Difference between revisions of "Basic Demoman strategy"

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{{Quotation|'''The Demoman'''|Not one of ya's going to survive this!|sound=Demoman_taunts11.wav}}
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{{hatnote|This page contains basic strategy for the Demoman. For more advanced strategies, see [[Community Demoman strategy]]. For how to play against the Demoman, see [[Anti-Demoman strategy]].}}
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{{Quotation|'''The Demoman''' |Ohh, I'm gonna beat ya so hard, you'll have a twitch!|sound=Demoman_taunts05.wav}}
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[[File:Demomantaunt1.PNG|350px|right]]
  
The Demoman is a tough, mobile, high-damage class using explosive weapons almost exclusively. He has some of the highest damage output in the game, but he is vulnerable to foes up close.  His grenades are difficult to aim and his stickybombs have significant arming times.  That said, with skill he can even outclass a [[Heavy]]'s damage, and he destroys [[Sentry Gun]] nests with ease.
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The Demoman is a well-rounded artillery class that excels at indirect combat, crowd control, and area denial. Both his [[Grenade Launcher]] and [[Stickybomb Launcher]] are versatile weapons that can be aimed over obstacles while staying out of sight. Additionally, the Stickybomb Launcher can be used to set traps or [[Sticky jump]]. Due to his immense damage output, the Demoman is fantastic at fighting multiple opponents and demolishing Engineer [[buildings]]. However, the Demoman is most vulnerable at close range, where his weapons are more difficult to aim, take time to arm, and can inflict self-damage; this makes him weaker to classes such as the Scout or Pyro.  
  
==General==
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Unlike the other classes, the Demoman has the option to cover this weakness by equipping a [[Shield]] and [[Sword]] for an alternate playstyle. By doing so, he trades his area explosives for extra defense and the ability to charge, allowing him to pick off single targets. Thus, the Demoman can choose to dominate at long or close range, but not both. A team should arguably always have at least one Demoman for his sheer versatility.
  
* The Demoman can use the [[Sticky bombs]] to [[sticky jump]].  This is similar to the [[Soldier]]'s [[Rocket jump]] technique.  It allows a Demoman to move over large distances quickly or get into hard to reach places.
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== Primary weapons ==
  
* To take out [[Sentry Gun]]s around corners, [[Sticky bombs]] are often more useful than the [[Grenade Launcher]].  The Demoman can throw a few Sticky bombs next to the Sentry Gun and detonate.
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===[[Grenade Launcher]] + [[reskins]]===
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{{icon item|Grenade Launcher|100px}} {{icon item|Festive Grenade Launcher|100px|link=Festive weapons}} {{icon item|Australium Grenade Launcher|100px|link=Australium weapons}}
  
* The Demoman has the only indirect fire weapons in the game. This can be used to their advantage by firing around corners and from out of view.
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The Grenade Launcher fires powerful projectiles that deal explosive damage. Grenades travel in a heavy, arced trajectory and can be fired from behind cover, especially over terrain or around corners. The Grenade Launcher is your main weapon in direct combat, especially if your opponent can avoid Stickybombs or if you are using a shield. Although direct hits deal the most damage, grenades that don't immediately hit enemies will still bounce and explode after a short time. Thus, you can fire at a general area to herd enemies, stop escapes, or downright kill foes at extreme range. If you want to conserve health for a smaller explosive jump, fire a grenade into a corner, then jump on top of it to propel yourself upwards.  
  
* The Stickybomb Launcher makes a good primary weapon. The Grenade Launcher can be used as a backup for foes at close range.
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===[[Loch-n-Load]]===
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{{icon item|Loch-n-Load|100px}}
  
* Demomen should keep in mind that the rounds from the Stickybomb Launcher and the Grenade Launcher have a significant travel time and drop over travel and should adjust shots accordingly.
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The Loch-n-Load is particularly useful against the [[Engineer]]'s buildings, which it deals increased damage to. Its projectiles travel 25% faster than those of the [[Grenade Launcher]], making it easier to land strong direct hits, even against airborne targets. This speed results in increased range, which can be useful when taking out an Engineer's buildings. However, the Loch-n-Load's clip size and blast radius are both reduced by 25%, making it weaker at crowd control. In particular, its grenades shatter on surfaces, meaning that it cannot be fired in a general direction to suppress enemy movement or used to perform grenade jumps.
  
==Weapon Specific==
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===[[Ali Baba's Wee Booties]] + [[reskins]]===
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{{icon item|Ali Baba's Wee Booties|100px}} {{icon item|Bootlegger|100px}}
  
A list of useful tidbits about the Demoman's tools.
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Ali Baba's Wee Booties focus on mobility, granting extra health at the cost of your Grenade Launcher. If you equip a shield and commit to melee combat, you also gain bonus movement speed. When using a shield, the Booties grant you increased charge control and charge restore on kill, allowing frequent, precise melee movement. In particular, the increased movement speed allows you to outrun any class aside from the Scout, even without charging. If you want ranged combat with the Booties, the standard Stickybomb Launcher or [[Quickiebomb Launcher]] work best.
  
