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* SupportPartyMember: In [=MvM=], Scout is the designated cash grabber of the team, and is often considered mandatory. He has the unique attribute of gaining health whenever he picks up cash, which helps him stay alive while surrounded by bots that would otherwise evaporate him instantly. Scouts often run Mad Milk, which can be upgraded to slow enemies inflicted with it, and can heal him and his team for ''alot'' when they're focusing down a giant, while the Fan O'War drastically increases the damage Scout's team deals to giants when he marks them with it.
* StoneWall: Scout's playstyle, which is built around one-on-one combat and HitAndRunTactics, doesn't gel well against the vast robot hordes of ''Mann vs. Machine''. Thus, it's common for Scouts to eschew offensive upgrades for ''defensive'' ones, which ensure he can survive long enough to collect cash and apply debuffs.

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* SupportPartyMember: In [=MvM=], ''[=MvM=]'', Scout is the designated cash grabber of the team, and is often considered mandatory. He has the unique attribute of gaining health whenever he picks up cash, which helps him stay alive while surrounded by bots that would otherwise evaporate him instantly. Scouts often run Mad Milk, which can be upgraded to slow enemies inflicted with it, and can heal him and his team for ''alot'' when they're focusing down a giant, while the Fan O'War drastically increases the damage Scout's team deals to giants when he marks them with it.
* StoneWall: Scout's playstyle, which is built around one-on-one combat and HitAndRunTactics, doesn't gel well against the vast robot hordes of ''Mann vs. Machine''. Thus, it's common for Scouts to eschew offensive upgrades for ''defensive'' ones, which ensure he can survive long enough to collect cash and apply debuffs.debuffs that his teammates can better capitalize on.
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* StoneWall: Scout's playstyle, which is built around one-on-one combat and HitAndRunTactics, doesn't gel well against the vast robot hordes in ''Mann vs. Machine''. Thus, it's common for Scouts to eschew offensive upgrades for ''defensive'' ones, which ensure he can survive long enough to collect cash and apply debuffs.

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* StoneWall: Scout's playstyle, which is built around one-on-one combat and HitAndRunTactics, doesn't gel well against the vast robot hordes in of ''Mann vs. Machine''. Thus, it's common for Scouts to eschew offensive upgrades for ''defensive'' ones, which ensure he can survive long enough to collect cash and apply debuffs.

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* LightningBruiser: In Mann vs. Machine mode, the Scout gains 20-50 health every time he picks up a pile of money. The limit on how much health this can add is rather absurd; it's not uncommon to see a Scout running around with more health than an overhealed Heavy.
** StoneWall: His playstyle doesn't gel well against the vast robot hordes, because it's built around one-on-one combat and HitAndRunTactics. Thus, it's common for [=MvM=] Scouts to eschew offensive upgrades for ''defensive'' ones, which ensure he can survive long enough to collect cash and apply debuffs.

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* LightningBruiser: In Mann ''Mann vs. Machine mode, Machine'', the Scout gains 20-50 health every time he picks up a pile of money. The limit on how much health this can add is rather absurd; it's not uncommon to see a Scout running around with more health than an overhealed Heavy.
** StoneWall: His playstyle doesn't gel well against the vast robot hordes, because it's built around one-on-one combat and HitAndRunTactics. Thus, it's common for [=MvM=] Scouts to eschew offensive upgrades for ''defensive'' ones, which ensure he can survive long enough to collect cash and apply debuffs.
Heavy.


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* StoneWall: Scout's playstyle, which is built around one-on-one combat and HitAndRunTactics, doesn't gel well against the vast robot hordes in ''Mann vs. Machine''. Thus, it's common for Scouts to eschew offensive upgrades for ''defensive'' ones, which ensure he can survive long enough to collect cash and apply debuffs.
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--> "Get a haircut, hippie."\\

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--> "Get -->"Get a haircut, hippie."\\
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* RealMenHaveShortHair: By default, the Soldier has a crew cut beneath his helmet. He also speaks derisively of long hair in many of his voice lines, sometimes vowing to give his opponents haircuts:

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* RealMenHaveShortHair: By default, the Soldier has a crew cut beneath his helmet. He also speaks derisively of long hair in many of his voice lines, sometimes vowing to give his opponents haircuts:haircuts. [[HypocriticalHumor Ironically, a handful of his cosmetic items gift him a fuller head of hair]].

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* ReligiousBruiser: He claims he is a priest. [[NoodleIncident In Guam.]]

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* RealMenHaveShortHair: By default, the Soldier has a crew cut beneath his helmet. He also speaks derisively of long hair in many of his voice lines, sometimes vowing to give his opponents haircuts:
--> "Get a haircut, hippie."\\
"Get a haircut, trashcans."\\
"I am a robot! I am programmed to give you a sensible haircut!"\\
"I have returned from the grave to give the living haircuts."
* ReligiousBruiser: He In "Grave Matters," he claims he is a priest. [[NoodleIncident In Guam.]]
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* FireBreathingWeapon: The Pyro's primary weapons are all flamethrowers, which deal fire damage in a cone in front of him, and also deal afterburn damage after they are hit. That makes him a short-range fighter with a HertHittingAttack which can quickly wreck havoc in closed spaces, but can be abused with clueless players (referred to as "W+M1" Pyros) simply charging into the fray hoping to score kills but only getting killed quickly.

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* FireBreathingWeapon: The Pyro's primary weapons are all flamethrowers, which deal fire damage in a cone in front of him, and also deal afterburn damage after they are hit. That makes him a short-range fighter with a HertHittingAttack HerdHittingAttack which can quickly wreck havoc in closed spaces, but can be abused with clueless players (referred to as "W+M1" Pyros) simply charging into the fray hoping to score kills but only getting killed quickly.
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* BootsOfToughness: The Gunboats are quite impressive as they are military boots reinforced with bolted steel plates. They are also useful since they partially protect the Soldier from his own rocket jumping, allowing for a more dynamic playstyle in exchange for less firepower.


