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		<id>http://comp.tf/index.php?title=Medic&amp;diff=58520</id>
		<title>Medic</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic&amp;diff=58520"/>
		<updated>2018-09-23T17:16:47Z</updated>

		<summary type="html">&lt;p&gt;APersonWhoLikesPasta: /* Melee */ Put Ubersaw in bold&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MedicIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Medic]]&lt;br /&gt;
The Medic is a maniacal German scientist who is capable of healing his teammates and making them invulnerable for short periods of time. In [[6v6]], the Medic makes up a key component of the combo, along with the pocket [[Soldier]]. In [[Highlander]], the combo usually consists of a Medic, [[Heavy]], and [[Demoman]]. As the Medic does not need to focus on aim, Medics generally act as [[callers]] for their teams. However, in higher-level play, Medics who maincall aren't as common, mostly because they aren't as aware of the other team's position.  A [[Demoman]] or [[Heavy]] may serve as a more accurate caller.  Medic duties generally include keeping the team fully buffed, timing and leading pushes, and tracking enemy Übers.  Skills required from a Medic differ from division to division.  Generally, Medics are expected to die less, heal hurt teammates, and Über at the appropriate times.  At higher levels, Medics who can surf, position themselves well, and defend themselves with their primary and melee are more common.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Medic (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In [[6v6]] there is a restriction of 1 Medic per team.&lt;br /&gt;
&lt;br /&gt;
The '''Medic''' is a vital part of any [[6v6]] team, with his ability to use ÜberCharges or KritzCharges on teammates for pushes from point to point or for saving teammates. Due to this, he is usually the most targeted player by the enemy team. One of the two soldiers, known as the pocket, is supposed to protect the medic. If a team loses a Medic they are posed with a large disadvantage of no heals, and may be pushed back to another point or even lose the game. As the Medics ÜberCharge is an important part of a match, they will usually be protected well by the pocket [[Soldier]] - In some cases the Medic may have to leave his teammates while he gets a health pack. Medics will usually communicate their ÜberCharge percentage as well as their position to their team so they can prepare pushes and defenses, and be ready for an enemy push. Because of the importance of the ÜberCharge, the common phrase ''''Pop it, don't drop it'''' is used.&lt;br /&gt;
&lt;br /&gt;
In [[6v6]] the more commonly used Medi Guns are the stock [http://wiki.teamfortress.com/wiki/Medigun Medigun] and the [http://wiki.teamfortress.com/wiki/Kritzkrieg Kritzkrieg], but in [[ESEA]] the [http://wiki.teamfortress.com/wiki/Vaccinator Vaccinator] is also allowed. Most Medics usually use the default Medi Gun or the Kritzkrieg. The Quick-Fix was occasionally used before the July 11, 2013 patch which buffed it. As a result of the buff, it has been banned in ESEA since Season 15. The Vaccinator is rarely used. Some Medics will switch Medi Gun depending on the situation, sometimes surprising enemies with a KritzCharge usually done with the [[Demoman]] for maximum damage output.&lt;br /&gt;
&lt;br /&gt;
'''Famous 6v6 Medics include:'''&lt;br /&gt;
* [[Mirelin]]   - Previously in [[Broder]]   ([[ETF2L]])&lt;br /&gt;
* [[F2]]        - Previously in [[Epsilon eSports]] ([[ETF2L]])&lt;br /&gt;
* [[Shade]]     - [[froyotech]] ([[ESEA]])&lt;br /&gt;
* [[Whiteglow]] - [[Last Man Standing]], msh ([[ETF2L]])&lt;br /&gt;
* [[Bonobo]] - [[Team Immunity]] ([[ozfortress]])&lt;br /&gt;
* [[Harbleu]]   - [[Classic Mixup]] ([[ESEA]])&lt;br /&gt;
* [[Byte]]      - ([[ETF2L]])&lt;br /&gt;
* [[Pyyyour]]   - ([[ESEA]])&lt;br /&gt;
* [[KnoxXx]]     - Previously in [[Epsilon eSports]] ([[ETF2L]])&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Medic (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
The Medic has nearly the same role as he does in 6v6; healing his teammates and using his ÜberCharges to turn the tide of a match. Instead of a soldier, the medic has a heavy and/or demoman as his pocket.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Syringe Gun&lt;br /&gt;
|link = Syringe_Gun&lt;br /&gt;
|description = The '''Syringe Gun''' is the Medic's default primary, shooting syringes, or &amp;quot;needles&amp;quot; at it's target. The syringes fired are projectiles, which means that the player will have to lead their target in order to hit them consistently. The Syringe Gun is a mediocre self-defense weapon, with each syringe doing 5-12 damage, and should only be used when absolutely necessary.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Overdose&lt;br /&gt;
|description = The '''Overdose''' is an alternate primary for the Medic, and functions similarly to the default Syringe Gun. The Overdose's needles do 15% less damage compared to that of the default and likewise, should only be used in very extreme situations. The upside to the Overdose is that it grants an active (the player needs to have the Overdose out) movement speed bonus based on how much ÜberCharge the Medic has. For every 10% of ÜberCharge that the Medic has, the Overdose will grant a 2% movement bonus. At full ÜberCharge, the medic moves at 127% movement speed, which is second only to the Scout, moving at 133%.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Crusader's Crossbow&lt;br /&gt;
|link = Crusader's_Crossbow&lt;br /&gt;
|description = The '''Crusader's Crossbow''' is an alternate primary weapon for the Medic, and functions completely different from any of the other primaries. It shoots a large syringe, and only one at a time. It is the worst option for self-defense and as such should almost never be used in life or death situations, and the Medic should instead resort to his melee. The large syringes that the Crusader's Crossbow fires, however, are very unique and can allow for very clutch moments if the Medic knows how to aim properly. The large syringes do damage based on distance traveled (reverse falloff), up to 75 damage at maximum range. However, if the Medic hits a teammate, the damage that would have been dealt will turn into health. The health scale is much larger however, with the minimum health able to be received is 75, and the maximum 150. The healing mechanic can provide teammates with instant healing, and often times can save a teammates life. Healing a teammate with the Crusader's Crossbow builds ÜberCharge upon hit. The Crusader's Crossbow eventually got buffed so that it passively reloads, even if you instantly switch to another weapon.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Blutsauger&lt;br /&gt;
|description = The '''Blutsauger''' is an unlockable primary for the Medic. Its damage, ammunition, and firing speed are all identical to the default Syringe Gun. However, whenever a player is hit with a Blutsauger needle, the Medic will get 3 additional health. The drawback is that the Medic's passive regen is decreased by 2 HP/second. This means that, instead of regenerating 3 health after being damaged, the Medic will only be given 1 health back, up to a maximum of 4 HP/second, instead of the default maximum of 6 HP/second.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Medi Gun&lt;br /&gt;
|link = Medi_Gun&lt;br /&gt;
|description = The '''Medi Gun''' is the Medic's default primary that heals damage dealt to teammates and can heal a player to 150% of their health. This extra 50% is known as overheal or buff. The Medi Gun heals at 24 health per second. If a patient has not taken damage for 10 seconds, the heal rate will increase linearly with time up to a maximum of 72 heal per second at 15 seconds. Newly spawned teammates will also be healed at 72 health per second. The ÜberCharge will be fully charged in 40 seconds at maximum (healing damaged teammates not at 150% health) and 80 seconds at minimum (healing only buffed teammates).&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Kritzkrieg&lt;br /&gt;
|description = The '''Kritzkrieg''' is an unlockable secondary for the Medic. Its healing rate is identical to the default Medi Gun. However, the Kritzkrieg charges 25% faster than the default Medi Gun, or in 32 seconds at maximum rate rather than 40 seconds. The invulnerability ÜberCharge is replaced by a charge bestowing the patient with a 100% critical chance. Due to this fast charge rate, the Kritzkrieg is usually used when both Medics die within close timing (to get an advantage in ÜberCharge) or on small maps, such as King of the Hill.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Quick-Fix&lt;br /&gt;
|description = The '''Quick-Fix''' is a very unique secondary for the Medic. It not only has a faster healing rate, but a very unique ÜberCharge.  Its ÜberCharge prevents movement-altering attacks and increases the rate of healing on any selected healtarget. The Quick-Fix can only heal teammates to 125% of their health. The Quick-Fix isn't used very often in competitive play. It's mostly used in times where the server's map time is too low to build a normal ÜberCharge. It is most-commonly used on King of the Hill maps when the team is pinched for time, and the Medic needs to deliver heals to the point quickly. It can no longer be used on Payload and Capture Point maps for clutch last-minute plays to fling the Medic toward the desired capture point to stall for time or capture a point due to the Tough Break Update.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Vaccinator&lt;br /&gt;
|description = The '''Vaccinator''' is one of the most interesting secondaries for the Medic. It gives an incredibly slow overheal (66% slower), with four distinct Übers that each last two seconds.  You can access one, two, three, or all four Übers at once, ÜberCharging the Medic and his patient for two, four, six, or the full eight seconds. With The Vaccinator, you can build Über in just ten seconds. Its Über allows the Medic and his healtarget to block 75% of any incoming damage of the selected damage type as well as substantially less damage from crits. If the patient takes damage from the selected type of attack, a small percentage of health will go to the Medic during the Über, healing him for the duration of the Über. Matching the type of incoming damage will also build über faster. The Vaccinator has been used mostly on Control Point maps, and is perfect for blocking and withstanding an enemy Medic's Über while defending a last Control Point. After blocking the enemy Medic's incoming Über, the Medic can then go back into spawn and switch out for a different Medigun, and begin building for a more even Über advantage. The Vaccinator is used very rarely even in comparison to the Quick-Fix.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Bonesaw&lt;br /&gt;
|description = The '''Bonesaw''' is the default medic melee weapon. It is rarely used, due to the utility of the other melee unlocks.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Ubersaw&lt;br /&gt;
|description = The '''Ubersaw''' is the most widely used medic melee in competitive TF2, because it allows medics to gain 25% uber from each saw. This puts their team at an immediate build advantage for their uber. It is often featured in fragmovies, as it is possible to save last by getting a kill with it and blocking the point with uber.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Amputator&lt;br /&gt;
|description = The '''Amputator''' was once a direct upgrade of the bonesaw, but has been patched and now has a 20% damage penalty. It gives +3 health per second when active and it also has a special taunt, which is an area-of-effect heal, which is useful when large numbers of teammates require heals. However, the taunt heals quite slowly. Of course when taunting the Medic is left with no movement for a number of seconds and the healing does build ubercharge.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Vita-Saw&lt;br /&gt;
|description = Running the '''Vita-Saw''' means that the medic sacrifices 10 points of his max health in exchange for the ability to keep uber upon death if he has hit an enemy with a melee swing. Each successful swing will let him retain 15% of his uber meter in his next life up to a total of 60% if the medic lands 4 successful swings and has at least 60% uber filled when dying. The successful swings the medic has hit are counted on the screen as organs. The damage output and swing speed are identical to the stock Bonesaw.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Solemn Vow&lt;br /&gt;
|link = Solemn_Vow&lt;br /&gt;
|description = Due to the '''Solemn Vow''''s ability to view the enemy health points and ubercharge percentage, it is banned from most 6v6 leagues. In highlander, the role it plays is not as important, as all information obtained could easily be discovered by a spy. Not only that, but it promotes the Medic being in the sightline of the other Medic.  Not only is this dangerous, but promotes individual aggressive behavior, which often leads to death. The Solemn Vow has -10% swing speed.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Medic (6v6)]]&lt;br /&gt;
*[[Medic (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>APersonWhoLikesPasta</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Soldier&amp;diff=58519</id>
		<title>Soldier</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Soldier&amp;diff=58519"/>
		<updated>2018-09-23T17:11:55Z</updated>

		<summary type="html">&lt;p&gt;APersonWhoLikesPasta: /* Weapons */ Put Mantreads and Air Strike in bold&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SoldierIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Soldier]]&lt;br /&gt;
&lt;br /&gt;
The '''Soldier''' is a class played in both 6v6 and Highlander.  It is the most basic of the classes, and is a good all-around fighter.  The Soldier's weapon of choice is the [[Rocket Launcher]], a projectile weapon with good damage spread and range.  The Soldier can adapt to most of different situations and is very mobile. He has the second highest base health in the game (200), but is also the second slowest class behind the Heavy. However, the ability of the Soldier to rocket jump makes him more highly mobile as compared to other classes, but it comes at the expense of some health. &lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{Main|Soldier (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Soldier will usually fulfill two main roles: [[Pocket|&amp;quot;Pocket&amp;quot;]] Soldier and [[Roaming Soldier|&amp;quot;Roaming&amp;quot;]] Soldier. The Pocket Soldier focuses on keeping his [[Medic]] alive and using heals to deal damage, take positioning on his enemies, and lead his team. The Roaming Soldier plays a fundamental role in initiating battles for his team by creating distractions and advantages, and supporting his team by controlling the flank.&lt;br /&gt;