===[[Grenade Launcher]]===
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===[[Loose Cannon]]===
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{{icon item|Loose Cannon|100px}}
  
* Grenades explode on contact with an enemy, provided they have not bounced first.
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The Loose Cannon fires cannonballs that always explode 1 second after the fire button is pressed, rather than 2 seconds after being fired. Thus, hold the fire button to delay the projectile and control the explosion. Direct hits do not immediately cause an explosion and inflict [[knock back]]. Timing a shot to inflict both impact and explosive damage in quick succession will reward you with a guaranteed "Double Donk" [[Critical hits#Mini-crits|Mini-Crit]]. Explosions after a cannonball touches a surface will only deal 50% damage; ideally, fight at the range where stock Stickybombs can be immediately detonated. Overloading the fuse results in significant self-damage but a strong explosive jump; this is the one weapon that lets you reliably get airborne, then charge with a shield.
  
* Grenades explode on a timer after they touch a surface, and they don't lose any damage with distance. These "rollers" can be spammed towards an opponent or area indiscriminately to stop an escape or to kill a foe at extreme ranges.
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===[[B.A.S.E. Jumper]]===
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{{icon item|B.A.S.E. Jumper|100px}}
  
* Like most other TF2 weapons, accuracy can only be relied on at close quarters. Grenades launch to the right of the cross-hair, so the Demoman should lead to the left to compensate.  This is especially important for dealing with the faster classes such as [[Pyro]]s and [[Scout]]s.
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The B.A.S.E. Jumper allows you to deploy a parachute while in midair, slowing your descent. For general purposes, you can combine this with [[Sticky jumping]] to maintain a vertical advantage over opponents or travel further horizontally. Should you use a Stickybomb Launcher alongside the B.A.S.E. Jumper, you can freely plant a carpet of Stickybombs over a wide area as you float down. If you favor melee combat and use a shield, charging in midair lets you approach enemies from varying vertical angles. Although it keeps you in midair and attacking longer, try not to linger in the sights of enemies who appreciate slow targets, like the [[Heavy]] or [[Sniper]]. As with other utility items, taking the B.A.S.E. Jumper means having no Grenade Launcher, leaving you less effective at medium range.  
  
* Demomen should aim for direct hits whenever possible.  The Grenade Launcher fires very fast and deals excellent damage, making this weapon a serious killer in very skilled hands.
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===[[Iron Bomber]]===
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{{icon item|Iron Bomber|100px}}
  
* With precise timing, the Grenade Launcher can be used to boost jumps. A Demoman can fire into a corner, then jump on top of the round to propel them upwards. Keep in mind that this method takes a great deal more skill, timing and time to set up than [[sticky jumping]], but it will result in less damage.
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The Iron Bomber can be used similarly to the Grenade Launcher in direct combat. Its grenades remain close to the landing site and explode 30% faster, useful for creating temporary traps that your opponents will not want to pass over. Grenades have a 15% smaller blast radius if they explode on timer, so precision with your traps is rewarded. Because the Iron Bomber's grenades have little bounce and roll, it has a less effective maximum range than the Grenade Launcher for indirect combat. However, since grenades do move around less, it also allows you to execute [[Jumping#Grenade jump|grenade jumps]] with much more ease and consistency when compared to the default Grenade Launcher. This opens up more opportunities the Demoman can exploit. For instance, grenade jumping successfully can allow you to retain Stickybomb traps for longer, which in turn deny chokes and large spaces more effectively, and increase the chance you have to catch out enemy players. Grenade jumping also becomes a more viable alternative, should you run out Stickybombs, to escape dangerous situations.
  
===[[Stickybomb Launcher]]===
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== Secondary weapons ==
  
* The Stickybomb Launcher has a very large splash and deals excellent damage.  Furthermore, shots can be charged to launch them further. This weapon can be used like a remotely detonated [[Rocket Launcher]] with a huge clip.
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===[[Stickybomb Launcher]] + [[reskins]]===
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{{icon item|Stickybomb Launcher|100px}} {{icon item|Festive Stickybomb Launcher|100px|link=Festive weapons}} {{icon item|Silver Botkiller Stickybomb Launcher|100px|link=Botkiller weapons}} {{icon item|Australium Stickybomb Launcher|100px|link=Australium weapons}}
  
* When setting Sticky traps, A Demoman should hide them in unusual positions like around a corner, above a doorway, to one side of the doorjamb, on the ceiling, just below the edge of a cliff, and so forth. If the enemy can't see the trap, the trap is more likely to kill the enemy.
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Stickybombs have a very large splash radius and deal excellent explosive damage, making it the perfect weapon for area denial. Stickybombs can be either fired and detonated in rapid succession from medium range, or placed as traps to instantly take out an unlucky enemy. If using the Stickybomb Launcher to lay traps, place the explosives in unexpected locations, such as around corners, above doorways, or even on ceilings. The Stickybomb Launcher is one of the best weapons for dealing with [[Sentry Gun]]s, as detonating multiple Stickybombs at one time will prevent the Engineer from performing any repairs. Additionally, you can use Stickybombs to [[Jumping#Sticky%20Jump|Sticky Jump]] around the battlefield swiftly at the cost of health. As planting more than eight Stickybombs destroys those that were planted earlier, firing more can allow you to strategically detonate individual ones.
 
