Difference between revisions of "Basic Demoman strategy"

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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]].}}
 
{{Quotation|'''The Demoman''' |Ohh, I'm gonna beat ya so hard, you'll have a twitch!|sound=Demoman_taunts05.wav}}
 
{{Quotation|'''The Demoman''' |Ohh, I'm gonna beat ya so hard, you'll have a twitch!|sound=Demoman_taunts05.wav}}
 
[[File:Demomantaunt1.PNG|350px|right]]
 
[[File:Demomantaunt1.PNG|350px|right]]
  
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, able to 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 maintaining offensive momentum 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. If equipped with a [[Shield]] and [[Sword]], the Demoman sacrifices his huge damage output for high survivability and becomes a powerful pick class, being able to charge at high speeds into the fray to single out any target he desires while being very difficult to kill with explosives and fire. Despite any of his weaknesses, a team should arguably always have at least one Demoman.
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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.  
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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.
  
 
== Primary weapons ==
 
== Primary weapons ==
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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}}
 
{{icon item|Grenade Launcher|100px}} {{icon item|Festive Grenade Launcher|100px|link=Festive weapons}} {{icon item|Australium Grenade Launcher|100px|link=Australium weapons}}
  
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. In direct combat, the Grenade Launcher is the best choice against an enemy who can reliably dodge or capitalize on how long Stickybombs take to arm, and in a situation where the player is using a shield and sword, it becomes their primary way of dealing ranged damage while tanking explosive and fire damage. 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 Grenade Launcher excels at defensive combat when compared to its alternatives.
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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.  
  
 
===[[Loch-n-Load]]===
 
===[[Loch-n-Load]]===
 
{{icon item|Loch-n-Load|100px}}
 
{{icon item|Loch-n-Load|100px}}
  
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]], giving it a longer range compared to the Grenade Launcher, and makes it easier to land strong direct hits even against airborne targets. Its range also lets you "snipe" buildings at longer range. 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 used to suppress enemy movement.
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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.
  
 
===[[Ali Baba's Wee Booties]] + [[reskins]]===
 
===[[Ali Baba's Wee Booties]] + [[reskins]]===
 
{{icon item|Ali Baba's Wee Booties|100px}} {{icon item|Bootlegger|100px}}
 
{{icon item|Ali Baba's Wee Booties|100px}} {{icon item|Bootlegger|100px}}
  
Ali Baba's Wee Booties focus on mobility, granting extra health and movement speed at the cost of your Grenade Launcher. You will have to either rely on your secondary weapon or focus on melee combat. If you prefer ranged combat, the standard Stickybomb Launcher or [[Quickiebomb Launcher]] work best, as they allow you to be mobile and detonate a volley of stickybombs as you move. If you choose a shield for melee combat, the increased charge control and charge restore on kill will help you charge more accurately and more often. In particular, the increased movement speed allows you to outrun any class aside from the Scout, even without charging, while the resistances granted by your shields will allow you to tank oncoming damage while swinging at your enemies.
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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.
  
 
===[[Loose Cannon]]===
 
===[[Loose Cannon]]===
 
{{icon item|Loose Cannon|100px}}
 
{{icon item|Loose Cannon|100px}}
  
The Loose Cannon fires cannonballs instead of grenades, which travel 20% faster than grenades, do not explode on contact, and inflict [[knock back]] on a direct hit. This can be used to create distance or disrupt enemy movements, especially useful against [[Übercharge]]d targets like the Heavy. Cannonballs always explode 1 second after the fire button is pressed, but are not launched until it is released, meaning you can control the explosion timer by delaying when the [[projectiles]] fire. Timing a shot carefully 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, so you want to carefully time shots to maximize damage, especially since the cannonballs deal reduced damage on contact. The ideal range for properly timing detonations is slightly farther than the range where stock Stickybombs can be immediately detonated, although adjusting your shot by cooking the fuse for a few moments is important to efficiently use this weapon at close range. Overloading the fuse will deal significant damage to yourself but allow for a strong explosive jump. Overall, the Loose Cannon trades immediate slaying power for utility: while you may not be able to deal large amounts of damage quickly, you will be able to pester approaching enemies with knock back, while an accurate Double Donk has the potential to do standard Grenade Launcher damage, albeit with a bit more calculation behind every shot.
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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.
  
