Difference between revisions of "Demoman (competitive)"

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{{Competitive|generic=Demoman}}
 
{{Competitive|generic=Demoman}}
 
[[Image:Demoman.png|375px|right]]
 
[[Image:Demoman.png|375px|right]]
{{update}}
+
 
The '''Demoman''' (oftentimes shortened to "'''demo'''") is a core member of the [[standard competitive lineup]], valued for his damage output and area denial capabilities.
+
The '''Demoman''' (often said as "'''demo'''") is a core member of the [[standard competitive lineup]], valued for his damage output and area denial capabilities.
  
 
== Information ==
 
== Information ==
 
=== Health ===
 
=== Health ===
{| class="wikitable grid"
+
{{Class health pack and overheal table|overheal|demoman=yes}}
! class="header" | Health State
 
! class="header" | Max Health
 
! class="header" | Overheal Max
 
! class="header" | Pill Bottle
 
! class="header" | First Aid Tin
 
|-
 
! style="background:#FFF4CC;" | Normal
 
| style="background:#FFF4CC;" | '''175''' hit points
 
| style="background:#FFF4CC;" | '''260''' hit points
 
| style="background:#FFF4CC;" | '''+36''' hit points
 
| style="background:#FFF4CC;" | '''+88''' hit points
 
|-
 
! style="background:#FFFAE7;" | [[Demoman weapons (competitive)#Eyelander|Eyelander]] (0 heads)
 
| style="background:#FFFAE7;" | '''150''' hit points
 
| style="background:#FFFAE7;" | '''225''' hit points
 
| style="background:#FFFAE7;" | '''+31''' hit points
 
| style="background:#FFFAE7;" | '''+75''' hit points
 
|-
 
! style="background:#FFF4CC;" | Eyelander (1 head)
 
| style="background:#FFF4CC;" | '''165''' hit points
 
| style="background:#FFF4CC;" | '''245''' hit points
 
| style="background:#FFF4CC;" | '''+34''' hit points
 
| style="background:#FFF4CC;" | '''+83''' hit points
 
|-
 
! style="background:#FFFAE7;" | Eyelander (2 heads)
 
| style="background:#FFFAE7;" | '''180''' hit points
 
| style="background:#FFFAE7;" | '''270''' hit points
 
| style="background:#FFFAE7;" | '''+37''' hit points
 
| style="background:#FFFAE7;" | '''+90''' hit points
 
|-
 
! style="background:#FFF4CC;" | Eyelander (3 heads)
 
| style="background:#FFF4CC;" | '''195''' hit points
 
| style="background:#FFF4CC;" | '''290''' hit points
 
| style="background:#FFF4CC;" | '''+40''' hit points
 
| style="background:#FFF4CC;" | '''+98''' hit points
 
|-
 
! style="background:#FFFAE7;" | Eyelander (4+ heads)
 
| style="background:#FFFAE7;" | '''210''' hit points
 
| style="background:#FFFAE7;" | '''315''' hit points
 
| style="background:#FFFAE7;" | '''+43''' hit points
 
| style="background:#FFFAE7;" | '''+105''' hit points
 
|-
 
! style="background:#FFFAE7;" | Claidheamh Mòr
 
| style="background:#FFFAE7;" | '''160''' hit points
 
| style="background:#FFFAE7;" | '''240''' hit points
 
| style="background:#FFFAE7;" | '''+33''' hit points
 
| style="background:#FFFAE7;" | '''+80''' hit points
 
|-
 
! style="background:#FFFAE7;" | Normal (with [[Ali Baba's Wee Booties|Booties]])
 
| style="background:#FFFAE7;" | '''200''' hit points
 
| style="background:#FFFAE7;" | '''300''' hit points
 
| style="background:#FFFAE7;" | '''+41''' hit points
 
| style="background:#FFFAE7;" | '''+100''' hit points
 
|-
 
! style="background:#FFFAE7;" | Eyelander (0 heads and Booties)
 
| style="background:#FFFAE7;" | '''175''' hit points
 
| style="background:#FFFAE7;" | '''260''' hit points
 
| style="background:#FFFAE7;" | '''+36''' hit points
 
| style="background:#FFFAE7;" | '''+88''' hit points
 
|-
 
! style="background:#FFFAE7;" | Eyelander (1 head and Booties)
 
| style="background:#FFFAE7;" | '''190''' hit points
 
| style="background:#FFFAE7;" | '''260''' hit points
 
| style="background:#FFFAE7;" | '''+39''' hit points
 
| style="background:#FFFAE7;" | '''+95''' hit points
 
|-
 
! style="background:#FFFAE7;" | Eyelander (2 heads and Booties)
 
| style="background:#FFFAE7;" | '''205''' hit points
 
| style="background:#FFFAE7;" | '''305''' hit points
 
| style="background:#FFFAE7;" | '''+42''' hit points
 
| style="background:#FFFAE7;" | '''+103''' hit points
 
|-
 
! style="background:#FFFAE7;" | Eyelander (3 heads and Booties)
 
| style="background:#FFFAE7;" | '''220''' hit points
 
| style="background:#FFFAE7;" | '''330''' hit points
 
| style="background:#FFFAE7;" | '''+45''' hit points
 
| style="background:#FFFAE7;" | '''+110''' hit points
 
|-
 
! style="background:#FFFAE7;" | Eyelander (4 heads and Booties)
 
| style="background:#FFFAE7;" | '''235''' hit points
 
| style="background:#FFFAE7;" | '''350''' hit points
 
| style="background:#FFFAE7;" | '''+48''' hit points
 
| style="background:#FFFAE7;" | '''+118''' hit points
 
|-
 
! style="background:#FFFAE7;" | Claidheamh Mòr (with Booties)
 
| style="background:#FFFAE7;" | '''185''' hit points
 
| style="background:#FFFAE7;" | '''275''' hit points
 
| style="background:#FFFAE7;" | '''+38''' hit points
 
| style="background:#FFFAE7;" | '''+93''' hit points
 
|}
 
 
 
 
=== Speed ===
 
=== Speed ===
{| class="wikitable grid"
+
{{class speed table|Demoman}}
! class="header" | Movement State
 