&lt;br /&gt;
The most basic role of the Pocket Soldier is keeping the medic alive and using his abundant heals to deal damage, get kills and lead the team. The Pocket along with the Medic and [[Demoman]] form the core &amp;quot;combo&amp;quot; of any 6v6 team. He will usually be the target of an [[ÜberCharge]], if not the Demoman. The Pocket is usually the third biggest pick behind the Medic and Demoman, however since he is usually at a fearsome three hundred health, it is not easy to frag him. The standard or &amp;quot;meta&amp;quot; loadout for the Pocket Soldier is the Rocket Launcher/Original, the Shotgun and the Escape Plan. But some could change this up to the gunboats for their  team to be more mobile in fights, although it is not the best choice for most people and or teams.&lt;br /&gt;
&lt;br /&gt;
The [[Roaming Soldier]]'s main job is to help one of his [[Scout|Scouts]] on the flank, and create openings in the other team so that his own team can push. The Roamer is most often the player that will suicide into the other team in hopes of getting a Medic pick or to force the Medic to Übercharge. The Roamer also wants to know the ins and outs of a map so that he knows all of its hiding spots and flanks. He wants to hide so that he can easily get a jump on the enemy team and hopefully get a pick or two. Hiding also provides the advantage of knowing exactly what the enemy team is doing, allowing the Roamer to relay information back to his team and gaining an advantage over the opposition. He is considered the most &amp;quot;disposable&amp;quot; unit of the team. The standard loadout for a Roaming Soldier is the Rocket Launcher/Original, the Gunboats and the Escape Plan.&lt;br /&gt;
&lt;br /&gt;
In higher levels of play, the pocket will usually become the main caller. This means that the pocket will be calling plays such as pushing or falling back. Another thing the pocket should call is when to pop the Übercharge.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{Main|Soldier (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, there is only one Soldier on each team.  This Soldier often functions like a Roaming Soldier would in 6v6.  As such, many 6v6 Roamer strategies can be applied to Highlander as well. Often used as a roaming pick class, the Soldier is mostly run with Gunboats and the stock Rocket Launcher, The Original or the Black Box. A well coordinated team can organize pick classes to work together for a common goal, like forcing a Medic to use his [[ÜberCharge]] or taking out an Engineer nest. In most maps, the Soldier is used to control the flank. He is used to defend the flank of his own team and in turn harass his opponents. Some teams will run the Soldier closer to the combo, so that he can use his splash damage to protect the combo.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
===Primary===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Rocket Launcher&lt;br /&gt;
|link = Rocket_Launcher&lt;br /&gt;
|description = The '''Rocket Launcher''' is the default primary weapon for the Soldier, due to its versatility. The combination of high splash and direct damage, four rocket clipsize, knockback and the ability to rocket jump make this the most popular choice for almost every Soldier.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Original&lt;br /&gt;
|description = The '''Original''' is considered by many as a reskin of the '''Rocket Launcher'''. This is objected by others due to the fact that this weapon shoots from the centre of the player model as opposed from the right side, or the left for players using left hand sided view models. It was banned from use in early days of leagues such as [[ETF2L]], which only allowed the weapon [[ETF2L 6v6 Season 12|after Season 11]].&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Direct Hit&lt;br /&gt;
|link = Direct_Hit&lt;br /&gt;
|description = The '''Direct Hit''' is a primary that allows for precise shots due to the reduced spread and buffed damage. Granting minicrits for airshots and destroying level 3 buildings in 2 shots, the Direct Hit is a great weapon to counter jumping Soldiers, or to take out the enemy sentry. The projectiles travel 80% faster and do 25% more damage, but have a -70% reduction in explosion radius.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Black Box&lt;br /&gt;
|link = Black_Box&lt;br /&gt;
|description = The '''Black Box''' has identical stats to the stock Rocket Launcher, except for the fact that there is one less rocket in a clip, but the user can gain up to 20 health for every attack. This makes the Black Box ideal for roaming around the map without a Medic. Pioneered by Vhalin, the black box can be used effectively to increase survivability for Highlander Soldiers.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Rocket Jumper&lt;br /&gt;
|link = Rocket_Jumper&lt;br /&gt;
|description = The '''Rocket Jumper''' deals no damage, to the user or enemies. It is often used as a training weapon for rocket jumping, and thus is rarely seen outside of pubs/jump servers, as it denies the Soldier one of his greatest strengths through the use of large, area-of-effect damage.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Liberty Launcher&lt;br /&gt;
|link = Liberty_Launcher&lt;br /&gt;
|description = The '''Liberty Launcher''' is not often seen in competitive. It grants faster moving rockets, an extra rocket in the clip, and 25% less self-damage, at the cost of dealing 25% less damage to enemies. The extra projectile speed and clip size makes it excellent for easily catching fast-moving Scouts, and the reduced self-damage can be combined with Gunboats for extremely low Health costs on rocket jumps. The damage penalty is negligible when accounting for all five rockets, so it is a good choice all around. However, It is not a good weapon against a heavy, as a soldier would need to dish out damage quickly to counter the prior's high health pool.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Cow Mangler 5000&lt;br /&gt;
|link = Cow_Mangler_5000&lt;br /&gt;
|description = The '''Cow Mangler 5000''' has infinite ammo, and can slowly charge a powerful shot that minicrits, disables buildings and applies afterburn on hit, but the weapon itself only does 20% damage to buildings, and minicrits when it would normally crit. The Cow Mangler is very bad at dealing with Sentries and Mini-Sentries as a result, but its charged shot can allow co-ordinated allies to take down buildings. Medics using [[Medic#Secondary|Kritzkrieg]] should not use their Ubercharge to help Cow Mangler users, as the crit boost will only give minicrits.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Beggar's Bazooka&lt;br /&gt;
|link = Beggar's_Bazooka&lt;br /&gt;
|description = The '''Beggar's Bazooka''' is perhaps the most unique rocket launcher out of the 7 choices. Instead of having 4 rockets loaded like most others, it starts with zero loaded, and the player is required to hold down their Primary Attack button to load the rockets. Only 3 rockets can be held at one time, and loading additional rockets will cause the launcher to overload, damaging the Soldier and any players in the immediate area. The Soldier can intentionally overload, and use the damage to jump across large areas, similar to a rocket jump, albeit much more powerful. This attribute was once often used to bomb into the enemy from far away with 3 rockets already loaded. However, the Bazooka was changed to remove a rocket for every overload and later given 20% less blast radius, limiting the power of soldier bombs with this weapon. Bazooka is also very inaccurate at mid-to-long range due to its random projectile deviation.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Air Strike&lt;br /&gt;
|link = Air_Strike&lt;br /&gt;
|description = The '''Air Strike''' is a community-created primary weapon. While rocket jumping, its attack speed is increased by 65%. In addition, on each kill using the weapon, its clip size is increased by one, up to 8 rockets after 5 kills. The projectiles fired by this weapon deal 15% less damage (both to enemies and the Soldier when rocket jumping) and have a 10% smaller explosion radius. Its blast radius is further reduced by 20% while rocket jumping.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Shotgun&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|description = The '''Shotgun''' is the go-to secondary for pocket Soldiers in the 6v6 game style. It is useful in a variety in situations. For instance, the Shotgun provides the user with extra firepower should the user have no rockets loaded or if the user is out of ammo. This extra damage can help protect a Medic should he be harassed while out of rockets.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Reserve Shooter&lt;br /&gt;
|link = Reserve_Shooter&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
|description = The '''Reserve Shooter''' deals mini-crits to airborne enemies up to 5 seconds after switching to this secondary. The Reserve Shooter has 4 shots in its clip, and also increases weapon switch speed by 15%. The Shotgun is generally considered superior to the Reserve Shooter, as it has a full 6 clip and can deal a great amount of damage on its own.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Righteous Bison&lt;br /&gt;
|link = Righteous_Bison&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Righteous Bison''' functions as an alternative to the Shotgun that excels as midrange spam. This role is fulfilled by three attributes of the weapon: decreased ramp up (resembling the Rocket Launcher or Sticky Launcher's damage curve), and infinite ammo. The Righteous Bison does not see a lot of use in competitive play because the Soldier's rocket launcher is arguably better at spam than the Bison, and giving up the Gunboats or Shotgun is too much to ask for most Soldiers.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Gunboats&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Gunboats''' give the user a 60% reduction in damage taken from rocket jumps, at the cost of an effectively empty secondary slot. This is a common choice for both the roaming Soldier role in 6v6, and for Soldiers in Highlander. The reduced rocket jump damage further allows Soldier's to perform what is called a [[bomb]]. For more information on this item, see [[Gunboats]].&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Mantreads&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Mantreads''' give the Soldier a passive -75% knockback reduction, the ability to deal 3x falling damage to an opposing player that he lands on, and 200% more air control. This weapon is not seen often in competitive play, as its benefits are too situational.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Buff Banner&lt;br /&gt;
|link = Buff_Banner&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Buff Banner''' grants the user and his teammates nearby Mini-Crits. It is not widely used in competitive sixes, but is sometimes used in Highlander. It can be useful during big pushes, especially on King of the Hill maps.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Battalion's Backup&lt;br /&gt;
|link = Battalion's_Backup&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Battalions Backup''' provides a defensive boost to all nearby teammates, with an additional resistance to sentries while activated. It also counters the effect of the [[Kritzkrieg]] and grants the Soldier +20 max health. This makes it useful to run during pushes, and as a way to co-ordinate a retreat without getting wiped.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = B.A.S.E. Jumper&lt;br /&gt;
|link = B.A.S.E._Jumper&lt;br /&gt;
|description = The '''B.A.S.E. Jumper''' deploys a parachute upon a second tap of the jump button. It allows the user to glide to the floor at a vertically steady rate but with. 50% less air control. This, in turn, also removes any potential for fall damage.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Concheror&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Concheror''', while its effect is activated, provides a speed boost and returns 35% of damage dealt as health for nearby teammates, as well as giving the Soldier passive health regeneration, starting at 1 heath/second and scaling up as more time passes without taking damage to a maximum of 8 heath/second. This is very useful for large pushes, especially for slower, tanky classes.&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Panic Attack&lt;br /&gt;
|link = Panic_Attack&lt;br /&gt;
|description = The '''Panic Attack''' is a community-created primary weapon for the Engineer, and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]].&lt;br /&gt;
The Panic attack has a strait 20% damage penalty from the stock shotgun, but it fires 1.5 times the pellets in a single shot. The switch-to speed increases by 50%. This weapon is good with combo-based strategies due to it's faster deploy time. Even more so, it will do slightly more damage (108 vs 90 for stock shotgun) at point blank.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Shovel&lt;br /&gt;
|description = The '''Shovel''' is a stock weapon, however in competitive, it's rare to see it used as most other melee's for the soldier are considered straight upgrades as melee is hardly used in competitive Team Fortress 2.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Escape Plan&lt;br /&gt;
|link = Escape_Plan&lt;br /&gt;
|description = Once the '''Escape Plan''' is equipped, it has the unique ability to increase the movement speed of the player as their health is diminished. Consequently, the weapon blocks 90% of healing from all Medic weapons while active, and all damage taken will become mini-crits seconds after being deployed. This weapon is especially useful to flee from fights when the user has open ground to run through. The Escape Plan is a common weapon used by [[6v6]] Soldiers. The increased movement speed paired with the soldier's ability to damage itself allows the Escape Plan to be used as a tool during rollout. Pocket Soldiers in 6v6 will sometimes call this the &amp;quot;Escape Plan Rollout&amp;quot;.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Equalizer&lt;br /&gt;
|description = The '''Equalizer''' increases the damage done as the user's health decreases. It is generally overlooked for the increased mobility provided by the Escape Plan. The difference between the two being: The Equalizer can aid a player in trying to stop damage coming in when low health (kill the enemy) to survive; whilst the Escape Plan helps the player to escape the damage to survive. As it is rare to be in an opportune melee position against another proficient player, escaping damage is more reliable. Coupled with the rollout ability provided by the Escape Plan, the Equalizer is not particularly useful in competitive play.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Pain Train&lt;br /&gt;
