Team Fortress 2 Pyro Guide/FAQ By whirlmaster blackopszero@hotmail.com Version 1.0 ================= Table of Contents ================= 1.0 Introduction 1.1 Copyright Stuff 1.2 Credits 2.0 Meet the Pyro 3.0 Tools of the Pyro 3.1 Flamethrower 3.2 Afterburn 3.3 Shotgun 3.4 Fire Axe 3.5 Backburner 3.6 Flare Gun 3.7 Axtinguisher 3.8 Homewrecker 4.0 Role of the Pyro 4.1 How to Play Pyro 4.2 Chaosmaker 4.3 Area Denial 4.4 Hit 'N Run Skirmisher 4.5 Spychecker 5.0 Pyro vs.... 5.1 Pyro vs Scout 5.2 Pyro vs Soldier 5.3 Pyro vs Pyro 5.4 Pyro vs Demoman 5.5 Pyro vs Demoknight 5.6 Pyro vs Heavy 5.7 Pyro vs Engineer & Co. 5.8 Pyro vs Medic 5.9 Pyro vs Sniper 5.10 Pyro vs Spy ================= 1.0 Introduction ================= Welcome to my second guide/FAQ.This time,I'm going to discuss the Pyro,my favourite class.The Pyro,is a class extremely easy to pick up but hard to master.A word of warning though,Pyros are rarely used in competitive gameplay though the majority of TF2ers are pubs.This guide is for newbies to the Pyro class so don't expect much if your a player who topped alotta hours(well,I guess you could refresh your memory or something). Any feedback,typos you want to point out,suggestions,tips etc. can be sent to blackopszero@hotmail.com.Once again,I'm not a professional TF2 player,only an average one so please note that I MIGHT make mistakes. =================== 1.1 Copyright Stuff =================== Copyright 2010 whirlmaster Feel free to use this guide for whatever reason you want.Copy it, print it,photocopy it,put it on your website etc.I really don't care. ================= 1.2 Credits ================= -Valve,for creating TF2 -GameFAQs and any other website that puts this guide on their website -TF2 Wiki and TF2 Strategy for additional info -Pyro for being the cute-absestos-clad-pyrophobic-psycho we have come to love :D -Anyone who has helped me ================== 2.0 Meet the Pyro ================== First of all,we'll start with some stats so you have a rough idea of what the Pyro is. Basic Info- Icon=A flame(obviously) Type=Offensive Health=175(260 when buffed by a Medic) Speed=100% So,the Pyro has a pretty large chunk of health,dwarfed only by the Soldier and Heavy.Also with a pretty decent speed,Pyro matches Sniper,Engineer,Spy in terms of speed,losing to Medic and Scout while beating Demoman,Heavy and Soldier. We'll take a look at a good Pyro and a bad one,to give you a rough idea of Pyro gameplay. Scenario 1=Pyro A peeks on a Soldier,Demoman and Scout advancing to his team's control point.Thinking himself of some flamethrower-toting gladiator of old,he holds down Mouse1 and charges the trio in a straight line. Result=He got shredded into too many pieces to count. Scenario 2=Pyro B peeks on similar Soldier,Demoman and Scout advancing to his team's control point.Pulling out his shotgun,he advances,jumping around and strafing while pumping them full of buckshots.Finally managing to get in range,he burns all 3 of them. Soldier fires a rocket that Pyro B manages to reflect back at the Soldier,gibbing him up. Strafing around while burning the remaining two,Scout soon dies, leaving Demoman.Demoman fires grenades at random which Pyro B avoids and retreats while firing buckshots.Demoman dies from a crit shot. Result=Pyro B survived,defended his point and killed 3 attackers. Although classifed an Offense class,Pyros rely on assaulting and ambushing prey to actually suceed.Charging like your some sorta Superman-type person just makes you a free frag.We'll delve into that later. ====================== 3.0 Tools of the Pyro ====================== The Pyro has three default weapons= 1.Flamethrower 2.Shotgun 3.Fire Axe He has several unlockable weapons= 1.Backburner 2.Flare Gun 3.Axtinguisher 4.Homewrecker We'll slowly go through each of the weapons,their pros and cons and how to use them effectively along with some basic advise. ================== 3.1 Flamethrower ================== Basic Info- Slot=Primary Ammo loaded=200 Pros- 1.Requires no reload 2.Deals heavy damage in close range 3.Deals 10 seconds of afterburn 4.Requires less aim than most weapons Cons- 1.Chews up ammo pretty quick 2.Range is short 3.Afterburn is easily put out 4.Not effective against enemy Pyros The Flamethrower is the weapon that makes the Pyro a Pyro.The Flamethrower made the Pyro King of Close-Quarters Combat(CQC).Its range should,thus,be short range. The damage thingy is pretty complicated and would require some serious Math which I myself don't understand.