You are here: Home Team Fortress 2 Pyro Pyro Strategy

Planet Abilene

Pyro Strategy

E-mail Print PDF

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.

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 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.

Compression blast

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 to stop enemy ubercharged pairs. They usually dash by you to get to your team's sentries. You can choose to block both players or try to separate the medic from the ubercharged 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.

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. 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. Also because the flamethrower does very little damage against Pyros (due to the fact that they're flame retardant) the fire axe is much more viable.

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 180°.

Flare gun

The flare gun does more damage when the shot goes further, which makes it ideal for long range combat. Its projectile flies pretty fast so it's hard to dodge and most enemies run into it by mistake, but it's best to be 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 set on fire usually panic, and afterburn does up to 50 damage usually. They will seek out water, medic or health pickup. 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 useless against Pyros because they are flame retardant. It is useless against anyone in water.

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, as well as attack speed is quite slow. However, the extremely high damage 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, if the heavy turned around. Also a flare gun/Axtinguisher combo can replace the backburner when it is out of ammo: fire the flare gun, then hack away!

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.

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.

 

Information obtained from TF2-Wiki

 

 

Help us Pay for Servers

If you like our servers please donate so that we can continue to run our game servers.

 

Server Status