|link = Pain_Train&lt;br /&gt;
|description = The '''Pain Train''' increases the user's capture rate by 1 (from 1x to 2x), at the cost of 10% extra bullet vulnerability. In 6v6, the Demoman often equips the Pain Train, however it's still viable for a Soldier to equip it, especially the roamer.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Half-Zatoichi&lt;br /&gt;
|description = '''The Half-Zatoichi''' grants the Soldier 50% max health upon a kill, however, it has the downside of dealing 50 points of self damage when putting it away if no kill was attained. If the user drops below 50 health, the sword cannot be put away until the soldier has more than 50 health or gets a kill.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Disciplinary Action&lt;br /&gt;
|link = Disciplinary_Action&lt;br /&gt;
|description = The '''Disciplinary Action''' is a melee weapon used as a [[rollout]] tool for Highlander play. When an ally is hit with this weapon, both the soldier with the item equipped and the ally hit receive a static speed boost (meaning a Heavy will have the same net speed increase as a Scout). The only downside is -25% damage, however it is rare to see melees used to deal damage in competitive play, so the Disciplinary Action is regarded as an upgrade in most cases.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Market Gardener&lt;br /&gt;
|link = Market_Gardener&lt;br /&gt;
|description = The '''Market Gardener''' is used as a pick weapon, most often by roaming Soldiers. The weapon delivers a critical hit if the wielder deals damage whilst in the air from an explosive jump. This means it is able to one hit kill the Medic, but is therefore viable for only proficient rocket jumpers to use. It is far less popular than the Escape Plan because an opportunity to &amp;quot;Market Garden&amp;quot; a player without running the risk of taking significant airshot damage against proficient players is very low.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Soldier (6v6)]]&lt;br /&gt;
*[[Soldier (Highlander)]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>APersonWhoLikesPasta</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Spy&amp;diff=58518</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Spy&amp;diff=58518"/>
		<updated>2018-09-23T17:06:08Z</updated>

		<summary type="html">&lt;p&gt;APersonWhoLikesPasta: /* Melee */ Put Big Earner in bold&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SpyIcon.png|200px|right||link=http://wiki.teamfortress.com/wiki/Spy]]&lt;br /&gt;
The '''Spy''' is a suave backstabbing rogue that has the ability to insta-kill any class if they backstab someone with their knife.  Spies are valued in that they can position themselves as they see fit with their Cloak and can get important [[Glossary#Metagame terms|Picks]] through the manipulation and deception of the enemy team.  The Spy arguably has below average direct combat ability, as he is solely designed to only get one or two kills at a time.  As a pick class, the Spy will usually target the enemy [[Demoman]], [[Heavy]] or [[Medic]] and either get the Medic to pop or drop his [[ÜberCharge]]. The Spy is also capable of incapacitating and destroying the [[Engineer]]'s buildings.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Spy (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Spy is considered an [[offclass]] due to his unreliable damage output and weakness. If a Spy is played he will usually only get one chance at getting a pick. Because of this, the Spy is rarely used and will most often target the enemy Medic or Demoman to get a pick worth more than his own life. A team might use a Spy when the enemy Medic has a large advantage, or to get an important pick over the enemy team and end a stalemate.&lt;br /&gt;
&lt;br /&gt;
In terms of assassination power, the Spy has less potential than the Sniper, so be wary when running a Spy. A Sniper can shoot multiple times and get multiple picks, but a Spy will usually only get one chance for a pick and is almost certainly going to die after their attempt to pick someone. However, because spy is not often used in 6v6, players are generally less aware of spies, making them more likely to fall for disguises and backstabs. The Spy is commonly used as a surprise tactic for breaking stalemates against teams too wary of [[Snipers]] or [[Roamer]] bombings. However the Spy is still largely situational and most teams will prefer a [[Sniper]]. &lt;br /&gt;
&lt;br /&gt;
There are benefits to running a Spy however. You can check the enemy Medic's Uber percentage and choice of Medigun, call surprise offclasses and where the enemy is positioned. The Spy can also be utilised for backcapping due to his cloak allowing him to traverse the map easily and undisturbed.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
&lt;br /&gt;
{{main|Spy (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Spy is used as a support class. He is often used to pick the enemy Medic, Heavy, Demoman, Sniper, Engineer, or any key targets that are giving his team trouble.  Spies in Highlander must be aware that the enemy team has a full-time [[Pyro]] and is [[spychecking]] more often, leaving the Spy with less opportunities for picks.&lt;br /&gt;
&lt;br /&gt;
The Spy is also the best scouting class in the game, providing invaluable information for his team. He can find how far along a [[Medic]] is to fully charging his ubercharge, where the enemy team is located, and in what direction they are moving towards in the safety provided by his watches.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
When spotted or confronted by an enemy, a spy is almost always put at a disadvantage, due to his low damage output on primaries. In times of need, Spies may need to use one of the many techniques developed to deceive or lure their enemies in position for a stab that otherwise wouldn't be possible. These are called [[trickstabs]] and are often a technique highly exploited by most of the high level spies.&lt;br /&gt;
&lt;br /&gt;
Some spy players may opt in to primarily use a gun, such as the [[Ambassador]], to snipe with. These players mainly stick behind their teams lines and focus on getting headshots to get kills. A good spy is said to be able to achieve Ambassador headshots and regular backstabs.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Revolver&lt;br /&gt;
|description = The '''Revolver''' deals a base damage of 40, with a clip of 6 rounds. This weapon is a perfect choice for Spies that prefer a constant damage-per-second take rather than a skill based damage increase.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Ambassador&lt;br /&gt;
|description = The '''Ambassador''' deals a base damage of 34, with a clip of 6 rounds. The Ambassador has the unique ability to take advantage of this accuracy with 102-damage head shots. After a short cool down that is shown visually by your cross hair size, headshots and perfect accuracy are achievable. Falloff damage on the headshot makes it unviable for sniping targets out of your standard range.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = L'Etranger&lt;br /&gt;
|description = The '''L'Etranger''' deals a base damage of 32, with a clip of 6 rounds. You will gain +40% cloak by having this weapon equipped. On every hit, the user gains an additional 15% cloak. Requiring full cloak to activate, the [[Dead Ringer]] can be an effective combo. It can also be used to somewhat cancel out the downsides of the [[Cloak and Dagger]].&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Enforcer&lt;br /&gt;
|description = The '''Enforcer''' deals a base damage of 48, with a clip of 6 rounds. It has -20% firing speed, and can not get random crits. The Enforcer is known for having the highest base damage of all revolvers with its damage boost of 20% when disguised.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Diamondback&lt;br /&gt;
|description = The '''Diamondback''' deals a base damage of 34 and cannot get random critical hits.  For every Engineer building a Spy saps and for every backstab kill, he will get one free critical hit (102 damage) for his Diamondback. This can be useful for taking out weak classes that you couldn't otherwise attack. The crits should be carefully timed and placed on players who are busy fighting others and whom your team needs assistance fighting.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sapper&lt;br /&gt;
|description = The '''Sapper''' is the Spy's tool for disabling and destroying enemy engineers buildings. The stock sapper will disable an enemy building when placed, but if an enemy engineer removes the sapper, the building will continue to operate. Therefore, a more effective way of sapping for Highlander is killing the engineer before sapping. A good time for this is usually with your teams uber or kritz push.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Red-Tape Recorder&lt;br /&gt;
|link = Red-Tape_Recorder&lt;br /&gt;
|description = Much like the stock sapper, the '''Red-Tape Recorder''' also disables enemy engineer's buildings. This sapper, however, does not destroy the buildings it saps, rather it reverses the construction of the building. It is banned in most leagues.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Knife&lt;br /&gt;
|description = The '''Knife''' is the most powerful weapon in the Spy's arsenal. On backstab it does 6x the enemy's current health. When hitting anywhere else besides the back it does a base damage of 40 (also called butter-knifing). Spies have the capability of getting behind the enemy lines by means of cloaking and disguising, then using the knife to backstab enemies. Though the Knife is very powerful, players must not forget that they also have a gun.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Your Eternal Reward&lt;br /&gt;
|link = Your_Eternal_Reward&lt;br /&gt;
|description = Using '''Your Eternal Reward''' removes the Spy's ability to disguise with the disguise kit. The Spy can only disguise by successfully backstabbing an enemy. Upon backstab, the Spy will immediately disguise as the victim, the victim's body will disappear without noise, and the enemy team will receive no killfeed of their teammate dying. In the competitive scene, this knife holds controversy due to the fact that without a disguise it is near impossible to get the initial backstab, and that if one manages to get the intitial disguise, the victim will likely notify their team of the disguise making the next attempt even less likely.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Spy-cicle&lt;br /&gt;
|description = The '''Spy-Cicle''' acts like &amp;quot;Pyro insurance&amp;quot; in that, when the Spy is lit on fire, the Spy-Cicle melts and allows the Spy to become fireproof for a second and immune from afterburn for seven seconds.  This is useful for keeping the Spy alive in order to find a better opportunity for a pick, but the Spy-Cicle is melted and unusable for 15 seconds, although the time can be decreased by picking up ammo boxes. Backstabbed victims are turned into ice sculptures, revealing the Spy's presence. While possibly saving the user's life, game-winning backstab attempts can be foiled by the Pyro. Users should take their play-style as well as the current status of the round into consideration before choosing this knife over the stock knife. A run-away Spy without a knife is as useless as a dead spy.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Conniver's Kunai&lt;br /&gt;
|link = Conniver's_Kunai&lt;br /&gt;
|description = When the '''Conniver's Kunai''' is equipped, the player starts out with 70 health. On backstab, the Spy absorbs the victims health. The maximum health the Spy can reach is 210. Upon backstab flames can also be put out. The controversy behind this knife is whether or not starting out with 70 health is worth getting health later. It is often argued that the extra health upon a backstab does not have a significant chance of preventing death, but the reduced health before a backstab makes you significantly more likely to die to spam damage and random hits taken.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Big Earner&lt;br /&gt;
|link = Big_Earner&lt;br /&gt;
|description = Equipping the '''Big Earner''' reduces the max health of the user by 25, lowering the Spy's overall health to 100. However, killing an enemy with this weapon, either with a backstab or regular melee attack, will fill the Cloak meter by 30%, regardless of which cloaking device is equipped, and increases the player walk speed for 3 seconds.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== PDA ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Invis Watch&lt;br /&gt;
|link = Invis_Watch&lt;br /&gt;
|description = The default '''Invis Watch''' for Spy is timed. It provides the Spy with 9 seconds of cloak time, during which he will have a 20% damage resistance. While cloaked or uncloaked a Spy can pick up ammo boxes as well as dropped weapons to refill the cloak meter. The Invis Watch is best suited for an aggressive play style, allowing for more picks. Watch out for enemies however because bumping into them will make you visible!&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s=always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Cloak and Dagger&lt;br /&gt;
|link = Cloak_and_Dagger&lt;br /&gt;
|description = The '''Cloak and Dagger''' is motion sensitive, which means that while a player isn't moving the cloak will build. This watch has a double cloak recharge rate as well as a 29% faster cloak drain rate. Also, this watch's cloak can not be replenished by ammo boxes or dropped weapons unless uncloaked. The Cloak and Dagger is best suited for a more passive play style, providing the player with the ability to wait and call important things like enemy combo positioning as well as Medic ubercharge. The Cloak and Dagger is often paired with the L'Etranger in order to make up for the reduced cloak time and the lack of a way to quickly regenerate cloak.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s=true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Dead Ringer&lt;br /&gt;
|link = Dead_Ringer&lt;br /&gt;
|description = The '''Dead Ringer''' is unique among the Spy watches. Instead of cloaking the player when deployed, it is held in the players hand. While the Dead Ringer is out the player will not be able to attack, but the player takes reduced damage alongside with a 3 second speed boost. In addition, the player will go invisible and drop a dead body, therefore feigning death. The initial hit is reduced by 75%, and during the 3 seconds of feigning death, the spy will have a 65% damage resistance that will gradually decrease to 20%. Only for 3 seconds of the 7 seconds of cloak time the Dead Ringer provides, you will not become visible when bumping into players. The Dead Ringer is best suited for an even more aggressive play style than the Invis Watch, allowing you to get in your enemies face before feigning.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s=true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Spy (6v6)]]&lt;br /&gt;