 
* Three stickies will destroy any [[Sentry Gun]] not affected by the [[Wrangler]]. It can often also destroy the [[Engineer]] and any other nearby buildings at the same time.
 
 
 
* If an enemy engages a Demoman in close quarters, the Demoman may retreat by moving backward, dropping stickybombs at their feet. If the enemy continues pursuit, the Demoman can detonate.
 
 
 
* Stickies can herd a foe.  The Demoman can cover their retreat, then fire Stickies directly at them.  They'll either take the Stickies under their feet or retreat into the trap.
 
 
 
* If a Demoman is about to die, they should detonate their stickies. They may catch someone in the blast. It is better to have a small chance of killing an enemy than no chance at all due to losing the sticky bombs by dying.
 
  
 
===[[Scottish Resistance]]===
 
===[[Scottish Resistance]]===
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{{icon item|Scottish Resistance|100px}}
  
* The Scottish Resistance is most effective on defense because the Demoman can place a large number of Stickies very quickly and selectively detonate only some of them.
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The Scottish Resistance can place up to 14 Stickybombs that can each be manually detonated. However, the weapon's slower bomb arm time makes it less effective in direct combat. Thus, it is best suited to defensive gameplay, where there are multiple possible entrances to defend. Its ability to eliminate enemy Stickybombs and place several traps at once make it useful for controlling key areas. You can detonate your Stickybombs in rapid succession by holding down the detonate key and swinging your view across all of your Stickybombs.
  
* A Demoman should not let the long arming delay discourage it's use.  The weapon can carpet an area with stickies, and they still explode fast enough to pose a threat in direct combat.
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===[[Chargin' Targe]] + [[reskins]]===
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{{icon item|Chargin' Targe|100px}} {{icon item|Festive Chargin' Targe|100px|link=Festive weapons}}
  
* When defending anywhere, especially places like tunnels, A Demoman can set up multiple traps and detonate them as foes approach. The Demoman can set fallback traps but should never stand next to them.  If the Demoman is within range of their own Sticky when detonating, it will explode!
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The Chargin' Targe replaces the Demoman's trademark Stickybomb Launcher, turning him into a more melee-oriented class. It grants him the ability to charge forward while removing debuffs such as [[afterburn]] and [[Jarate]], shield bashing the first enemy in the way.  Melee attacks performed while charging cancel the charge and deal increased damage based on distance traveled. With good timing, you can follow up a successful shield bash with a melee attack for heavy damage. Because it is difficult to maneuver during a charge, predict where your target will be at the end and line yourself up accordingly. The Chargin' Targe offers some defensive bonuses against explosives and fire, giving you protection against the Soldier and Pyro, classes that traditionally hold an advantage at close range, as well as other Demomen, who can deal a large amount of damage with their explosives. The Chargin' Targe does not offer bullet resistance, so you gain no advantage over the Scout or Heavy.
  
* This weapon fires very quickly.  Herding a foe is even easier, and you can place a fatal amount of Stickies almost instantly.
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===[[Sticky Jumper]]===
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{{icon item|Sticky Jumper|100px}}
  
* While a Demoman with the Scottish Resistance cannot detonate all of their sticky bombs at once, they can detonate them in rapid succession by holding down the detonate key (Right-Mouse Button by default) and swinging their view across all of their stickybombs.
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While the Sticky Jumper is intended for harmless [[Sticky jumping]] practice, one of the main factors that restricts your [[Sticky jumping]] when using the standard Stickybomb Launcher is the high self-damage. While the Sticky Jumper is equipped, all self-damage that would be taken from your own Stickybombs is nullified. Without healing, you can make multiple Sticky jumps to rapidly cover massive distances for a particularly reckless playstyle. While your Stickybombs are harmless, you still have your [[Grenade Launcher]] and wide selection of melee weapons for reliable damage. Given the immense damage of standard Stickybombs, the Sticky Jumper is generally not as useful in serious combat.
  
* Remember that the Scottish Resistance can destroy enemy Sticky bombs.  Wipe out enemy traps!
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===[[Splendid Screen]]===
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{{icon item|Splendid Screen|100px}}
  
===[[Chargin' Targe]]===
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The Splendid Screen is a more offensive version of the [[Chargin' Targe]]. It deals greater shield bash damage and lets you charge twice as often, but offers less defensive bonuses. The Splendid Screen's increased shield bash damage lets you to use your charge as a consistent, significant source of damage. You are encouraged to use the [[Eyelander]] alongside this shield, as gathering heads increases the damage of the shield bash; collecting five heads will boost the full-range shield bash to 127 damage, which is enough to instantly kill the fragile classes. Like with the Chargin' Targe, combo your shield bash immediately into a critical melee hit to deal massive damage. Use the frequent charges to quickly dart in and out of combat - high risk, high reward.
  
