Pyro

==Summary==
The Pyro is a mumbling pyromaniac of indeterminate origin who has a burning passion for all things fire related. The Pyro appears to be insane and delusional, living in a utopian fantasy world known as Pyroland.
==Powers and Stats==
Tier: , via Optional Equipment, higher with Power Ups | At least , via Optional Equipment
Key: Gravel War | Robot War/Australium Chase
Name: Pyro
Origin: Team Fortress 2
Gender: Unknown, but has been referred to as both Male and Female
Age: Unknown
Classification: Human, Mercenary, Pyrotechnician
Powers and Abilities:
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|-|Gravel War=
*Superhuman Physical Characteristics
*Weapon Mastery (Expert Pyrotechnician, skilled with firearms and axes)
*Damage Boost (Can deal Critical Hits at random)
*Enhanced Senses
*Assisted Healing (Upon extinguishing burning teammates, Pyro can restore 20 HP of their health)
*Fire Manipulation (With Flamethrower. Can shoot a fireball out of their hands, Pyro has also shown several other feats of pyrokinesis)
*Air Manipulation and Attack Reflection (Can deflect projectiles with an airblast)
*Resistance to Fire Manipulation (They wear an asbestos-lined suit that nullifies the afterburn of other Pyros and all flame-related weaponry, although it does not provide any resistance to direct fire damage)
|-|With other loadouts=
*Matter Manipulation (Can cut at the molecular level with the Third Degree)
*Explosion Manipulation (Via the Detonator and Scorch Shot)
*Limited Flight (With the Thermal Thruster Pyro can fly a short distance upwards)
*Energy Projection, Energy Manipulation and Durability Negation (With the Phlogistinator)
**Limited Invulnerability (Becomes invulnerable while taunting during the activation of the Phlogistinator's crits)
*Damage Boost (The Backburner guarantees to deal critical damage when attacking from behind, Phlogistinator guarantees critical damage after initiating Mmmph)
*Fire Resistance Negation (With the Gas Passer, Pyros set aflame after being covered in it will burn despite their resistance)
*Resistance to Fear Manipulation (The Saxton Hale Mask and the Horseless Headless Horsemann's Head give immunity to the Horseless Headless Horsemann's Boo Taunt)
|-|Magic Spells and Power Ups=
*Magic (Via Magic Spells)
**Fire Manipulation (Via Fireball which shoots a ball of fire that sets enemies on fire in a large radius and Meteor Shower which summons several fiery meteors above the targeted area)
**Teleportation (Shadow Leap fires a dark smoke-like ball that teleports the spell-caster to wherever it lands when it comes in contact with a surface) 
**Invisibility (Stealth temporarily cloaks the spell-caster for 8 seconds)
**Explosion Manipulation (Pumpkin MIRV throws a bomb that produces a ring of small team-colored pumpkin bombs once it hits something; if it hits a player, it immediately explodes)
**Summoning (Skeleton Horde Fires a skull at the area which Upon impact, explodes into several team-colored Skeletons which begin to attack enemies. Summon Monoculus Fires a skull at the area which upon impact, summons a ghostly team-colored MONOCULUS that floats upwards a fixed height and attacks enemies)
**Electricity Manipulation (Ball O' Lightning fires a wave of electricity that continuously deals 20 damage to enemies it touches and sucks them in)
**Invulnerability and Healing (Overheal ÜberCharges the spell-caster and all allies within 275 Hammer units and quickly refills their health up to an overhealed amount of up to twice their maximum health) 
**Self-Healing (Shadow leap, Blast Jump, Overheal, Stealth and all heal the user and others)
*Regeneration (Regeneration, Vampire, and King all grant regeneration effects)
*Damage Transferal (With Reflect, 80% of the damage dealt is reflected to the attacker)
*Disease Manipulation and Regeneration Negation (The Plague power up infects other players and block's the King powerup's regeneration)
*Status Effect Inducement (Supernova stuns all nearby players) 
*Damage Reduction (Many power ups grant a damage resistance)
Resistance to;
*Disease Manipulation (With Resistance) 
*Damage Transferal (Resistance and Vampire give immunity to Reflect powerup)
|-|Robot War=
Same as base but enhanced, plus:
*Regeneration (Mid-Low; The +2 Health Regen upgrade regenerates the users health every second allowing them to recover from explosions and bullet wounds over time)
*Status Effect Inducement (Thermal Thruster can be upgraded to stun enemies on landing)
*Self-Healing (With the Health on Kill upgrade the user regains 25 health every kill)
*Statistics Amplification (Can get 2 seconds of Crits after a kill with the Crits on Kill upgrade.The Become Crit Boosted Canteen gives full critical hits for 5 seconds)
*Teleportation (The Teleport to Spawn Canteen teleports the user to spawn and gives a 5 second speed boost)
*Invulnerability (The Become Übercharged Canteen Supplies 5 seconds of ÜberCharge to user)
Resistance to; 
*Fire Manipulation and Explosion Manipulation (Can upgrade to have 25% Resistance to Blast and Fire damage)