(Maths was never my strong point)Anyway,the Flamethrower basically fires a stream of fire,known as particles by pressing Mouse1. In additon to the base damage done by the particles hitting target, it also adds 10 seconds of afterburn.The afterburn does,in total, 60 damage,therefore you should keep adding to it by shotgun shells and MORE fire. While this may seem a lot,frankly,it isn't.Most primary weapons deal more damage than the Flamethrower,forcing the Pyro to ambush foes to have the edge of battle. As Pyros are immune to afterburn,using the Flamethrower to combat an enemy Pyro is NOT a good idea.You should instead switch to the shotgun and try to outflank and pelt the Pyro full of bullets. The Flamethrower has a secondary fire,by clicking Mouse2,the Flamethrower releases a pocket of air known as the compression blast or airblast for short.A single airblast chews away 20 ammo. This little airblast is EXTREMELY useful.Airblasts can reflect rockets,grenades,stickies and even Hunstman arrows!Also,when you airblast an enemy,shoots the enemy upwards and momentarily disorients them.Therefore,your strategy should be,ambush target and burn him,airblast him and continue lighting him up.Repeat 'till he dies. Airblast also puts out fire so whenever you see a friendly teammate on fire,go airblast him! ================ 3.2 Afterburn ================ Afterburn,while technically,not a weapon,is a key component of the Pyro.Afterburn deals 60 damage in total,therefore 6 damage per second.Afterburn is created when an afterburn-dealing weapon hits the target.Flamethrowers,Backburners and Flare Guns deal afterburn. The damage isn't important.The psychological effect is.Being on fire is a HUGE deterrent,making most enemies try to put out the fire, stopping whatever they are doing.Also,they deal extra damage,even when the Pyro dies,allowing Pyros to exact their revenge from the grave. Afterburn can be put out by: 1.Water 2.Health packs 3.Medics healing you 4.Dispenser healing you 5.Resupply cabinet 6.Sandviches 7.Dalohkah's Bar 8.Jarate ================ 3.3 Shotgun ================ Basic Info- Ammo loaded=6 Ammo carried=32 Pros- 1.Higher range than flamethrower 2.Does slightly more damage than flamethrower 3.Able to be used underwater Cons- 1.A hitscan weapon,requires accurate aim 2.Damage falls off at long range 3.Outgunned by various other weapons The Shotgun might as well be the standard sidearm for TF2,seeing how the Soldier,Heavy and Engineer has it too.Unlike them however, the Pyro must always combine Flamethrower and shotgun strength to suceed. Because of the Shotgun's higher range than the Flamethrower and slightly more damage,Pyros should shoot before lighting them up or shoot after lighting them up.The shotgun is also one of the weapons Pyro can use while underwater as the Flamethrower is useless there (erm,common sense much?). Your most probably wondering,'Hey?Why does the Shotgun outmatch the Flamethrower?'My answer,"No idea."The key thing you should know, however,is that you pelt buckshots while lighting them on fire and you'll do alright. ================== 3.4 Fire Axe ================== Basic Info- Base Damage=65 Mini-Crit=88 Critical Hit=195 Pros- 1.Able to be used underwater 2.Ordinary melee weapon Cons- 1.No special attributes 2.Inferior to the two other Axes The Fire Axe is Pyro's default melee weapon.I highly suggest you switch this weapon as soon as you have one of the other axes. Nothing much I can say about this weapon other than it can be used underwater and you shouldn't be afraid to use it in close quarters. A note however,some Pyros think that chopping someone with the Fire Axe,weakening them before burning them is a good idea but I don't think so.You see,if you catch the enemy unaware,just burn him already,less risk and more damage(afterburn).Still,this is merely my opinion,feel free to use the weakening technique if you wish. ==================== 3.5 Backburner ==================== Basic Info- Ammo carried=200 Pros= 1.Does mini-crits when striking someone from the back 2.Does 10% more damage than the Flamethrower 3.Does afterburn Cons= 1.No airblast 2.Cannot be used underwater 3.Similar range to Flamethrower The Backburner is the unlockable primary weapon for Pyro,replacing the Flamethrower.As the above info said,getting crits by roasting someone from the back might seem like a good deal but your losing your precious airblast.Which to choose?You decide. The BB(short form for Backburner) is for assault Pyros.Sneak behind enemy lines and let the flames loose on the