Team Fortress 2

Team Fortress 2

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TF2 Tactical Knowledge - Pyro
By Imperatordavius and 2 collaborators
Welcome to TF2 Tactical Knowledge, your insights for new players and battle scarred veterans alike. This is the third in series of guides I will be writing which will talk about the 9 different classes that make up the TF2 universe, and how you can make each one work, get good or better at it, and most importantly, being a credit to the team! This guide will deal with the Pyro, what he brings to the team, what his role and roles on the battlefield are, and his tools of the trade.
   
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Overview - The Class
Mmmpf, Mmmpf, Mmmpf? Mmph, mmph mmph! Mmmph mmmmph.

Mmmph mmmph? Mmmph!

(Translation)

Welcome to the guide featuring everyone's favorite utility class, the Pyro. What is the Pyro you ask? Well for starter's hes that guy none of you ever really understand because all you hear is Mmmph! But enough of that for now, i'm here to teach you how to play this class because some people may not understand or may not know how he is best played.

Now before i begin, let me just get this out of the way. I am in no way, shape or form, a Pyro expert. Take this guide and what information it provides as you wish, its not meant to tell you what you must/have to do as the class to get top score, its merely a guide to explain how the pyro can be played and how you can make yourself a credit to your team.
Your Basic Tools - Versatility and Creativity
As the Pyro you have, as usual among the TF2 world, A Primary Weapon, a Secondary Weapon, and a Melee Weapon. However unlike in most FPS games, this class uses his main weapon to close and personal with his targets to deal massive ammounts of burn damage over a short period of time. His secondary weapon can be swapped around for utility to help your combat style to the ever shifting field of battle, and his melee options can allow diversity where other classes rely on standardization.

Primary Weapon - Flamethrower

Your standard stock flamethrower is the most versatile primary weapon you have at your disposal, providing you with good burn damage per second and a standard ammount of consumption for compression blasts for your total ammo capacity. The primary fire will consume 1 ammo per puff of flame while the seconary fire (AKA The Compression Blast) will use 20 ammo per blast. The fire will set whatever enemy target you happen to hit on fire and will deal damage per puff of flame, and the compression blast will allow you to reflect projectile weapons such as Sticky Bombs, Rockets, Arrows, and Grenades away from you and even cause extra damage upon successful reflect hits.

Secondary Weapon - Shotgun

Your ever so reliable but still so standard Stock Shotgun is your secondary weapon on the Pyro. It is no different then the Engineer's Primary Shotgun, or the Soldier/Heavy Secondary Shotgun. It does reliable mid-range damage but shines at close range where it can maximize its damage spread.

Melee Weapon - Fire Axe

The Pyro's Stock Melee, the Fire Axe, is a close range weapon that does good damage per hit, used primarily when enemies are close and you have no flamethrower ammo, however it can be swapped out to suit your playstyle based on which melee you choose.

We will discuss weapons later and what it is about them that makes the Pyro such a versatile class and perfect for anyone to pick up and use. However first we will discuss what it is about the class that sets him apart from the others.
Pyro - A Class of Many Trades
The Pyro Is a very useful class that gets very little respect from both sides of the battlefield, but is very demanded at the same time. He is one of the few classes that is designated as a "Spy Checker". This is because his Flamethrower does not burn teammates, but will burn Spies disguised as his teammates. This is very useful for teams that are having Spy troubles because Spies will try to stay away from flame spewing Pyros so as to remain invisible and undercover, as all it takes is one single puff of fire to blow their cover and alert The Pyro and his teammates as to the presence and location of an enemy Spy. This also makes him a good friend of Engineers and Medics because he can keep the spies away from them and protect them more easily then the other classes at times.

One more thing about the Flamethrower is the Afterburn that he can use to kill enemies. Even if his target gets away, there's a good chance that the afterburn can kill them, as it deals damage overtime. The weaker a class is health-wise, the easier it is to kill them with the Flamethrower.