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* KatanasAreJustBetter: The Soldier can wield the Half-Zatoichi just like the Demoman. It can be useful with its longer melee range and its heal on frag, but the Soldier will suffer from HonorBeforeReason as he wont sheathe it before he's killed someone with it.


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* LifeDrain: With the Black Box, an alternate Primary Weapon, the Soldier can heal up to 20 health when he deals damage with the rockets. However, it has only 3 rockets in its clip, shaving off the Soldier's damage potential.
* LimitBreak: The Soldier can trade his traditional shotgun with several backpacks that can activate special effects for the Soldier and his teammates nearby once the Soldier has dealt enough damage. The Buff Banner allows the Soldier and teammates nearby to deal mini-crits, the Battalion's Backup grants 35% resistance to damage, 50% resistance to sentries and immunity to critical hits and mini-crits, finally the Concheror grants speed buff and a heal for damage dealt.


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* PowerfulPick: The once-dreaded Equalizer is this. It was unusually powerful because it granted damage and speed buffs as the Soldier's health was lower. To balance it, the Equalizer's effect was split into it and another pick named the Escape Plan, which kept the speed buff.


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* PunyParachute: The [=B.A.S.E.=] Jumper is a backpack that replaces the secondary weapon of the Soldier. The Soldier can deploy a small parachute midair which slows his fall and allow him to better control the direction of his fall.


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* SituationDamageAttack: The Reserve Shooter deals mini-crits airborne caused by rocket launcher, explosion or grapple hooks, which makes for an interesting synergy with the Soldier's loadout.


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* WhipItGood: The Disciplinary Action is an officer's riding crop that is more suited to support rather than attack. It has a -25% damage penalty but boosts the Soldier and his teammates' speed on hit.


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* AnAxeToGrind: The base melee weapon of the Pyro is a Fire Axe, and other melee weapons are axes, such as the Axtinguisher or the Third Degree.


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* FireBreathingWeapon: The Pyro's primary weapons are all flamethrowers, which deal fire damage in a cone in front of him, and also deal afterburn damage after they are hit. That makes him a short-range fighter with a HertHittingAttack which can quickly wreck havoc in closed spaces, but can be abused with clueless players (referred to as "W+M1" Pyros) simply charging into the fray hoping to score kills but only getting killed quickly.


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* FlareGun: Apart from shotguns, the Pyro can use a Flare Gun and other variants such as the Detonator, the Manmelter or the Scorch Shot. With the flare guns, the Pyro acquires a long range option that can set enemies on fire and also deals increased damage to enemies on fire.


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* ShotgunsAreJustBetter: The Pyro's secondary weapon is typically a shotgun and other variants, giving them another option at short range.


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* SituationDamageAttack: The Neon Annihilator is unique in the game because it deals crit damage to wet players, which is a status that is quite rare and often ignored. That makes the weapon very useful in wet areas but nearly useless in other stages as it then relies on specific items that the Pyro doesn't even have to work.
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* BlownAcrossTheRoom: The Force-A-Nature deals a lot of Knockback to enemies, which can potentially send them off cliffs or into hazards.


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* InTheBack: The Back Scatter. It is especially adapted to ambush and hit-and-run playstyles as the shots deal mini-crits when the Scout shoots an enemy's back.


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* LethalJokeItem: The Fan O'War, a promotional item introduced when VideoGame/TotalWarShogun2 was made available on Steam. As a fan, it has -75% damage penalty but marks enemies for death, causing all attacks on the target to be mini-crits. It is somewhat useful if the teamwork is on point but extremely dangerous as the Scout has to go into melee range.
* LifeDrain: The [[AlliterativeName Pretty Boy's Pocket Pistol]] heals 3 health every time he hits an enemy with it. It increases the survivability of the Scout especially when he's forced to play far from his Medic, but its smaller clip size make it even less lethal.


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* LimitBreak: Some of the Scout's weapons give the Scout a temporary boost once certain conditions are met. With the Baby Face's Blaster, the Scout's speed goes up to 173% once he deals enough damage. The Soda Popper functions similarly as it grants a temporary mini-crit when the Scout runs enough.


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* RecoiledAcrossTheRoom: The Force-A-Nature deals a lot of Knockback to enemies shot, but also to the Scout himself, which can hinder precision, but offers a potential mobility bonus because they can shoot downward to give themselves a semblance of triple jump.


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* SawedOffShotgun: The Scout's primary weapon is a sawed-off shotgun and most of the alternative weapons are also variations on a shotgun. Since ShotgunsAreJustBetter, the Scout can deal tremendous damage, but only at short range.


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* SituationDamageAttack: The Sun-on-a-Stick. It has a -25% damage penalty but does crit damage versus burning players. It synergizes quite well with allied Pyros, but is usually too dangerous to use since it requires the Scout to go into melee range.


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* SuperSerum: The Crit-a-Cola is a purple soda can which contains an unknown drink that enable the Scout to deal mini-crits. On the other hand, the Scout is marked for death after any attack he deals.
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spelling error


The Scout (real name Jeremy) is an American hailing from [[{{Southies}} South Boston]], but somehow has a [[UsefulNotes/AmericanAccents Bronx accent]]. He's an overly-confident narcissist with an ego the size of Soviet Union, always ready to hype himself up and talking smack about his enemies. Moreover, he's an obvious baseball fan, given his baseball cap, bat and sports-themed accessories. The Scout is canonically the youngest of eight brothers, son of a single mother, and grew up on the streets trying to pick fights alongside his siblings and thus had to learn to run fast to join the brawls first. He coincidentally looks and sounds exactly like Creator/VinceOffer, and to some extent even has a similar personality. [[http://www.tf2.com/classes.php?class=scout Everyone, Meet the Scout!]]\\