unsuspecting enemies.Be warned though,sometimes the hitboxes don't register, similar to backstabs and you won't get awarded your crits. ================ 3.6 Flare Gun ================ Basic Info- Ammo loaded=16 Base Damage=30 Afterburn Damage=60 damage total Minicrit=41 Crit=90 Pros= 1.Able to hit enemies at a long range 2.Does afterburn 3.No requirements for reload 4.Mini-crits when a flare hits an already burning enemy 5.Does a crit when it hits someone at 800 units or greater distance Cons= 1.Unable to function underwater 2.Not as effective in short range as Shotgun The Flare Gun is an unlockable secondary weapon that replaces your Shotgun.Now you finally have the ability to burn someone at long range,allowing you to harrass Snipers and harmlessly pick off Heavies,Soldiers and Demomen at long-range.When aiming,aim a bit up from your target as the flare travels in an arc. However,by using the Flare Gun,you lose the Shotgun,meaning you only have the Axe to use underwater and you now lose the defence of effectively dealing damage to those JUST outside your Flamethrower range.At the end of the day,it boils down to personal preference and both secondaries are fine in their own ways. ====================== 3.7 Axtinguisher ====================== Basic Info- Base=33 Mini-crit=45 Critical Hit=195 Pros= 1.100% crits when hitting burning enemies 2.Can be used underwater Cons= 1.Deals 50% less damage on enemies that are not burnt 2.While can be used underwater,it deals 50% less damage(enemies underwater cannot be burnt) 3.Is less effective against Pyros as Pyros cannot be burnt Despite the cons outweighting the pros,the '100% crits when hitting burning enemies' is worth carrying this weapon.The Axtinguisher is able to one-hit-kill any enemy that isn't a Heavy with the crit. One of the more favourite tactics is to pair this up with the Flamethrower.After burning a foe,the Pyro will airblast the poor fellow upwards and pull out the Axtinguisher and end it all with one chop.This tactic is known as Puff 'n Sting. Once you have this weapon,IMMEDIATELY equip it instead of the Fire Axe.Trust me,its worth it. ================== 3.8 Homewrecker ================== Basic Info- Base=42-55 vs players,130 vs buildings Mini-Crits=66 Critical Hit=146 Pros- 1.One hit removes enemy sappers from friendly Engy buildings 2.100% damage vs buildings Cons- 1.25% less damage vs players 2.Your more likely to get murdered by a sentry than actually whacking it So...the Homewrecker is part of a wave of community-made weapons that hit Valve a few months ago(I think).Originally,the Homewrecker was just a hammer that could deal 100% damage vs players,it couldn't remove sappers.However,lots of people complained that they would be gunned down by the time they reached a sentry to whack it therefore Valve added the remove sapper thing in one hit. The Homewrecker is for Pyros who are EXTREMELY helpful,willing to help a fellow Engy whack off that sapper IN ONE HIT.Please note however,that Homewreckers CANNOT repair friendly buildings. So,your probably asking:Do I use this weapon or not?My answer: Probably.If you like it then use it,if you don't,stick to the Axtinguisher. ===================== 4.0 Role of the Pyro ===================== In this section,I'll deal with the Pyro's importance on the field. The Pyro has several main roles in the team which are: 1.Chaosmaker 2.Area Denial 3.Hit n' Run Skirmisher 4.Offensive Support 5.Spychecker OK,they sound REALLY complicated don't they?OK,no..they don't sound complicated but anyway,I'll explain what each means in the following sections.For now,I'll just tell you how you SHOULD play Pyro. ====================== 4.1 How to play Pyro ====================== Here,we get to business.I'll tell you how to play Pyro properly and I've split the section into two parts:One for Flamethrower Pyros and the other for Backburner ones. Flamethrower Pyro=The Flamethrower Pyro has the powerful airblast in his arsenal.Never underestimate the airblast.Able to throw back enemies and mess up their aim,not to mention reflecting rockets and grenades.The way you should play it is by going through one of the less-used passages and attack your prey.After burning him,airblast him back once in a while and pump buckshots/flares into him or continue burning.If you have Axtinguisher,then just burn him,airblast and CHOP! Circle-strafe him.Circling around while hitting him makes it harder for him to pin you down and gives you a higher survival rate. Backburner Pyro=The Backburner Pyro has a