For this section, only weapons that currently have a place in the meta or see common niche use have been included. While there is room for exploration and testing of the fringe weapons, it is best to fully grasp the reasoning behind the current meta first. It is important to learn and understand the rules before you can break them effectively. For an exhaustive list of weapons and their attributes, refer to the [tf2 wiki](https://wiki.teamfortress.com/wiki/Pyro).
### Primaries
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| Weapon | Key Stats | Use |
| ------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [Degreaser](https://wiki.teamfortress.com/wiki/Degreaser) | 60% faster to switch to the Degreaser. 30% faster to switch away from the Degreaser. Increase air blast cost to 25 ammo. Decreased afterburn to 1 damage per tick. | This is the go to flame thrower in nearly every situation. Faster switch speed is an incredibly powerful stat that allows you to adjust your equipped weapon in response to the situation. This will give you the time to react to projectiles that you would otherwise be unable to reflect. The increase in air blast cost can be compensated for with good [[Ammo management]], and the afterburn reduction is a negligible change. |
| [Flame Thrower](https://wiki.teamfortress.com/wiki/Flame_Thrower) | Uses 20 ammo to air blast. Does 4 damage per afterburn tick. | The lower cost of air blast and high afterburn damage are almost never actually worth picking up the stock flame thrower. While you may run into niche situations where you would have been able to reflect one more rocket or gotten a kill with the afterburn, giving up the switch speed of the Degreaser is too great a cost. |
| [Phlogistinator](https://wiki.teamfortress.com/wiki/Phlogistinator) | No air blast. Fill a bar by doing fire damage with any weapon. Once full, taunting will give you temporary invulnerability and crits for 10 seconds, starting when you begin the taunt. | This weapon has very niche uses on maps like [[Swiftwater]]. It is far more of a gimmick weapon that can abuse a lack of awareness in the other team. The lack of air blast is too crippling for it to be useful outside of niche situations. |
### Secondaries
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| Weapon | Key Stats | Use |
| --------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [Flare Gun](https://wiki.teamfortress.com/wiki/Flare_Gun) | Shoots a fast moving flare projectile that lights enemies on fire. Crits for 90 damage when the target is on fire. Automatically reloads when not equipped. | With good accuracy, the flare gun offers extremely powerful burst damage as well as minor ranged harassment and spy checking ability. With the flare gun, choosing your engagements is essential as overextending and failing to hit your shots can be game losing. |
| [Detonator](https://wiki.teamfortress.com/wiki/Detonator) | Shoots a fast moving flare projectile that lights enemies on fire. The flare can be detonated by using the alt-fire key, creating a small explosion around it which also lights enemies on fire. Destroys stickybombs within explosion radius. 25% damage reduction from Flare Gun. Deals mini-crit damage if target is on fire. 50% increase in self damage. Can be used to "det jump" for mobility. | The detonator trades extremely effective damage potential for mobility and much more effective ranged pressure and spy checking capability. The detonator greatly increases your ability to sac, pressure snipers without peeking, and spy check wider areas at range. It greatly decreases your ability to win a 1 on 1 fight. |
| [Shotgun](https://wiki.teamfortress.com/wiki/Shotgun) | Fires 10 pellets that can do up to 90 damage at close range. Carries 6 rounds that cannot be reloaded while unequipped. | The shotgun provides great sustained midrange damage and solid close range damage for 1 on 1 engagements. With good use of the environment this allows you to support your team in fights and handle close range threats on your combo with only a shot or two. |
| [Panic Attack](https://wiki.teamfortress.com/wiki/Panic_Attack) | Deploys 50% faster. Fire 15 pellets with a 20% damage reduction that can do up to 108 damage at close range. Increases bullet spread as you fire it. | The panic attack fills a very similar niche to the shotgun with the tradeoff of focusing much more on putting out high damage in close range engagements. You will struggle more with sustained midrange fights, but can deal with spies and soldiers in less time. |
Selecting between the flare gun, detonator, and shotgun is a widely debated topic among players. All three of them are the best in certain situations, on certain maps, and against certain players. The "correct" choice comes down to your efficacy with the weapon and the specifics of your situation.
> [!example] Further Reading
> You can find more advanced information on the specific play surrounding secondary weapons here.
[[Flare gun principles]]
> [[Utilizing the Detonator effectively]]
> [[Shotgun Pyro]]
### Melees
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| Weapon | Key Stats | Use |
| --------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [Powerjack](https://wiki.teamfortress.com/wiki/Powerjack) | 15% faster move speed while equipped. 20% increase in damage taken while equipped. 25 health granted on kill. | The powerjack is the go to melee weapon in pretty much any situation. Movement speed is one of the most powerful tools in TF2 and, when used correctly, the extra damage taken should not be a factor. The health on kill isn't usually relevant, but it can helpful occasionally. |
| [Homewrecker]() | Double damage to enemy buildings. 25% less damage to players. Can destroy sappers in one hit. | In highlander, your engineer generally shouldn't need assistance with sappers. It may be useful to have a loadout setup with the homewrecker to un-sap teleporters in your spawn, but you and your engi should be able to handle spies without the need for extra un-sapping capability. |