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The Scout (real name Jeremy) is an American hailing from [[{{Southies}} South Boston]], but somehow has a [[UsefulNotes/AmericanAccents Bronx accent]]. He's an overly-confident narcissist with an ego the size of the Soviet Union, always ready to hype himself up and talking smack about his enemies. Moreover, he's an obvious baseball fan, given his baseball cap, bat and sports-themed accessories. The Scout is canonically the youngest of eight brothers, son of a single mother, and grew up on the streets trying to pick fights alongside his siblings and thus had to learn to run fast to join the brawls first. He coincidentally looks and sounds exactly like Creator/VinceOffer, and to some extent even has a similar personality. [[http://www.tf2.com/classes.php?class=scout Everyone, Meet the Scout!]]\\

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The Scout (real name Jeremy) is an American hailing from [[{{Southies}} South Boston]], but somehow has a [[UsefulNotes/AmericanAccents Bronx accent]]. He's an overly-confident narcissist with an ego the size of the size of Soviet Union, always ready to hype himself up and talking smack about his enemies. Moreover, he's an obvious baseball fan, given his baseball cap, bat and sports-themed accessories. The Scout is canonically the youngest of eight brothers, son of a single mother, and grew up on the streets trying to pick fights alongside his siblings and thus had to learn to run fast to join the brawls first. He coincidentally looks and sounds exactly like Creator/VinceOffer, and to some extent even has a similar personality. [[http://www.tf2.com/classes.php?class=scout Everyone, Meet the Scout!]]\\

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The Scout (real name Jeremy) is an American hailing from [[{{Southies}} South Boston]], but somehow has a [[UsefulNotes/AmericanAccents Bronx accent]]. He's an overly-confident narcissist with an ego the size of the size of Soviet Union, always ready to hype himself up and talking smack about his enemies. Moreover, he's an obvious baseball fan, given his baseball cap, bat and sports-themed accessories. The Scout is canonically the youngest of eight brothers, son of a single mother, and grew up on the streets trying to pick fights alongside his siblings and thus had to learn to run fast to join the brawls first. He coincidentally looks and sounds exactly like Creator/VinceOffer, and to some extent even has a similar personality. [[http://www.tf2.com/classes.php?class=scout Everyone, Meet the Scout!]]\\
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Fixed pronouns under Pyro's folder.


* DependingOnTheArtist: The pyro's fire axe. In the game proper, their axe is painted red, but the comics give it no paint job at all, looking like ordinary steel.

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* DependingOnTheArtist: The pyro's Pyro's fire axe. In the game proper, their axe is painted red, but the comics give it no paint job at all, looking like ordinary steel.



* DisproportionateRetribution: He once cut off one of the Soldier's hands because they were scuffling in the back seat.

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* DisproportionateRetribution: He They once cut off one of the Soldier's hands because they were scuffling in the back seat.



* IdiotSavant: Variously described by the others as a "mutant", a "whack-job", a "mumbling abomination", and a "mental deficient", the Pyro [[InspirationallyDisadvantaged inspirationally]] makes up for whatever he may lack in social skills by being an expert at inflicting burning agony upon others.

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* IdiotSavant: Variously described by the others as a "mutant", a "whack-job", a "mumbling abomination", and a "mental deficient", the Pyro [[InspirationallyDisadvantaged inspirationally]] makes up for whatever he they may lack in social skills by being an expert at inflicting burning agony upon others.



-->'''Vintage Merryweather Description:''' Pyro wears this in tribute to the many firefighters who have perished trying to quell his flames.

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-->'''Vintage Merryweather Description:''' Pyro wears this in tribute to the many firefighters who have perished trying to quell his their flames.



* KnightOfCerebus: Of the "Meet The..." videos. He's portrayed with the BLU team showing genuine fear for their lives. He could possibly share this spot with the Spy.

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* KnightOfCerebus: Of the "Meet The..." videos. He's They're portrayed with the BLU team showing genuine fear for their lives. He They could possibly share this spot with the Spy.



* SkillGateCharacters: When using the aforementioned [[LeeroyJenkins W+M1]] strategy. A charging Pyro is pretty hard to beat if you can't react fast enough, but it's a minor threat to more skilled/lucky players. He can actually be a lot tougher than people think, especially since Soldiers often forgo their Shotgun in favor of other items. The "Puff 'n Sting" Axtinguisher combo when airblasting requires enemies to be too disoriented in the split second they're in the air to fire and aim at the Pyro, which rarely works against sufficiently skilled players.

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* SkillGateCharacters: When using the aforementioned [[LeeroyJenkins W+M1]] strategy. A charging Pyro is pretty hard to beat if you can't react fast enough, but it's a minor threat to more skilled/lucky players. He They can actually be a lot tougher than people think, especially since Soldiers often forgo their Shotgun in favor of other items. The "Puff 'n Sting" Axtinguisher combo when airblasting requires enemies to be too disoriented in the split second they're in the air to fire and aim at the Pyro, which rarely works against sufficiently skilled players.



* TheSpook: Literally ''nothing'' is known about the Pyro. It has no name. It has no nationality. It seems to fluctuate between genders, or even having one at all. Its mask makes every word it says incomprehensible gibberish, so you can hardly ask the Pyro what it is. With every inch of its body covered in a flame-retardant suit, it's impossible to even determine its skin or hair color. A few people out there don't even think the Pyro is human. Only two things are known about the Pyro: It likes setting things on fire, and it doesn't speak.
* SugarBowl: How the Pyro views the world, known as "Pyroland" — he thinks he skips around firing rainbows and lollipops and bubbles at the world, spreading happiness to little cherubs. In-game, there's an all-class item in the form of special goggles, provided by the same company that also made the Pyro's mask, so every class can see the world as happily as the Pyro.