much more trickier style, most of the time,you want to take a less-used path that takes you behind enemy lines.Once your in their base,ambush your targets from behind.You'll hopefull crit them to death before they turn around, but if they do survive that,you have two choices.Circle-strafe and continue burning or shotgunning/flaring or retreat while firing flares or shotgun shells.If your caught out in the open by a head-on attacker,circle-strafe to his back and burn him down. ==================== 4.2 Chaosmaker ==================== The Chaosmaker is simply that,making chaos,as much as possible.His job is to harrass and maim as many enemies as he can,distracting them while the Pyro's teammates captures the intel/captures the Control Point/pushes the cart to a Control Point etc. Generally,you should travel around the map,wrecking havoc as much as possible,be it burning down enemies,destroying enemy Engineer buildings or airblasting Ubercharges. =================== 4.3 Area Denial =================== Picture this image in your mind now.The map is Dustbowl and BLU is attacking a RED Control Point.The attack party consists of a Soldier,Medic,Demoman and Scout.The RED Pyro then chooses to attack, burning everyone in the attack party.The lighted BLUs then run away, abandoning the attack to get treatment for the afterburn. That is what area denial is all about.Area denial is an act of forcing the enemy to abandon reaching an area.Demoman also have this role,by booby-trapping hallways with sticky bombs.The Pyro's flames also share the same effect. Although afterburn is not really life-threatening(Unless your a Scout or one of those low-health classes),it gives most people a psychological impact.Once most people are on fire(myself included), they will usually abandon whatever task they were doing to put out the fire.It doesn't hurt too that the Pyro can simultaneously light up an entire attacking party,rendering all of them fleeing away (in most cases). ========================= 4.4 Hit 'N Run Skirmisher ========================= Back in the days where afterburn was a serious matter,where only water and Health Packs healed afterburn,this tactic was fearsome indeed.Now,however,as many weapons can now heal afterburn,this tactic is less useful. The idea of Hit 'N Running is simply,lighting someone up and then retreating,letting him burn to death of his own accord.Pyros should assume this role when the Pyro is facing a number of enemies that are distracted by his/her teammates and the Pyro is heading for some other destination.Lighting them all up,the Pyro heads off as his/her teammates finish off the enemies.(You can get assists in this very easy way :D) ===================== 4.5 Offensive Support ===================== This role can only be used by Flamethrower Pyros.With the Flamethrower,comes the airblast.The airblast is an extremely useful tool that should be utilized by the Pyro at all times.Offensive Support is simple.The Pyro,following his teammates will play as normal but helping his teammates out when necessary with the airblast. When do you assist your teammates with airblast you ask?Well,below is a list of times you should assist your teammates. 1.When enemy Soldier fires rockets at your teammates You can airblast the rocket away,although most Soldiers would fire at the feet to prevent you from doing that. 2.When enemy Demoman fires grenades or lays a sticky bomb trap. You can airblast away grenades easily and you can disrupt the trap's formation both with airblast. 3.When teammates are on fire. Your airblast ALSO puts out fire for your teammates.If an enemy Pyro lights them up,airblast them,it puts out the fire. Help your teammates out,they will thank you to the heavens for this(if they don't,tough luck :( ) ======================= 4.6 Spychecker ======================= Spies are a nuisance.Fact of life.Their disguises and invisible watches make them hard to find out.Fortunately,their equipment must be highly flammable or something because just one stray puff of fire instantly ignites a cloaked or disguised Spy and reveals him.Pyros are the only class who can do that,making them valuable Spycheckers. It is considered a good idea to help Spycheck the surroundings of a friendly Engy for a short while(you can take his Dispenser ammo to replenish your lost ammo),if your lucky,you might reveal a Spy. Check corners and places where Spies frequently use and burn any of your teammates who are acting strangely. ================ 5.0 Pyro vs... ================ This