Dodge the bottle and the fire
The Pitcher carries burning Molotovs and announces his arrival with wailing near an Insertion Gate. At range he throws bottles; an impact can stagger you and leave a damaging patch of fire.
Choose solid cover with a way onward. Move behind a door or corner, then stay clear of the landing area. He can throw toward noise or your last position after losing sight, so breaking sight does not make that spot immediately safe.
Wait for the throw, move clear of the fire and use the time while he lights another Molotov to relocate or throw an item. This is an opportunity in his attack cycle, not a guaranteed number of safe seconds.
Close range is dangerous too
He can breathe fire through his mask at close range. Avoid its direction and create distance. Moving into melee range to stop ranged attacks trades one threat for another.
Doors can delay a throw while he opens or breaks through them. If he occupies a stationary objective, wait for him to move or draw him away along a route that leaves you space to return.
Fire changes the room
His ground fire can illuminate nearby Reagents, making darkness less reliable against other enemies. Avoid standing beside the flames while another pursuer is searching.
Do not try to exhaust his entire fuel supply as a guaranteed solution. Retreating enemies can still obstruct or attack your route, and a later deployment can replenish his fuel. Variators alter enemy selection and hazards; keep following the conditions of your run.