Difference between revisions of "Pyro"
HistidineBot (talk | contribs) m (Page auto-updated with DotNetWikiBot) |
m (Minor nerf (HP 700->670, DPS down by 4%) as of Zero-K v1.8.12.0) |
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| icontype = jumpjetraider | | icontype = jumpjetraider | ||
| cost = 220 | | cost = 220 | ||
− | | hitpoints = | + | | hitpoints = 670 |
| movespeed = 90 | | movespeed = 90 | ||
| turnrate = 356 | | turnrate = 356 | ||
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| name = Flamethrower | | name = Flamethrower | ||
| type = LaserCannon | | type = LaserCannon | ||
− | | damage = | + | | damage = 8.90 |
| reloadtime = 0.13 | | reloadtime = 0.13 | ||
− | | dps = | + | | dps = 67 |
| shielddamage = 300 | | shielddamage = 300 | ||
| afterburn = 15 | | afterburn = 15 | ||
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}} | }} | ||
{{ Infobox zkweapon | {{ Infobox zkweapon | ||
− | | name = | + | | name = Death Explosion |
| damage = 50 | | damage = 50 | ||
| afterburn = 2 | | afterburn = 2 |
Revision as of 12:05, 12 January 2021
The Pyro is a raider/riot jumper from the Jumpbot Factory.
Pyro (jumpraid) | |||||||||||||||||||||||||||||||||||||||
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Raider/Riot Jumper | |||||||||||||||||||||||||||||||||||||||
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Stats | |||||||||||||||||||||||||||||||||||||||
Cost | 220 | ||||||||||||||||||||||||||||||||||||||
Hit Points | 670 | ||||||||||||||||||||||||||||||||||||||
Movement Speed (elmo/s) | 90 | ||||||||||||||||||||||||||||||||||||||
Turn Rate (deg/s) | 356 | ||||||||||||||||||||||||||||||||||||||
Vision Radius (elmo) | 560 | ||||||||||||||||||||||||||||||||||||||
Transportable | Light | ||||||||||||||||||||||||||||||||||||||
Abilities | |||||||||||||||||||||||||||||||||||||||
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Weapons | |||||||||||||||||||||||||||||||||||||||
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Description
The Pyro is a cheap, fast walker with a flamethrower. The flamethrower deals increased damage to large units and can hit multiple targets at the same time. When killed, the Pyro sets surrounding units on fire. Additionally, Pyros also come with jetpacks (activated by pressing J) that allow them to jump over obstacles or get the drop on enemies.
Tactics and Strategy
For its cost, the Pyro is a fragile raider. Once an enemy has been set on fire, the Pyro should jump away to safety while the flames do their work. This works even better if you are fighting near cliffs which the Pyro can jump over. Since the flamethrower can hit enemies more than once, the Pyro is effective against larger units and structures, as long as they can stay in range and survive.
The cooldown on the jetpack is long enough that if a Pyro jumps into combat it will probably not be able to jump back out, so it can be good to walk the Pyro into combat and jump out of their range after enemies have been set on fire.