* A player should monitor the Charge meter during an attack.  Its color indicates the effects of the Targe.  Green is a recently-activated charge (less than 50% used), yellow means the next attack will be a [[Critical hits#Mini Crits|Mini-Crit]], and red means that the next melee attack will be a full strength Critical hit. The red zone also means that colliding with an enemy will cause the Targe itself to inflict damage.
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===[[Tide Turner]]===
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{{icon item|Tide Turner|100px}}
  
* The player must react quickly, as the 'Red Zone' will only be active during the last 25% of the Charge.
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The Tide Turner grants you full turning control during your charge, but only deals Mini-Crits on a fully expended charge. It sacrifices melee power for unparalleled melee mobility. Melee kills while charging will refill your charge meter by 75%, allowing you to rampage from enemy to enemy with well-timed attacks. The Tide Turner has less resistances than your other shields and taking damage reduces the overall charge time, so utilize the Tide Turner's maneuverability to charge in from unexpected angles. The Tide Turner synergizes well with the [[Claidheamh Mòr]] and [[Persian Persuader]], as both swords refill charge for successful melee combat.
  
* With a full charge, a Demoman can easily instakill any unaware opponent from a surprising range.
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===[[Quickiebomb Launcher]]===
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{{icon item|Quickiebomb Launcher|100px}}
  
* If the Demoman is in danger or on fire they can use the charge to quickly move out of the battle zone to find a Medic or Health pack.
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The Quickiebomb Launcher arms and charges its Stickybombs much faster than the standard Stickybomb Launcher. Rapidly firing and detonating Stickybombs is a standard fighting style that this weapon amplifies, especially since charged shots deal up to 35% extra damage. Pelt opponents at medium range with rapid detonations, or charge individual Stickybombs from afar. This weapon can destroy enemy Stickybombs, allowing you to disarm Stickybomb traps when on the offensive. However, the Quickiebomb Launcher suffers a 50% smaller clip size and 15% reduced base damage, making it far less suitable for deploying full Stickybomb traps, especially against Engineer buildings.
  
* A Demoman should not attempt to charge Heavies unless they are distracted or heavily damaged.  They are the most dangerous foe at melee range.
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== Melee weapons ==
  
* The [[Force-A-Nature]]'s knockback, the [[Flamethrower]]'s [[compression blast]], [[Sentry Gun]]s, [[arrows]], [[Natascha]]'s speed reduction and the explosive force of grenades, rockets and Sticky bombs will all interrupt a charge. The Demoman should use the [[Grenade Launcher]] exclusively until the opportunity arises to make a clean attack, then charge.
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===[[Bottle]] + [[reskins]]===
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{{icon item|Bottle|100px}} {{icon item|Frying Pan|100px}} {{icon item|Saxxy|100px}} {{icon item|Scottish Handshake|100px}} {{icon item|Conscientious Objector|100px}} {{icon item|Freedom Staff|100px}} {{icon item|Bat Outta Hell|100px}} {{icon item|Memory Maker|100px}} {{icon item|Ham Shank|100px}} {{icon item|Golden Frying Pan|100px}} {{icon item|Necro Smasher|100px}} {{icon item|Crossing Guard|100px}} {{icon item|Prinny Machete|100px}}
  
===[[Bottle]] / [[Frying Pan]]===
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At close range, you'll probably damage yourself if you use explosive weaponry. Thus, the Bottle is particularly useful when enemies are too close to reliably kill with the Grenade Launcher. Unlike your other melee weapons, the Bottle has no drawbacks, so equip it if you don't plan on engaging in melee combat often and wish to prioritize survivability.
  
* The Bottle should be used when enemies are too close to reliably kill with the Grenade Launcher.
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===[[Eyelander]] + [[reskins]]===
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{{icon item|Eyelander|100px}} {{icon item|Horseless Headless Horsemann's Headtaker|100px}} {{icon item|Nessie's Nine Iron|100px}} {{icon item|Australium Eyelander|100px|link=Australium weapons}} {{icon item|Festive Eyelander|100px|link=Festive weapons}}
  
* The Bottle may break on a hit. This is purely visual and has no game effect.
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As a sword, the Eyelander draws and holsters slower, but comes with an extended attack range that outranges most opponents in melee combat. It reduces your maximum health but accumulates heads upon melee kills, which each slightly increase your maximum health, movement speed, and shield bash damage. Take full advantage of its traits by pairing it with the [[Chargin' Targe]] or another shield, and charge in and out of battle. As you accumulate heads, your bonus health and shield's defenses turns you into a very resistant foe. Because dying makes you lose all your heads, play carefully; if your charge misses, the Eyelander's long holster time leaves you vulnerable if your foe backpedals and draws a ranged weapon. Until you have a clear opportunity to decapitate an enemy, attack from range using your [[Grenade Launcher]].
  
