch a soldier, count the rockets fired, and then when that hits four move forward quickly. he will load another rocket to bounce you away, and when you see the rocket reload finish (on his model) simply wait about a half second and airblast. With good luck, you will airblast right as he fires. this strategy has a decent level of luck attached, but is better than dying.
Sentries that are distant or sit around a corner can be compromised with their own rockets by using the compression blast. This tactic could be used to part an engineer from his buildings, destroy the supplying dispenser, or cause a distraction long enough for another team-mate to storm in and take care of the situation. The "gun" of a sentry will only deal about three shots per reflection if preformed correctly. A Pyro alone can destroy an unguarded sentry with three direct hits. However, this strategy is best avoided when there's multiple sentries or enemies in an area to deal additional damage. This is a job that's best left to or in cooperation with a small group.

The compression blast can also be used very effectively to stop enemy ÜberCharged pairs. Usually an ÜberCharged pair will ignore all other threats to get to your team's sentries, giving you a golden opportunity to get in close and disrupt their planes. You can choose to block both players or try to separate the Medic from the ÜberCharged player. This works best when you are near ledges and cliffs, for example, the small bridge on Dustbowl on the final point.

Another effective defensive tactic is the shepherding of friendly sentries, stationary heavies, capture points, etc. via deflecting incoming explosives. While it is unlikely you will stop all incoming fire, it is often enough to keep your allies alive against otherwise daunting odds. This is especially effective when the sentry is near a cliff (e.g. near the 2nd point on Badlands), as it is significantly easier to remove stickies from the blast range when gravity assisted.

Compression blast can also be used in many normal situations, such as reflecting a Soldier's rockets or Demoman's grenades back or towards another enemy nearby. This can be done with baseballs from the Sandman as well as arrows from the Huntsman, though those situations may present themselves less frequently.

As of the Spy vs. Sniper update, compression blast can put out allies on fire. This allows Pyros to stop allies from sustaining burn damage, and can be especially instrumental in saving burning Medics on the front line as they can regenerate health and continue healing teammates. In some cases, stopping a teammate from burning to death until they can find some health can make all the difference.

Shotgun

The shotgun is the secondary weapon of the Pyro and is used when the enemy is out of range of the Pyro's flamethrower. It can also be used against enemy Pyros as the flamethrower does not ignite them, although it still does significant damage at closer range. The shotgun is an excellent weapon to follow up from an attack with a flamethrower. It grants you a safer distance (against soldiers, whom will destroy you with rockets if you're close) and the enemy still suffers the after burn damage.

Fire axe

The fire axe is the melee weapon of the Pyro and is usually infrequently used given that the Pyro's primary and secondary weapons also excel at close range and offer superior damage output. When used its effect is much more likely to be passed off as a stray bullet (from behind) than being attacked by the flamethrower (from behind) is. To this end it can be used to knock down a target's health before attacking with the flamethrower. Additionally, because the flamethrower does not ignite Pyros the fire axe is more viable against them than the Axtinguisher.

Backburner

Without the compression blast the Pyro has trouble against Demomen and Soldiers. However, the ability to inflict 100% critical hits while firing behind an enemy means it can take out low health classes fast. and any class in one second. The Backburner registers up to approximately a 45° angle to the back of a target's left or right, i.e. roughly a 90° angle centered behind where they are facing. This is significantly smaller than the Spy's Backstab angle, which appears to be 160°. The Backburner is better for the ambush and/or closer quaters then the flamethrower.

Flare gun

The flare gun does not have falloff damage, meaning it does just as much damage at close range than at far range. Its projectile flies pretty fast so it's hard to dodge, and most enemies run into it by mistake. However, it's best if used by surprise: fire it at groups of enemies or sneak around popping out and firing at an enemy that isn't looking in your direction. Enemies that get set on fire usually panic, and the afterburn usually does up to 50 damage (maximum of 60). They may seek out water, Medics, or health pickups. This can give you an advantage -- a huge advantage in that you can remove an enemy as a threat with one quick shot. It's less powerful against Pyros because they are flame retardant, but do not underestimate the contact damage the flare itself deals. It is also underpowered against anyone in water, for obvious reasons. A good general rule is that the usefulness of the flare gun over the shotgun is directly proportional to the number of people playing the game, although this rule carries exceptions. In games with lots of Pyros on the opposite team, it is a good idea to pick the Shotgun over this. Another use for the flare gun is to heckle enemy Snipers; Snipers carrying the default sniper rifle cannot aim properly if they are on fire, so setting a Sniper on fire at a distance may force them to temporarily retreat to find water or a health pack, which can assist in your team's offense or defense at the right moment. On top of that, Snipers equipped with the default sniper rifle will usually be sitting targets for your flares. But beware that you're exposing yourself to the Sniper's fire by doing this, so be careful when shooting flares at Snipers. Also be aware that the Flare Gun will mini-crit on burning enemies. This makes it a highly effective finisher if the opponent flees or has already been hit by one flare. Two successive flares is often enough to kill weaker classes, while three to four flares spread out can even kill Heavies. Be sure to keep track of how long an enemy has been burning and time a flare to deal maximum damage.