section will focus on the tactics,tips etc. on how to deal with different classes.Please note that the tactics stated below might not be the best way to deal with them,they are all based on my personal experience therefore feedback is gladly welcomed. ================= 5.1 Pyro vs Scout ================= Scout Basic Info- Health=125 (110 with Sandman equiped,185 when buffed by Medic,165 when buffed by Medic with Sandman equiped) Speed=133% Default Weapons=Scattergun,Pistol,Bat Unlockable Weapons=Force-A-Nature,BONK! Atomic Punch,Crit-A-Cola, Sandman The Scout is easily the fastest class in the game.They come with the bonus of capturing points and pushing carts faster.Most of the time,you'll find the Scout equiped with the default weapons except, perhaps,the Sandman.If you meet a Scout in close quarters,burn him and airblast him(if you have Flamethrower equiped) to stop him in his tracks.If you don't have FT equiped,then you have to make do with filling the Scout full of buckshots or flares. The Sandman allows the Scout to throw a baseball that will stun enemies upon being hit.If you are hit,the Scout will close in and repeatedly fire at you.If that happens,your best bet would be to burn him and retreat while firing shotgun shells or flares. =================== 5.2 Pyro vs Soldier =================== Soldier Basic Info- Health=200(300 when buffed by Medic) Speed=80% Default Weapons=Rocket Launcher,Shotgun,Shovel Unlockable weapons=Direct Hit,Buff Banner,Equalizer,Pain Train The Soldier is an extremely dangerous foe to meet.First rule of thumb ,fight in an open area.Most of the time,it is almost impossible to reflect the Soldier's rockets as most Sollies shoot at their opponent's feet.If they do shoot at you straight-on,then simply airblast it or dodge it.If they have the Equalizer out,something like a pickaxe,their probably on low health,burn them and circle- strafe them.Most of the time,the Soldier will stay out of your flamethrower range,forcing you to pelt them with flares and shotgun shells while slowly advancing.Dodge his slow rockets,be as unpredictable as possible and you might stand a decent chance against him. ==================== 5.3 Pyro vs Pyro ==================== Basic Info-(We've done this before but let's recap :D) Health=175(260 when buffed by Medic) Speed=100% Default Weapons=Flamethrower,Shotgun,Fire Axe Unlockable Weapons=Backburner,Flare Gun,Axtinguisher,Homewrecker Your facing your enemy twin.An almost exact carbon copy.Pyro vs Pyro fights tend to turn into shotgun battles as afterburn doesn't affect Pyros.When facing an enemy Pyro,ALWAYS pull out your secondary and fire.If the enemy Pyro is dumb,he'll rush forward with his primary,simply backpeddle while firing in this case. If his smart,he'll pull out his secondary and fire at you too.In this case,it comes down to who has the most health and who is the better shot.Strafe around so his pellets have a less chance of hitting you. ======================= 5.4 Pyro vs Demoman ======================= Basic Info- Health=175(260 when buffed by Medic) Speed=93% Default Weapons=Grenade Launcher,Sticky Bomb Launcher,Bottle O' Scrumpy Unlockable Weapons=Scottish Resistance (I'll discuss about Demoknights later) Demomen are explosive nuts,lobbing explosives everywhere and blowing you up into pieces.His speed is slightly slower than you,matching you in health.If you have Flamethrower equiped,then your able to airblast all his grenades away. His one weakness is the lack of any hitscan weapons like a shotgun, meaning he has to rely on his projectiles to kill anyone.Rule of thumb,do NOT run straight at him.A direct 'nade explodes instantly and does a world of hurt.Instead,be unpredictable.Swerve and jump around and if you can,fire shells and flares at him before you reach flamethrower distance.Then burn him and circle-strafe him. If the Demoman your facing is really crafty,he'll have planted some sticky bombs while retreating,watch out for these thingies and airblast them away or negate them by firing at them with the shotgun if you have it.Beware,some Demomen have sticky traps lying around and upon seeing you,will feign evasion by running back into the sticky traps and once you follow,detonate them,killing you. Therefore,you should consider letting him run away if you think his smart. ======================== 5.5 Pyro vs Demoknight ======================== Basic Info- Health=175(150 with Eyelander equipped,260 when buffed by Medic, 225 with Eyelander equipped) Speed=83%(79% with Scotsman's Scullcutter