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* TheSpook: Literally ''nothing'' is known about the Pyro. It has They have no name. It has They have no nationality. It seems They seem to fluctuate between genders, or if they even having have one at all. Its Their mask makes every word it says incomprehensible gibberish, so you can hardly ask the Pyro what it is. they are. With every inch of its their body covered in a flame-retardant suit, it's impossible to even determine its their skin or hair color. A few people out there don't even think the Pyro is human. Only two things are known about the Pyro: It likes They like setting things on fire, and it doesn't they don't speak.
* SugarBowl: How the Pyro views the world, known as "Pyroland" — he thinks he skips they think they skip around firing rainbows and lollipops and bubbles at the world, spreading happiness to little cherubs. In-game, there's an all-class item in the form of special goggles, provided by the same company that also made the Pyro's mask, so every class can see the world as happily as the Pyro.
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** The Sniper acts as the polar opposite of the Pyro, dealing tons of precise damage from a long distance in a comfortable defensive position, compared to the Pyro's forgiving close-range damage that tends to put them in harm's way. A skilled Sniper can completely shut down a Pyro, dishing out deadly headshots from well outside flamethrower range and cutting off entire segments of the map from being crossed. Pyros can counter this by using flanking routes to kill the Sniper or outright avoid them, using long-range flare shots to set the relatively immobile Sniper alight and dispupt his aim (a strategy that can itself be countered with an item that makes the Sniper immune to burn damage), or just taking advantage of a distraction. An observant sniper can reliably spot and counter these tactics, emphasizing the TacticalRockPaperScissors at play.

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** The Sniper acts as the polar opposite of the Pyro, dealing tons of precise damage from a long distance in a comfortable defensive position, compared to the Pyro's forgiving close-range damage that tends to put them in harm's way. A skilled Sniper can completely shut down a Pyro, dishing out deadly headshots from well outside flamethrower range and cutting off entire segments of the map from being crossed. Pyros can counter this by using flanking routes to kill the Sniper or outright avoid them, using long-range flare shots to set the relatively immobile Sniper alight and dispupt his aim (a strategy that can itself be countered with an item that makes the Sniper immune to burn damage), or just taking advantage of a distraction. An observant sniper Sniper can reliably spot and counter these tactics, emphasizing the TacticalRockPaperScissors at play.



** During the ''True Meaning'' comic, a Grocket crashes into Engineer's house, within which a set of five weapons and a note have been left, said note reading: "Greetings, emissary from another dimension! We have heard your plea." While Engineer interprets Pyro's mumbling as a "no, I did not order extraterrestrial aid", Engy could have been guessing what Pyro was saying.

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** During the ''True Meaning'' comic, a Grocket crashes into Engineer's house, within which a set of five weapons and a note have been left, said note reading: "Greetings, emissary from another dimension! We have heard your plea." While Engineer interprets Pyro's mumbling as a "no, I did not order extraterrestrial aid", Engy Engie could have been guessing what Pyro was saying.



* CharacterTics: Flicking a lighter on and off, judging by the waiting room scene in "Meet the Medic". This is a popular stereotype for any pyromaniac… although with the "Meet The Pyro" movie release, who knows what he's seeing?

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* CharacterTics: Flicking a lighter on and off, judging by the waiting room scene in "Meet the Medic". This is a popular stereotype for any pyromaniac… although with the "Meet The Pyro" movie release, who knows what he's they're seeing?
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Italics for emphasis.


** In what is a reference to that, "Old Wounds" reveals that the Classic Pyro is a plump, grandma-like woman (with a [[RuggedScar large scar on her face]]) called Beatrice.

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** In what is a reference to that, "Old Wounds" reveals that the Classic ''Classic'' Pyro is a plump, grandma-like woman (with a [[RuggedScar large scar on her face]]) called Beatrice.
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* MassiveNumberedSiblings: He grew up with ''seven'' older brothers.
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* EasilyImpressed: In "Expiration Date", he's impressed by the fact that Ms. Pauling can read.
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* MixedAncestry: [[spoiler:"The Naked and the Dead" confirms once and for all that Spy is his father, making him half-American and half-French.]]
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* CrouchingMoronHiddenBadass: He's a pompous, loud-mouthed idiot who also just so happens to be an extremely skilled and dexterous soldier-for-hire that can run at 17 MPH ''constantly'', and kills people with the likes of baseball baseball bats, fish, or a ''dead man's arm''.

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* CrouchingMoronHiddenBadass: He's a pompous, loud-mouthed idiot who also just so happens to be an extremely skilled and dexterous soldier-for-hire that can run at 17 MPH ''constantly'', and kills people with the likes of baseball baseball bats, fish, or a ''dead man's arm''.
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"Contextualize," that is. Man, I need to stop having brain farts.


* SmallNameBigEgo: The Scout's time spent in childhood fights greatly inflated his pride. And it doesn't seem like it'll ever stop growing, thanks to his bombastic, narcissistic personality as an adult. None of his coworkers take him seriously beyond his combat prowess, however. As shown throughout the comics, Pauling takes Scout's advances with a grain of salt at best (or straight-up ignoring them at worst), the Soldier is all too willing to drop everything and choke him, the Heavy is perpetually annoyed by his extroversion, and the Spy's regard for him is a mix of the Heavy's and the Soldier's.

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* SmallNameBigEgo: The Scout's time spent in childhood fights greatly inflated his pride. And it doesn't seem like it'll ever stop growing, thanks to his bombastic, narcissistic personality as an adult. None of his coworkers take him seriously beyond his combat prowess, however. As shown throughout the comics, Pauling takes Scout's advances with a grain of salt at best (or straight-up ignoring them at worst), the Soldier is all too willing to drop everything and choke him, the Heavy is perpetually annoyed by his extroversion, and the Spy's regard Spy barely tolerates him for him is a mix of the Heavy's and the Soldier's.his mother's sake.
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As nice as the reference was, it didn't context as to why the Scout fits the trope.