! class="header" | Running
 
! class="header" | Backpedaling
 
! class="header" | Swimming
 
! class="header" | Crouching
 
|-
 
! style="background-color:#FFF4CC;" | Normal
 
| style="background-color:#FFF4CC;" | '''93.33%''' (280 u/s)
 
| style="background-color:#FFF4CC;" | '''84%''' (252 u/s)
 
| style="background-color:#FFF4CC;" | '''74.67%''' (224 u/s)
 
| style="background-color:#FFF4CC;" | '''31.11%''' (93.33 u/s)
 
|-
 
! style="background-color:#fffae7;" | [[Demoman weapons (competitive)#Scotsman's Skullcutter|Skullcutter]] equipped
 
| style="background-color:#fffae7;" | '''79.33%''' (238 u/s)
 
| style="background-color:#fffae7;" | '''71.4%''' (214.20 u/s)
 
| style="background-color:#fffae7;" | '''63.46%''' (190.40 u/s)
 
| style="background-color:#fffae7;" | '''26.44%''' (79.33 u/s)
 
|-
 
! style="background-color:#FFF4CC;" | [[Demoman weapons (competitive)#Eyelander|Eyelander]] (1 head)
 
| style="background-color:#FFF4CC;" | '''100.83%''' (302.5 u/s)
 
| style="background-color:#FFF4CC;" | '''90.75%''' (272.25 u/s)
 
| style="background-color:#FFF4CC;" | '''80.67%''' (242 u/s)
 
| style="background-color:#FFF4CC;" | '''33.61%''' (100.83 u/s)
 
|-
 
! style="background-color:#fffae7;" | Eyelander (2 heads)
 
| style="background-color:#fffae7;" | '''108.27%''' (324.80 u/s)
 
| style="background-color:#fffae7;" | '''97.44%''' (292.32 u/s)
 
| style="background-color:#fffae7;" | '''86.61%''' (259.84 u/s)
 
| style="background-color:#fffae7;" | '''36.11%''' (108.33 u/s)
 
|-
 
! style="background-color:#FFF4CC;" | Eyelander (3 heads)
 
| style="background-color:#FFF4CC;" | '''115.73%''' (347.20 u/s)
 
| style="background-color:#FFF4CC;" | '''104.16%''' (312.48 u/s)
 
| style="background-color:#FFF4CC;" | '''92.59%''' (277.76 u/s)
 
| style="background-color:#FFF4CC;" | '''38.58%''' (115.73 u/s)
 
|-
 
! style="background-color:#fffae7;" | Eyelander (4+ heads)
 
| style="background-color:#fffae7;" | '''123.2%''' (369.6 u/s)
 
| style="background-color:#fffae7;" | '''110.88%''' (332.64 u/s)
 
| style="background-color:#fffae7;" | '''98.56%''' (295.68 u/s)
 
| style="background-color:#fffae7;" | '''41.07%''' (123.2 u/s)
 
|-
 
! style="background-color:#FFF4CC;" | [[Demoman weapons (competitive)#Chargin' Targe|Targe]] Charge (normal)
 
| style="background-color:#FFF4CC;" | '''250%''' (750 u/s)
 
| style="background-color:#FFF4CC;" | -
 
| style="background-color:#FFF4CC;" | -
 
| style="background-color:#FFF4CC;" | -
 
|-
 
! style="background-color:#fffae7;" | [[Demoman weapons (competitive)#Chargin' Targe|Targe]] Charge (Skullcutter)
 
| style="background-color:#fffae7;" | '''212.5%''' (637.50 u/s)
 
| style="background-color:#fffae7;" | -
 
| style="background-color:#fffae7;" | -
 
| style="background-color:#fffae7;" | -
 
|}
 
''Speeds written in "u/s" refer to in-game units per second. When running in a certain direction causes slowness, rapidly switching between diagonals usually improves speed.''
 
 
 
 
=== Weapons ===
 
=== Weapons ===
 
{{main|Demoman weapons (competitive)}}
 
{{main|Demoman weapons (competitive)}}
{| class="wikitable grid"
+
 
! class="header" | #
+
The Demoman's main strength is from his stickybomb launchers. The ability to set traps, deal strong damage at range, and move extremely quickly around the map make the Demoman the most versatile and aggressive class. His grenade lauchers allow him to deal damage while he has a trap laid down, and also can contribute very heavily to spam. The Demoman has a few interesting melee weapons, which can boost his overall speed and health, or simply be a good source of non-explosive damage.
! class="header" | Weapon
+
{{class weapons table demoman secondary}}
! class="header" | Damage
 
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Special
 
|-
 
! style="background:#FFF4CC;" rowspan="3" | 1
 
! style="background:#FFF4CC;" | [[Demoman weapons (competitive)#Grenade Launcher|Grenade Launcher]] <br>[[Image:Grenade Launcher.png|link=Demoman weapons (competitive)#Grenade Launcher|70x39px]]
 
| style="background:#FFF4CC;" | Direct: 91-110 <br>Roller: 35-65 <br>Direct Backlash: 42-80 <br>Roller Backlash: 25-50
 
| style="background:#FFF4CC;" | Direct Crit: 280-333 <br>Roller Crit: 100-194 <br>Direct Minicrit: 122-144 <br>Roller Minicrit: 47-88
 
| style="background:#FFF4CC;" | Attack: 0.6s <br>Reload Start: 1.24s <br>Reload More: 0.6s <br>Explosion Wait: 2.28s
 
| style="background:#FFF4CC;" | Has no damage ramp-up or falloff. <br>Ricochet directions are random even with disablespread on.
 
|-
 
! style="background:#FFF4CC;" | [[Demoman weapons (competitive)#Loch-N-Load|Loch-N-Load]] <br>[[Image:LochnLoad.png|link=Demoman weapons (competitive)#Loch-N-Load|70x39px]]
 
| style="background:#FFF4CC;" | Direct: 112 <br> Direct Backlash: 53-93
 
| style="background:#FFF4CC;" | Direct Crit: 336  <br>Direct Minicrit: 151
 
| style="background:#FFF4CC;" | Attack: 0.6s <br>Reload Start: 1.24s <br>Reload More: 0.6s
 
| style="background:#FFF4CC;" | <br>Has no damage ramp-up or falloff. <br>Grenades break on impact of a non-player or building surface.
 
|-
 
! style="background:#FFF4CC;" | [[Demoman weapons (competitive)#Ali Baba's Wee Booties|Ali Baba's Wee Booties]] <br>[[Image:Ali Baba's Wee Booties.PNG|link=Demoman weapons (competitive)#Ali Baba's Wee Booties|70x39px]]
 
| style="background:#FFF4CC;" | None
 
| style="background:#FFF4CC;" | None
 
| style="background:#FFF4CC;" | None
 
| style="background:#FFF4CC;" | <br>Additional +25 max health on wearer. <br> +100 turn rate while charging.
 
|-
 
! style="background:#FFFAE7;" rowspan="5" | 2
 
! style="background:#FFFAE7;" | [[Demoman weapons (competitive)#Sticky Bomb Launcher|Sticky Launcher]] <br>[[Image:Sticky IMG.png|link=Demoman weapons (competitive)#Sticky Bomb Launcher|70x39px]]
 
| style="background:#FFFAE7;" | Point-Blank: 68-142 <br>512u: 60-118 <br>1024u+: 32-62 <br>Backlash: 45-88
 
| style="background:#FFFAE7;" | Critical: 180-354 <br>Point-Blank Minicrit: 92-191 <br>512u+ Minicrit: 81-159
 
| style="background:#FFFAE7;" | Attack: 0.6s <br>Reload Start: 0.77s <br>Reload More: 0.67s <br>Sticky Initialize: 0.92s
 
| style="background:#FFFAE7;" | Stickies stop getting falloff and ramp-up after 5 seconds of life. <br>Stickies can be destroyed with non-explosive weapons and [[Demoman weapons (competitive)#Scottish Resistance|SR]] stickies. <br>Stickies can be pushed with other explosive weapons and [[Compression blast|airblast]]. <br>Effective for [[sticky jumping]].
 