*[[Spy (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://steamcommunity.com/sharedfiles/filedetails/?id=312421865# DarkNecrid's Comprehensive Pub &amp;amp; Competitive Spy Guide]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>APersonWhoLikesPasta</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Heavy&amp;diff=58517</id>
		<title>Heavy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy&amp;diff=58517"/>
		<updated>2018-09-23T17:00:48Z</updated>

		<summary type="html">&lt;p&gt;APersonWhoLikesPasta: /* Secondary */ Put the weapon's name in bold as and set the panic attack in ugc4s to allowed also fixed grammer/spelling errors adding links to GRU and Fists of steel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HeavyIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Heavy]]&lt;br /&gt;
&lt;br /&gt;
A portly Russian bear, the '''Heavy''' has the most health in the game, with a total of 300. Not only that, but his primary weapon, the Minigun, does potentially the most damage per second in the game. These come with two downsides. The first is having by far the lowest base movement speed in the game, 77% of the standard movement speed, which becomes 37% when his Minigun is deployed. As a result the Heavy is often unable to chase down damaged enemies to finish off the kill, and makes it very difficult to dodge high-damage hits such as the [[Demoman|Demoman's]] grenades and stickybombs, the [[Soldier|Soldier's]] rockets, and headshots from the [[Sniper]]. Secondly the Heavy lacks any significant long range damage. A Heavy will most often be found near a Medic, as the extra 150 health buff helps the Heavy soak up more damage for his teammates, while simultaneously protecting the Medic from any [[Spy|Spies]] or jumping Soldiers that threaten him.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Heavy (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Heavy is considered an [[offclass]], used primarily holding last points in 5cp.  Heavy will take the pocket's role when in play, allowing the pocket to play more of a roamer position, as the Heavy is capable of defending his Medic much better with his high health and damage. Heavy is capable of shutting down bombing Soldiers and Demoman with his Minigun, keeping them high off the ground due to his high weapon pushback. Alongside with these roles, Heavy also serves a purpose in tanking damage. Heavy is generally run at lasts where his team is at a Uber advantage as his health and knockback can help him tank.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Heavy (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Heavy is the backbone force of pushing or defending objectives, outputting great DPS while being able to tank incoming spam thanks to his 450 health pool when buffed. However, as the Heavy is very slow, he is rather vulnerable without a medic to rely on for overheal and as a pocket. All players on the team should work around the two, helping the team secure victory.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Minigun&lt;br /&gt;
|description = The '''Minigun''' is one of the staple primary Heavy weapons in competitive TF2. It is superior to most other primary weapons at close range, and is chosen in maps where close range combat will occur more.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Natascha&lt;br /&gt;
|description = The slowdown effect of the '''Natascha''' is weak at medium range and does not counteract the opportunity cost of the damage otherwise put out by the default minigun, given that weapon spins up faster and affords higher DPS. The knockback due to getting hit by the Natascha creates a higher need for the Heavy to micromanage their damage output. If not intending to play the Heavy strictly for his damage capabilities, the Natascha's slowdown effect can be useful. Also worth noting is that the heavy will also gain a 20% damage resistance whist spun up with the Natascha whilst under 50% health.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Brass Beast&lt;br /&gt;
|link = Brass_Beast&lt;br /&gt;
|description = The '''Brass Beast''' weapon further accentuates the Heavy's strengths and weaknesses, thereby making the Heavy even more of a niche class, as the Heavy is only able to be useful in a smaller subset of situations. The heavy becomes alike a Sentry Gun which is able to pick itself up and move (relatively quickly if paired with the GRU). It is never used when playing seriously. Also worth noting is that the heavy will also gain a 20% damage resistance whist spun up with the Brass Beast whilst under 50% health.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Tomislav&lt;br /&gt;
|description = The '''Tomislav''' is suited to a roaming playstyle and is best paired with the Sandvich and GRU for higher survivability without a Medic. The weapon's silent spin up is useful for preparing ambushes, and makes the heavy more viable as a flanking class. The 20% increase in accuracy also gives the Heavy better long range capability. This is the weapon of choice for most competitive players and is only ever swapped out for the '''Minigun''' if the map is particularly enclosed or if the Heavy isn't confident in his tracking ability.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Huo-Long Heater&lt;br /&gt;
|link = Huo-Long_Heater&lt;br /&gt;
|description = The '''Huo-Long Heater''' uses ammo even when only revved up and not firing. This weapon is used by heavies who stick to the cart or to kill multiple people at once with its fire. In Highlander it can be used for more aggressive playstyles- The damage bonus can be useful if a friendly Pyro can consistently ignite enemies-although it is seen as a gimmick and doesn't provide reliable damage output.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Shotgun&lt;br /&gt;
|description = The '''Shotgun''' is useful for situations where the Heavy can't afford to slow down and use the Minigun - during transition plays and chasing down weakened targets.  The lack of spinup means it deals with ambushes better, although it has significantly less DPS.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Family Business&lt;br /&gt;
|link = Family_Business&lt;br /&gt;
|description = The '''Family Business's''' lower damage makes it generally inferior to the Shotgun and for this reason, it's used less than the shotgun (in competitive).&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sandvich&lt;br /&gt;
|description = The '''Sandvich''' is extremely useful, allowing the Heavy to fully-heal himself with the 4-second taunt, saving Medics the time of healing 300 hp on one target and allowing him to roam more.  Its secondary function acts as a disposable medium health pack, letting him heal lit targets, especially useful for pocket Heavies healing their Medics or tossing them near the team's holding position so any who are lit can get healed quickly without waiting for their Medics to tend to them.  The Sandvich recharges when the Heavy takes a health pack at full health, useful for converting small health kits into medium ones.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Buffalo Steak Sandvich&lt;br /&gt;
|link = Buffalo_Steak_Sandvich&lt;br /&gt;
|description = The '''Buffalo Steak Sandvich''' is generally a downgrade to the Sandvich, since Heavy melees aren't strong enough to justify using them to kill people, but it has some use on long 5CP rollouts if the Soldier is doing a fast Gunboats rollout, unable to give a Disciplinary Action speed boost, and the Heavy has no [[Gloves of Running Urgently]]. On occasion, it has the niche potential to two-shot a medic. If combined with the [[Fists of Steel]], the heavy has a theoretical 400 heath against ranged damage sources, which can force/drop a medic if the heavy isn't focused or air blasted away.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Dalokohs Bar&lt;br /&gt;
|link = Dalokohs_Bar&lt;br /&gt;
|description = The '''Dalokohs Bar''' is a tool for roaming Heavies, as 350 hp allows him to tank important thresholds like two uncharged headshots, three point-blank rockets, three grenades, and three point-blank scattergun shots.  Because it can be used infinitely without the recharge, it's also useful for healing damage taken during fights without going to the Medic or taking health packs, although taunting is slow and leaves the Heavy vulnerable.  It can be used to drop a Small health pack (20%) every 10 seconds, compared to the Sandviches 50% every 30 seconds. This can prove useful for supportive heavies to heal multiple allies in dense maps, for instance, koth_product.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Panic Attack&lt;br /&gt;
|link = Panic_Attack&lt;br /&gt;
|description = The '''Panic Attack''' is a community-created primary weapon for the Engineer, and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]].&lt;br /&gt;
The Panic attack has a strait 20% damage penalty from the stock shotgun, but it fires 1.5 times the pellets in a single shot. The switch-to speed increases by 50%. This weapon is good with combo-based strategies due to it's faster deploy time. Even more so, it will do slightly more damage (108 vs 90 for stock shotgun) at point blank.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Second Banana&lt;br /&gt;
|link = Second_Banana&lt;br /&gt;
|description = The '''Second Banana''' is a secondary weapon for the Heavy. It recharges 50% faster, although heals 33% less (200 health). In addition, it only drops a small health kit (20% of the targets maximum health) which makes it much weaker as a support weapon, although the faster recharge rate allows the Heavy to produce health kits quickly, similar to the Dalakohs Bar. It supports a &amp;quot;solo&amp;quot; heavy playstyle since the Heavy would have comparatively little use giving health kits to teammates if he works alone, away from everyone. The other downside of only healing 200 health is deceivingly small. If the heavy eats the Banana at 100 health or more, this downside doesn't exist. Similarly, if the heavy eats the Banana at 50 health, he would still have 250 health, which is still significant. Overall, the weapon performs well given the Heavy can properly utilize the flank playstyle, and is usually worse than the Sandvich otherwise. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Fists&lt;br /&gt;
|description = The '''Fists''' are the heavy's default melee weapon. They deal 65 damage per hit.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Killing Gloves of Boxing&lt;br /&gt;
|link = Killing_Gloves_of_Boxing&lt;br /&gt;
|description = The '''Killing Gloves of Boxing''' function very much like the regular fists.  On kills, the Heavy gains a 100% critical chance on all weapons for five seconds.  This is offset by a 20% longer swing time per punch.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Gloves of Running Urgently&lt;br /&gt;
|link = Gloves_of_Running_Urgently&lt;br /&gt;
|description = The '''Gloves of Running Urgently''' (also known as the '''GRU''') are a unique melee for the Heavy.  While active, the Heavy will instantly loose 20 max health and afterwards, 10 health per second until he reaches 100 maximum health. The maximum health goes back up after the weapon is holstered.  The GRU allow the Heavy to run at almost normal speed (99.67% speed) while they are active. Switching off the weapon takes 50% longer than normal. This weapon sees a large amount of usage in the Highlander community for the increased mobility of the main damage class in Highlander.  It is important to note that the speed boost provided by the GRU does not stack with speed boosts from items like the Disciplinary Action.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Warrior's Spirit&lt;br /&gt;
|link = Warrior's_Spirit&lt;br /&gt;
|description = The '''Warrior's Spirit''' is a melee weapon for the Heavy that exchanges health for power.  The Warriors Spirit deals 30% more base damage (from 65 to 85) in exchange for 30% increased damage taken whilst active. It also gives the heavy 50 health upon killing someone. It is not seen competitively as the upsides only come into effect if you melee someone, which is very difficult to achieve and provides no other utility.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Fists of Steel&lt;br /&gt;
|link = Fists_of_Steel&lt;br /&gt;
|description = The '''Fists of Steel''' are a pair of metal fists for the Heavy.  When the Fists are active, all incoming non-melee damage (be it hitscan or projectile) is reduced by 40%.  While active, all melee damage towards the heavy is doubled.  In addition, all weapon switches made by the Heavy from the fists of steel are twice as slow. Healing from healers is reduced by 40% while active as well as a 40% overheal penalty (also while active). (  This is often considered the &amp;quot;second best&amp;quot; Heavy melee and is often run on maps/situations where the heavy doesn't have to be mobile (defending lasts on PL/5CP, KOTH, etc).&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Eviction Notice&lt;br /&gt;
|link = Eviction_Notice&lt;br /&gt;
|description = The '''Eviction Notice''' is a pair of brass knuckles for the heavy.  The fists swing 40% faster as compared to the default Fists but deal 60% less base damage (from a base dmg of 65 to 26). It also grants the heavy a 3 second speedboost on hit, which can help him to catch up to enemies. More importantly, it provides 15% faster movespeed whilst active, but it drain's the user's max health when active by 5 per second until the Heavy's max health is at 100. Like the Gloves of Running Urgently, the Eviction Notice has a &amp;quot;max health drained&amp;quot; stat, but it doesn't drain as fast. It also doesn't have a 50% slower holster time. This makes it a decent sidegrade to the GRU. It is used mostly in 6s, where competing weapons are banned.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Holiday Punch&lt;br /&gt;
|link = Holiday_Punch&lt;br /&gt;
|description = The '''Holiday Punch''' is a pair of mittens for the Heavy.  This weapon functions like the default Fists except for one mechanic: the Holiday Punch will always crit when behind an enemy (similar to the [[Spy|Spy's]] backstab ability).  All crits on the Holiday Punch do no damage, but cause the target to enter a taunting state for several seconds where they cannot move.  This weapon used to be banned from competitive leagues as [[Übercharge|Übercharged]] targets are forced to laugh as well, effectively ending the Über, but was unbanned because it very rarely comes into play. It has been experimented with as a means of denying Übers since, but is completely countered if the heavy gets called out.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Heavy (6v6)]]&lt;br /&gt;