** In general, a Scout that flails around on his keyboard becomes a distressly difficult target for beginners, whereas more experienced players, even those in classes the Scout counters such as Pyro and Demoman, can learn to abuse his predictable trajectory after a double jump, his vulnerablitiy to splash damage, and limited range to take him out more reliably.
* SmallNameBigEgo: Even with "Scout" as the only identifier of his name, he has about the same ego and notoriety as [[Franchise/TouhouProject Cirno]].

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** In general, a Scout that flails around on his keyboard becomes a distressly distressingly difficult target for beginners, whereas more experienced players, even those in classes the Scout counters such as Pyro and Demoman, can learn to abuse his predictable trajectory after a double jump, his vulnerablitiy vulnerability to splash damage, and limited range to take him out more reliably.
* SmallNameBigEgo: Even with "Scout" The Scout's time spent in childhood fights greatly inflated his pride. And it doesn't seem like it'll ever stop growing, thanks to his bombastic, narcissistic personality as the only identifier an adult. None of his name, he has about coworkers take him seriously beyond his combat prowess, however. As shown throughout the same ego comics, Pauling takes Scout's advances with a grain of salt at best (or straight-up ignoring them at worst), the Soldier is all too willing to drop everything and notoriety as [[Franchise/TouhouProject Cirno]].choke him, the Heavy is perpetually annoyed by his extroversion, and the Spy's regard for him is a mix of the Heavy's and the Soldier's.
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* SmallNameBigEgo: Even with "Scout" as the only identifier of his name, he has about the same ego and notoriety as [[{{VideoGame/Touhou}} Cirno]].

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* SmallNameBigEgo: Even with "Scout" as the only identifier of his name, he has about the same ego and notoriety as [[{{VideoGame/Touhou}} [[Franchise/TouhouProject Cirno]].
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* DependingOnTheArtist: The pyro's fire axe. In the game proper, their axe is painted red , but the comics give it no paint job at all, looking like ordinary steel.

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* DependingOnTheArtist: The pyro's fire axe. In the game proper, their axe is painted red , red, but the comics give it no paint job at all, looking like ordinary steel.
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** Heavies can completely destroy Pyros. The Heavy has drastically stronger damage output, nearly twice as much health, and a longer effective range, and can easily win any fair 1v1 as long as the Heavy isn't caught off-guard, and even then, a Heavy with good reaction times can simply turn around and turn the Pyro into swiss cheese. Most Heavies also equip the Sandvich or a variant of it, which can help them survive afterburn if their large health pool won't be enough. That being said, the Flare Gun ''can'' work well against Heavies; if Pyros can aim well and use their mobility to stay out the range of the minigun, they can set the Heavy alight, then pepper [[CriticalHit crit-inducing shots]] from afar to take off chunks of health.

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** Heavies can completely destroy Pyros. The Heavy has drastically stronger damage output, nearly twice as much health, and a longer effective range, and can easily win any fair 1v1 as long as the Heavy isn't caught off-guard, and even then, a Heavy with good reaction times can simply turn around and turn the Pyro into swiss cheese. Most Heavies also equip the Sandvich or a variant of it, which can help them survive afterburn if their large health pool won't be enough. That being said, the Flare Gun ''can'' work well against Heavies; if Pyros can aim well and use their mobility to stay out the range of the minigun, they can set the Heavy alight, then pepper them [[CriticalHit crit-inducing shots]] from afar to take off chunks of health.
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* {{Leitmotif}}: In the eyes of [[TheDreaded both their foes]] ''[[TerrorHero and their friends]]'', [[https://www.youtube.com/watch?v=HdXzlV-t8dw Dreams of Cruelty]]. But [[ThroughTheEyesOfMadness in their own mind]]… [[The LovinSpoonful Do You Believe In Magic?]]

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* {{Leitmotif}}: In the eyes of [[TheDreaded both their foes]] ''[[TerrorHero and their friends]]'', [[https://www.youtube.com/watch?v=HdXzlV-t8dw Dreams of Cruelty]]. But [[ThroughTheEyesOfMadness in their own mind]]… [[The LovinSpoonful [[Music/TheLovinSpoonful Do You Believe In Magic?]]
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* {{Leitmotif}}: In the eyes of [[TheDreaded both their foes]] ''[[TerrorHero and their friends]]'', [[https://www.youtube.com/watch?v=HdXzlV-t8dw Dreams of Cruelty]]. But [[PsychopathicManchild in their own mind]]… Do You Believe In Magic?

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* {{Leitmotif}}: In the eyes of [[TheDreaded both their foes]] ''[[TerrorHero and their friends]]'', [[https://www.youtube.com/watch?v=HdXzlV-t8dw Dreams of Cruelty]]. But [[PsychopathicManchild [[ThroughTheEyesOfMadness in their own mind]]… [[The LovinSpoonful Do You Believe In Magic?Magic?]]

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* JackOfAllStats: [=MvM=] wise, Pyro is incredibly versatile loadout-wise and can fit pretty much any combat role effectively. Dragon's Fury and Backburner for high damage output, Phlogistinator for tank busting, stock Flame Thrower for airblasting the bomb into a pit, Gas Passer for taking out crowds of robots or medics.

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* JackOfAllStats: JackOfAllStats:
**
[=MvM=] wise, Pyro is incredibly versatile loadout-wise and can fit pretty much any combat role effectively. Dragon's Fury and Backburner for high damage output, Phlogistinator for tank busting, stock Flame Thrower for airblasting the bomb into a pit, Gas Passer for taking out crowds of robots or medics.medics.
** Even in general gameplay, the Pyro has perfectly respectable speed, health, and damage output. They're faster than the classes with better DPS and health and are tougher and more damaging than the classes with higher speed.



* LeeroyJenkins: A very simple way to play the Pyro is to charge at the enemy and keep them in range of your flamethrower. This is often the stereotypical "noob" Pyro, as they lack subtlety and are easily shot down before they get into range, though this can be surprisingly effective.