*Immunity to Soul Manipulation (Due to the Medic surgically implanting himself with every other mercenary's soul)
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Attack Potency: Small Building level (Burned down small buildings in Meet the Pyro and took down the entire BLU team singlehandedly. Capable of harming Scout, who while injured, survived this explosion. Can destroy Gray Mann's robots alongside the other mercenaries), Building level via Optional Equipment (Can utilize the Phlogistinator, Manmelter, Neon Annihilator, and the Third Degree which can vaporize robots, the Manmelter is stated to be capable of atomizing), higher with Power Ups | At least Small Building level (Stronger than before. Despite being called "the laughing stock in the mercenary world", becoming soulless allowed their team to defeat the Team Fortress Classic team, who defeated the Administrator's best echelon, Team Vanguard, which left her with "just the rejects"), Building level via Optional Equipment
Speed: Athletic Human movement (As a trained mercenary, the Pyro should be able to keep up with other athletically fit combatants, such as the Soldier and Heavy) with Subsonic to Subsonic+ reaction speed (Pyro can utilize compression blasts from their weapons to deflect projectiles such as arrows and rockets, requiring them to have the ability to react to do so), Supersonic attack speed with Standard Equipment (Can access weapons like the Shotgun)
Lifting Strength: Class 5
Striking Strength: Small Building level (Mutilated a bear with ease. The Pyro's fire axe should be comparable to the Soldier's shovel and other melee weapons), higher with Power Ups | At least Small Building level (Stronger than before)
Durability: Small Building level (Can survive Soldier's rockets, even from the Black Box. Physically superior to Scout, who while heavily injured, survived the explosion of three rockets), higher with Power Ups | At least Small Building level (More durable than before. Possibly survived a building exploding)
Stamina: Likely Superhuman
Range: Standard Melee Range with the Hot Hand, Extended Melee Range with axes and sledgehammers, Several Meters with Flamethrower, Tens of Meters with secondary weapons
Standard Equipment: A Flamethrower, a shotgun, and a fire axe
*Optional Equipment: Various weapons and cosmetics, Magic Spells, Power Up Canteen
Intelligence: At least Above Average (Despite their childish and destructive nature, Pyro is a very skilled mercenary and pyrotechnician on par with his teammates. Became an extremely successful CEO in a matter of months after the mercenaries were fired)
Weaknesses: Insane, most of their equipment is also hampered in water.
Notable Attacks/Techniques:
*Execution: With the Scorch Shot, the Pyro adjusts their stance and fires a single shot at the direction of the cross-hair, killing whoever is in point-blank range of their shot instantly. Otherwise, it does standard damage to its target.
*Hadouken: A point-blank range fireball that Pyro charges and releases from their hands, igniting anything within its range.
*Armageddon: With the Rainblower, the Pyro blows a stream of bubbles as a rainbow forms over him or her. The Pyro then leans over as foreboding music plays, causing the rainbow to become engulfed in flames and releasing an inferno that burns all who are in their proximity.
*Gas Blast: With the Thermal Thruster, the Pyro strikes a match against a match box and turns around, reaching between their legs to place the match in front of the rear area, and lets loose a burst of flames while watching over their shoulder.
*Mmmph: With Phlogistinator, the Pyro initiates the "Mmmph" after reaching a certain amount of damage dealt and will be guaranteed to deal critical damage for a short amount of time. While initiating "Mmmph", Pyro becomes invincible temporarily.
==Gallery==
Meet the Pyro
==Notable Matchups==
Victories: 
The Thing (The Thing) The Thing's Profile (The Pyro had every single weapon available to their class in the game. The Thing had 1 hour of preparation)
Heavy (Team Fortress) Heavy's Profile
The Beast (Kung Fu Hustle) The Beast's Profile (Pyro's first key was used, and he was given a flamethrower, flare gun and fire axe. Speed was equalized)
Black Noir (The Boys) Black Noir's Profile (Gravel War Pyro was used, and any equipment above 9-A was restricted. Speed was equalized. Battle took place in a military camp, with 50 meters as starting distance)
Losses:
Inconclusive:
Category:Characters
Category:Team Fortress 2
Category:Air Users
Category:Attack Reflection Users
Category:Axe Users
Category:Berserkers
Category:Damage Boost Users
Category:Damage Reduction Users
Category:Damage Transferal Users
Category:Disease Users
Category:Durability Negation Users
Category:Electricity Users
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Category:Fire Users
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Category:Psychopaths
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