|-
 
! style="background:#FFFAE7;" | [[Demoman weapons (competitive)#Scottish Resistance|Scottish Resistance]] <br>[[Image:Scottishresistancetransparent.png|link=Demoman weapons (competitive)#Scottish Resistance|70x39px]]
 
| style="background:#FFFAE7;" | Point-Blank: 68-142 <br>512u: 60-118 <br>1024u+: 32-62 <br>Backlash: 45-88
 
| style="background:#FFFAE7;" | Critical: 180-354 <br>Point-Blank Minicrit: 92-191 <br>512u+ Minicrit: 81-159
 
| style="background:#FFFAE7;" | Attack: 0.6s <br>Reload Start: 0.77s <br>Reload More: 0.67s <br>Sticky Initialize: 0.92s
 
| style="background:#FFFAE7;" | Stickies stop getting falloff and ramp-up after 5 seconds of life. <br>Stickies can be destroyed with non-explosive weapons and SR stickies. <br>Stickies can be pushed with other explosive weapons and airblast. <br>Effective for [[sticky jumping]].
 
|-
 
! style="background:#FFFAE7;" | [[Demoman weapons (competitive)#Sticky Jumper|Sticky Jumper]] <br>[[Image:Sticky Jumper.png|link=Demoman weapons (competitive)#Sticky Jumper|70x39px]]
 
| style="background:#FFFAE7;" | All: 0
 
| style="background:#FFFAE7;" | All: 0
 
| style="background:#FFFAE7;" | Attack: 0.6s <br>Reload Start: 0.77s <br>Reload More: 0.67s <br>Sticky Initialize: 0.92s
 
| style="background:#FFFAE7;" | '''Banned in most leagues for acquisition time.''' <br>Stores 72 reserve ammo instead of 24. <br>Stickies can be destroyed with non-explosive weapons and Scottish Resistance stickies. <br>Stickies can be pushed with other explosive weapons and airblast. <br>Effective for [[sticky jumping]].
 
|-
 
! style="background:#FFFAE7;" | [[Demoman weapons (competitive)#Chargin' Targe|Chargin' Targe]] <br>[[Image:YellowTarge.png|link=Demoman weapons (competitive)#Chargin' Targe|70x39px]]
 
| style="background:#FFFAE7;" | Shield Bash: 50+10'''''x'''''
 
| style="background:#FFFAE7;" | None
 
| style="background:#FFFAE7;" | Charge: ~2s <br>Refill: 12s (6 seconds with the [[Persian Persuader]] equipped.)
 
| style="background:#FFFAE7;" | '''''x''''' = number of [[Demoman weapons (competitive)#Eyelander|Eyelander]] heads collected, max 5. <br>Charges at 750 u/s (637.5 with [[Demoman weapons (competitive)#Scotsman's Skullcutter|Skullcutter]]); does bash damage at end. <br>Grants 50% fire resist and 50% blast resist. <br>Charging gives melee Mini-Crits at 1/6 charge and Crits at 1/2 charge.
 
|-
 
! style="background:#FFFAE7;" | [[Demoman weapons (competitive)#Splendid Screen|Splendid Screen]] <br>[[Image:Splendid Screen.PNG|link=Demoman weapons (competitive)#Splendid Screen|70x39px]]
 
| style="background:#FFFAE7;" | Shield Bash: 50+17'''''x'''''
 
| style="background:#FFFAE7;" | None
 
| style="background:#FFFAE7;" | Charge: ~2s <br>Refill: 12s (6 seconds with the [[Persian Persuader]] equipped.)
 
| style="background:#FFFAE7;" | '''''x''''' = number of [[Demoman weapons (competitive)#Eyelander|Eyelander]] heads collected, max 5. <br>Charges at 750 u/s (637.5 with [[Demoman weapons (competitive)#Scotsman's Skullcutter|Skullcutter]]). <br>Grants +20% fire resist and +15% blast resist. <br>Charging gives melee Mini-Crits at 1/6 charge and Crits at 1/2 charge.
 
|-
 
! style="background:#FFF4CC;" rowspan="8" | 3
 
! style="background:#FFF4CC;" | [[Demoman weapons (competitive)#Bottle|Bottle]] <br>[[Image:BottleScreen.png|link=Demoman weapons (competitive)#Bottle|70x39px]]
 
| style="background:#FFF4CC;" | Melee: 65
 
| style="background:#FFF4CC;" | Critical: 195 <br>Minicrit: 88
 
| style="background:#FFF4CC;" | Attack: 0.8s
 
| style="background:#FFF4CC;" | Completely standard melee weapon.
 
|-
 
! style="background:#FFF4CC;" | [[Demoman weapons (competitive)#Eyelander|Eyelander]] <br>[[Image:Eyelandertransparent.png|link=Demoman weapons (competitive)#Eyelander|70x39px]]
 
| style="background:#FFF4CC;" | Melee: 65
 
| style="background:#FFF4CC;" | Critical: 195 <br>Minicrit: 88
 
| style="background:#FFF4CC;" | Attack: 0.8s
 
| style="background:#FFF4CC;" | Changes health based on heads collected [[Demoman (competitive)#Health|(see above)]]. <br>Move speed changes based on heads collected [[Demoman (competitive)#Speed|(see above)]].
 
|-
 
! style="background:#FFF4CC;" | [[Demoman weapons (competitive)#Pain Train|Pain Train]] <br>[[Image:Paintrain.png|link=Demoman weapons (competitive)#Pain train|70x39px]]
 
| style="background:#FFF4CC;" | Melee: 65
 
| style="background:#FFF4CC;" | Critical: 195 <br>Minicrit: 88
 
| style="background:#FFF4CC;" | Attack: 0.8s
 
| style="background:#FFF4CC;" | Gives user double capture rate, equivalent to the [[Scout (competitive)|Scout]]). <br>Increases taken damage from hitscan by 10%.
 
|-
 
! style="background:#FFF4CC;" | [[Demoman weapons (competitive)#Scotsman's Skullcutter|Skullcutter]] <br>[[Image:Scotsman's skullcutter.png|link=Demoman weapons (competitive)#Scotsman's Skullcutter|70x39px]]
 
| style="background:#FFF4CC;" | Melee: 78
 
| style="background:#FFF4CC;" | Critical: 234 <br>Minicrit: 105
 
| style="background:#FFF4CC;" | Attack: 0.8s
 
| style="background:#FFF4CC;" | Decreases movement speed and charge speed by 15% [[Demoman (competitive)#Speed|(see above)]].
 
