Guarantees Critical hits when attacking from behind.Īirblasts cost 150% more ammo to fire (50 instead of 20). All deflected projectiles will inflict Mini-Crit damage. Secondary fire blasts compressed air which knocks back enemies, redirects enemy projectiles, and extinguishes flames on teammates, using 50 ammo per blast. All deflected projectiles will inflict Mini-Crit damage.Įxtinguishing allies will heal you +20 HP.Īfterburn reduces Medi Gun healing and shield resists by 20%. Secondary fire blasts compressed air which knocks back enemies, redirects enemy projectiles, and extinguishes flames on teammates, using 20 ammo per blast. The aforementioned weapons will only deal damage if fired from above water at an enemy that is only partially immersed in water however, the water will immediately extinguish the ensuing afterburn.įire damage is determined by particle range from Flamethrower. See individual weapon pages for additional figures.Īll flamethrowers and flare guns deal no damage when fired underwater and instead produce harmless bubbles. Note: Weapon damage is approximate and listed at base value. The three incendiary grenades on the Pyro's character model are purely cosmetic and cannot be used. The Pyro wears an asbestos-lined suit that provides protection from the afterburn of other Pyros and all flame-related weaponry (except for the Dragon's Fury and Gas Passer, which can light even Pyros on fire), although it does not provide any resistance to direct damage from flamethrowers, flare guns, or explosions. The Pyro can also use the Detonator or Scorch Shot to Flare jump, and the Thermal Thruster jetpack to fly to places that are normally unreachable to them. Additionally, the Pyro can use the Homewrecker, the Neon Annihilator, and the Maul to protect an Engineer's buildings from an enemy Spy's Sapper. The Pyro's compression blast, for example, can deflect enemy projectiles, extinguish burning teammates, and forcibly reposition any enemy, including one under the effects of an invincibility-granting ÜberCharge.īecause enemies hit by fire are visibly ignited, the Pyro is the best class for Spy-checking, as even a small puff of flames can nullify the effectiveness of the Spy's Cloak and disguise. Due to the Flamethrower's short range, the Pyro is weaker at longer ranges and relies heavily on ambushing and taking alternate routes to catch opponents off-guard.Īlthough categorized as an offensive class, the Pyro also brings some utility to the battlefield. Enemies set on fire suffer from afterburn and take additional damage over time, allowing the Pyro to excel at hit-and-run tactics. The Pyro specializes in fighting enemies at close range using a homemade Flame Thrower. As shown in Meet the Pyro, the Pyro appears to be insane and delusional, living in a utopian fantasy world known as Pyroland. The Pyro is a mumbling pyromaniac of indeterminate origin who has a burning passion for all things fire related.