Another thing the Pyro excels at is reflecting projectiles back at their sources with his Compression Blast, protecting his teammates and dealing damage indirectly at the enemy with their own weapons. If the Pyro gets a reflect on a Critical Rocket from a Kritzkrieg'd Soldier he can deal enormous damage to the enemy team with the Medic's own charge.

The Compression Blast is not only limited to reflecting projectiles though, it can also push enemies back a short distance as well. This is perfect for holding off an enemy Ubercharge for just LONG enough to give your team time to prepare themselves, all you need to do is hold them off for two seconds to waste 1/4th of the enemy Medic's Uber.

Another factor that makes the Pyro good is that he is flame resistant, making him an excellent counter to opposing team's Pyro, because he cant be caught on fire. He can then use any of his weapons to kill his enemy Pyro, with immunity to afterburn damage. Of course the same is true for that Pyro vs You.
Flamethrower - The Burn Factor
Your Primary Weapon at first, the Stock Flamethrower is a very useful tool, however just like the other classes you have a selection of other Primary Flamethrowers that you can choose from. Each of them will have special bonuses and drawbacks to them, and depending on which you eqiup will change how your playstyle will be, and will affect your role on the battlefield either greatly or slightly.

The Backburner

The Backburner is typically the first 'New' Flamethrower that a player will get for their Pyro. This flamethrower's name is given because when you burn a target with their back turned to you, you will deal Critical damage to them. Used correctly you can EASILY wipe out whole squads of enemies with this flamethrower, including overhealed heavies, even if you don't they will be dieing, soon to be dead, or severely wounded.

The drawback however is that your Compression Blast will take a severe hit, in the form of increased ammo useage per blast. At 50 ammo a blast, you won't be using the secondary weapon feature of your flamethrower often. This means that instead of 10 airblasts with maximum ammo, you will only be able to do 4. Another drawback is that you will not get random Crits with this weapon.

Due to this drawback you will be using The Backburner more for its flame then you will for reflecting projectiles or pushing enemies back. Use this if Airblasting is not a priority of yours, or if you plan and ambushing targets from behind more often.

The Degreaser

The Degreaser is another flamethrower that adds a special weapon feature for the Pyro. When equipped with this weapon, the Pyro will be able to switch weapons 65% faster then normal. This means that depending on what your secondary weapon or melee weapon is, you can use this weapon in combination with those weapons much more effectively and easily then the other classes can.

The downside is that you will do 10% less damage overall and 25% less Afterburn damage. This makes killing weaker targets with afterburn harder to accomplish.

Use this weapon if you want to combine your weapons for more effective damage.

The Phlogistinator

This weapon is a very powerful - pure flame only weapon for the Pyro. This weapon adds a bar at the bottom of the Pyro's screen which fills up based on damage dealt. Once full you can activate an Mmmph ability with the right click button, or Mouse 2, to perform a taunt which will give you Guarunteed Crit damage with your flamethrower. Also when activated your health will be filled, and while taunting you will take much less damage.

The downside of this weapon is that you will lose the ability to use compression blasts, as the button is required to activate the Mmmph charge. Another downside is that it does 10% less damage, and does not give random crits.

Use this weapon is you have no interest in using the compression blast, and if you intend to use the crits it gives to quickly deal with threats.

The Rainblower

The Rainblower is the same as the Stock Flamethrower. The only difference is that it changes the vision of Pyro and what the Pyro hears. Instead of flame the Rainblower spews rainbows, and gives a special taunt that can kill enemies if close enough. You can only use this weapon and See this weapon while in 'Pyroland, or Pyrovision'.

Use this if you wish, it has no downsides or upsides.
Flare Guns to Shotguns - Versatility in a Bundle
The Pyro's Secondary weapon unlocks give him access to weapons which can be combined to change how he plays the battlefield. This can be long range flame dealers, to mid range dps. We will discuss how he can combine his weapons for more effective damage later.