 
===[[B.A.S.E. Jumper]]===
 
===[[B.A.S.E. Jumper]]===
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{{icon item|Iron Bomber|100px}}
 
{{icon item|Iron Bomber|100px}}
  
The Iron Bomber can be used similarly to the Grenade Launcher in direct combat. However, its grenades have very little bounce and roll, so they'll remain close to their landing site. With good aim, this trait is useful for creating a temporary hazard that opponents won't want to pass over. Grenades have a 15% smaller blast radius if they explode on timer, so precision with your traps is rewarded.
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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.
  
 
== Secondary weapons ==
 
== Secondary weapons ==
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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}}
 
{{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}}
  
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 to deal lower consistent damage, 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 a significant part of your health. As planting more than eight Stickybombs destroys those that were planted earlier, firing more can allow you to strategically detonate individual ones. Be wary of the weapon's projectile nature, as Stickybombs are harmless until you detonate them and will only explode after a certain distance, so keep combat at medium range for optimum play. For any enemies brave enough to charge at you in melee range, run backwards and shoot Stickybombs at your feet to deter them.
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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.
  
 
===[[Scottish Resistance]]===
 
===[[Scottish Resistance]]===
 
{{icon item|Scottish Resistance|100px}}
 
{{icon item|Scottish Resistance|100px}}
  
The Scottish Resistance can place up to fourteen 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.
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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.
  
 
===[[Chargin' Targe]] + [[reskins]]===
 
===[[Chargin' Targe]] + [[reskins]]===
 
{{icon item|Chargin' Targe|100px}} {{icon item|Festive Chargin' Targe|100px|link=Festive weapons}}
 
{{icon item|Chargin' Targe|100px}} {{icon item|Festive Chargin' Targe|100px|link=Festive weapons}}
  
Equipping the Chargin' Targe takes away the Demoman's trademark Stickybomb Launcher, turning him into a more melee-oriented class. The shield's charge ability can be used to quickly move around the battlefield or escape a difficult battle, and it also removes debuffs such as [[afterburn]] and [[Jarate]]. Melee attacks performed while charging cancel the charge and have increased damage based on distance traveled, while contact with an enemy causes a shield bash, which also scales damage based on distance. Because it is difficult to maneuver during a charge, predict where your target will be at the end and line yourself up accordingly: a correctly spaced charge will cause both a damaging shield bash and critical hit, which can eliminate all classes but the Heavy. As a bonus, the Chargin' Targe offers high defensive power against fire and some defensive bonuses against explosions, allowing you to fearlessly charge at Pyros while being a harder target to kill with explosives. Note that you are still fully vulnerable to bullets, so be wary of Heavies and Snipers.
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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.
  
 
===[[Sticky Jumper]]===
 
===[[Sticky Jumper]]===
 
{{icon item|Sticky Jumper|100px}}
 
{{icon item|Sticky Jumper|100px}}
  
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 mobile and reckless playstyle. While your Stickybombs won't harm enemies, you still have your [[Grenade Launcher]] to deal reliable damage, and can pick off unaware targets from around the map using your [[Eyelander]]. Given the immense damage of standard Stickybombs, the Sticky Jumper is generally not as useful in serious combat.
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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.
  
 
===[[Splendid Screen]]===
 
===[[Splendid Screen]]===
 
{{icon item|Splendid Screen|100px}}
 
{{icon item|Splendid Screen|100px}}
  
The Splended Screen works more like an offensive version of the [[Chargin' Targe]], dealing more shield bash damage and allowing the Demoman to 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, which pairs well with the [[Eyelander]] for a risky playstyle: if you manage to get five heads, a shield bash will do 127 damage, which is enough to kill a Scout, Sniper or Spy in one hit. The Splendid Screen offers less defensive bonuses than the Chargin' Targe, so run into battle with caution. Like the Chargin' Targe, combo your shield bash immediately into a critical melee hit to deal massive damage, and charge away from harm to remove debuffs like afterburn, which is especially useful due to the shield's frequent charges.
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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.
  
