Difference between revisions of "Demoman match-ups"

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{{Match-Up|forclass=demoman
 
{{Match-Up|forclass=demoman
   | scout-strategy = At high level play, a Scout is your main counter. A Scout is difficult to hit and can easily get in your face with his [[Scattergun]]. Predict his actions; lay Stickybombs where you think he will cross and lead him with your [[Grenade Launcher]]. Even if the Scout gets close, taking out your melee weapon is not recommended, as his speed lets him easily dodge your swings and retreat beyond your melee range again.
+
   | scout-strategy =
  | soldier-strategy = Keep your distance when fighting a Soldier; if you allow him to get too close, he’ll have the advantage – his [[Shotgun]] and [[Equalizer]] still outdamage your strong melee weapons. Shell him with grenades and charged Stickybombs while avoiding his rockets. Lay carpets of Stickybombs in front of him to stop his approach. If a Soldier actively [[rocket jump]]s in combat, try to land [[aerial]]s with your grenades or place Stickybombs where he will land.
+
'''Relative merits:''' The Scout is considered your main counter. His mobility helps him dodge your projectiles, get in close range with his [[Scattergun]], and decide when he fights you. You can lay Stickybombs on routes he might take, but these may end up detonated as you fight at the frontlines.
   | pyro-strategy = You never want to let a Pyro get close to you, where his assortment of strong fire and melee weapons will scorch you. Like with a Scout, lay Stickybombs where you think he will cross and lead him with your [[Grenade Launcher]]. Unlike the Scout, he can use his [[compression blast]] to reflect your projectiles back at you. Although you can fire faster than he can reflect, avoid shooting in predictable patterns. It's worth noting that while reflected grenades can injure you and your teammates, reflected stickybombs are merely pushed to a new location, and can still damage enemies. Equipping [[Chargin' Targe|any]] of [[Splendid Screen|your]] [[Tide Turner|shields]] changes the matchup significantly, as they reduce fire damage taken and can extinguish [[afterburn]] by charging, preventing powerful critical hits from the [[Axtinguisher]] and [[Flare Gun]]; if the Pyro doesn't have the Shotgun or [[Reserve Shooter]] equipped, his best option becomes his melee weapon. The Pyro's compression blast can interrupt any charges you attempt, which keeps the playing field even.
+
 
   | demoman-strategy = Against another Demoman at any range, fire grenades and Stickybombs while dodging his. Be careful when approaching an enemy Demoman on the defensive, as he's bound to have traps prepared for you. You can use one of your own Stickybombs to scatter an enemy Sticky trap. Another option is to use a [[Quickiebomb Launcher]] or [[Scottish Resistance]] Stickybomb to simply destroy an enemy trap. A Demoman with the Chargin’ Targe acts as a soft counter to a vanilla Demoman – the explosive protection offered by the shield puts the latter at a significant disadvantage, especially once the former uses the charge to enter melee range.
+
'''Tactics:''' When a Scout attacks, react quickly to control the immediate area so he can't force you into a corner. In a duel, stay at medium range and lay pairs of Stickybombs near you to deter a direct assault, then lead him with your [[Grenade Launcher]]. You may be able to bait him into moving one direction with a first grenade, then fire a second grenade into his predicted path. If you need a breather, take cover while laying Stickybombs behind you.
   | heavy-strategy = At medium range your damage output, especially from your Stickybombs, can match that of a Heavy. Never try to fight a Heavy at close range, since his [[Minigun]] will shred you. However, his weapons suffer significant damage falloff over distances while yours do not. Stay away and use high ground or cover to harass him with your explosives. His slow speed makes him an easy target to land direct hits on.
+
 