The Flare Gun

The first unlock for the Pyro's secondary slot is the simple Flare Gun. What this gun lacks in DPS it makes up for in useability. When shot, the flare will light enemies on fire, causing afterburn damage. Another thing is that if the flare lands on a target already on fire, it will deal critical damage to the target and extending the afterburn time.

What the Pyro gives up for this weapon is that he will only get to fire it once every few seconds, as The Flaregun will need to be reloaded with each shot. Fortunatly this is offset by the fact that it reloads when not being fired. So the Pyro can switch to another weapon while waiting for his Flare to reload.

Use this if you intend to deal long range flame damage during brief battle periods.

The Detonator

The Detonator is similiar to its Flare Gun counterpart, however what seperates it is that the flares can be used to 'detonate' at the players choosing by using the right click button while the flare is still traveling. When detonated, the flare can light targets on fire, or it can destroy Stickybombs. The Detonator also damages yourself for knockback damage, allowing you to jump to higher positions you normally could not reach.

The Downsides is that the flares do not deal crit damage to flaming targets, instead dealing minicrit damage. Another thing is that while equipped you are 25% more vulnerable to explosive damage.

Use this if you plan to eliminate stickies, or are trying to reach hard to reach spots, while dealing moderate flame damage to the enemies.

The Manmelter

The Manmelter is another Flaregun weapon. It also ignites targets on fire. What seperates the Manmelter from the other two Flares is that you can use a secondary attack feature on this to extinguish allied players who are on fire. Each player you extinguish will store 1 critical shot on the flaregun, allowing you to store crit shots for later useage. The shots will also travel 50% faster, and you will not need any ammo for it.

The Downside to this weapon is that the flare shots will do no extra damage to ignited targets. You will also have to choose your shots with this weapon due to its 20% less firing rate. You also do not get random crits with this weapon.

Use this weapon if you are a patient shooter, and want to extinguish targets without using your flamethrower ammo.

The Scorch Shot

The Scorch Shot is the final Flare Gun weapon the Pyro has in his arsenal. The flares this weapon shoot will not only ignite targets on fire, but will also knock them back. Also upon a successful hit with an enemy, it will ignite nearby enemies on fire, and the flare will also land on the ground, and after a very short duration will detonate and potentially light anyone nearby on fire or cause extra damage. You can also use the flares to destroy stickybombs.

The downside is that this weapon has a 50% damage penalty, and does not deal extra damage to burning targets.

Use this if you want to deal damage with the flares against multiple targets instead of just single targets, while also knocking back enemies or stoping them altogether.

The Reserve Shooter

The Reserve Shooter is an alternate Shotgun for the Pyro. This weapon gives the Pyro a 15% weapon switch speed increase, and if his target is in the air will give a Guarunteed Minicrit shot if the weapon swap is 3 seconds or less.

The downside is that you have a 50% less ammo clip size.

Use this if you plan to swap weapons constantly while shooting airborne targets.
The Burning Question - Axe you a Question?
The Pyro has a very large collection of Melee weapons he can choose from, not counting reskins. These weapons offer the Pyro a host of options with which he may kill his enemies in close quarter combat.

The Axtinguisher

This weapon is the first Pyro melee Unlock. If it hits a target while they are on fire, the target will take a guarunteed critical hit, in melee terms that is a 195 damage hit, enough to kill virtually ANY enemy not overhealed.

The Downside is that this weapon will deal 50% less damage overall, and does not give any critical hits against nonburning targets, even if the attack is a crit.

Use this weapon if killing burning enemies with melee is a priority or more favorable.

The Postal Pummeler

This is a reskin of the Axtinguisher, has the same stats, but in the kill feed shows you killing someone with mail instead of the weapon.

The Homewrecker

This weapon is a friendly Engineer's best friend, which will make you his best friend. The Homewrecker allows the pyro to protect his fellow engineer's buildings by removing Sappers from them, simply by hitting them with the weapon. This weapon is also an enemy Engineer's worst nightmare, which will make you another nightmare in his field of nightmares. Not only can the Homewrecker remove sappers, but it also deals double damage when attacking enemy buildings, allowing you to kill them in two swipes or less.