*[[Heavy (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>APersonWhoLikesPasta</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro&amp;diff=58516</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro&amp;diff=58516"/>
		<updated>2018-09-23T16:39:11Z</updated>

		<summary type="html">&lt;p&gt;APersonWhoLikesPasta: /* Melee */ Made Fire Axe in bold&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PyroIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Pyro]]&lt;br /&gt;
The Pyro is a class who wields a Flamethrower as its [[pyro#Primary|primary weapon]].  Along with the ability to inflict burn damage and a relatively high damage output, the Pyro also has the [[airblast]] mechanic, which can neutralize an enemy's über with ease, reflect projectiles like rockets and arrows, and extinguish burning teammates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Pyro (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Pyro is considered an [[offclass]].  Most commonly run when the defending team has über disadvantage while defending last, the Pyro's job is to neutralize the enemy team's über and projectile spam from the Soldier and Demo through the use of the airblast mechanic. This situational use of the class allows the defending team to counter the enemy team when in disadvantage, against über it allows the team to gain precious time, often enough for the team to get über in time to defend last even counter-push if the Pyro manages to hold the whole über back. It has been tried and experimented through the years as a full-time competitive class and while it is encouraged in some [[Competitive_Formats#Other|competitive gamemodes]] it doesn't work in 6v6 because of the lack of mobility and low damage output of this class.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Pyro (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Pyro is considered a support class.  The Pyro's main job in Highlander is to protect the [[Medic]].  It also has the job of displacing and neutralizing enemy übers, [[spychecking]] to neutralize the enemy [[Spy]], protecting its team's sentry gun by deflecting projectiles and providing flank support when required. The Pyro most commonly positions himself around the combo, so as to allow them to deal a lot of damage to the enemy team's damage dealing classes like Heavy or Demoman, without having to focus on classes like Spies or Scouts. This allows for the rest of your team to coordinate a push. Alternatively, if a Pyro's team is aware enough of the enemy Spy, then the Pyro could take the role of a roaming Pyro. This involves the Pyro flanking the enemy team and trying to deal a lot of damage, possibly to get a pick on the Medic, which could then allow their team to push in.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Flame Thrower&lt;br /&gt;
|link = Flame_Thrower&lt;br /&gt;
|description = The '''Flamethrower''' provides better upfront damage than the Degreaser as well as possessing a relatively cheap airblast in comparison to the Backburner and, although by no means a bad weapon, lacks either the ambushing potential from the Backburner as well as the weapon switching bonus of the Degreaser, which can often be invaluable. Since either of the allowed alternatives have an offensive focus (through different means) that means the stock Flamethrower will generally be used with a more passive play-style in mind, and often without tangible upsides in relation to the alternatives. &lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Backburner&lt;br /&gt;
|description = The '''Backburner''' is a weapon made with ambushing and flanking in mind and is rarely used in 6's. Since the Pyro generally has responsibilities to either protect the Medic or the Engineer in Highlander, it requires a significant change to the team's overall strategy to be used effectively and is therefore rarely used in that format as well. The Backburner's unique ability allows it to critically hit an enemy from behind (approximately 90 degrees) allowing the Pyro to quickly kill an unaware opponent. This comes at the price of diminished support capabilities since the Pyro will only be able to use four airblasts with full ammunition and this greatly hinders the most powerful support tools in the Pyro's arsenal. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Degreaser&lt;br /&gt;
|description = The '''Degreaser''' is the most widely used flamethrower in competitive. The weapon provides the Pyro with faster weapon switching which makes using weapon combos (such as the Flare Gun or the Axtinguisher ) far easier and allows the Pyro to handle combat situations that would otherwise be quite difficult to handle. The Degreaser's downsides come from the weapon's reduced damage upfront and weakened afterburn in relation to the stock flamethrower. This rarely affects the Pyro, still, given that the class' objectives in most competitive scenarios are to either stall the enemy or support his own team rather than actively getting kills.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Phlogistinator&lt;br /&gt;
|description = The '''Phlogistinator''' is a unique Pyro weapon that exchanges the Pyro's ability to airblast with the ability to get crits on will. The lack of a compression blast severely hinders the Pyro's support functions, but its sheer killing power from its crits have led it to be banned in most leagues.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Dragon's Fury&lt;br /&gt;
|link = Dragon's_Fury&lt;br /&gt;
|description = The '''Dragon's Fury''' it acts as a single-shot, projectile-based Flamethrower this takes away the automatic fire and replaces with it with a more skill based weapon, the weapon rewards the user with consistent strong damage.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Shotgun&lt;br /&gt;
|description = The '''Shotgun''' is a default Pyro Weapon. It is identical to the Engineer's, Heavy's or Soldier's. It is a hitscan weapon and has 6 ammo in it's clip alongside 32 additional ammo carried. For the Pyro, the Shotgun can be used in situations where the flamethrower wouldn't be as practical or useful. The Shotgun deals respectable damage at close-range and gives the Pyro decent abilities at mid-range. Even through it's damage long-range is fairly negligible it allows the Pyro to harass enemies from a distance and support his teammates on occasion. &lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Flare Gun&lt;br /&gt;
|link = Flare_Gun&lt;br /&gt;
|description = The '''Flare Gun''' allows the Pyro to harass and even pick off targets at long-range. The Flare Gun's abilities allow the Pyro to light enemies from a distance (dealing 30 damage plus the afterburn) and it also crits on enemies that are already on fire (dealing 90 damage) without being affected by range. Just like the other flare guns, the regular Flare Gun is a projectile weapon and one has to predict the enemy's movement to use it effectively.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Detonator&lt;br /&gt;
|description = The '''Detonator''' provides a useful boost to mobility as well as the ability to light entire groups of enemies on fire from great distances by detonating the projectile but loses the critical hit from the regular flare gun (the Detonator mini-crits on burning targets instead) and the projectile also harms the player. The Detonator is mostly useful to harass enemies and also, in situations where the Pyro may benefit from added mobility by using the Detonator's explosion knockback. The Detonator's explosion can also destroy enemy stickies allowing the Pyro to dismantle sticky traps without much danger.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Reserve Shooter&lt;br /&gt;
|link = Reserve_Shooter&lt;br /&gt;
|description = The '''Reserve Shooter''' is a shotgun that is rarely used as a Pyro secondary after the Jungle Inferno Update, in which they removed the ability to mini-crit airblasted targets. There is still a 20% faster switch to time though, which can be used as a more combo-oriented shotgun playstyle. This weapon has four shots per clip instead of six. &lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Manmelter&lt;br /&gt;
|description = The '''Manmelter''' is rarely used since it has little going for it in most situations. Flare Gun ammunition is rarely cause for much concern and even with the extra projectile speed and crit on extinguish condition the Pyro loses a lot of burst damage as well as firing speed. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Scorch Shot&lt;br /&gt;
|link = Scorch_Shot&lt;br /&gt;
|description = The '''Scorch Shot''' inherits some key traits from the Detonator such as destroying stickies, having the ability to light groups of enemies on fire and allowing the Pyro to use it's knock-back and diminished damage to add a bit of mobility. However, the Scorch Shot deals 50% less damage when compared to the regular flare gun and does not crit (or mini-crit) on burning targets, which significantly decreases the Pyro's offensive capabilities. As a result, this weapon is rarely used in competitive play, though some occasionally use its high detonation radius as a spy-checking tool.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Panic Attack&lt;br /&gt;
|link = Panic_Attack&lt;br /&gt;
|description = The '''Panic Attack''' is a community-created primary weapon for the Engineer, and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]].&lt;br /&gt;
The Panic attack has a 20% damage penalty from the stock shotgun, but it fires 1.5 times the pellets in a single shot. The switch-to speed increases by 50%. This weapon is good with combo-based strategies due to it's faster deploy time. Even more so, it will do slightly more damage (108 vs 90 for stock shotgun) at point blank.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Gas Passer&lt;br /&gt;
|link = Gas_Passer&lt;br /&gt;
|description = The '''Gas Passer''' allows pyro to throw a cloud of gas that makes any class get set on fire when they take damage (including other pyros). Although this gives pyro a decent area denial tool, it is held back by its long charge time and the fact that fire can be extinguished fairly easily.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Thermal Thruster&lt;br /&gt;
|link = Thermal_Thruster&lt;br /&gt;
|description = The '''Thermal Thruster''' is a jetpack that allows the pyro to move around the map quickly. The weapon is held back by its long holster, and deploy times. It also has only two charges.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Fire Axe&lt;br /&gt;
|link = Fire_Axe&lt;br /&gt;
|description = The '''Fire Axe''' is the default melee weapon for the pyro; it is almost never used as it is considered almost a direct downgrade to other Pyro melee weapons, such as the Axtinguisher or the Powerjack.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Axtinguisher&lt;br /&gt;
|description = The '''Axtinguisher''' is a more aggressive weapon for the Pyro. It crits burning players while also extinguishing them. When you kill someone with the weapon, it gives you a speed boost.  It has a damage penalty of 33%. It also has 35% a holster penalty. This weapon is useful for getting picks on the enemy [[Medic]], if possible. The Axtinguisher is used sparingly, due to how easily countered it is at higher skill levels.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Homewrecker&lt;br /&gt;
|description = The '''Homewrecker''' will do 100% more damage to enemy buildings compared to the stock Fire Axe, destroying most in 1 or 2 hits. This weapon can also remove sappers in one hit. This weapon isn't very useful when facing enemy sentries, it's mainly used to defend sentry nests against enemy Spies.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Powerjack&lt;br /&gt;
|description = The '''Powerjack''' when active will allow you to run 15% faster, but all damage taken will do 20% more. If you kill an enemy with this melee you gain +25 health. It is generally considered to be the only other viable melee besides the Axtinguisher as the faster speed and health can allow the Pyro to maintain a roaming playstyle.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Back Scratcher&lt;br /&gt;
|link = Back_Scratcher&lt;br /&gt;
|description = The '''Back Scratcher''' does 25% more damage that the default axe. It also allows the Pyro to gain 50% more health from health packs, but he will heal 75% slower from Medics or Dispensers. This weapon is more useful if you plan on flanking the opponent and stealing all their health packs or if you want to help the Medic build [[ÜberCharge]], since it will take a longer time to fully heal the Pyro. It will most likely hurt your team since you'll always have to look for health packs instead of just sticking to your Medic.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sharpened Volcano Fragment&lt;br /&gt;
|link = Sharpened_Volcano_Fragment&lt;br /&gt;
|description = The '''Sharpened Volcano Fragment''' deals 20% less damage than the default axe, but it will ignite the enemy on hit. This weapon is considered unnecessary due to the fact that your primary already sets players on fire thus this weapon isn't used very much. It is useful when the pyro runs out of ammo for the [[Pyro#Primary|flamethrower]].&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Third Degree&lt;br /&gt;
|link = Third_Degree&lt;br /&gt;
|description = The '''Third Degree''' deals the same damage as the default weapon, but it will do damage to all players connected by the Medigun's beam. It is very rare for the Pyro to manage to get close to the combo and use this weapon, therefore, most players prefer to use the Axtinguisher for the high amount of burst damage it provides when the opportunity arises, which makes the Third Degree barely used in the competitive scene.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Neon Annihilator&lt;br /&gt;
|link = Neon_Annihilator&lt;br /&gt;
|description = The '''Neon Annihilator''' can remove sappers on friendly buildings, but it will take two swings to remove a sapper. It deal crits to wet players, this includes being covered in water, being covered in [[Jarate]], and being covered in [[Mad Milk]]. It does 20% less damage to players, so a crit on a player will deal 156 damage. This weapon is highly situational, therefore it doesn't see much use in competitive play.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname =  Hot Hand&lt;br /&gt;
|link =  Hot_Hand &lt;br /&gt;