* The Bottle has no drawbacks, so if you don't have a specific purpose, don't use a different melee weapon.
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===[[Pain Train]]===
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{{icon item|Pain Train|100px}}
  
===[[Eyelander]] / [[Horseless Headless Horsemann's Headtaker]]===
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The Pain Train gives you an increased capture rate of two players, equal to the Scout. You can combine this with Sticky jumping to quickly seize control points. The Pain Train comes with a 10% increased vulnerability to bullets, making you a bit more fragile against the Scout and Heavy, classes which tend to be found attacking or holding control points. Only use the Pain Train when actively capturing control points or pushing Payload carts; the increased capture rate is useless in other game modes or when defending.
  
*In most cases, the Eyelander should not be used without the Chargin' Targe.
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===[[Scotsman's Skullcutter]]===
 
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{{icon item|Scotsman's Skullcutter|100px}}
*A Demoman with stored decapitations can switch loadouts as long as he doesn't switch out the Eyelander.  A smart Demoman can use the Chargin' Targe until he accumulates 4 heads, then return to a resupply cabinet and switch to the Stickybomb Launcher.
 
 
 
*This strategy will not work if "Automatically respawn after loadout changes in respawn zones" is checked in Options-> Multiplayer-> Advanced, as changing weapons respawns the player and resets the player's head count.
 
 
 
*The Eyelander has a very long range for a melee weapon. Get comfortable with its area of effect and take this into account when going for a critical charge.
 
 
 
*Don't try to use the Eyelander all the time.  Stick with the Grenade Launcher until the opportunity arises for a clean kill.  You should avoid dying with heads whenever possible.
 
 
 
*Be aware that the Eyelander 'hits' near the beginning of the swing animation, rather than at the middle. Keep this in mind so you don't accidentally 'under-shoot' an attack, especially when using the sword in conjunction with the Chargin' Targe.
 
  
*Decapitating an enemy Demoman who also has the Eyelander equipped allows you to steal any Heads he has accumulated.
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The Scotsman's Skullcutter shares the same properties as other swords: slow weapon switching and increased attack range. It reduces your movement speed while wielded, but does significantly more damage than your other melee weapons. The speed reduction affects your shield's charge as well, so the Skullcutter is best used in confined areas where enemies can't easily run away. Overall, this weapon increases the risk and reward of melee combat; while a well-placed charge can kill nearly any enemy, you are more vulnerable to tactics such as hit-and-run or [[weapon heckling]].
  
===[[Pain Train]]===
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===[[Claidheamh Mòr]]===
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{{icon item|Claidheamh Mòr|100px}}
  
*The Pain Train is situational. It is best used on Capture Point and Payload maps, especially when the enemy's defenses are weak.
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The Claidheamh Mòr shares the [[Eyelander]]'s extended melee range and slow weapon switch speed. Instead of the ability to collect heads, the Claidheamh Mòr gives 0.5 second increase in charge duration, and restores 25% of your charge meter upon a kill. In particular, the Claidheamh Mòr pairs well with the [[Tide Turner]], as the combined bonuses from the two weapons will give you a full recharge upon a kill. You take increased damage while this sword is out, so stow it away if you can't charge at anyone.
  
*Unequip it if you are playing in a different gamemode, or you will die a lot more than usual.
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===[[Ullapool Caber]]===
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{{icon item|Ullapool Caber|100px}}
  
===[[Scotsman's Skullcutter]]===
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The Ullapool Caber explodes on first impact, dealing massive damage to you and everything near your victim. It takes a large amount of time to switch to this weapon, giving your opponents ample time to create some distance. Your other explosive weaponry deal great area damage and yield less risk to yourself, so only use the Ullapool Caber as a last resort against close foes. Using it alongside one of your shields and charging can turn you into a human missile.
  
* The Skullcutter is best used with the Chargin' Targe or in closed environments.
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===[[Half-Zatoichi]]===
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{{icon item|Half-Zatoichi|100px}}
  
* It has Eyelander-style range. Learn the distance and you'll rarely miss.
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The Half-Zatoichi is a sword that heals 50% of your health upon a kill, with the potential to [[overheal]]. Combine this blade with a shield to chain together melee kills and stay healthy. Compared to when using the Eyelander, it is easier to stay healthy without relying on pickups or a friendly Medic, but you forgo the speed bonus from accumulating heads. When you deploy the Half-Zatoichi, make sure you can obtain a kill, as switching weapons otherwise results in you taking 50 damage.  
  