The downside is that this deals 25% less damage to players.

Use this if you want to be a "Pybro" for your fellow engineers.

The Maul

A reskin of the Homewrecker, same stats as the homewrecker.

The Powerjack

This weapon gives the Pyro some much needed speed in an increase of 15% speed boost while out. Another feature is that if you kill an enemy with it, you can get 75 health per kill, this will also overheal you if the max health allows it.

The Downside to this weapon is that you will be more vulnerable to ALL sources of damage by 20%.

Use this weapon against singular targets, and/or to reach the front lines faster.

The Backscratcher

The Backscratcher gives the Pyro a melee weapon which grants him more damage in the form of a 25% boost. This weapon also gives an additional 50% health gained bonus from health kits such as Pills, Med kits, and Med Packs.

The Downside of this weapon is that you will reduce the ammount of health you get from dispensers and mediguns by 75% while equipped, whether or not you have it out or not.

Use this weapon if you dont intend to get healed by the medic or dispensers very long, and intend to deal maximum damage with it.

The Sharpened Volcano Fragment

A unique weapon that when it hits an enemy, ignites them on fire.

This weapon's downside is that it deals 20% less damage.

If you want to light enemies on fire and have no ammo for your flamethrower, this is your weapon of choice, as the afterburn can still kill them. It also can be used to spycheck as teammates hit by this wont catch on fire, but disguised spies will burst into flames.

The Third Degree

This is a weapon that has a special gimick to it's playstyle. When you use it, any player's connected via a medigun's healing beam, will recieve the same ammount of damage as well. If you get a random critical hit with this against a heavy that's being healed by a medic, you will kill the medic instantly even if he isnt your target. This goes for Medic Chains as well, any medic connected will recieve the same damage as well.

There are no downsides to this weapon.

Use this if you plan to ambush medics or want to surprise medics that believe they are at a safe distance from you while healing their targets.

The Neon Annihiliator

This weapon is similiar to the Homerecker in that it can remove sappers, what sets it apart is that unlike the Homewrecker it deals critical damage to wet players, such as enemies that are covered in the Scout's Mad Milk, The Sniper's Jarate, or are currently underwater or have just left the water.

The downsides is that it deals 20% less damage to palyers, and gives no random critical hits.

Use this if you plan to be a "Pyro Shark", killing players in the water as a Pyro.

The Lollichop

This weapon is the same as the Stock Fire Axe. The only difference is that its the same as the Rainblower, in that you can only SEE the lollichop while in Pyroland. Otherwise it looks like a normal Fire Axe.

Use this if you wish, it has no downsides or upsides.
Combining Weapons - Utility + Versatility = Awesomeness
Combining your weapons for maximum damage is easy to achieve. To do this you use two of your weapons, typically your Flamethrower and your secondary, or your Flamethrower and your melee.

We will use a few common examples to demonstrate, but you can find your own combinations on your own. All it take is to combine two of your weapons for a special attack type.

The Quickdraw Pyro

The Degreaser + Reserve Shooter

These two weapon's stats will stack on each other, since the Degreaser gives 65% weapon switch speed, and the Reserve Shooter gives 15% weapon switch speed, together thats an 80% wep swap. Almost instantaneous weapon swap. The idea behind this Type of Pyro is to use the degreaser's compression blast to knock enemies in the air and quickly swap to the RS to use its Min Crits. You can do this repeatedly, knocking your target into the air and swaping to refresh the Mini Crit capabilities of the RS.

May I AXE you a Question? like Want some MAIL?