|description = The '''Hot Hand''' gives a speed boost on hit but does less damage. This glove is considered a straight downgrade to other Pyro melee weapons because of it's lack of utility and damage. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Pyro (6v6)]]&lt;br /&gt;
*[[Pyro (Highlander)]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>APersonWhoLikesPasta</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro&amp;diff=58515</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro&amp;diff=58515"/>
		<updated>2018-09-23T16:33:48Z</updated>

		<summary type="html">&lt;p&gt;APersonWhoLikesPasta: Made the Hot Hand description more polished, and have more information, fixed a spelling error in the panic attack section, made thermal thruster and gas passer in bold&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PyroIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Pyro]]&lt;br /&gt;
The Pyro is a class who wields a Flamethrower as its [[pyro#Primary|primary weapon]].  Along with the ability to inflict burn damage and a relatively high damage output, the Pyro also has the [[airblast]] mechanic, which can neutralize an enemy's über with ease, reflect projectiles like rockets and arrows, and extinguish burning teammates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Pyro (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Pyro is considered an [[offclass]].  Most commonly run when the defending team has über disadvantage while defending last, the Pyro's job is to neutralize the enemy team's über and projectile spam from the Soldier and Demo through the use of the airblast mechanic. This situational use of the class allows the defending team to counter the enemy team when in disadvantage, against über it allows the team to gain precious time, often enough for the team to get über in time to defend last even counter-push if the Pyro manages to hold the whole über back. It has been tried and experimented through the years as a full-time competitive class and while it is encouraged in some [[Competitive_Formats#Other|competitive gamemodes]] it doesn't work in 6v6 because of the lack of mobility and low damage output of this class.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Pyro (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Pyro is considered a support class.  The Pyro's main job in Highlander is to protect the [[Medic]].  It also has the job of displacing and neutralizing enemy übers, [[spychecking]] to neutralize the enemy [[Spy]], protecting its team's sentry gun by deflecting projectiles and providing flank support when required. The Pyro most commonly positions himself around the combo, so as to allow them to deal a lot of damage to the enemy team's damage dealing classes like Heavy or Demoman, without having to focus on classes like Spies or Scouts. This allows for the rest of your team to coordinate a push. Alternatively, if a Pyro's team is aware enough of the enemy Spy, then the Pyro could take the role of a roaming Pyro. This involves the Pyro flanking the enemy team and trying to deal a lot of damage, possibly to get a pick on the Medic, which could then allow their team to push in.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Flame Thrower&lt;br /&gt;
|link = Flame_Thrower&lt;br /&gt;
|description = The '''Flamethrower''' provides better upfront damage than the Degreaser as well as possessing a relatively cheap airblast in comparison to the Backburner and, although by no means a bad weapon, lacks either the ambushing potential from the Backburner as well as the weapon switching bonus of the Degreaser, which can often be invaluable. Since either of the allowed alternatives have an offensive focus (through different means) that means the stock Flamethrower will generally be used with a more passive play-style in mind, and often without tangible upsides in relation to the alternatives. &lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Backburner&lt;br /&gt;
|description = The '''Backburner''' is a weapon made with ambushing and flanking in mind and is rarely used in 6's. Since the Pyro generally has responsibilities to either protect the Medic or the Engineer in Highlander, it requires a significant change to the team's overall strategy to be used effectively and is therefore rarely used in that format as well. The Backburner's unique ability allows it to critically hit an enemy from behind (approximately 90 degrees) allowing the Pyro to quickly kill an unaware opponent. This comes at the price of diminished support capabilities since the Pyro will only be able to use four airblasts with full ammunition and this greatly hinders the most powerful support tools in the Pyro's arsenal. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Degreaser&lt;br /&gt;
|description = The '''Degreaser''' is the most widely used flamethrower in competitive. The weapon provides the Pyro with faster weapon switching which makes using weapon combos (such as the Flare Gun or the Axtinguisher ) far easier and allows the Pyro to handle combat situations that would otherwise be quite difficult to handle. The Degreaser's downsides come from the weapon's reduced damage upfront and weakened afterburn in relation to the stock flamethrower. This rarely affects the Pyro, still, given that the class' objectives in most competitive scenarios are to either stall the enemy or support his own team rather than actively getting kills.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Phlogistinator&lt;br /&gt;
|description = The '''Phlogistinator''' is a unique Pyro weapon that exchanges the Pyro's ability to airblast with the ability to get crits on will. The lack of a compression blast severely hinders the Pyro's support functions, but its sheer killing power from its crits have led it to be banned in most leagues.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Dragon's Fury&lt;br /&gt;
|link = Dragon's_Fury&lt;br /&gt;
|description = The '''Dragon's Fury''' it acts as a single-shot, projectile-based Flamethrower this takes away the automatic fire and replaces with it with a more skill based weapon, the weapon rewards the user with consistent strong damage.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Shotgun&lt;br /&gt;
|description = The '''Shotgun''' is a default Pyro Weapon. It is identical to the Engineer's, Heavy's or Soldier's. It is a hitscan weapon and has 6 ammo in it's clip alongside 32 additional ammo carried. For the Pyro, the Shotgun can be used in situations where the flamethrower wouldn't be as practical or useful. The Shotgun deals respectable damage at close-range and gives the Pyro decent abilities at mid-range. Even through it's damage long-range is fairly negligible it allows the Pyro to harass enemies from a distance and support his teammates on occasion. &lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Flare Gun&lt;br /&gt;
|link = Flare_Gun&lt;br /&gt;
|description = The '''Flare Gun''' allows the Pyro to harass and even pick off targets at long-range. The Flare Gun's abilities allow the Pyro to light enemies from a distance (dealing 30 damage plus the afterburn) and it also crits on enemies that are already on fire (dealing 90 damage) without being affected by range. Just like the other flare guns, the regular Flare Gun is a projectile weapon and one has to predict the enemy's movement to use it effectively.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Detonator&lt;br /&gt;
|description = The '''Detonator''' provides a useful boost to mobility as well as the ability to light entire groups of enemies on fire from great distances by detonating the projectile but loses the critical hit from the regular flare gun (the Detonator mini-crits on burning targets instead) and the projectile also harms the player. The Detonator is mostly useful to harass enemies and also, in situations where the Pyro may benefit from added mobility by using the Detonator's explosion knockback. The Detonator's explosion can also destroy enemy stickies allowing the Pyro to dismantle sticky traps without much danger.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Reserve Shooter&lt;br /&gt;
|link = Reserve_Shooter&lt;br /&gt;
|description = The '''Reserve Shooter''' is a shotgun that is rarely used as a Pyro secondary after the Jungle Inferno Update, in which they removed the ability to mini-crit airblasted targets. There is still a 20% faster switch to time though, which can be used as a more combo-oriented shotgun playstyle. This weapon has four shots per clip instead of six. &lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Manmelter&lt;br /&gt;
|description = The '''Manmelter''' is rarely used since it has little going for it in most situations. Flare Gun ammunition is rarely cause for much concern and even with the extra projectile speed and crit on extinguish condition the Pyro loses a lot of burst damage as well as firing speed. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Scorch Shot&lt;br /&gt;
|link = Scorch_Shot&lt;br /&gt;
|description = The '''Scorch Shot''' inherits some key traits from the Detonator such as destroying stickies, having the ability to light groups of enemies on fire and allowing the Pyro to use it's knock-back and diminished damage to add a bit of mobility. However, the Scorch Shot deals 50% less damage when compared to the regular flare gun and does not crit (or mini-crit) on burning targets, which significantly decreases the Pyro's offensive capabilities. As a result, this weapon is rarely used in competitive play, though some occasionally use its high detonation radius as a spy-checking tool.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Panic Attack&lt;br /&gt;
|link = Panic_Attack&lt;br /&gt;
|description = The '''Panic Attack''' is a community-created primary weapon for the Engineer, and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]].&lt;br /&gt;
The Panic attack has a 20% damage penalty from the stock shotgun, but it fires 1.5 times the pellets in a single shot. The switch-to speed increases by 50%. This weapon is good with combo-based strategies due to it's faster deploy time. Even more so, it will do slightly more damage (108 vs 90 for stock shotgun) at point blank.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Gas Passer&lt;br /&gt;
|link = Gas_Passer&lt;br /&gt;
|description = The '''Gas Passer''' allows pyro to throw a cloud of gas that makes any class get set on fire when they take damage (including other pyros). Although this gives pyro a decent area denial tool, it is held back by its long charge time and the fact that fire can be extinguished fairly easily.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Thermal Thruster&lt;br /&gt;
|link = Thermal_Thruster&lt;br /&gt;
|description = The '''Thermal Thruster''' is a jetpack that allows the pyro to move around the map quickly. The weapon is held back by its long holster, and deploy times. It also has only two charges.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Fire Axe&lt;br /&gt;
|link = Fire_Axe&lt;br /&gt;
|description = The default melee weapon for the Pyro; it is almost never used as it is considered almost a direct downgrade to other Pyro melee weapons, such as the Axtinguisher or the Powerjack.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Axtinguisher&lt;br /&gt;
|description = The '''Axtinguisher''' is a more aggressive weapon for the Pyro. It crits burning players while also extinguishing them. When you kill someone with the weapon, it gives you a speed boost.  It has a damage penalty of 33%. It also has 35% a holster penalty. This weapon is useful for getting picks on the enemy [[Medic]], if possible. The Axtinguisher is used sparingly, due to how easily countered it is at higher skill levels.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Homewrecker&lt;br /&gt;
|description = The '''Homewrecker''' will do 100% more damage to enemy buildings compared to the stock Fire Axe, destroying most in 1 or 2 hits. This weapon can also remove sappers in one hit. This weapon isn't very useful when facing enemy sentries, it's mainly used to defend sentry nests against enemy Spies.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Powerjack&lt;br /&gt;
|description = The '''Powerjack''' when active will allow you to run 15% faster, but all damage taken will do 20% more. If you kill an enemy with this melee you gain +25 health. It is generally considered to be the only other viable melee besides the Axtinguisher as the faster speed and health can allow the Pyro to maintain a roaming playstyle.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Back Scratcher&lt;br /&gt;
|link = Back_Scratcher&lt;br /&gt;
|description = The '''Back Scratcher''' does 25% more damage that the default axe. It also allows the Pyro to gain 50% more health from health packs, but he will heal 75% slower from Medics or Dispensers. This weapon is more useful if you plan on flanking the opponent and stealing all their health packs or if you want to help the Medic build [[ÜberCharge]], since it will take a longer time to fully heal the Pyro. It will most likely hurt your team since you'll always have to look for health packs instead of just sticking to your Medic.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sharpened Volcano Fragment&lt;br /&gt;
|link = Sharpened_Volcano_Fragment&lt;br /&gt;
|description = The '''Sharpened Volcano Fragment''' deals 20% less damage than the default axe, but it will ignite the enemy on hit. This weapon is considered unnecessary due to the fact that your primary already sets players on fire thus this weapon isn't used very much. It is useful when the pyro runs out of ammo for the [[Pyro#Primary|flamethrower]].&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Third Degree&lt;br /&gt;
|link = Third_Degree&lt;br /&gt;
|description = The '''Third Degree''' deals the same damage as the default weapon, but it will do damage to all players connected by the Medigun's beam. It is very rare for the Pyro to manage to get close to the combo and use this weapon, therefore, most players prefer to use the Axtinguisher for the high amount of burst damage it provides when the opportunity arises, which makes the Third Degree barely used in the competitive scene.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Neon Annihilator&lt;br /&gt;
|link = Neon_Annihilator&lt;br /&gt;
|description = The '''Neon Annihilator''' can remove sappers on friendly buildings, but it will take two swings to remove a sapper. It deal crits to wet players, this includes being covered in water, being covered in [[Jarate]], and being covered in [[Mad Milk]]. It does 20% less damage to players, so a crit on a player will deal 156 damage. This weapon is highly situational, therefore it doesn't see much use in competitive play.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname =  Hot Hand&lt;br /&gt;
|link =  Hot_Hand &lt;br /&gt;