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* LeeroyJenkins: A very simple way to play the Pyro is to charge at the enemy and keep them in range of your flamethrower. This is often the stereotypical "noob" or "W+M1" Pyro, as they lack subtlety and are easily shot down before they get into range, though this it can also be surprisingly effective.



* LethalJokeCharacter: The Pyro is the stereotypical noob class, and playing them can result in derision from veteran players. Up until they set you on fire, anyway. They've also been heavily nerfed repeatedly, and other classes surpass them in virtually all areas[[note]]The Spy and Heavy are better ambushers, the Demoknight is a better melee combatant, etc.[[/note]]. Yet see DifficultButAwesome above for a taste of what a skilled Pyro can do. Additionally, the Pyro is great at spychecking — Pyros do it so often on reflex that most cloaked Spies flat-out run if they see one coming, even if they're just passing through.

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* LethalJokeCharacter: The Pyro is the stereotypical noob class, and playing them can result in derision from veteran players. Up until they set you on fire, anyway. They've also been heavily nerfed repeatedly, and other classes surpass them in virtually all areas[[note]]The Spy and Heavy Scout are better ambushers, the Demoknight is a better melee combatant, the Heavy has better DPS, etc.[[/note]]. Yet see DifficultButAwesome above for a taste of what a skilled Pyro can do. Additionally, the Pyro is great at spychecking — Pyros do it so often on reflex that most cloaked a Spy's worst nightmare, as they can easily cover a large number of players and a wide area with flames with very little effort, easily revealing any Spies flat-out run if they see one coming, even if they're just passing through.caught there.



** Has the highest health/speed balance of all the classes. 100% of baseline speed, with 175 health; only three other classes meet or exceed the Pyro's health level, and they're all slower than Pyro. Couple with the major damage that Pyro can do with the flamethrower (albeit at short range, hence the speed), and you have this. Pyros, however, have abysmal range, only some of their secondaries give them any range at all, and those have pitiful damage without the use of follow-up attacks or set-ups. The other three classes on par with the Pyro's health have very high damage rates and can easily shred a Pyro in seconds. So despite having a surprisingly large amount of health, it tends to get eaten up pretty quickly.

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** Has the highest health/speed balance of all the classes. 100% of baseline speed, with 175 health; only three other classes meet or exceed the Pyro's health level, and they're all slower than Pyro. [[note]]Though the Soldier's rocket jumps actually make him much more mobile, albeit at the cost of some health.[[/note]] Couple with the major damage that Pyro can do with the flamethrower (albeit at short range, hence the speed), and you have this. Pyros, however, have abysmal range, only some of their secondaries give them any range at all, and those have pitiful damage without the use of follow-up attacks or set-ups. The other three classes on par with the Pyro's health have very high damage rates and can easily shred a Pyro in seconds. So despite having a surprisingly large amount of health, it tends to get eaten up pretty quickly.



* LimitedWardrobe: Is never seen without the asbestos suit. Their trading card bio implies they wear it constantly.
** Taken to extreme levels when attending board meetings of the very company [[ItMakesSenseInContext he's the CEO of]] in the very same asbestos suit.

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* LimitedWardrobe: Is never seen without the asbestos suit. Their trading card bio implies they wear it constantly.
** Taken
constantly. This is taken to extreme levels when attending board meetings of the very a company [[ItMakesSenseInContext he's the CEO of]] in the very same asbestos suit.



* MamaBear[=/=]PapaWolf: Some Pyro mains use this mentality as a playstyle, acting as a Support Class that supports by protecting their teammates like a parent protects their children. Your team stays alive if your Medic heals them, and your Medic can freely heal them if there's nobody alive to kill your Medic, after all.
* MasterOfNone: With the right unlocks, they can fulfill most roles on a team, but those roles are better performed by more specialized classes (able to pick targets like a Spy with the Axtinguisher, ambush like a Heavy, return explosives from Soldiers/Demomen, etc.) The Pyro's potential resides in versatility and the [[ConfusionFu difficulty for an opponent to figure out a Pyro's loadout and tactics]] before it's too late.
* MenacingStroll: In "Meet the Pyro", although from their own point of view, they are happily skipping around.
* MechanicallyUnusualClass: The only combat-oriented class whose primary weapon is only usable at close range.

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* MamaBear[=/=]PapaWolf: Some Pyro mains use this mentality as a playstyle, acting as a Support Class support class that supports by protecting their teammates like a parent protects their children. Your team stays alive if your Medic heals them, and your Medic can freely heal them if there's nobody alive to kill your Medic, after all.
* MasterOfNone: With the right unlocks, they can fulfill most roles on a team, but those roles are better performed by more specialized classes (able to pick targets classes. Sure, they can flank like a Spy with the Axtinguisher, ambush Spy, deal damage like a Heavy, return explosives from Soldiers/Demomen, etc.) and hit-and-run like a Scout, but the Spy is better at getting in position, the Heavy has better DPS, and the Scout is faster and better at dealing damage at range. The Pyro's potential resides in versatility and the [[ConfusionFu difficulty for an opponent to figure out a Pyro's their loadout and tactics]] before it's too late.
* MenacingStroll: In "Meet the Pyro", Pyro," although from their own point of view, they are happily skipping around.
* MechanicallyUnusualClass: The only combat-oriented class whose primary weapon is only usable at close range. They're also the only class with any sort of AttackReflector and the only class able to reliably deal fire damage.



** Both Pyros and Spies are rather ineffective in mirror matches. Pyros primarily deal damage with fire... but they're immune to afterburn. Enemy Spies, meanwhile, are rather unlikely to run into each other in normal gameplay.