If a Heavy has a Medic healing him and thus has very high health, try setting up an improvised Sticky trap at his feet. This works best when he is spun-up and distracted, giving you ample time to quickly set up.
+
'''Useful weapons:'''
   | engineer-strategy = Keep a modest distance when fighting a lone Engineer; although he is weaker than other, more hearty classes, his Shotgun and [[Pistol]] give him the advantage at close range. Instead of directly facing his [[Sentry Gun]], use the trajectory of your projectiles to attack indirectly from behind obstacles and remain safe from harm. Your [[Stickybomb Launcher]] makes you one of the best classes for taking out a Sentry Gun; detonating several at once will deal huge damage and prevent the Engineer from doing any repairs. Equipping a shield will rob you of the Stickybomb Launcher and overall make you weaker against Sentry Guns. Equipping the [[Loch-n-Load]] can help to negate this, as it can destroy any of the Engineer's buildings in two shots.
+
* The [[Quickiebomb Launcher]] has faster-arming Stickybombs, which improves your dueling but lowers your area control capabilities.
   | medic-strategy = As with an Engineer, a Medic who aims his [[Syringe Gun]] well can be insidious to you at closer ranges. Remain far enough so that you can safely attack with grenades and Stickybombs. The Medic is a high priority target, especially when he is healing his teammates. Use your splash damage to attack both him and his patient at once. You can [[sticky jump]] above and past the Medic’s allies to dive-bomb him. Your shield can be used to chase and pick off a fleeing Medic.
+
* If you trade the Stickybomb Launcher for a Demoknight loadout, your shield's charge lets you catch up to and execute the Scout with your melee weapon.
   | sniper-strategy = You’ll want to close the distance between you and a Sniper as quickly as possible. Harass them with grenades and charged Stickybombs while moving erratically to avoid being [[headshot]]. If you decide to [[sticky jump]] or use your shield charge to approach, try to catch the Sniper off-guard; your trajectory, if not using the [[Tide Turner]], is easily predictable. Once you get inside medium range, your projectiles or melee weapon will make short work of him.
+
 
   | spy-strategy = You are relatively slow and can deal massive damage, making you an important target for a Spy. The main problem is his [[Cloak]]; with it, he can be difficult to directly hit and can pass over your Stickybombs undetected. His [[Revolver]] is deceptively strong at close range, where you are weakest. Still, once you find the Spy, your weapons outdamage his at any range. If he tries to Cloak and run away, detonate your Stickybombs near his predicted path, keeping the detonation delay in mind for your aiming.
+
| soldier-strategy =
 +
'''Relative merits:''' You are one of the only classes that rival the Soldier's firepower. In a direct fight, the Soldier has the upper-hand with more accurate explosives and rocket jumps. However, you possess greater range and can reliably deal damage even if the Soldier takes high ground.
 +
 
 +
'''Tactics:''' On the ground, use grenades or charged Stickybombs to directly fight. If the Soldier rocket jumps into the air, land precise Grenade Launcher shots, lay Stickybombs where he will land, or detonate Stickybombs midair to catch him with their splash damage. Make use of cover, as you can bounce grenades around corners or prepare Stickybomb traps if the Soldier pursues. Avoid being caught at close range, where his rockets and [[Shotgun]] are easier to land than your explosives.
 +
 
 +
'''Useful weapons:'''
 +
* Equipping a shield like the [[Chargin' Targe]] grants explosive resistance and the charge ability, letting you close the distance and duel the Soldier in melee combat.
 +
 
 +
   | pyro-strategy =
 +
'''Relative merits:''' You never want to let a Pyro get close to you, where their assortment of strong [[fire]] and melee weapons will scorch you. Although all your ranged weapons use [[projectile]]s, you have ways to overcome their [[compression blast]] with proper gameplay.
 +
 
 +
'''Tactics:''' As when dealing with the Scout, lay Stickybomb traps in anticipation of a surprise Pyro. If the Pyro charges directly at you, fire charged Stickybombs, which are hard to reflect, or multiple grenades, which fire faster than they can reflect, all while watching out for whatever is actually reflected. Reflected grenades deal mini-crit damage to you, while reflected Stickybombs will not yet detonate.
 +
 
 +
Equipping [[Chargin' Targe|one]] of [[Splendid Screen|your]] [[Tide Turner|shields]] changes the matchup significantly, as they reduce fire damage taken and can extinguish [[afterburn]] by charging, preventing powerful critical hits from the [[Axtinguisher]] and [[Flare Gun]]; if the Pyro doesn't have the Shotgun equipped, their best option becomes their melee weapon. The Pyro's compression blast can interrupt any charges you attempt, which keeps this playing field even.
 +
 
 +
'''Useful weapons:'''
 +
* A well timed [[Loose Cannon]] shot is nearly impossible for the Pyro to reflect.
 +
* Stickybombs detonated in mid-air are difficult for the Pyro to reflect.
 +
 
 +
   | demoman-strategy =
 +
'''Mirror match-up:''' The Demoman has two main loadout types - one with the Stickybomb Launcher, and another with the [[Chargin' Targe]] or other shield. While mirror match-ups lend themselves to playing to chosen weapons, a shielded Demoknight acts as a soft counter to a vanilla Demoman – the explosive protection offered by the shield puts the latter at a significant disadvantage, especially once the Demoknight uses his charge to enter melee range.
 +
 