|-
 
! style="background:#FFF4CC;" | [[Demoman weapons (competitive)# Claidheamh Mòr| Claidheamh Mòr]] <br>[[Image:RED_Claidheamh_Mòr.png|link=Demoman weapons (competitive)# Claidheamh Mòr|70x39px]]
 
| style="background:#FFF4CC;" | Melee: 65
 
| style="background:#FFF4CC;" | Critical: 195 <br>Minicrit: 88
 
| style="background:#FFF4CC;" | Attack: 0.8s
 
| style="background:#FFF4CC;" | <br> Increases duration of Chargin' Targe charge by 0.5s. <br> -15 max health on wearer. <br>
 
|-
 
! style="background:#FFF4CC;" | [[Demoman weapons (competitive)# Ullapool Caber| Ullapool Caber]] <br>[[Image:UllapoolCaber.png|link=Demoman weapons (competitive)# Ullapool Caber|70x39px]]
 
| style="background:#FFF4CC;" | Melee: 35 <br> Explosion: 149 <br> Melee hit + Explosion: 185
 
| style="background:#FFF4CC;" | Critical: 110 <br> Explosion:305 <br> Melee hit + Explosion: 410 <br>Minicrit: 43 <br>Explosion: 220 <br>Melee hit + Explosion: 263
 
| style="background:#FFF4CC;" | Attack: 0.8s
 
| style="background:#FFF4CC;" | <br> First hit on surface or player will be explosive.  
 
|-
 
! style="background:#FFF4CC;" | [[Demoman weapons (competitive)# Persian Persuader| Persian Persuader]] <br>[[Image:Persian Persuader.PNG|link=Demoman weapons (competitive)# Persian Persuader|70x39px]]
 
| style="background:#FFF4CC;" | Melee: 65
 
| style="background:#FFF4CC;" | Critical: 195 Minicrit: 88
 
| style="background:#FFF4CC;" | Attack: 0.8s
 
| style="background:#FFF4CC;" | <br> All ammo collected becomes health <br> +100 increase in charge rate.
 
|-
 
! style="background:#FFF4CC;" | [[Demoman weapons (competitive)# Half-Zatoichi| Half-Zatoichi]] <br>[[Image:Half_Zatoichi.png|link=Demoman weapons (competitive)# Half-Zatoichi|70x39px]]
 
| style="background:#FFF4CC;" | Melee: 65
 
| style="background:#FFF4CC;" | Critical: 195 Minicrit: 88
 
| style="background:#FFF4CC;" | Attack: 0.8s
 
| style="background:#FFF4CC;" | <br> <b>Banned in some leagues for acquisition time.</b> <br> On kill: restores you to 100% health <br> This weapon is Honorbound and once drawn cannot be sheathed until it kills.
 
|-
 
|}
 
:''"u" stands for "units of distance." "+" stands for "or more." "s" stands for "seconds." "Reload Start" refers to how long it takes for 1 ammo to be reloaded after beginning to reload, and "Reload More" refers to how long it takes for each additional ammo to reload after the first. Damages and times are approximate and determined by community testing.
 
  
 
== Usage ==
 
== Usage ==
Demo is one of two classes (the other being [[Medic (competitive)|Medic]]) limited to 1 per team in all major leagues, largely because of his ability to spam and deny chokes. Because of how useful he is in these areas, demo is played the entire round on both teams in almost all games regardless of strategy or team lineup (again, similarly to Medic).
+
The Demoman is one of two classes (the other being [[Medic (competitive)|Medic]]) limited to 1 per team in all major leagues, largely because of his ability to spam and deny chokes. Because of how useful he is in these areas, the Demoman is played the entire round on both teams in almost all games regardless of strategy or team lineup (again, similarly to Medic).
  
 
=== Common Tactics ===
 
=== Common Tactics ===
There are two great benefits a Demoman can provide to his team: Damage and Area denial. Both of the Demoman's standard weapons, the [[Grenade Launcher]] and the [[Sticky Bombs|Sticky Bomb Launcher]], have absurdly high damage outputs. The Sticky Bomb Launcher in possesses the ability to inflict massive amounts of damage to enemies reliably and efficiently. In addition, the Demoman's Sticky Bomb Launcher is capable of completely stopping an enemy advance from one direction, forcing them to take another route, waste time destroying the stickies, or risk losing a key player. The Grenade launcher is useful for softening up a position or dealing spam damage, especially to opponents around corners.
+
There are two great benefits a Demoman can provide to his team: damage and area denial. Both of the Demoman's standard weapons, the [[Grenade Launcher]] and the [[Sticky Bombs|Sticky Bomb Launcher]], have very high damage outputs. The Sticky Bomb Launcher in particular possesses the ability to inflict massive amounts of damage to enemies reliably and efficiently. In addition, the Demoman's Sticky Bomb Launcher is capable of completely stopping an enemy advance from one direction, forcing them to take another route, waste time destroying the stickies, or risk losing a key player. The Grenade Launcher is useful for softening up a position or dealing spam damage, especially to opponents around corners.
The Demoman is a very effective mid-long range damage dealer. However, a Demoman is much less capable at defending from close threats, with his only option is to usually attempt to land direct hits with the grenade launcher, attempt to set sticky bombs while retreating and possibly taking self-damage, or attempting a melee hit. Therefore, he should be wary of opposing team members getting too close to him, especially Scouts. Because a team's Demoman is perhaps the best class for area denial, a team should try to keep their Demoman alive as much as possible. If the team is nearby, they can provide protection from enemy [[Scout (competitive)|Scouts]].
 
  
A general strategy for Demomen on the defense is to leave sticky traps. By placing sticky bombs at choke points but out of sight from the enemy team, the Demoman can take out unaware members of the opposite team. Often, a demomen will wait until more valuable members of the opposing team, such as medics, pass through the choke point before detonating the trap for maximum damage.
+
The Demoman is a very effective mid-long range damage dealer. However, a Demoman is much less capable at defending from close threats, with his only option is to usually attempt to land direct hits with the Grenade Launcher, attempt to set sticky bombs while retreating and possibly taking self-damage, or attempting a melee hit. Therefore, he should be wary of opposing team members getting too close to him, especially Scouts. Because a team's Demoman is perhaps the best class for area denial, a team should try to keep their Demoman alive as much as possible. The Demoman should try and stick near the main bulk of the team, including the [[Combo (competitive)|combo]], so that they can provide protection from enemy [[Scout (competitive)|Scouts]].
  