* Keep in mind your reduced movement speed.  Running foes will be nearly impossible to chase.
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===[[Persian Persuader]]===
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{{icon item|Persian Persuader|100px}}
  
== See also==
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The Persian Persuader converts ammo [[pickups]] to charge and replenishes charge with each successful melee hit, but significantly reduces the maximum ammunition for your ranged weapons. Use it alongside a shield and focus on melee combat. Keep your momentum up by stringing together melee attacks and securing ammo pickups.
*[[Community Demoman strategy]]
 
*[[Demoman match-ups]]
 
*[[Team strategy]]
 
  
{{Class strategy}}
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{{Class Strategy Nav}}
 
{{Demoman Nav}}
 
{{Demoman Nav}}
  
 
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[[Category:Demoman]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]
[[Category:Demoman]]
 

Latest revision as of 20:07, 13 August 2024

This page contains basic strategy for the Demoman. For more advanced strategies, see Community Demoman strategy. For how to play against the Demoman, see Anti-Demoman strategy.
Demomantaunt1.PNG

The Demoman is a well-rounded artillery class that excels at indirect combat, crowd control, and area denial. Both his Grenade Launcher and Stickybomb Launcher are versatile weapons that can be aimed over obstacles while staying out of sight. Additionally, the Stickybomb Launcher can be used to set traps or Sticky jump. Due to his immense damage output, the Demoman is fantastic at fighting multiple opponents and demolishing Engineer buildings. However, the Demoman is most vulnerable at close range, where his weapons are more difficult to aim, take time to arm, and can inflict self-damage; this makes him weaker to classes such as the Scout or Pyro.

Unlike the other classes, the Demoman has the option to cover this weakness by equipping a Shield and Sword for an alternate playstyle. By doing so, he trades his area explosives for extra defense and the ability to charge, allowing him to pick off single targets. Thus, the Demoman can choose to dominate at long or close range, but not both. A team should arguably always have at least one Demoman for his sheer versatility.

Primary weapons

Grenade Launcher + reskins

Grenade Launcher Festive Grenade Launcher Australium Grenade Launcher

The Grenade Launcher fires powerful projectiles that deal explosive damage. Grenades travel in a heavy, arced trajectory and can be fired from behind cover, especially over terrain or around corners. The Grenade Launcher is your main weapon in direct combat, especially if your opponent can avoid Stickybombs or if you are using a shield. Although direct hits deal the most damage, grenades that don't immediately hit enemies will still bounce and explode after a short time. Thus, you can fire at a general area to herd enemies, stop escapes, or downright kill foes at extreme range. If you want to conserve health for a smaller explosive jump, fire a grenade into a corner, then jump on top of it to propel yourself upwards.

Loch-n-Load

Loch-n-Load

The Loch-n-Load is particularly useful against the Engineer's buildings, which it deals increased damage to. Its projectiles travel 25% faster than those of the Grenade Launcher, making it easier to land strong direct hits, even against airborne targets. This speed results in increased range, which can be useful when taking out an Engineer's buildings. However, the Loch-n-Load's clip size and blast radius are both reduced by 25%, making it weaker at crowd control. In particular, its grenades shatter on surfaces, meaning that it cannot be fired in a general direction to suppress enemy movement or used to perform grenade jumps.

Ali Baba's Wee Booties + reskins

Ali Baba's Wee Booties Bootlegger

Ali Baba's Wee Booties focus on mobility, granting extra health at the cost of your Grenade Launcher. If you equip a shield and commit to melee combat, you also gain bonus movement speed. When using a shield, the Booties grant you increased charge control and charge restore on kill, allowing frequent, precise melee movement. In particular, the increased movement speed allows you to outrun any class aside from the Scout, even without charging. If you want ranged combat with the Booties, the standard Stickybomb Launcher or Quickiebomb Launcher work best.

Loose Cannon

Loose Cannon

The Loose Cannon fires cannonballs that always explode 1 second after the fire button is pressed, rather than 2 seconds after being fired. Thus, hold the fire button to delay the projectile and control the explosion. Direct hits do not immediately cause an explosion and inflict knock back. Timing a shot to inflict both impact and explosive damage in quick succession will reward you with a guaranteed "Double Donk" Mini-Crit. Explosions after a cannonball touches a surface will only deal 50% damage; ideally, fight at the range where stock Stickybombs can be immediately detonated. Overloading the fuse results in significant self-damage but a strong explosive jump; this is the one weapon that lets you reliably get airborne, then charge with a shield.

B.A.S.E. Jumper

B.A.S.E. Jumper

The B.A.S.E. Jumper allows you to deploy a parachute while in midair, slowing your descent. For general purposes, you can combine this with Sticky jumping to maintain a vertical advantage over opponents or travel further horizontally. Should you use a Stickybomb Launcher alongside the B.A.S.E. Jumper, you can freely plant a carpet of Stickybombs over a wide area as you float down. If you favor melee combat and use a shield, charging in midair lets you approach enemies from varying vertical angles. Although it keeps you in midair and attacking longer, try not to linger in the sights of enemies who appreciate slow targets, like the Heavy or Sniper. As with other utility items, taking the B.A.S.E. Jumper means having no Grenade Launcher, leaving you less effective at medium range.