 +
'''Tactics:''' The Demoman's Stickybombs naturally fortify his position, so be cautious if you are the approacher, using your own Stickybombs to scatter the enemy's. Once you spot each other, note any obstacles your explosives can be lobbed around or explode through to take the advantage.
 +
 
 +
Against a mirror-match Demoknight fight, the tactics for defeating an enemy Demoknight changes depending on his primary weapon. His Grenade Launcher isn't very effective against your shield, but his charge can be difficult to avoid without proper preparation. Keep a note of the enemy Demoman's loadout compared to yours, and try to outplay his melee and ranged resources.
 +
 
 +
'''Useful weapons:'''
 +
* Stickybombs from the [[Scottish Resistance]] and [[Quickiebomb Launcher]] completely disarm enemy Stickybomb traps.
 +
* The stock Bottle is a reliable fallback weapon against a Demoknight.
 +
 
 +
   | heavy-strategy =
 +
'''Relative merits:''' At medium range your damage output, especially from your Stickybombs, can match the Heavy's. Never try to fight a Heavy at close range, where his [[Minigun]] will shred you.
 +
 
 +
'''Tactics:''' The Heavy's weapons suffer significant damage falloff over distances while yours do not. Stay away and take high ground or other cover, using a [[Sticky jump]] if necessary. Then, barrage him with grenades or lay multiple Stickybombs at his feet for one massive detonation.
 +
 
 +
'''Useful weapons:'''
 +
* The damage from multiple Stickybombs can break through even an overhealed Heavy-Medic combo.
 +
 
 +
   | engineer-strategy =
 +
'''Relative merits:''' Your explosives make you one of the best choices for destroying an Engineer's Sentry Gun. The Engineer's Shotgun and [[Pistol]] give him the advantage at close range if you meet each other.
 +
 
 +
'''Tactics:''' Peek out from behind corners or arc projectiles from behind obstacles to safely destroy an Engineer's Sentry Gun.If the Engineer is repairing his Sentry Gun, you can arm multiple Stickybombs at once nearby before detonating, as the Sentry Gun will not target your bombs.
 +
 
 +
If the Engineer is using the [[Gunslinger]], the extra health it provides makes him tougher in a direct fight. Expect to have to destroy at least one Mini-Sentry Gun while dueling him.
 +
 
 +
'''Useful weapons:'''
 +
* Equipping a shield will rob you of the Stickybomb Launcher and make you weaker against Sentry Guns. Equipping the [[Loch-n-Load]] can help negate this, as it can destroy any of the Engineer's buildings in up to two shots.
 +
 
 +
   | medic-strategy =
 +
'''Relative merits:''' A Medic and his patient will likely not have the means to attack you at longer ranges without separating. At close range, a Medic who aims his [[Syringe Gun]] well has the potential to outduel you.
 +
 
 +
'''Tactics:''' The Medic is a high priority target, especially when he is healing his teammates. Remain far enough so that you can safely attack with grenades and Stickybombs, dealing splash damage to him and his patient. Alternatively, you can [[Sticky jump]] above and past the Medic’s allies to dive-bomb him with further explosives, although its high health cost may end in your death. You can also plant Stickybombs behind the Medic to cut off his escape route.
 +
 
 +
'''Useful weapons:'''
 +
* A shield's charge can be used to chase and pick off a fleeing Medic.
 +
 
 +
   | sniper-strategy =
 +
'''Relative merits:''' The Sniper can target you across long distances, but you are still able to fight from behind cover.
 +
 
 +
'''Tactics:''' If you must attack an enemy Sniper directly, harass them with grenades and charged Stickybombs while moving erratically to avoid being [[headshot]]. Otherwise, use a [[Sticky jump]] or shield charge to quickly approach from a route that the Sniper is not immediately overlooking, as both of these methods have predictable trajectories. Once you get inside medium range, your projectiles or melee weapon will make short work of him.
 +
 
 +
You have multiple weapons that damage yourself or reduce your maximum health. Note that the Sniper's uncharged headshot deals 150 damage.
 +
 
 +
'''Useful weapons:'''
 +
* Fast-charging Stickybombs from the [[Quickiebomb Launcher]]'s can reach and be detonated next to a faraway Sniper the fastest of your projectiles.
 +
 
 +
   | spy-strategy =
 +
'''Relative merits:''' Your massive area damage can suppress enemy movement, making you an important target for their Spy. His [[Revolver]] is deceptively strong at close range, where you are weakest, but you still outdamage him at all ranges.
 +
 