|description = The '''Hot Hand''' gives a speed boost on hit but does less damage. This glove is considered a straight downgrade to other Pyro melee weapons because of it's lack of utility and damage. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Pyro (6v6)]]&lt;br /&gt;
*[[Pyro (Highlander)]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>APersonWhoLikesPasta</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro&amp;diff=58514</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro&amp;diff=58514"/>
		<updated>2018-09-23T16:19:19Z</updated>

		<summary type="html">&lt;p&gt;APersonWhoLikesPasta: /* Secondary */ Rewrite the Thermal Thruster Section and fixed a typo on the Manmelter section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PyroIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Pyro]]&lt;br /&gt;
The Pyro is a class who wields a Flamethrower as its [[pyro#Primary|primary weapon]].  Along with the ability to inflict burn damage and a relatively high damage output, the Pyro also has the [[airblast]] mechanic, which can neutralize an enemy's über with ease, reflect projectiles like rockets and arrows, and extinguish burning team mates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Pyro (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Pyro is considered an [[offclass]].  Most commonly run when the defending team has über disadvantage while defending last, the Pyro's job is to neutralize the enemy team's über and projectile spam from the Soldier and Demo through the use of the airblast mechanic. This situational use of the class allows the defending team to counter the enemy team when in disadvantage, against über it allows the team to gain precious time, often enough for the team to get über in time to defend last even counter-push if the Pyro manages to hold the whole über back. It has been tried and experimented through the years as a full time competitive class and while it is encouraged in some [[Competitive_Formats#Other|competitive gamemodes]] it doesn't work in 6v6 because of the lack of mobility and low damage output of this class.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Pyro (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Pyro is considered a support class.  The Pyro's main job in Highlander is to protect the [[Medic]].  It also has the job of displacing and neutralizing enemy übers, [[spychecking]] to neutralize the enemy [[Spy]], protecting its team's sentry gun by deflecting projectiles and providing flank support when required. The Pyro most commonly positions himself around the combo, so as to allow them to deal a lot of damage to the enemy team's damage dealing classes like Heavy or Demoman, without having to focus on classes like Spies or Scouts. This allows for the rest of your team to co-ordinate a push. Alternatively, if a Pyro's team is aware enough of the enemy Spy, then the Pyro could take the role of a roaming Pyro. This involves the Pyro flanking the enemy team and trying to deal a lot of damage, possibly to get a pick on the Medic, which could then allow their team to push in.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Flame Thrower&lt;br /&gt;
|link = Flame_Thrower&lt;br /&gt;
|description = The '''Flamethrower''' provides better upfront damage than the Degreaser as well as possessing a relatively cheap airblast in comparison to the Backburner and, although by no means a bad weapon, lacks either the ambushing potential from the Backburner as well as the weapon switching bonus of the Degreaser, which can often be invaluable. Since either of the allowed alternatives have an offensive focus (through different means) that means the stock Flamethrower will generally be used with a more passive play-style in mind, and often without tangible upsides in relation to the alternatives. &lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Backburner&lt;br /&gt;
|description = The '''Backburner''' is a weapon made with ambushing and flanking in mind and is rarely used in 6's. Since the Pyro generally has responsibilities to either protect the Medic or the Engineer in Highlander, it requires a significant change to the team's overall strategy to be used effectively and is therefore rarely used in that format as well. The Backburner's unique ability allows it to critically hit an enemy from behind (approximately 90 degrees) allowing the Pyro to quickly kill an unaware opponent. This comes at the price of diminished support capabilities since the Pyro will only be able to use four airblasts with full ammunition and this greatly hinders the most powerful support tools in the Pyro's arsenal. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Degreaser&lt;br /&gt;
|description = The '''Degreaser''' is the most widely used flamethrower in competitive. The weapon provides the Pyro with faster weapon switching which makes using weapon combos (such as the Flare Gun or the Axtinguisher ) far easier and allows the Pyro to handle combat situations that would otherwise be quite difficult to handle. The Degreaser's downsides come from the weapon's reduced damage upfront and weakened afterburn in relation to the stock flamethrower. This rarely affects the Pyro, still, given that the class' objectives in most competitive scenarios are to either stall the enemy or support his own team rather than actively getting kills.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Phlogistinator&lt;br /&gt;
|description = The '''Phlogistinator''' is a unique Pyro weapon that exchanges the Pyro's ability to airblast with the ability to get crits on will. The lack of a compression blast severely hinders the Pyro's support functions, but its sheer killing power from its crits have led it to be banned in most leagues.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Dragon's Fury&lt;br /&gt;
|link = Dragon's_Fury&lt;br /&gt;
|description = The '''Dragon's Fury''' it acts as a single-shot, projectile-based Flamethrower this takes away the automatic fire and replaces with it with a more skill based weapon, the weapon rewards the user with consistent strong damage.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Shotgun&lt;br /&gt;
|description = The '''Shotgun''' is a default Pyro Weapon. It is identical to the Engineer's, Heavy's or Soldier's. It is a hitscan weapon and has 6 ammo in it's clip alongside 32 additional ammo carried. For the Pyro, the Shotgun can be used in situations where the flamethrower wouldn't be as practical or useful. The Shotgun deals respectable damage at close-range and gives the Pyro decent abilities at mid-range. Even through it's damage long-range is fairly negligible it allows the Pyro to harass enemies from a distance and support his teammates on occasion. &lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Flare Gun&lt;br /&gt;
|link = Flare_Gun&lt;br /&gt;
|description = The '''Flare Gun''' allows the Pyro to harass and even pick off targets at long-range. The Flare Gun's abilities allow the Pyro to light enemies from a distance (dealing 30 damage plus the afterburn) and it also crits on enemies that are already on fire (dealing 90 damage) without being affected by range. Just like the other flare guns, the regular Flare Gun is a projectile weapon and one has to predict the enemy's movement to use it effectively.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Detonator&lt;br /&gt;
|description = The '''Detonator''' provides a useful boost to mobility as well as the ability to light entire groups of enemies on fire from great distances by detonating the projectile but loses the critical hit from the regular flare gun (the Detonator mini-crits on burning targets instead) and the projectile also harms the player. The Detonator is mostly useful to harass enemies and also, in situations where the Pyro may benefit from added mobility by using the Detonator's explosion knockback. The Detonator's explosion can also destroy enemy stickies allowing the Pyro to dismantle sticky traps without much danger.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Reserve Shooter&lt;br /&gt;
|link = Reserve_Shooter&lt;br /&gt;
|description = The '''Reserve Shooter''' is a shotgun that is rarely used as a Pyro secondary after the Jungle Inferno Update, in which they removed the ability to mini-crit airblasted targets. There is still a 20% faster switch to time though, which can be used as a more combo-oriented shotgun playstyle. This weapon has four shots per clip instead of six. &lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Manmelter&lt;br /&gt;
|description = The '''Manmelter''' is rarely used since it has little going for it in most situations. Flare Gun ammunition is rarely cause for much concern and even with the extra projectile speed and crit on extinguish condition the Pyro loses a lot of burst damage as well as firing speed. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Scorch Shot&lt;br /&gt;
|link = Scorch_Shot&lt;br /&gt;
|description = The '''Scorch Shot''' inherits some key traits from the Detonator such as destroying stickies, having the ability to light groups of enemies on fire and allowing the Pyro to use it's knock-back and diminished damage to add a bit of mobility. However, the Scorch Shot deals 50% less damage when compared to the regular flare gun and does not crit (or mini-crit) on burning targets, which significantly decreases the Pyro's offensive capabilities. As a result, this weapon is rarely used in competitive play, though some occasionally use its high detonation radius as a spy-checking tool.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Panic Attack&lt;br /&gt;
|link = Panic_Attack&lt;br /&gt;
|description = The '''Panic Attack''' is a community-created primary weapon for the Engineer, and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]].&lt;br /&gt;
The Panic attack has a strait 20% damage penalty from the stock shotgun, but it fires 1.5 times the pellets in a single shot. The switch-to speed increases by 50%. This weapon is good with combo-based strategies due to it's faster deploy time. Even more so, it will do slightly more damage (108 vs 90 for stock shotgun) at point blank.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Gas Passer&lt;br /&gt;
|link = Gas_Passer&lt;br /&gt;
|description = The '''Gas Passer''' allows pyro to throw a cloud of gas that makes any class get set on fire when they take damage (including other pyros). Although this gives pyro a decent area denial tool, it is held back by its long charge time and the fact that fire can be extinguished fairly easily.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Thermal Thruster&lt;br /&gt;
|link = Thermal_Thruster&lt;br /&gt;
|description = The '''Thermal Thruster''' is a jetpack that allows the pyro to move around the map quickly. The weapon is held back by its long holster, and deploy times. It also has only two charges.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Fire Axe&lt;br /&gt;
|link = Fire_Axe&lt;br /&gt;
|description = The default melee weapon for the Pyro; it is almost never used as it is considered almost a direct downgrade to other Pyro melee weapons, such as the Axtinguisher or the Powerjack.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Axtinguisher&lt;br /&gt;
|description = The '''Axtinguisher''' is a more aggressive weapon for the Pyro. It crits burning players while also extinguishing them. When you kill someone with the weapon, it gives you a speed boost.  It has a damage penalty of 33%. It also has 35% a holster penalty. This weapon is useful for getting picks on the enemy [[Medic]], if possible. The Axtinguisher is used sparingly, due to how easily countered it is at higher skill levels.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Homewrecker&lt;br /&gt;
|description = The '''Homewrecker''' will do 100% more damage to enemy buildings compared to the stock Fire Axe, destroying most in 1 or 2 hits. This weapon can also remove sappers in one hit. This weapon isn't very useful when facing enemy sentries, it's mainly used to defend sentry nests against enemy Spies.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Powerjack&lt;br /&gt;
|description = The '''Powerjack''' when active will allow you to run 15% faster, but all damage taken will do 20% more. If you kill an enemy with this melee you gain +25 health. It is generally considered to be the only other viable melee besides the Axtinguisher as the faster speed and health can allow the Pyro to maintain a roaming playstyle.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Back Scratcher&lt;br /&gt;
|link = Back_Scratcher&lt;br /&gt;
|description = The '''Back Scratcher''' does 25% more damage that the default axe. It also allows the Pyro to gain 50% more health from health packs, but he will heal 75% slower from Medics or Dispensers. This weapon is more useful if you plan on flanking the opponent and stealing all their health packs or if you want to help the Medic build [[ÜberCharge]], since it will take a longer time to fully heal the Pyro. It will most likely hurt your team since you'll always have to look for health packs instead of just sticking to your Medic.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sharpened Volcano Fragment&lt;br /&gt;
|link = Sharpened_Volcano_Fragment&lt;br /&gt;
|description = The '''Sharpened Volcano Fragment''' deals 20% less damage than the default axe, but it will ignite the enemy on hit. This weapon is considered unnecessary due to the fact that your primary already sets players on fire thus this weapon isn't used very much. It is useful when the pyro runs out of ammo for the [[Pyro#Primary|flamethrower]].&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Third Degree&lt;br /&gt;
|link = Third_Degree&lt;br /&gt;
|description = The '''Third Degree''' deals the same damage as the default weapon, but it will do damage to all players connected by the Medigun's beam. It is very rare for the Pyro to manage to get close to the combo and use this weapon, therefore, most players prefer to use the Axtinguisher for the high amount of burst damage it provides when the opportunity arises, which makes the Third Degree barely used in the competitive scene.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Neon Annihilator&lt;br /&gt;
|link = Neon_Annihilator&lt;br /&gt;
|description = The '''Neon Annihilator''' can remove sappers on friendly buildings, but it will take two swings to remove a sapper. It deal crits to wet players, this includes being covered in water, being covered in [[Jarate]], and being covered in [[Mad Milk]]. It does 20% less damage to players, so a crit on a player will deal 156 damage. This weapon is highly situational, therefore it doesn't see much use in competitive play.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname =  Hot Hand&lt;br /&gt;
|link =  Hot_Hand &lt;br /&gt;
|description = This glove is considered a straight downgrade to other Pyro melee weapons because of it's lack of utility and damage.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Pyro (6v6)]]&lt;br /&gt;