The Degreaser/Stock/Phlog + Axtinguisher/Postal Pummeler

This Combination of weapons is designed to use the Axtinguisher's or Postal Pummeler's ability to one hit kill most enemies with the critical 195 damage hit on burning targets. One puff of flame is all you need to set them up, then while they are trying to take aim at you, you quickly switch to the melee weapon and swing away for a 195 hit. Most of the time it will kill them, unless they see you coming a mile away.

The Flare Shot!

The Flaregun + Degreaser

This combo is designed to, like the previous one, use the flare gun's ability to crit burning targets to kill very weaker classes. You first burn the target with a blast of flame, then push them into the air with the compression blast, and finally quickly swap to the flare for the instant crit air shot. The damage is roughly 90 + 20 for the combo, plus the afterburn damage. Against Demoman, Soldier, the afterburn can finish the job, but against Sniper's, Medic's, and especially scouts, this combo is a death sentence.

Space Pyro is Best Pyro

The Phlogistinator + Manmelter

You want to use this combo to offset the Phlogistinator's lack of a compression blast to put out allied burning teammates. The Manmelter's ability means you wont waste ammo and you can save your crits for when they count.
Pyro - Being a Credit to Team
Being a credit to your team is simple, use your versatility to deal with threats, or to protect and aid your teammates. This can be done in some of the following ways.

1) Extinguishing allies when they are on fire. (All it takes is one blast, and you get a point for each one you put out, and they'll thank you in return. Maybe with a hat as happened to me once.)
2) Guarding your fellow Engineers and Medics. (Keep the Spies away from them and you'll do more for your team then running out and getting killed will.)
3) Hold Ubers at bay with Airblast. (Hold the line for a little bit, and you MAY just save the round.)
4) Don't go W+M1 all the time. (There's a time and place for W+M1. Its a legit tactic, but doing it all the time is not the way to go for Pyro.)
5) Reflect Rockets, Crockets, and Demospam. (Use the enemy's own weapons against them, as an old karate saying goes.)

Do just a few of these and other things, and you will BE A MASSIVE credit to your team.
Interview with the Melon Lord!
The following interview is a series of common questions i've been asked by a few newbies.

Please note this is the Melon Lord, not the Fire Lord, but the Melon Lord! A Gold league Pyro with a LOT to talk about the class.

Question 1) What Flamethrower should i use if not stock?

Melon lord) Degreaser is going to be your best friend. Because the pyro is a short ranged class, you simply cant rely on direct flame damage all of the time. This is what makes the degreaser a great weapon. It allows the pyro to make use of its ranged secondary weapons, (such as the flare gun, shotgun, detonator, etc.), while being able to quickly switch back to your primary to burn close foes, reflect projectiles, extinguish teammates, or airblast an enemy. Which brings up the popular "puff and sting" combo that is best used with the degreaser. The "puff and sting" is when you airblast a close enemy while quickly switching to your secondary to unleash a big punch of damage
close range.

Question 2) This Melee is useless, should i not use it ever? (Note melee can mean any of the Pyro's melee weapons)

Melon Lord) No melee is completely useless, but through experience you'll find that some will simply work better for you than others. You have to look at what each melee can do for you, and what you're looking for when you play pyro. The powerjack can give you a slight speed boost when its out, and health on melee kills. However, you can take increased damage while holding it. The axtinguisher gives you full critical damage against enemies on fire, which means instant kills for most classes. However, it does half melee damage against non-burning enemies. The homewrecker lets you destroy enemy sappers on friendly buildings and allows you to destroy enemy buildings much easier, however does less melee-damage to players. Stock fire-axe will do default damage with no benefits, so statistically the other melees will all be better choices. However, its really up to you and how you want to use your melee! Some players will switch melees all the time, and some just comfortably stick with one.

Question 3) Everyone is calling me a w+m1 noob, why do they keep doing that?

Melon Lord) It goes back to pyro being a short ranged class. "W+M1" is the saying to describe a pyro player that only runs forward while spraying flames. If you're called out for "WM1ing" its likely you were just running at someone and only using direct flames to kill them. Although this can be an effective method to kill someone, because pyro is short ranged, a WM1 pyro can be easy to kill given the person is outside of flame range, or can kill the pyro faster than the direct flames could. Try using your airblast and secondary weapon on players as well.