 +
'''Tactics:''' You have a tough time dealing with the Spy's tools. Your non-melee weapons are explosive, making Spy-checking for [[disguise]]s hazardous, and the Spy's [[Cloak]] lets him pass over your Stickybombs unseen. However, your Stickybombs can cover multiple entrances and be detonated without you looking. Place Stickybombs in anticipation and detonate them if things look suspicious.
 +
 
 +
'''Useful weapons:'''
 +
* The Scottish Resistance's Stickybombs can be used for Spy-checking without detonating all Stickybombs at once.
 +
* A Demoknight's long melee range and shield charge are nearly impossible to flee from for a Spy.
 +
* The [[Eyelander]] can harvest multiple heads from a Spy who uses the [[Dead Ringer]] to feign his death.
 
}}
 
}}
  

Latest revision as of 04:27, 17 November 2023

Oh, I'm goin' to liquefy ya...
The Demoman on his battle plan
Class Strategy
Demoman.png
Demoman
vs. Scout.png
Scout
Relative merits: The Scout is considered your main counter. His mobility helps him dodge your projectiles, get in close range with his Scattergun, and decide when he fights you. You can lay Stickybombs on routes he might take, but these may end up detonated as you fight at the frontlines.

Tactics: When a Scout attacks, react quickly to control the immediate area so he can't force you into a corner. In a duel, stay at medium range and lay pairs of Stickybombs near you to deter a direct assault, then lead him with your Grenade Launcher. You may be able to bait him into moving one direction with a first grenade, then fire a second grenade into his predicted path. If you need a breather, take cover while laying Stickybombs behind you.

Useful weapons:

  • The Quickiebomb Launcher has faster-arming Stickybombs, which improves your dueling but lowers your area control capabilities.
  • If you trade the Stickybomb Launcher for a Demoknight loadout, your shield's charge lets you catch up to and execute the Scout with your melee weapon.
Demoman.png
Demoman
vs. Soldier.png
Soldier
Relative merits: You are one of the only classes that rival the Soldier's firepower. In a direct fight, the Soldier has the upper-hand with more accurate explosives and rocket jumps. However, you possess greater range and can reliably deal damage even if the Soldier takes high ground.

Tactics: On the ground, use grenades or charged Stickybombs to directly fight. If the Soldier rocket jumps into the air, land precise Grenade Launcher shots, lay Stickybombs where he will land, or detonate Stickybombs midair to catch him with their splash damage. Make use of cover, as you can bounce grenades around corners or prepare Stickybomb traps if the Soldier pursues. Avoid being caught at close range, where his rockets and Shotgun are easier to land than your explosives.

Useful weapons:

  • Equipping a shield like the Chargin' Targe grants explosive resistance and the charge ability, letting you close the distance and duel the Soldier in melee combat.
Demoman.png
Demoman
vs. Pyro.png
Pyro
Relative merits: You never want to let a Pyro get close to you, where their assortment of strong fire and melee weapons will scorch you. Although all your ranged weapons use projectiles, you have ways to overcome their compression blast with proper gameplay.

Tactics: As when dealing with the Scout, lay Stickybomb traps in anticipation of a surprise Pyro. If the Pyro charges directly at you, fire charged Stickybombs, which are hard to reflect, or multiple grenades, which fire faster than they can reflect, all while watching out for whatever is actually reflected. Reflected grenades deal mini-crit damage to you, while reflected Stickybombs will not yet detonate.

Equipping one of your shields changes the matchup significantly, as they reduce fire damage taken and can extinguish afterburn by charging, preventing powerful critical hits from the Axtinguisher and Flare Gun; if the Pyro doesn't have the Shotgun equipped, their best option becomes their melee weapon. The Pyro's compression blast can interrupt any charges you attempt, which keeps this playing field even.

Useful weapons:

  • A well timed Loose Cannon shot is nearly impossible for the Pyro to reflect.
  • Stickybombs detonated in mid-air are difficult for the Pyro to reflect.
Demoman.png
Demoman
vs. Demoman.png
Demoman
Mirror match-up: The Demoman has two main loadout types - one with the Stickybomb Launcher, and another with the Chargin' Targe or other shield. While mirror match-ups lend themselves to playing to chosen weapons, a shielded Demoknight acts as a soft counter to a vanilla Demoman – the explosive protection offered by the shield puts the latter at a significant disadvantage, especially once the Demoknight uses his charge to enter melee range.