*[[Pyro (Highlander)]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>APersonWhoLikesPasta</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro&amp;diff=58513</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro&amp;diff=58513"/>
		<updated>2018-09-23T14:20:25Z</updated>

		<summary type="html">&lt;p&gt;APersonWhoLikesPasta: /* Melee */ Updated the Axtinguisher Section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PyroIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Pyro]]&lt;br /&gt;
The Pyro is a class who wields a Flamethrower as its [[pyro#Primary|primary weapon]].  Along with the ability to inflict burn damage and a relatively high damage output, the Pyro also has the [[airblast]] mechanic, which can neutralize an enemy's über with ease, reflect projectiles like rockets and arrows, and extinguish burning team mates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Pyro (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Pyro is considered an [[offclass]].  Most commonly run when the defending team has über disadvantage while defending last, the Pyro's job is to neutralize the enemy team's über and projectile spam from the Soldier and Demo through the use of the airblast mechanic. This situational use of the class allows the defending team to counter the enemy team when in disadvantage, against über it allows the team to gain precious time, often enough for the team to get über in time to defend last even counter-push if the Pyro manages to hold the whole über back. It has been tried and experimented through the years as a full time competitive class and while it is encouraged in some [[Competitive_Formats#Other|competitive gamemodes]] it doesn't work in 6v6 because of the lack of mobility and low damage output of this class.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Pyro (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Pyro is considered a support class.  The Pyro's main job in Highlander is to protect the [[Medic]].  It also has the job of displacing and neutralizing enemy übers, [[spychecking]] to neutralize the enemy [[Spy]], protecting its team's sentry gun by deflecting projectiles and providing flank support when required. The Pyro most commonly positions himself around the combo, so as to allow them to deal a lot of damage to the enemy team's damage dealing classes like Heavy or Demoman, without having to focus on classes like Spies or Scouts. This allows for the rest of your team to co-ordinate a push. Alternatively, if a Pyro's team is aware enough of the enemy Spy, then the Pyro could take the role of a roaming Pyro. This involves the Pyro flanking the enemy team and trying to deal a lot of damage, possibly to get a pick on the Medic, which could then allow their team to push in.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Flame Thrower&lt;br /&gt;
|link = Flame_Thrower&lt;br /&gt;
|description = The '''Flamethrower''' provides better upfront damage than the Degreaser as well as possessing a relatively cheap airblast in comparison to the Backburner and, although by no means a bad weapon, lacks either the ambushing potential from the Backburner as well as the weapon switching bonus of the Degreaser, which can often be invaluable. Since either of the allowed alternatives have an offensive focus (through different means) that means the stock Flamethrower will generally be used with a more passive play-style in mind, and often without tangible upsides in relation to the alternatives. &lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Backburner&lt;br /&gt;
|description = The '''Backburner''' is a weapon made with ambushing and flanking in mind and is rarely used in 6's. Since the Pyro generally has responsibilities to either protect the Medic or the Engineer in Highlander, it requires a significant change to the team's overall strategy to be used effectively and is therefore rarely used in that format as well. The Backburner's unique ability allows it to critically hit an enemy from behind (approximately 90 degrees) allowing the Pyro to quickly kill an unaware opponent. This comes at the price of diminished support capabilities since the Pyro will only be able to use four airblasts with full ammunition and this greatly hinders the most powerful support tools in the Pyro's arsenal. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Degreaser&lt;br /&gt;
|description = The '''Degreaser''' is the most widely used flamethrower in competitive. The weapon provides the Pyro with faster weapon switching which makes using weapon combos (such as the Flare Gun or the Axtinguisher ) far easier and allows the Pyro to handle combat situations that would otherwise be quite difficult to handle. The Degreaser's downsides come from the weapon's reduced damage upfront and weakened afterburn in relation to the stock flamethrower. This rarely affects the Pyro, still, given that the class' objectives in most competitive scenarios are to either stall the enemy or support his own team rather than actively getting kills.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Phlogistinator&lt;br /&gt;
|description = The '''Phlogistinator''' is a unique Pyro weapon that exchanges the Pyro's ability to airblast with the ability to get crits on will. The lack of a compression blast severely hinders the Pyro's support functions, but its sheer killing power from its crits have led it to be banned in most leagues.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Dragon's Fury&lt;br /&gt;
|link = Dragon's_Fury&lt;br /&gt;
|description = The '''Dragon's Fury''' it acts as a single-shot, projectile-based Flamethrower this takes away the automatic fire and replaces with it with a more skill based weapon, the weapon rewards the user with consistent strong damage.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Shotgun&lt;br /&gt;
|description = The '''Shotgun''' is a default Pyro Weapon. It is identical to the Engineer's, Heavy's or Soldier's. It is a hitscan weapon and has 6 ammo in it's clip alongside 32 additional ammo carried. For the Pyro, the Shotgun can be used in situations where the flamethrower wouldn't be as practical or useful. The Shotgun deals respectable damage at close-range and gives the Pyro decent abilities at mid-range. Even through it's damage long-range is fairly negligible it allows the Pyro to harass enemies from a distance and support his teammates on occasion. &lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Flare Gun&lt;br /&gt;
|link = Flare_Gun&lt;br /&gt;
|description = The '''Flare Gun''' allows the Pyro to harass and even pick off targets at long-range. The Flare Gun's abilities allow the Pyro to light enemies from a distance (dealing 30 damage plus the afterburn) and it also crits on enemies that are already on fire (dealing 90 damage) without being affected by range. Just like the other flare guns, the regular Flare Gun is a projectile weapon and one has to predict the enemy's movement to use it effectively.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Detonator&lt;br /&gt;
|description = The '''Detonator''' provides a useful boost to mobility as well as the ability to light entire groups of enemies on fire from great distances by detonating the projectile but loses the critical hit from the regular flare gun (the Detonator mini-crits on burning targets instead) and the projectile also harms the player. The Detonator is mostly useful to harass enemies and also, in situations where the Pyro may benefit from added mobility by using the Detonator's explosion knockback. The Detonator's explosion can also destroy enemy stickies allowing the Pyro to dismantle sticky traps without much danger.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Reserve Shooter&lt;br /&gt;
|link = Reserve_Shooter&lt;br /&gt;
|description = The '''Reserve Shooter''' is a shotgun that is rarely used as a Pyro secondary after the Jungle Inferno Update, in which they removed the ability to mini-crit airblasted targets. There is still a 20% faster switch to time though, which can be used as a more combo-oriented shotgun playstyle. This weapon has four shots per clip instead of six. &lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Manmelter&lt;br /&gt;
|description = The '''Manmelter''' is rarely used since it has little going for it in most situations. Flare Gun ammunition is rarely cause for much concern and even with the extra projectile speed and crit on extinguish condition the Pyro loses a lot on burst damage as well as firing speed. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Scorch Shot&lt;br /&gt;
|link = Scorch_Shot&lt;br /&gt;
|description = The '''Scorch Shot''' inherits some key traits from the Detonator such as destroying stickies, having the ability to light groups of enemies on fire and allowing the Pyro to use it's knock-back and diminished damage to add a bit of mobility. However, the Scorch Shot deals 50% less damage when compared to the regular flare gun and does not crit (or mini-crit) on burning targets, which significantly decreases the Pyro's offensive capabilities. As a result, this weapon is rarely used in competitive play, though some occasionally use its high detonation radius as a spy-checking tool.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Panic Attack&lt;br /&gt;
|link = Panic_Attack&lt;br /&gt;
|description = The '''Panic Attack''' is a community-created primary weapon for the Engineer, and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]].&lt;br /&gt;
The Panic attack has a strait 20% damage penalty from the stock shotgun, but it fires 1.5 times the pellets in a single shot. The switch-to speed increases by 50%. This weapon is good with combo-based strategies due to it's faster deploy time. Even more so, it will do slightly more damage (108 vs 90 for stock shotgun) at point blank.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Gas Passer&lt;br /&gt;
|link = Gas_Passer&lt;br /&gt;
|description = This weapon allows pyro to throw a cloud of gas that makes any class get set on fire when they take damage (including other pyros). Although this gives pyro a decent area denial tool, it is held back by its long charge time and the fact that fire can be extinguished fairly easily.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Thermal Thruster&lt;br /&gt;
|link = Thermal_Thruster&lt;br /&gt;
|description = Provides extra mobility for the pyro, but it is held back by it's long holster time and the fact it has only two charges to jump with. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Fire Axe&lt;br /&gt;
|link = Fire_Axe&lt;br /&gt;
|description = The default melee weapon for the Pyro; it is almost never used as it is considered almost a direct downgrade to other Pyro melee weapons, such as the Axtinguisher or the Powerjack.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Axtinguisher&lt;br /&gt;
|description = The '''Axtinguisher''' is a more aggressive weapon for the Pyro. It crits burning players while also extinguishing them. When you kill someone with the weapon, it gives you a speed boost.  It has a damage penalty of 33%. It also has 35% a holster penalty. This weapon is useful for getting picks on the enemy [[Medic]], if possible. The Axtinguisher is used sparingly, due to how easily countered it is at higher skill levels.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Homewrecker&lt;br /&gt;
|description = The '''Homewrecker''' will do 100% more damage to enemy buildings compared to the stock Fire Axe, destroying most in 1 or 2 hits. This weapon can also remove sappers in one hit. This weapon isn't very useful when facing enemy sentries, it's mainly used to defend sentry nests against enemy Spies.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Powerjack&lt;br /&gt;
|description = The '''Powerjack''' when active will allow you to run 15% faster, but all damage taken will do 20% more. If you kill an enemy with this melee you gain +25 health. It is generally considered to be the only other viable melee besides the Axtinguisher as the faster speed and health can allow the Pyro to maintain a roaming playstyle.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Back Scratcher&lt;br /&gt;
|link = Back_Scratcher&lt;br /&gt;
|description = The '''Back Scratcher''' does 25% more damage that the default axe. It also allows the Pyro to gain 50% more health from health packs, but he will heal 75% slower from Medics or Dispensers. This weapon is more useful if you plan on flanking the opponent and stealing all their health packs or if you want to help the Medic build [[ÜberCharge]], since it will take a longer time to fully heal the Pyro. It will most likely hurt your team since you'll always have to look for health packs instead of just sticking to your Medic.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sharpened Volcano Fragment&lt;br /&gt;
|link = Sharpened_Volcano_Fragment&lt;br /&gt;
|description = The '''Sharpened Volcano Fragment''' deals 20% less damage than the default axe, but it will ignite the enemy on hit. This weapon is considered unnecessary due to the fact that your primary already sets players on fire thus this weapon isn't used very much. It is useful when the pyro runs out of ammo for the [[Pyro#Primary|flamethrower]].&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Third Degree&lt;br /&gt;
|link = Third_Degree&lt;br /&gt;
|description = The '''Third Degree''' deals the same damage as the default weapon, but it will do damage to all players connected by the Medigun's beam. It is very rare for the Pyro to manage to get close to the combo and use this weapon, therefore, most players prefer to use the Axtinguisher for the high amount of burst damage it provides when the opportunity arises, which makes the Third Degree barely used in the competitive scene.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Neon Annihilator&lt;br /&gt;
|link = Neon_Annihilator&lt;br /&gt;
|description = The '''Neon Annihilator''' can remove sappers on friendly buildings, but it will take two swings to remove a sapper. It deal crits to wet players, this includes being covered in water, being covered in [[Jarate]], and being covered in [[Mad Milk]]. It does 20% less damage to players, so a crit on a player will deal 156 damage. This weapon is highly situational, therefore it doesn't see much use in competitive play.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname =  Hot Hand&lt;br /&gt;
|link =  Hot_Hand &lt;br /&gt;
|description = This glove is considered a straight downgrade to other Pyro melee weapons because of it's lack of utility and damage.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Pyro (6v6)]]&lt;br /&gt;
*[[Pyro (Highlander)]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>APersonWhoLikesPasta</name></author>
		
	</entry>
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