Question 4) What is the Pyro in your opinion, a Utility or a Specialist class? (Note this is because of how people constantly use one/two combos, aka flame/axtinguish or degreaser/flaregun kills.)

Melon lord) Definitely utility. Pyro doesn't have to have a set role. You can be independant and go off on your own to assassinate. Or you can focus-fire with other players and be part of more of a team effort. As I said, pyro is the best-friend class. Always helping out where they can do most, whether it be assisting the team or going out and getting kills where they leave an opening.
Interview with Empty Nada
The following is an interview with just an ordinary Pyro player to answer these questions. (Nobody ask who this person is, i've already answered it)

Question 1) What kind of Flamethrower should i use if not stock?

Empty Nada) Backburner if you are planning on ambushing people. Degreaser if you are being offense and need a fast wep switch. Phlog if you want to piss people off and want to earn crits. Rainblower personally I hate. Awful noises and difficult to see anything. Personally I typically stick to stock because of airblast and degreaser is a wee bit less damage.

Question 2) This Melee is useless, should i not use it ever? (Note melee can mean any of the Pyro's melee weapons)

Empty Nada) Each melee has it's own purpose. Homewrecker and annhilator are good if you want to help engies. If looking for a quick kill burn a player then axetinguish them. Backscratcher is good at regaining health as well is the powerjack (plus a speedboost doesn't hurt). Each fit a different situation and play style.

Question 3) Everyone is calling me a w+m1 noob, why do they keep doing that?

Empty Nada) There's a good chance that all that the person does is mouse 1 in a linear fashion with no spy checking or airblasting.

Pay attention to your surroundings and teammates. If you've enough ammo extinguish teammates. Incoming medic and heavy? Try and separate them. Sometimes airblasting an enemy can give you a longer lease on life. Make use of the airblast as needed to assist yourself and teammates.

Question 4) What is the Pyro in your opinion, a Utility or a Specialist class? (Note this is because of how people constantly use one/two combos, aka flame/axtinguish or degreaser/flaregun kills.)

Empty Nada) I'd say utility. You can help engies by spy checking or removing sappers. You can cause other players distress with fire or annihilator or piss people off with the phlog or scorch shot. You can also help your teammates with putting them out or pushing enemies away. A fairly useful multitalented class.
Closing Statement
Thank you for reading this guide, I hope it has enlightened you as to what the Pyro is and is NOT.

Good Luck to all the Pyros who have read this and learned a thing or two maybe. Remember this little saying.

"This is where i met the Leprochan in the sandbox, he told me to burn things!"
7 Comments
Nat3ski Jul 13, 2015 @ 4:43pm 
I believe the Maul/homewrecker destroys a sapper in one. whereas the neon anihilator takes 2...if correct might be worth a mention.
Rerecrosz Jan 26, 2014 @ 2:46pm 
The Degreaser/Reserve shooter's bonuses do NOT stack, if weapon switch of two weapons is on the same loadout, then it will be multiplied, not added together, so it only turns out to be about 75% faster weapon switch.

And this is from a deliciously seasoned Degreaser/Reserve Shooter/Back Scratcher Pyro. ;3
Volcanoe Jan 26, 2014 @ 10:41am 
Im vinnyvolcano, and i approve of this message
clem Jan 26, 2014 @ 8:03am 
You have inspired me to stay as a pyroshark for more than one day
camera.bxtch Jan 24, 2014 @ 2:56pm 
Helpful guide.
LAZER PENGUIN Jan 21, 2014 @ 2:30pm 
you made an error in your description of the detonator, it gives you a 25% vulnerability to self inflicted damage only. Apart from that, this is a great guide :)
百合好き Jan 19, 2014 @ 6:12pm 
As a pyromaniac myself, i aprove this.