Tactics: The Demoman's Stickybombs naturally fortify his position, so be cautious if you are the approacher, using your own Stickybombs to scatter the enemy's. Once you spot each other, note any obstacles your explosives can be lobbed around or explode through to take the advantage.

Against a mirror-match Demoknight fight, the tactics for defeating an enemy Demoknight changes depending on his primary weapon. His Grenade Launcher isn't very effective against your shield, but his charge can be difficult to avoid without proper preparation. Keep a note of the enemy Demoman's loadout compared to yours, and try to outplay his melee and ranged resources.

Useful weapons:

Demoman.png
Demoman
vs. Heavy.png
Heavy
Relative merits: At medium range your damage output, especially from your Stickybombs, can match the Heavy's. Never try to fight a Heavy at close range, where his Minigun will shred you.

Tactics: The Heavy's weapons suffer significant damage falloff over distances while yours do not. Stay away and take high ground or other cover, using a Sticky jump if necessary. Then, barrage him with grenades or lay multiple Stickybombs at his feet for one massive detonation.

Useful weapons:

  • The damage from multiple Stickybombs can break through even an overhealed Heavy-Medic combo.
Demoman.png
Demoman
vs. Engineer.png
Engineer
Relative merits: Your explosives make you one of the best choices for destroying an Engineer's Sentry Gun. The Engineer's Shotgun and Pistol give him the advantage at close range if you meet each other.

Tactics: Peek out from behind corners or arc projectiles from behind obstacles to safely destroy an Engineer's Sentry Gun.If the Engineer is repairing his Sentry Gun, you can arm multiple Stickybombs at once nearby before detonating, as the Sentry Gun will not target your bombs.

If the Engineer is using the Gunslinger, the extra health it provides makes him tougher in a direct fight. Expect to have to destroy at least one Mini-Sentry Gun while dueling him.

Useful weapons:

  • Equipping a shield will rob you of the Stickybomb Launcher and make you weaker against Sentry Guns. Equipping the Loch-n-Load can help negate this, as it can destroy any of the Engineer's buildings in up to two shots.
Demoman.png
Demoman
vs. Medic.png
Medic
Relative merits: A Medic and his patient will likely not have the means to attack you at longer ranges without separating. At close range, a Medic who aims his Syringe Gun well has the potential to outduel you.

Tactics: The Medic is a high priority target, especially when he is healing his teammates. Remain far enough so that you can safely attack with grenades and Stickybombs, dealing splash damage to him and his patient. Alternatively, you can Sticky jump above and past the Medic’s allies to dive-bomb him with further explosives, although its high health cost may end in your death. You can also plant Stickybombs behind the Medic to cut off his escape route.

Useful weapons:

  • A shield's charge can be used to chase and pick off a fleeing Medic.
Demoman.png
Demoman
vs. Sniper.png
Sniper
Relative merits: The Sniper can target you across long distances, but you are still able to fight from behind cover.

Tactics: If you must attack an enemy Sniper directly, harass them with grenades and charged Stickybombs while moving erratically to avoid being headshot. Otherwise, use a Sticky jump or shield charge to quickly approach from a route that the Sniper is not immediately overlooking, as both of these methods have predictable trajectories. Once you get inside medium range, your projectiles or melee weapon will make short work of him.

You have multiple weapons that damage yourself or reduce your maximum health. Note that the Sniper's uncharged headshot deals 150 damage.

Useful weapons:

  • Fast-charging Stickybombs from the Quickiebomb Launcher's can reach and be detonated next to a faraway Sniper the fastest of your projectiles.
Demoman.png
Demoman
vs. Spy.png
Spy
Relative merits: Your massive area damage can suppress enemy movement, making you an important target for their Spy. His Revolver is deceptively strong at close range, where you are weakest, but you still outdamage him at all ranges.

Tactics: You have a tough time dealing with the Spy's tools. Your non-melee weapons are explosive, making Spy-checking for disguises hazardous, and the Spy's Cloak lets him pass over your Stickybombs unseen. However, your Stickybombs can cover multiple entrances and be detonated without you looking. Place Stickybombs in anticipation and detonate them if things look suspicious.

Useful weapons:

  • The Scottish Resistance's Stickybombs can be used for Spy-checking without detonating all Stickybombs at once.
  • A Demoknight's long melee range and shield charge are nearly impossible to flee from for a Spy.
  • The Eyelander can harvest multiple heads from a Spy who uses the Dead Ringer to feign his death.


See also