Iron Bomber

Iron Bomber

The Iron Bomber can be used similarly to the Grenade Launcher in direct combat. Its grenades remain close to the landing site and explode 30% faster, useful for creating temporary traps that your opponents will not want to pass over. Grenades have a 15% smaller blast radius if they explode on timer, so precision with your traps is rewarded. Because the Iron Bomber's grenades have little bounce and roll, it has a less effective maximum range than the Grenade Launcher for indirect combat. However, since grenades do move around less, it also allows you to execute grenade jumps with much more ease and consistency when compared to the default Grenade Launcher. This opens up more opportunities the Demoman can exploit. For instance, grenade jumping successfully can allow you to retain Stickybomb traps for longer, which in turn deny chokes and large spaces more effectively, and increase the chance you have to catch out enemy players. Grenade jumping also becomes a more viable alternative, should you run out Stickybombs, to escape dangerous situations.

Secondary weapons

Stickybomb Launcher + reskins

Stickybomb Launcher Festive Stickybomb Launcher Silver Botkiller Stickybomb Launcher Australium Stickybomb Launcher

Stickybombs have a very large splash radius and deal excellent explosive damage, making it the perfect weapon for area denial. Stickybombs can be either fired and detonated in rapid succession from medium range, or placed as traps to instantly take out an unlucky enemy. If using the Stickybomb Launcher to lay traps, place the explosives in unexpected locations, such as around corners, above doorways, or even on ceilings. The Stickybomb Launcher is one of the best weapons for dealing with Sentry Guns, as detonating multiple Stickybombs at one time will prevent the Engineer from performing any repairs. Additionally, you can use Stickybombs to Sticky Jump around the battlefield swiftly at the cost of health. As planting more than eight Stickybombs destroys those that were planted earlier, firing more can allow you to strategically detonate individual ones.

Scottish Resistance

Scottish Resistance

The Scottish Resistance can place up to 14 Stickybombs that can each be manually detonated. However, the weapon's slower bomb arm time makes it less effective in direct combat. Thus, it is best suited to defensive gameplay, where there are multiple possible entrances to defend. Its ability to eliminate enemy Stickybombs and place several traps at once make it useful for controlling key areas. You can detonate your Stickybombs in rapid succession by holding down the detonate key and swinging your view across all of your Stickybombs.

Chargin' Targe + reskins

Chargin' Targe Festive Chargin' Targe

The Chargin' Targe replaces the Demoman's trademark Stickybomb Launcher, turning him into a more melee-oriented class. It grants him the ability to charge forward while removing debuffs such as afterburn and Jarate, shield bashing the first enemy in the way. Melee attacks performed while charging cancel the charge and deal increased damage based on distance traveled. With good timing, you can follow up a successful shield bash with a melee attack for heavy damage. Because it is difficult to maneuver during a charge, predict where your target will be at the end and line yourself up accordingly. The Chargin' Targe offers some defensive bonuses against explosives and fire, giving you protection against the Soldier and Pyro, classes that traditionally hold an advantage at close range, as well as other Demomen, who can deal a large amount of damage with their explosives. The Chargin' Targe does not offer bullet resistance, so you gain no advantage over the Scout or Heavy.

Sticky Jumper

Sticky Jumper

While the Sticky Jumper is intended for harmless Sticky jumping practice, one of the main factors that restricts your Sticky jumping when using the standard Stickybomb Launcher is the high self-damage. While the Sticky Jumper is equipped, all self-damage that would be taken from your own Stickybombs is nullified. Without healing, you can make multiple Sticky jumps to rapidly cover massive distances for a particularly reckless playstyle. While your Stickybombs are harmless, you still have your Grenade Launcher and wide selection of melee weapons for reliable damage. Given the immense damage of standard Stickybombs, the Sticky Jumper is generally not as useful in serious combat.

Splendid Screen

Splendid Screen

The Splendid Screen is a more offensive version of the Chargin' Targe. It deals greater shield bash damage and lets you charge twice as often, but offers less defensive bonuses. The Splendid Screen's increased shield bash damage lets you to use your charge as a consistent, significant source of damage. You are encouraged to use the Eyelander alongside this shield, as gathering heads increases the damage of the shield bash; collecting five heads will boost the full-range shield bash to 127 damage, which is enough to instantly kill the fragile classes. Like with the Chargin' Targe, combo your shield bash immediately into a critical melee hit to deal massive damage. Use the frequent charges to quickly dart in and out of combat - high risk, high reward.