equipped) Weapons=Grenade launcher,Scottish Resistance,Chargin' Targe,Eyelander and Scotsman's Scullcutter There are enough of these Demomen to be considered their own classes but its not official..yet.So,if you see these people,their considered walking free kills.Here's the reason why. Demoknights have a very funny playing style,with Chargin' Targe equipped,they have 50% fire resistance and are able to charge with right-click.They signal these charges by a shout that would put Tarzan to shame.Most of them also have the Eyelander.Knights with Eyelander can be identified by their glowing eyepatch. Eyelander basically nerfs their health but for every kill,they get a head which increases 15 hp and 8% speed.They can get up to 4 total heads but that is rare.If they don't use Eyelander,their basically easier to kill than usual.If your fighting a Demoknight who has a little bit of knowledge,he'll attack you with grenades before charging. The key to fighting them is to dodge when you look at them charge, then burn them and circle-strafe them and either continue burning or pelt them with secondary fire or Axtinguisher them.If they throw 'nades,dodge them and continue pelting flares and shells and wait for the Knight to close in.Out of 10 fights with these Knights, I've only lost twice,frankly. =================== 5.6 Pyro vs Heavy =================== Basic Info- Health=300(450 when buffed by Medic,350 when buffed by Dalohkahs Bar) Speed=77%(38% with minigun revved) Default Weapons=Sasha,Shotgun,Fists Unlockable Weapons=Natascha,Sandvich,Dalohkahs Bar,Killing Boxing Gloves of Death Heavies have the most health in the game and are the slowest.As a Pyro,meeting these guys in close quarters is your WORST nightmare. For starters,with his large amount of health,it takes longer to finish him.For another,once he notices you,he'll rev up his gun and punch you full of holes.If he has Natascha equiped,you can't even run as Natascha slows down anyone it hits.To make matters worse,not even Axtinguisher works,requiring 2 hits to kill a Heavy instead of the normal one.Afterburn?Well,if the Heavy had Dalohkahs Bar or Sandvich equiped,he'll munch on it and end afterburn. To put it simply,Heavies are trouble.Avoid meeting them in close quarters,if one appears,move to another passage or hit them and run. The most you can do is to burn him and retreat and alert your teammates(you don't want them to get a heart attack from a sneaky Russian carrying a minigun ambushing them now do you?).The game's called TEAM Fortress 2,there are some things you can't handle yourself. =========================== 5.7 Pyro vs Engineer & Co. =========================== Basic Info- Health=125 Speed=100% Default Weapons=Shotgun,Pistol,Wrench Unlockable Weapons=Frontier Justice,Wrangler,Southern Hospitality, Gunslinger. Most of the time if the Engineer is alone without his buildings,his an easy target to kill.Unless his got some awesome precision or is really competent,you will kill him.As with the recent update,the Engineer has some new toys to play with. The Frontier Justice allows him to get a number of guranteed crits once his sentry has been destroyed in exchange for only 3 ammo.If you see an Engineer with a glowing shotgun..RUN!HE HAS A CRIT! The Wrangler allows him to contol his sentry,also giving it a 66% damage absorbtion shield. The Southern Hospitality has no random crits but does bleeding damage,something like afterburn(Sue him Pyro,sue him :D).The Gunslinger builds a mini-sentry which we will explain later.Now let's look at his buildings. Sentry Basic Info- Level one= Cost=130 Health=150 Damage=Average DPS 64 Level 2= Cost=330 Health=180 Average DPS=128 Level 3= Cost=530 Health=216 Bullets Average DPS=128(rockets if directly hit:100) This is the gun that makes Engineer a mean building machine.The sentry gun is automatic and will automatically fire at any enemies that appear.The range of the sentry gun is not that far and can be taken down from blind spots.Spies who are cloaked will not be targetted,neither will disguised Spies.As a Pyro,you stand a decent chance in destroying Level 1 Sentries by circle-strafing it while burning.You stand almost no chance against a Level 3 sentry and should instead,retreat and inform your teammates. =================== 5.8 Pyro vs Medic =================== Basic Info- Health=150 Speed=107% Default Weapons=Syringe Gun,Medigun,Bonesaw Unlockable Weapons=Blutsauger,Kritzkrieg,Ubersaw The Medic is my personal nemesis.With their annoying Mediguns,they can easily