Axtinguisher

The Axtinguisher is best used as an ambush weapon. It's not recommended to be used in direct combat because the time necessary to switch weapons makes you an easy target, and its range is point blank. However, the extremely high damage (all classes bar Heavy, unless they are overhealed, fall to one crit swipe of this axe) makes it very useful when ambushing classes with high health, such as Heavies, Soldiers and Demomen. It is often preferable to use the Axtinguisher in these situations because these classes can easily outdamage a Pyro if they have enough time (it is useless against Pyros and anyone underwater). It can also be used to finish off a Heavy you attacked with a Backburner they turn around. A Flare Gun/Axtinguisher combo can replace the Backburner when it is out of ammo: fire the Flare Gun, switch to the Axtinguisher, and hack away. It is also good for clearing out the cart when combined with the Backburner; let the cart get past you, then charge and set as many people you can ablaze, then switch to the Axtinguisher and go to town. Setting your foe on fire with the default Flamethrower and then knocking them into the air with compression blast, then finishing them with the Axtinguisher is also a very effective tactic, called the "Puff and Sting". Blasting your target into a corner or into a wall will restrict their movements (against Scouts, a second blast may be required as they can double-jump away after the first blast), disorient them and making it harder for them to hit you, and line you up for a perfect chance to land the killing blow as the enemy is coming down. If used to ambush bigger classes, the Flare Gun may give you a better chance, as it lets you set them on fire from a longer distance and thus gives you more time to switch to the Axtinguisher as you close the distance, as well as making them burn longer as you close in; furthermore, a stray shot from the Flare Gun is considerably less likely to make the enemy turn around than multiple hits from a flamethrower. However, your aim with the Flare Gun must be very precise, as a missed flare passing right past them will alert them to your presence. Due to the fact that both the Axtinguisher and the Backburner are often used for ambushing enemies, having both of these items equipped at the same time may be redundant. Because of this, in most situations it is advantageous to equipt the Flamethrower when you are using the Axtinguisher.

Spy-checking

Spy-checking is the principal purpose of the Pyro. Any disguised or cloaked Spy will be lit on fire by the Pyro's flamethrower and thus become obvious to other team members. The Pyro should therefore shoot a small burst of fire on any team member that has not indicated their true allegiance. A Pyro should try to stand next to a dispenser that's near a sentry gun to stop any Spies from sapping it.

Hadouken

This attack is rarely effective, especially in serious combat situations. However, with good timing, there are places where this can be as deadly as the butterfly knife. At the beginning of a round, on a level with setup time (like goldrush or dustbowl), taunting with 0:01 left on the timer will cause the taunt to launch just when the gates open, to get inattentive players. This can also be good defense against rushes. While defending a point (such as dustbowl first point, stage 1) fire at oncoming enemies with your shotgun (or flaregun). When you see a group rushing forward, wait until they're about 15 feet from the door, hide around the corner, and perform the hadouken...if you're lucky you could get an un-ubered player. The other main times hadouken can be effective are during stalemate and humiliation.

Map-specific

2Fort

  • When playing as RED you can catch a glimpse of the attackers as they cross the bridge. Hiding in the battlements and jumping down to flank a wave of attackers is a very effective way of disorientating and breaking the assault.
  • You can also hide in the metal grill room and drop down behind the enemy as they pass through.
  • If the sewers are unguarded, a Pyro can use them to get into the enemy base, head to the exits and roast anyone coming from the battlements.
  • Pyros are also useful for ambushing enemies coming from the sewers.

Granary

  • The control points are prime Pyro targets on this map. Try to enter these areas via the central channels and Strafe through the Control point and out the other side.
  • Run past the health pick ups and repeat the Strafing run.
  • Sentry gun emplacements can be attacked from round the corner or if you feel suicidal start the Flamethrower and turn the corner and face the gun directly.
  • On defense the same tactics as above apply but with the point being you are defending the point.
  • Also on defense defend those Sentry guns from the inevitable Spies. Get your Engineer to place a convenient Dispenser and you need never move an inch while the Sentry gun takes care of all the attackers.

Gravel Pit

  • Take the road less traveled. There is almost always more than one way to a given point on the map, so check which way the majority of the team is going, and go the other route. This will go a long way to setting the Pyro up as an effective Flanker.

CP_Well

  • Use underwater passages to reach the enemy side of CP3, ambushing them. The bridges will provide you cover. Swim under one and hold SPACE so the character won't drown continuously. Players rarely go underwater so nobody will notice you. Even Scouts and Spies tend to swim straight to the CP3 without looking at their surroundings. From here you have a vast choice of ambushes that you can concentrate on. You can head to CP3 and strike the other team from the back, as well as hide within CP2 as nobody expects an enemy down there.Alternatively you can stay under the bridge and wait for an incoming enemy. Players rarely look back so whenever one runs past the bridge, it is your chance to get behind him and roast him, before he realizes what hit him.

Dustbowl

  • While defending Stage 1 Cap 1, stand on the small shack by the left entrance and hide yourself so that people coming out can't see you. Wait for them to pass and drop down and burn them from behind.
  • While defending Stage 2 Cap 1, the defending Pyro can stand to the left of the attackers' spawn point and catch them off guard here. There is no health and ammo for the Pyro in this area so unless you've got a Medic healing you, it is best to leave if you are too wounded. Remember: Spawn Killing is not accepted among many players and can result in a bad reputation for that player.
  • While defending Stage 2 Cap 1, guard the capture building and burn anyone who comes in. This is an excellent place for Pyros because it is got a large med kit, a medium med kit, a large ammo pack, and a medium ammo pack.
  • While defending Stage 2 Cap 2, stand on top of the wooden walkway over the entrances and drop down on enemy forces.
  • When defending Stage 3 Cap 2, watch the house that is to the left of your spawn. Prevent Engineers from building up there and be sure to kill any enemies that bunch up in there.
  • While defending Stage 3 Cap 2, stand on the ledge above the exit to the underground tunnel on your right and drop down when enemies come out.

Hydro

  • A complex map but the numerous choke points and stairwells make ideal spots for an ambush.
  • A particularly useful spot is underneath the stairs as your flames can go through the steps. This is particularly effective against Demomen who launch a full clip of grenades and then descend the steps thinking they are safe.

See also




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