The vast majority of competitive Demomen stick with the standard Grenade Launcher and Sticky Bomb Launcher, though a few prefer the [[Loch n Load|Loch-n-Load]] and some Demomen switch to the [[Scottish Resistance]] for specific points on defense. The use of melee weapons is a bit more varied, but the [[Pain Train]] is somewhat common to see on attacking demomen on control point style maps due to the increase capture rate. A demoknight loadout focused on melee attacks is very rare in the competitive world, due to the loss of the damage-dealing potential at long range.
+
A general strategy for Demomen on the defense is to leave sticky traps. By placing sticky bombs at choke points but out of sight from the enemy team, the Demoman can take out unaware members of the opposite team. Often, a skilled Demomen will wait until more valuable members of the opposing team, such as Medics, pass through the choke point before detonating the trap for maximum damage.
 +
 
 +
The vast majority of competitive Demomen stick with the standard Grenade Launcher and Sticky Bomb Launcher, though a few prefer the [[Loch n Load|Loch-n-Load]] and some Demomen switch to the [[Scottish Resistance]] for specific points on defense. The use of melee weapons is a bit more varied, but the [[Pain Train]] is somewhat common to see on attacking Demomen on control point style maps due to the increase capture rate. A demoknight loadout focused on melee attacks is very rare in the competitive world, due to the loss of the damage-dealing potential at long range.
  
 
=== 5-CP Push Strategies ===
 
=== 5-CP Push Strategies ===
 
A skilled Demoman can be the first player to arrive at the mid point of some 5-CP maps. His [[Sticky jumping]] technique allows him to travel more quickly than even the Scouts on these maps, provided that he receives enough healing from his team's Medic. If a team's Demoman is fast enough, he should use the extra time to seal off the enemy team's path with stickies, forcing them to waste valuable time and giving his own team a significant advantage in the fight for the center point. A Demoman arriving quickly to the middle point should beware of Scouts, as they will arrive at the mid point around the same time that he does, before the team's Soldiers can help him fend them off.
 
A skilled Demoman can be the first player to arrive at the mid point of some 5-CP maps. His [[Sticky jumping]] technique allows him to travel more quickly than even the Scouts on these maps, provided that he receives enough healing from his team's Medic. If a team's Demoman is fast enough, he should use the extra time to seal off the enemy team's path with stickies, forcing them to waste valuable time and giving his own team a significant advantage in the fight for the center point. A Demoman arriving quickly to the middle point should beware of Scouts, as they will arrive at the mid point around the same time that he does, before the team's Soldiers can help him fend them off.
 +
 
During the mid fight, a Demoman can contribute greatly to the team's ability to spam projectiles at the enemy. Grenades from the Demoman's Grenade Launcher will deal significant damage and present a threat to the enemy team even if the Demoman does not land a direct hit, and a few sticky bombs will force the enemy to either retreat or suffer massive damage. If the opportunity arises, aggressive Demomen have the option of sticky-jumping over the enemy, planting sticky bombs along the way and using his weapons to deal massive damage to the enemy team, usually aiming to kill the enemy [[Medic (competitive)|Medic]]. While often a risky tactic that places the Demoman in the midst of the enemy team, in the right situation, this technique can cripple an enemy team due to the Demoman's high damage output.
 
During the mid fight, a Demoman can contribute greatly to the team's ability to spam projectiles at the enemy. Grenades from the Demoman's Grenade Launcher will deal significant damage and present a threat to the enemy team even if the Demoman does not land a direct hit, and a few sticky bombs will force the enemy to either retreat or suffer massive damage. If the opportunity arises, aggressive Demomen have the option of sticky-jumping over the enemy, planting sticky bombs along the way and using his weapons to deal massive damage to the enemy team, usually aiming to kill the enemy [[Medic (competitive)|Medic]]. While often a risky tactic that places the Demoman in the midst of the enemy team, in the right situation, this technique can cripple an enemy team due to the Demoman's high damage output.
 +
 
Once the mid fight is over, if a team has lost, a Demoman will usually stick with his team and try to hold a chokepoint. This option allows the team's Medic to build his [[ÜberCharge]], and buy time to allow key players who were killed during the mid fight to respawn. The Demoman's primary weapons, especially the Sticky bomb launcher, are ideal for holding chokepoints, allowing him to keep an enemy team occupied with spam and block off a route.
 
Once the mid fight is over, if a team has lost, a Demoman will usually stick with his team and try to hold a chokepoint. This option allows the team's Medic to build his [[ÜberCharge]], and buy time to allow key players who were killed during the mid fight to respawn. The Demoman's primary weapons, especially the Sticky bomb launcher, are ideal for holding chokepoints, allowing him to keep an enemy team occupied with spam and block off a route.
  
 
=== King of the Hill ===
 
=== King of the Hill ===
King of the Hill maps are much smaller than 5 CP maps, so Demomen will most likely arrive at the Mid point. with the rest of their teams. Most of the usual 5 CP map tactics still apply to KOTH, but due to the small size of many KoTH maps and the longer Mid fights, Demoman should always join the battle buffed by Medic.
+
King of the Hill maps are much smaller than 5 CP maps, so Demomen will most likely arrive at the mid point with the rest of their teams. Most of the usual 5 CP map tactics still apply to KoTH, but due to the small size of many KoTH maps and the longer mid fights, Demoman should always join the battle buffed by Medic.
  
 
=== Attack-Defend Strategies ===
 
=== Attack-Defend Strategies ===
Due to the minute of setup time that exists before a round on an Attack/defend map, the defending Demoman can plant sticky bombs and score a pick or two on a careless team right when the round starts, which can easily add a minute to a team's Stopwatch time if he kills the Medic. The defending Demoman will find it much easier to set up deadly sticky bomb straps, as the defending team controls the entire map at the start of each round. The offensive Demoman is a key player, as defending teams on Attack/defend maps often run static or slow-moving defenders, such as [[Sentry Gun]]s and [[Heavy (competitive)|Heavies]]. These defenders are very vulnerable to spam, as they are unable to avoid explosives sent at them by a Demoman. Demomen with sufficient support from their teammates are also quite adept at clearing Control points of enemies.
+
Due to the minute of setup time that exists before a round on an Attack/defend map, the defending Demoman can plant sticky bombs and score a pick or two on a careless team right when the round starts, which can easily add a minute to a team's Stopwatch time if he kills the Medic. The defending Demoman will find it much easier to set up deadly sticky bomb traps, as the defending team controls the entire map at the start of each round. The offensive Demoman is a key player, as defending teams on Attack/defend maps often run static or slow-moving defenders, such as [[Sentry Gun]]s and [[Heavy (competitive)|Heavies]]. These defenders are very vulnerable to spam, as they are unable to avoid explosives sent at them by a Demoman. Demomen with sufficient support from their teammates are also quite adept at clearing Control points of enemies.
 +
 
 +
=== Demomen weaknesses ===
 +
The demoman plays for a mid to long range fight, as his primary and secondary will hurt him at close range. Scouts, especially, pose a large problem as their high speed and double jump allow them to get very close to a demoman while avoiding his non-hitscan weapons. Demoman are also less favored when they have the low ground, as their splash damage and curving projectiles are much harder to hit against a higher enemy.
 +
 
