Pyre – FAQ/Strategy Guide
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FAQ/Strategy Guide by Baruch_S
Version: 1.0 | Updated: 09/02/17
Table of Contents
Characters
The Cur: Rukey Greentail
Basic Controls
Cast: throws his aura in a longer, thinner line than most characters
Jump: a speedy, simple jump
Sprint: a basic sprint with a high max speed for as long as you hold the button
Strengths: fast fast fast
Weaknesses: little offensive power due to small aura and narrow aura cast; low-ish pyre damage
Masteries
Maneuvers of Many-Mane
Tier 1
Cloud Jump: Rukey can jump a second time while airborne.
Tier 2
Lightning Run: When sprinting, Rukey accelerates faster than usual to an even faster top speed.
Lucky Break: After he is banished by an adversary, Rukey has a 50% chance to return in only 1 second.
Tier 3
Moon Sault: Rukey can jump a second or third time while airborne.
Traits of the Alpha-Chief
Tier 1
Glory Dive: Rukey deals an additional 5 damage when plunging into the adversary’s Pyre.
Tier 2
Keen Eye: Rukey casts his Aura +50% farther than usual.
Explosive Temper: When Rukey banishes adversaries by casting his Aura, the blast can banish nearby adversaries.
Tier 3
Guiding Light: After plunging into the adversary's Pyre, Rukey soon returns, rather than remaining banished.
Summary
The Cur rounds out your starting team, and he’ll probably be your main scorer initially. Curs sprint and jump quickly and without using too much stamina. Early in the game, the Cur can easily run circles (literally) around most AI characters, and scoring in early Rites is often a matter of simply rushing the orb with the Cur and charging headlong into the enemy Pyre. However, the Cur suffers a hit to usefulness later in the game when enemy teams get more complex, and he doesn’t really feel as useful when you’re trying to attack enemy players. His long, thin aura cast needs to be carefully aimed and is pretty easy to dodge or hop over, and his small aura overall means it can hardly ever rely on ramming enemies as a reliable banishment method. Both of his mastery trees focus primarily on letting him score more efficiently, so pick whichever one works for you based on how you play him. You probably won't keep him forever, though. Once other characters start to get abilities and talismans that boost their speed or give them other neat tricks when scoring, the Cur starts to feel a little too basic as a primary orb runner.