cancel out any afterburn damage Pyros inflict and to add salt to injuries,add to their Ubercharge bar.Medics are pretty quishy targets and die easily.What's to worry about is the PATIENT.The patient would more often than not,turn you into target practice for killing their Medic. A useful tactic is to kill the Medic,burn and airblast the patient and retreat.Another useful tactic for the Backburner is to simply attack the Medic from behind,after wiping him out,continue to the patient,cancelling out the potential threat. As for Ubercharges,Flamethrower Pyros are able to save their teammates by repeatedly airblasting the Uber away,laughing as they try to kill you while their precious 10 seconds dissapear. Blutsauger Medics are a challenge.For every needle that hits an enemy,the Medic receives additional 3 hp,just enough for his superior speed to outrun you,kill you,and still have his life intact. There's really nothing you can do about these types except to burn him constantly,airblast,shotgun or flare pellet and pray real hard. ===================== 5.9 Pyro vs Sniper ===================== Health=125 Speed=100%(27% with Sniper rifle zoomed,45% with Huntsman drawn) Default Weapons=Sniper Rifle,SMG,Kukri Unlockable Weapons=Huntsman,Jarate,Tribalman's Shiv The Sniper is Team Fortress 2's long range elimination hitman.His an EXTREMELY annoying foe if his good,able to kill you from long range.Most of the time,you won't get close a Sniper.All you can do is perhaps,fire a flare at him. Jarate is a problem.It allows Snipers to put out fires and when thrown on you,makes you take mini-crits for every hit for a few seconds.Most Snipers will have it out and it's surprising how many Snipers can aim with that bottle of urine.The Shiv does something similar to afterburn called bleeding.It also distorts your screen, making it red(HOW COULD YOU VALVE?!).Get a health pack or a Medic to heal you. Huntsman is used by many Snipers too.It is although unlikely,POSSIBLE to airblast those arrows back.Be careful not to get hit,those arrows are DEADLY. ======================== 5.10 Pyro vs Spy ======================== Basic Info- Health=125 Speed=100% Default Weapons=Revolver,Sapper,Knife,Invisible Watch Unlockable Weapons=Ambassador,Cloak and Dagger,Dead Ringer You are the Spy's hard counter.Able to snuff him out with a random burst of fire,your an essential soldier in the fight to eliminate Spies.Look at your HUD,see if any teammates have been backstabbed or if teammates are shouting,'SPY!' in the voice commands(you get to protect your teammates AND get a free kill :D) The Ambassador is pretty easy to deal with,duck around and act unpredictably and he will have trouble shooting your head.The CnD Spies are easy to kill,simply burn around and they'll appear on fire then just chase after them.Dead Ringer Spies are a complication. Check if they die too easy,once you finish killing a Spy,ALWAYS check the vicinity around the corpse,the Spy might have Dead Ringer-ed. Check around corners and desolate areas.Whenever your passing Engy buildings,burn around.Play as Spy for awhile to get to know most of their hiding spots. ================= 6.0 FAQ ================= Here I will answer some common questions. Q=I heard someone calling me a W+M1 noob.What does it mean? A=The term W+M1 noob evolved when the BB had a 50 hp increase.It simply means a term describing Pyros who press W and then Mouse1. After playing Pyro for awhile,you'll realize that DOESN'T work.Of course,there are some who use it as a deragatory term for any Pyros who killed them. Q=Can I play Pyro in comp games? A=Sorry,you can't.Pyros are rarely played in comp games.The standard setout for a comp team is 2 Soldiers,2 Scouts,1 Medic and 1 Demoman. The rest are rarely used and will simply get wiped out. Q=Why do I keep failing?I did everything correct. A=There are many reasons.One of them might be the flamethrower your using is unsuitable.For example,using the BB in maps with no routes back to enemy lines is pretty pointless.Sometimes,the current state of the game makes it unavailable for you to play Pyro.Switch to another class and try again. ==================== 7.0 Conclusion ==================== Well,this is the end I guess.Any questions,feedback,typos to point out etc. can be sent to blackopszero@hotmail.com.I thank you for taking your time to peruse this guide and I hope you have learnt something.If you are unsatisfied with my guide,please tell me why and if that is the case,I am sorry for having wasted your time. ~Whirlmaster