 +
== Anti-Demoman classes ==
 +
Although it mostly depends on skill, some classes are designed to have an advantage over others, many classes have an advantage over a Demoman, as well as others having a disadvantage against him. Lets look at the ones who have an advantage over a Demoman:
 +
 
 +
=== The Scout ===
 +
In terms of [[6v6]], the [[Scout]] is a Demoman's biggest threat, especially on mid-fights due to Scouts being able to arrive before your teams Soldiers can deal with them. Making [[Demoman]] also heavily reliant on his teams Scouts to defend him and attack the enemy Demoman while they try to do the same.
 +
 
 +
The Scout is very fast and mobile and his ability to excel at dodging allows him to counter act his low health pool. Due to the high speeds of a Scout this leaves the usual 'explosive load-out Demoman' with a significant disadvantage, this is because of the Demoman's weapons as they have '''long reload intervals''', '''arcs''' making it harder to aim and the '''long set-up times''' such as the delay in the sticky-bombs and the time for a grenade to explode. Overall making the perfect prey for a Scout. However, Scouts are suspectable to hidden sticky traps.
 +
=== The Pyro ===
 +
The [[Pyro]] is an 'ambush' based class, meaning he normally would catch his enemies off-guard, Demoman, unlike some other classes, is at a disadvantage if he isn't prepared with a sticky bomb trap to kill close-quarter enemies like Scouts. Additionally, the Pyro has the '[[airblast]]' ability allowing him to push away [[projectiles]] including sticky bombs and grenade pipes meaning that a skilled Pyro can render a Demoman '''useless''', making Pyro extremely dangerous to a Demoman and his [[Medic]] buddy with a [[kritzkrieg]] charge as both can be instantly killed by the reflected "critically charged pipes". A Pyro can also airblast called-out sticky bomb traps which leaves the Demoman vulnerable to attacks off-guard, you can also kill a Demoman with his own sticky bomb trap.
  
=== Capture-the-Flag Strategies ===
+
=== The Soldier ===
Demoman can be extremely valuable players for both attacking and defending the [[Capture the Flag#Intelligence|Intelligence]] in a Capture-the-flag game. Sticky bomb traps surrounding the Intelligence can prevent enemy Scouts from touching it and resetting the timer, allowing a team to return the Intelligence to their base much more easily. In addition, [[Engineer (competitive)|Engineers]] are not an uncommon sight in a competitive CTF game, making the Demoman's destructive capabilities a valuable asset in attacking the enemy's Intelligence room. In fact, a team's Demoman is the most common ÜberCharge target when the team pushes into the enemy Intelligence room, due to his ability to easily take out a Sentry Gun. If a team's Demoman picks up the enemy Intelligence himself, he should either drop it (default key "l") and allow a less easily harassed team member to take it back to the Intelligence room, or, if there appear to be no enemies around to attack him on his way back, utilize his ability to [[sticky jump]] to quickly reach his team's Intelligence room.
+
The [[Soldier]] is also a great ambushing class, his ability to rocket jump can allow him to "air-ambush" enemies and also allows him to get to spots not even Scouts can get too. His projectiles are also much easier to aim than a Demoman's as they don't '''arc''' and explode on contact with objects too, letting him deal more reliable splash damage. The Soldier also has a 25+ health advantage but moves slightly slower than a Demoman. Overall, if planned correctly a Soldier can easily kill a alone Demoman. However, due to a Soldiers slow speed, it leaves him more susceptible to spam than it would be to a Scout for instance.
  
 
== See also ==
 
== See also ==

Latest revision as of 19:29, 27 April 2023

This article is for competitive play, based on the standard community competitive format. For the generic article on this topic, see: Demoman.
The community competitive scene changes frequently. Some or all info may be outdated.
Demoman.png

The Demoman (often said as "demo") is a core member of the standard competitive lineup, valued for his damage output and area denial capabilities.

Information

Health

Class Health Overheal Quick-Fix Overheal
Leaderboard class demoman.png Demoman 175 260 220
With weapon slot boots equipped 200 300 251
With a head-taking melee weapon equipped with 0 heads 150 225 189
With a head-taking melee weapon equipped with 1 head 165 245 208
With a head-taking melee weapon equipped with 2 heads 180 270 226
With a head-taking melee weapon equipped with 3 heads 195 290 245
With a head-taking melee weapon with 4 or more heads 210 315 264
With weapon slot boots and a head-taking melee weapon equipped with 0 heads 175 260 220
With weapon slot boots and a head-taking melee weapon equipped with 1 head 190 285 239
With weapon slot boots and a head-taking melee weapon equipped with 2 heads 205 305 258
With weapon slot boots and a head-taking melee weapon equipped with 3 heads 220 330 276
With weapon slot boots and a head-taking melee weapon equipped with 4 or more heads 235 350 295

Speed

Condition Normal Backward Crouched Swimming
Leaderboard class demoman.png Demoman
93 %
84 %
31 %
75 %
With weapon slot boots and a shield equipped
103 %
92 %
34 %
82 %
With a head-taking melee weapon equipped with 0 heads
93 %
84 %
31 %
75 %
With a head-taking melee weapon equipped with 1 head
101 %
91 %
34 %
81 %
With a head-taking melee weapon equipped with 2 heads
108 %
97 %
36 %
87 %
With a head-taking melee weapon equipped with 3 heads
116 %
104 %
39 %
93 %
With a head-taking melee weapon equipped with 4 or more heads
123 %
111 %
41 %
99 %
With weapon slot boots, a shield, and a head-taking melee weapon equipped with 0 heads
103 %
92 %
34 %
82 %
With weapon slot boots, a shield, and a head-taking melee weapon equipped with 1 head
111 %
100 %
37 %
89 %
With weapon slot boots, a shield, and a head-taking melee weapon equipped with 2 heads
119 %
107 %
40 %
95 %
With weapon slot boots, a shield, and a head-taking melee weapon equipped with 3 heads
127 %
115 %
42 %
102 %
With weapon slot boots, a shield, and a head-taking melee weapon equipped with 4 or more heads
136 %
122 %
45 %
108 %
Wielding the Scotsman's Skullcutter
79 %
71 %
26 %
63 %
Wielding the Scotsman's Skullcutter with weapon slot boots and a shield equipped
87 %
79 %
29 %
70 %
Charging with a shield
250 %
N/A N/A
200 %
Charging with a shield and wielding the Scotsman's Skullcutter
213 %
N/A N/A
170 %
Charging with a shield and wielding the Scotsman's Skullcutter with weapon slot boots equipped
234 %
N/A N/A
187 %

Weapons

Main article: Demoman weapons (competitive)

The Demoman's main strength is from his stickybomb launchers. The ability to set traps, deal strong damage at range, and move extremely quickly around the map make the Demoman the most versatile and aggressive class. His grenade lauchers allow him to deal damage while he has a trap laid down, and also can contribute very heavily to spam. The Demoman has a few interesting melee weapons, which can boost his overall speed and health, or simply be a good source of non-explosive damage.