Tide Turner

Tide Turner

The Tide Turner grants you full turning control during your charge, but only deals Mini-Crits on a fully expended charge. It sacrifices melee power for unparalleled melee mobility. Melee kills while charging will refill your charge meter by 75%, allowing you to rampage from enemy to enemy with well-timed attacks. The Tide Turner has less resistances than your other shields and taking damage reduces the overall charge time, so utilize the Tide Turner's maneuverability to charge in from unexpected angles. The Tide Turner synergizes well with the Claidheamh Mòr and Persian Persuader, as both swords refill charge for successful melee combat.

Quickiebomb Launcher

Quickiebomb Launcher

The Quickiebomb Launcher arms and charges its Stickybombs much faster than the standard Stickybomb Launcher. Rapidly firing and detonating Stickybombs is a standard fighting style that this weapon amplifies, especially since charged shots deal up to 35% extra damage. Pelt opponents at medium range with rapid detonations, or charge individual Stickybombs from afar. This weapon can destroy enemy Stickybombs, allowing you to disarm Stickybomb traps when on the offensive. However, the Quickiebomb Launcher suffers a 50% smaller clip size and 15% reduced base damage, making it far less suitable for deploying full Stickybomb traps, especially against Engineer buildings.

Melee weapons

Bottle + reskins

Bottle Frying Pan Saxxy Scottish Handshake Conscientious Objector Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete

At close range, you'll probably damage yourself if you use explosive weaponry. Thus, the Bottle is particularly useful when enemies are too close to reliably kill with the Grenade Launcher. Unlike your other melee weapons, the Bottle has no drawbacks, so equip it if you don't plan on engaging in melee combat often and wish to prioritize survivability.

Eyelander + reskins

Eyelander Horseless Headless Horsemann's Headtaker Nessie's Nine Iron Australium Eyelander Festive Eyelander

As a sword, the Eyelander draws and holsters slower, but comes with an extended attack range that outranges most opponents in melee combat. It reduces your maximum health but accumulates heads upon melee kills, which each slightly increase your maximum health, movement speed, and shield bash damage. Take full advantage of its traits by pairing it with the Chargin' Targe or another shield, and charge in and out of battle. As you accumulate heads, your bonus health and shield's defenses turns you into a very resistant foe. Because dying makes you lose all your heads, play carefully; if your charge misses, the Eyelander's long holster time leaves you vulnerable if your foe backpedals and draws a ranged weapon. Until you have a clear opportunity to decapitate an enemy, attack from range using your Grenade Launcher.

Pain Train

Pain Train

The Pain Train gives you an increased capture rate of two players, equal to the Scout. You can combine this with Sticky jumping to quickly seize control points. The Pain Train comes with a 10% increased vulnerability to bullets, making you a bit more fragile against the Scout and Heavy, classes which tend to be found attacking or holding control points. Only use the Pain Train when actively capturing control points or pushing Payload carts; the increased capture rate is useless in other game modes or when defending.

Scotsman's Skullcutter

Scotsman's Skullcutter

The Scotsman's Skullcutter shares the same properties as other swords: slow weapon switching and increased attack range. It reduces your movement speed while wielded, but does significantly more damage than your other melee weapons. The speed reduction affects your shield's charge as well, so the Skullcutter is best used in confined areas where enemies can't easily run away. Overall, this weapon increases the risk and reward of melee combat; while a well-placed charge can kill nearly any enemy, you are more vulnerable to tactics such as hit-and-run or weapon heckling.

Claidheamh Mòr

Claidheamh Mòr

The Claidheamh Mòr shares the Eyelander's extended melee range and slow weapon switch speed. Instead of the ability to collect heads, the Claidheamh Mòr gives 0.5 second increase in charge duration, and restores 25% of your charge meter upon a kill. In particular, the Claidheamh Mòr pairs well with the Tide Turner, as the combined bonuses from the two weapons will give you a full recharge upon a kill. You take increased damage while this sword is out, so stow it away if you can't charge at anyone.

Ullapool Caber

Ullapool Caber

The Ullapool Caber explodes on first impact, dealing massive damage to you and everything near your victim. It takes a large amount of time to switch to this weapon, giving your opponents ample time to create some distance. Your other explosive weaponry deal great area damage and yield less risk to yourself, so only use the Ullapool Caber as a last resort against close foes. Using it alongside one of your shields and charging can turn you into a human missile.

Half-Zatoichi

Half-Zatoichi

The Half-Zatoichi is a sword that heals 50% of your health upon a kill, with the potential to overheal. Combine this blade with a shield to chain together melee kills and stay healthy. Compared to when using the Eyelander, it is easier to stay healthy without relying on pickups or a friendly Medic, but you forgo the speed bonus from accumulating heads. When you deploy the Half-Zatoichi, make sure you can obtain a kill, as switching weapons otherwise results in you taking 50 damage.

Persian Persuader

Persian Persuader

The Persian Persuader converts ammo pickups to charge and replenishes charge with each successful melee hit, but significantly reduces the maximum ammunition for your ranged weapons. Use it alongside a shield and focus on melee combat. Keep your momentum up by stringing together melee attacks and securing ammo pickups.