* OddFriendship: With the generally polite, intelligent, soft-spoken Engineer, who sometimes seems among the sanest of the mercs[[note]] though he did cut off hit own hand to replace it with a robot arm[[/note]].
** An Engineer's biggest problems are explosives, Snipers, Spies, and ubercharges. A Pyro's compression blast can hold off ubers and reflect explosives, their flamethrower can spycheck with ease, and, if they equip the Homewrecker, they can remove a Spy's sappers from friendly buildings.
** The Pyro's biggest weakness is having to choose between using shotguns to deal with mid-ranged threats (such as Scouts and Heavies) and using flare guns to deal with long-ranged threats (such as Snipers). A fully-upgraded sentry gun can easily hold the mid-range, slaughtering Scouts and deterring even Heavies, freeing up the Pyro to harass Snipers with flare guns.
** This means that, together, an Engineer and a Pyro can cover all of each others' weaknesses.
** The ''True Meaning'' comic, among other things, demonstrates that this friendship is also the case in canon, too.



** Then there's the scene in "True Meaning" featuring Engineer reading a Christmas story to Pyro, who is sitting crosslegged on the floor and listening closely.

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** Then there's the scene in "True Meaning" featuring Engineer reading a Christmas story to Pyro, who is sitting crosslegged on the floor and listening closely. Said story describes the "Australian Christmas shootout" between an evil version of Santa and the mafia.



* RequiredSecondaryPowers: The chemsuit makes Pyro fireproof, except when doused with the Gas Passer.
** On a meta-gaming level, Pyro players who know the current map, and can find good spots to strike from, do a lot better than the [=W+M1=] types who tend to simply be cut down before they actually get into range.
* RiddleForTheAges: Nearly everything about Pyro is a complete mystery — their gender, their age, their past, their country of origin, what they look like under their mask, and how they became [[AxCrazy the]] [[PyroManiac person]] [[ObliviouslyEvil they]] [[ThroughTheEyesOfMadness are]] today. Hell, wether or not they're even a person is sometimes called into question.
* RummageSaleReject: The Pyro is prone to wearing some of the nuttiest cosmetics home to ''[=TF2=]''. These include the Frymaster (a miniature fry cooker that replaces the air tank backpack), the birdcage (with the base sawed out and worn over the head, a bird still inside), and the Prancer's Pride (a single reindeer antler tied to the top of Pyro's head with string).

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* RequiredSecondaryPowers: The chemsuit makes Pyro fireproof, immune to afterburn (though not the initial fire damage), except when doused with the Gas Passer.
Passer or targeted with the Dragon's Fury.
** On a meta-gaming level, Pyro players who know the current map, and can find good spots to strike from, do a lot better than the [=W+M1=] "[=W+M1=]" types who tend to simply be cut down before they actually get into range.
* RiddleForTheAges: Nearly everything about Pyro is a complete mystery — their gender, their age, their past, their country of origin, what they look like under their mask, and how they became [[AxCrazy the]] [[PyroManiac person]] [[ObliviouslyEvil they]] the AxCrazy, [[ThroughTheEyesOfMadness are]] delusional]] PyroManiac [[ObliviouslyEvil they]] are today. Hell, wether whether or not they're even a person is sometimes called into question.
* RummageSaleReject: The Pyro is prone to wearing some of the nuttiest cosmetics home to in ''[=TF2=]''. These include the Frymaster (a miniature fry cooker that replaces the air tank backpack), the birdcage (with the base sawed out and worn over the head, a bird still inside), and the Prancer's Pride (a single reindeer antler tied to the top of Pyro's head with string).



* SituationalSword: Is prone to using these. The Backburner can't score random crits, but does 100% critical damage from behind. The Flare Gun has a pretty tame damage output and a slow projectile speed, but it deals devastating 100% criticals to enemies on fire, and its alternate choices, the Detonator and Scorch Shot, are ''even weaker'', but allow Pyro to Flare Jump. The Neon Annihilator does less damage than the stock Fire Axe, but deals 100% criticals to enemies who are wet from standing in water or being hit by Mad Milk/Jarate. The Axtinguisher deals the half of damage of the stock fire axe, but deals guaranteed mini-crit from the front and critical hit from behind on burning enemies. Combine the melee and secondary weapons with the Degreaser, itself an example which deals less damage but allows faster weapon switch time, and you can build a loadout based entirely around weapon combos.

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* SituationalSword: Is prone to using these. The Backburner can't score random crits, but does 100% critical damage from behind. The Flare Gun has a pretty tame damage output and a slow projectile speed, but it deals devastating 100% criticals to enemies on fire, and its alternate choices, the Detonator and Scorch Shot, are ''even weaker'', but allow Pyro to Flare Jump.flare jump. The Neon Annihilator does less damage than the stock Fire Axe, but deals 100% criticals to enemies who are wet from standing in water or being hit by Mad Milk/Jarate. The Axtinguisher deals the half of damage of the stock fire axe, but deals guaranteed mini-crit from the front and critical hit from behind on burning enemies. Combine the melee and secondary weapons with the Degreaser, itself an example which deals less damage but allows faster weapon switch time, and you can build a loadout based entirely around weapon combos.



* SupportPartyMember: Despite being listed as an Offense class, the Pyro's role is a more supportive one. Their flamethrower's short range makes them relatively unsuitable for direct combat, but the sheer utility a Pyro brings can turn the tide of battle, especially on the defensive. In particular, Compression Blast can be used to reflect rockets back to the enemy, clear a patch of sticky bombs, and stop [[TheJuggernaut Uber pushes]] dead in their tracks.

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* SupportPartyMember: Despite being listed as an Offense class, the Pyro's role Pyro is a more effective in a supportive one.role. Their flamethrower's short range makes them relatively unsuitable for direct combat, but the sheer utility a Pyro brings can turn the tide of battle, especially on the defensive. In particular, Compression Blast thier compression blast can be used to reflect rockets back to the enemy, clear a patch of sticky bombs, reposition enemies, and stop [[TheJuggernaut Uber pushes]] dead in their tracks.