Secondary

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
Stickybomb Launcher
Stock
Stickybomb Launcher
Killicon stickybomb launcher.png 8 24 Base: 103—138

Crit: 353

Pictogram info.png Primary fire launches the bombs, secondary fire (with any weapon deployed) makes all armed stickybombs explode at once. Holding primary fire launches the bomb farther.

Pictogram info.png Stickybombs stick to most surfaces and remain ready until the player either detonates them or dies.
Pictogram info.png Can lay up to 8 stickybombs at once.
Pictogram info.png Stickybombs may be attacked and destroyed with any bullet firing weapon, direct strike from a melee weapon, an enemy Scottish Resistance sticky, or an enemy Quickiebomb Launcher sticky detonating near it.

Chargin' Targe
Unlock
Chargin' Targe
Killicon chargin' targe.png N/A N/A Full charge: 50
+ 5 per head (up to 5 heads)
Pictogram info.png Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line (turning is limited to very slight angles to the left or right). During the charge, the next melee swing is a guaranteed mini-crit at 25% charge or a critical hit at 60% charge. Any enemy hit by only the shield charge takes up to 50 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.

Pictogram plus.png Charging removes debuffs.
Pictogram plus.png +50% resistance to fire damage.
Pictogram plus.png +30% resistance to explosive damage.
Pictogram info.png Grants its abilities passively, does not need to be selected.
Pictogram info.png Does not grant resistance to self-inflicted damage.

Scottish Resistance
Unlock
Scottish Resistance
Killicon scottish resistance.png 8 36 Base: 103—138

Crit: 353

Pictogram info.png Primary fire launches the bombs, secondary fire (with any weapon deployed) makes all armed stickybombs under the crosshair, and directly under your feet, explode at once. Holding primary fire launches the bomb farther.

Pictogram info.png Stickybombs stick to most surfaces and remain ready until the player either detonates them or dies.
Pictogram info.png Stickies are visible through walls and any obstacle, and can be selectively detonated by aiming at them and pressing the secondary fire button.
Pictogram info.png Stickybombs may be attacked and destroyed with any bullet firing weapon, direct strike from a melee weapon, an enemy Scottish Resistance sticky, or an enemy Quickiebomb Launcher sticky detonating near it.
Pictogram plus.png Can destroy enemy stickies.
Pictogram plus.png +6 more stickybombs out at once (max is 14).
Pictogram plus.png +50% more ammo carried (max is 36).
Pictogram plus.png +25% faster firing speed.
Pictogram minus.png Stickybombs have 0.8 second longer priming time.

Sticky Jumper
Craft
Sticky Jumper
N/A 8 72 Base: 0

Crit: 0

Pictogram info.png Primary fire launches the bombs, secondary fire (with any weapon deployed) makes all armed stickybombs explode at once. Holding primary fire launches the bomb farther.

Pictogram info.png Stickybombs stick to most surfaces and remain ready until the player either detonates them or dies.
Pictogram info.png Stickybombs may be attacked and destroyed with any bullet firing weapon, direct strike from a melee weapon, or an enemy Scottish Resistance sticky, or an enemy Quickiebomb Launcher sticky detonating near it.
Pictogram plus.png +200% max secondary ammo.(max is 72)
Pictogram plus.png No self inflicted blast damage taken.
Pictogram minus.png -100% damage penalty.
Pictogram minus.png Unable to carry the intelligence and the PASS Time JACK.
Pictogram minus.png -6 stickybombs out.(max is 2)
Pictogram info.png No random critical hits (purely cosmetic, as they don't inflict any damage either).

Splendid Screen
Craft
Splendid Screen
Killicon splendid screen.png N/A N/A Full charge: 85
+ 8.5 per head (up to 5 heads)
Pictogram info.png Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line (turning is limited to very slight angles to the left or right). During the charge, the next melee swing is a guaranteed mini-crit at 25% charge or a critical hit at 60% charge. Any enemy hit by only the shield charge takes up to 85 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.

Pictogram plus.png Charging removes debuffs.
Pictogram plus.png +20% resistance to fire damage.
Pictogram plus.png +20% resistance to explosive damage.
Pictogram plus.png +70% more charge impact damage.
Pictogram plus.png +50% charge recharge rate.
Pictogram info.png Grants its abilities passively, does not need to be selected.
Pictogram info.png Does not grant resistance to self-inflicted damage.

Tide Turner
Craft
Tide Turner
Killicon tide turner.png N/A N/A Full charge: 50
+ 5 per head (up to 5 heads)
Pictogram info.png Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line. During the charge, the next melee swing is a guaranteed mini-crit at 25% charge. Any enemy hit by only the shield charge takes up to 50 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.

Pictogram plus.png Charging removes debuffs.
Pictogram plus.png +15% resistance to fire damage.
Pictogram plus.png +15% resistance to explosive damage.
Pictogram plus.png Full turning control while charging.
Pictogram plus.png Melee kills refill 75% of charge meter.
Pictogram minus.png Taking damage while shield charging reduces charge time.
Pictogram info.png Grants its abilities passively, does not need to be selected.
Pictogram info.png Does not grant resistance to self-inflicted damage.

Quickiebomb Launcher
Craft
Quickiebomb Launcher
Killicon quickiebomb launcher.png 4 24 Base: 88-117/109-147

Crit: 300/375

Pictogram info.png Primary fire launches the bombs, secondary fire (with any weapon deployed) makes all armed stickybombs explode at once. Holding primary fire launches the bomb farther.

Pictogram info.png Stickybombs stick to most surfaces and remain ready until the player either detonates them or dies.
Pictogram info.png Stickybombs may be attacked and destroyed with any bullet firing weapon, direct strike from a melee weapon, or an enemy Scottish Resistance sticky, or an enemy Quickiebomb Launcher sticky detonating near it.
Pictogram info.png Can lay up to 8 stickybombs at a time.
Pictogram plus.png Able to destroy enemy stickybombs.
Pictogram plus.png -0.2 sec faster bomb arm time.
Pictogram plus.png Max charge time decreased by 70%.
Pictogram plus.png Up to +35% damage based on charge.
Pictogram minus.png -15% damage penalty.
Pictogram minus.png -50% clip size.


Usage

The Demoman is one of two classes (the other being Medic) limited to 1 per team in all major leagues, largely because of his ability to spam and deny chokes. Because of how useful he is in these areas, the Demoman is played the entire round on both teams in almost all games regardless of strategy or team lineup (again, similarly to Medic).

Common Tactics

There are two great benefits a Demoman can provide to his team: damage and area denial. Both of the Demoman's standard weapons, the Grenade Launcher and the Sticky Bomb Launcher, have very high damage outputs. The Sticky Bomb Launcher in particular possesses the ability to inflict massive amounts of damage to enemies reliably and efficiently. In addition, the Demoman's Sticky Bomb Launcher is capable of completely stopping an enemy advance from one direction, forcing them to take another route, waste time destroying the stickies, or risk losing a key player. The Grenade Launcher is useful for softening up a position or dealing spam damage, especially to opponents around corners.

The Demoman is a very effective mid-long range damage dealer. However, a Demoman is much less capable at defending from close threats, with his only option is to usually attempt to land direct hits with the Grenade Launcher, attempt to set sticky bombs while retreating and possibly taking self-damage, or attempting a melee hit. Therefore, he should be wary of opposing team members getting too close to him, especially Scouts. Because a team's Demoman is perhaps the best class for area denial, a team should try to keep their Demoman alive as much as possible. The Demoman should try and stick near the main bulk of the team, including the combo, so that they can provide protection from enemy Scouts.

A general strategy for Demomen on the defense is to leave sticky traps. By placing sticky bombs at choke points but out of sight from the enemy team, the Demoman can take out unaware members of the opposite team. Often, a skilled Demomen will wait until more valuable members of the opposing team, such as Medics, pass through the choke point before detonating the trap for maximum damage.

The vast majority of competitive Demomen stick with the standard Grenade Launcher and Sticky Bomb Launcher, though a few prefer the Loch-n-Load and some Demomen switch to the Scottish Resistance for specific points on defense. The use of melee weapons is a bit more varied, but the Pain Train is somewhat common to see on attacking Demomen on control point style maps due to the increase capture rate. A demoknight loadout focused on melee attacks is very rare in the competitive world, due to the loss of the damage-dealing potential at long range.

5-CP Push Strategies

A skilled Demoman can be the first player to arrive at the mid point of some 5-CP maps. His Sticky jumping technique allows him to travel more quickly than even the Scouts on these maps, provided that he receives enough healing from his team's Medic. If a team's Demoman is fast enough, he should use the extra time to seal off the enemy team's path with stickies, forcing them to waste valuable time and giving his own team a significant advantage in the fight for the center point. A Demoman arriving quickly to the middle point should beware of Scouts, as they will arrive at the mid point around the same time that he does, before the team's Soldiers can help him fend them off.

During the mid fight, a Demoman can contribute greatly to the team's ability to spam projectiles at the enemy. Grenades from the Demoman's Grenade Launcher will deal significant damage and present a threat to the enemy team even if the Demoman does not land a direct hit, and a few sticky bombs will force the enemy to either retreat or suffer massive damage. If the opportunity arises, aggressive Demomen have the option of sticky-jumping over the enemy, planting sticky bombs along the way and using his weapons to deal massive damage to the enemy team, usually aiming to kill the enemy Medic. While often a risky tactic that places the Demoman in the midst of the enemy team, in the right situation, this technique can cripple an enemy team due to the Demoman's high damage output.

Once the mid fight is over, if a team has lost, a Demoman will usually stick with his team and try to hold a chokepoint. This option allows the team's Medic to build his ÜberCharge, and buy time to allow key players who were killed during the mid fight to respawn. The Demoman's primary weapons, especially the Sticky bomb launcher, are ideal for holding chokepoints, allowing him to keep an enemy team occupied with spam and block off a route.

King of the Hill

King of the Hill maps are much smaller than 5 CP maps, so Demomen will most likely arrive at the mid point with the rest of their teams. Most of the usual 5 CP map tactics still apply to KoTH, but due to the small size of many KoTH maps and the longer mid fights, Demoman should always join the battle buffed by Medic.

Attack-Defend Strategies

Due to the minute of setup time that exists before a round on an Attack/defend map, the defending Demoman can plant sticky bombs and score a pick or two on a careless team right when the round starts, which can easily add a minute to a team's Stopwatch time if he kills the Medic. The defending Demoman will find it much easier to set up deadly sticky bomb traps, as the defending team controls the entire map at the start of each round. The offensive Demoman is a key player, as defending teams on Attack/defend maps often run static or slow-moving defenders, such as Sentry Guns and Heavies. These defenders are very vulnerable to spam, as they are unable to avoid explosives sent at them by a Demoman. Demomen with sufficient support from their teammates are also quite adept at clearing Control points of enemies.

Demomen weaknesses

The demoman plays for a mid to long range fight, as his primary and secondary will hurt him at close range. Scouts, especially, pose a large problem as their high speed and double jump allow them to get very close to a demoman while avoiding his non-hitscan weapons. Demoman are also less favored when they have the low ground, as their splash damage and curving projectiles are much harder to hit against a higher enemy.

Anti-Demoman classes

Although it mostly depends on skill, some classes are designed to have an advantage over others, many classes have an advantage over a Demoman, as well as others having a disadvantage against him. Lets look at the ones who have an advantage over a Demoman:

The Scout

In terms of 6v6, the Scout is a Demoman's biggest threat, especially on mid-fights due to Scouts being able to arrive before your teams Soldiers can deal with them. Making Demoman also heavily reliant on his teams Scouts to defend him and attack the enemy Demoman while they try to do the same.

The Scout is very fast and mobile and his ability to excel at dodging allows him to counter act his low health pool. Due to the high speeds of a Scout this leaves the usual 'explosive load-out Demoman' with a significant disadvantage, this is because of the Demoman's weapons as they have long reload intervals, arcs making it harder to aim and the long set-up times such as the delay in the sticky-bombs and the time for a grenade to explode. Overall making the perfect prey for a Scout. However, Scouts are suspectable to hidden sticky traps.

The Pyro

The Pyro is an 'ambush' based class, meaning he normally would catch his enemies off-guard, Demoman, unlike some other classes, is at a disadvantage if he isn't prepared with a sticky bomb trap to kill close-quarter enemies like Scouts. Additionally, the Pyro has the 'airblast' ability allowing him to push away projectiles including sticky bombs and grenade pipes meaning that a skilled Pyro can render a Demoman useless, making Pyro extremely dangerous to a Demoman and his Medic buddy with a kritzkrieg charge as both can be instantly killed by the reflected "critically charged pipes". A Pyro can also airblast called-out sticky bomb traps which leaves the Demoman vulnerable to attacks off-guard, you can also kill a Demoman with his own sticky bomb trap.

The Soldier

The Soldier is also a great ambushing class, his ability to rocket jump can allow him to "air-ambush" enemies and also allows him to get to spots not even Scouts can get too. His projectiles are also much easier to aim than a Demoman's as they don't arc and explode on contact with objects too, letting him deal more reliable splash damage. The Soldier also has a 25+ health advantage but moves slightly slower than a Demoman. Overall, if planned correctly a Soldier can easily kill a alone Demoman. However, due to a Soldiers slow speed, it leaves him more susceptible to spam than it would be to a Scout for instance.

See also