** Forms a secondary one with the Demoman and Heavy. The Heavy's greater health and damage shut down the Pyro, while the Pyro's emphasis on staying close, and ability to deflect projectiles grants the Pyro a significant upper hand over the Demoman, whose larger number of explosives and lack of fall-off let him shell the slow, bulky heavy more effectively.

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** Forms a secondary one with the Demoman and Heavy. The Heavy's greater health and damage shut down the Pyro, while the Pyro's emphasis on staying close, and ability to deflect projectiles grants the Pyro a significant upper hand over the Demoman, whose larger number of explosives and lack of fall-off let him shell the slow, bulky heavy Heavy more effectively.



* TerrorHero: As revealed in "Meet the Pyro", it's unknown who fears the Pyro more: the other team (sans perhaps the opposing Pyro), or Pyro's own teammates.

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* TerrorHero: As revealed in "Meet the Pyro", it's unknown who fears the Pyro more: the other team (sans perhaps the opposing Pyro), Pyro, who isn't shown), or Pyro's own teammates.



* TokenGoodTeammate: A ''very'' dark example. While the rest of the team do their jobs in the name of [[OnlyInItForTheMoney money]], the Pyro is driven by a genuine desire to do good. Unfortunately, they have a ''very'' twisted perception of what "good" entails.

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* TokenGoodTeammate: A ''very'' dark example. While the rest of the team do their jobs in the name of [[OnlyInItForTheMoney money]], the Pyro is seems driven by a genuine desire to do good. Unfortunately, they have a ''very'' twisted perception of what "good" entails.



* UnskilledButStrong: Pyros who use the [[https://wiki.teamfortress.com/wiki/Phlogistinator Phlogistinator]] have access to chargeable crits, as well as periods of temporary invincibility. That said, they're basically forced to adhere to the "W+M1" stereotype because they can't use [[AttackReflector Airblasts]].

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* UnskilledButStrong: Pyros who use the [[https://wiki.teamfortress.com/wiki/Phlogistinator Phlogistinator]] have access to chargeable crits, as well as periods of temporary invincibility. That said, they're basically forced to adhere to the "W+M1" stereotype stereotype, because they can't use [[AttackReflector Airblasts]].
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** Heavies. Where the other damage classes have slow projectiles, and can be dodged, a Heavy's minigun is both hitscan, and has an effective cone of damage, similar to the Scout's own Scattergun, with good tracking skills and a strong position, a Heavy can mow down Scouts by the dozen while laughing at the little baby men. The Scout can however, counteract this with his cooldown-based projectiles like the Sandman.

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** Heavies. Where the other damage classes have slow projectiles, and projectiles which can be dodged, a Heavy's minigun is both hitscan, and has an effective cone of damage, similar to the Scout's own Scattergun, with Scattergun. With good tracking skills and a strong position, a Heavy can mow down Scouts by the dozen while laughing at the little baby men. The Scout can however, counteract this with his cooldown-based projectiles like the Sandman.
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->Voiced by: Nathan Vetterlein

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->Voiced by: Nathan VetterleinVetterlein (English), Alexander Fisenko (Russian)



->Voiced by: Rick May (2007-2020)[=/=]Nolan North[[note]]For at least one line in ''Expiration Date''.[[/note]]

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->Voiced by: Rick May (2007-2020)[=/=]Nolan North[[note]]For at least one line in ''Expiration Date''.[[/note]][[/note]] (English), Alexander Novikov (Russian)
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* CharacterizationMarchesOn: Pyro's voice lines from release aren't entirely understandable, but they can be {{Mondegreen}}-d into phrases that make sense, portraying Pyro as a mostly sane person with some shades of GenericGuy. Those voice lines have been reused for most of ''[=TF2=]''[='=]s update history, but besides those, over the years, the Pyro has been steadily turned into a loony PsychopathicManchild with an affinity for traditionally feminine or childish things, an obsession with fire, and (in the comics) being someone who [[TheQuietOne rarely utters a word]] and can be surprisingly friendly, but [[DisproportionateRetribution capable of astonishing brutality when pushed.]]

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* CharacterizationMarchesOn: Pyro's voice lines from release aren't entirely understandable, but they can be {{Mondegreen}}-d into phrases that make sense, portraying Pyro as a mostly sane person with some shades of GenericGuy. Those voice lines have been reused for most of ''[=TF2=]''[='=]s update history, but besides those, over the years, the Pyro has been steadily turned into a loony PsychopathicManchild with an affinity for traditionally feminine or childish "kiddie" things, an obsession with fire, and (in the comics) being someone who [[TheQuietOne rarely utters a word]] and can be surprisingly friendly, but [[DisproportionateRetribution capable of astonishing brutality when pushed.]]
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* CharacterizationMarchesOn: Pyro's voice lines from release aren't entirely understandable, but they can be {{Mondegreen}}-d into phrases that make sense, portraying Pyro as a mostly sane person with some shades of GenericGuy. Those voice lines have been reused for most of ''[=TF2=]''[='=]s update history, but besides those, over the years, the Pyro has been steadily turned into a loony PsychopathicManchild with an affinity for traditionally feminine things, an obsession with fire, and (in the comics) being someone who [[TheQuietOne rarely utters a word]] and can be surprisingly friendly, but [[DisproportionateRetribution capable of astonishing brutality when pushed.]]

to:

* CharacterizationMarchesOn: Pyro's voice lines from release aren't entirely understandable, but they can be {{Mondegreen}}-d into phrases that make sense, portraying Pyro as a mostly sane person with some shades of GenericGuy. Those voice lines have been reused for most of ''[=TF2=]''[='=]s update history, but besides those, over the years, the Pyro has been steadily turned into a loony PsychopathicManchild with an affinity for traditionally feminine or childish things, an obsession with fire, and (in the comics) being someone who [[TheQuietOne rarely utters a word]] and can be surprisingly friendly, but [[DisproportionateRetribution capable of astonishing brutality when pushed.]]

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