 
===[[Tide Turner]]===
 
===[[Tide Turner]]===
 
{{icon item|Tide Turner|100px}}
 
{{icon item|Tide Turner|100px}}
  
The Tide Turner grants you full turning control during your charge, although unlike other shields it only deals mini-crits instead of critical hits on a full expended charge, essentially sacrificing 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 if you time your attacks well. Charging after escaping enemies becomes significantly easier with the Tide Turner, so look out for opponents who are running for health or into safety, as they can help you begin your melee streak. When compared to your other shields, the Tide Turner has less resistances than both the [[Chargin' Targe]] and [[Splendid Screen]], its shield bash is weaker than the latter, and taking damage while charging will reduce the overall charging time, so exercise caution when charging into a firefight and utilize the Tide Turner's maneuverability to charge in from unexpected locations. The [[Claidheamh Mòr]] and [[Persian Persuader]] synergize well with the Tide Turner, as both swords grant you charge upon kill or hit, letting you charge almost all the time with luck.
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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.
  
 
===[[Quickiebomb Launcher]]===
 
===[[Quickiebomb Launcher]]===
 
{{icon item|Quickiebomb Launcher|100px}}
 
{{icon item|Quickiebomb Launcher|100px}}
  
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, so keep a distance from your opponents and pelt them with quick detonations and backpedal against approaching enemies while detonating Stickybombs at your feet. This weapons can destroy other Stickybombs, allowing you to disarm enemy Stickybomb traps when on the offensive. It also has a much faster charge time that makes your Stickybombs stronger the longer you charge them, making long range "sniping" a viable option. However, Stickybombs from this weapon only last four seconds after touching a surface, making traps temporary as best. Additionally, the Quickiebomb Launcher suffers a 15% damage penalty and a 25% smaller clip size, making it less suitable for longer fights.
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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.
  
 
== Melee weapons ==
 
== Melee weapons ==
  
 
===[[Bottle]] + [[reskins]]===
 
===[[Bottle]] + [[reskins]]===
{{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}}
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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}}  
  
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.
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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.
  
 
===[[Eyelander]] + [[reskins]]===
 
===[[Eyelander]] + [[reskins]]===
 
{{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}}
 
{{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 Eyelander reduces your maximum health and makes drawing and storing the weapon more sluggish, but comes with an extended attack range, allowing you to fight most enemies from outside the standard melee range. It works best with the [[Chargin' Targe]] or another shield, which will allow you to quickly enter and exit melee range. Additionally, slaying an enemy with the Eyelander will allow you to accumulate heads; each head slightly increases your maximum health and movement speed up to four times, making you a very resistant and mobile target especially with the benefits of a shield. Because dying will cause you to lose all of your heads, play conservatively; without any heads, you can be taken down by an uncharged [[headshot]], and your reduced weapon draw and holster speed will put you at a disadvantage against [[weapon heckling]]. Until you have a clear opportunity to decapitate an enemy, attack from range using your [[Grenade Launcher]] and stay near sources of health.
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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]].
  
 
===[[Pain Train]]===
 
===[[Pain Train]]===
 
{{icon item|Pain Train|100px}}
 
{{icon item|Pain Train|100px}}
  
Only use the Pain Train when actively capturing control points or pushing Payload carts; the increased capture rate is useless when playing Capture the Flag or in any defensive scenario and will simply make you more vulnerable to bullets. If you have a reliable source of health, you can equip it when actively [[Sticky jump]]ing around the map to give yourself the mobility and capture rate of the Scout.  
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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.
  
 
===[[Scotsman's Skullcutter]]===
 
===[[Scotsman's Skullcutter]]===
 
{{icon item|Scotsman's Skullcutter|100px}}
 
{{icon item|Scotsman's Skullcutter|100px}}
  
The Scotsman's Skullcutter passively reduces your movement speed while wielded but does significantly more damage compared to your other melee weapons and can still deal random critical hits. The reduction in speed makes chasing enemies difficult, so consider pairing it with one of your shields and boots for maximum effectiveness; with this combination, you can be a terror at close range, as you will have resistances and extremely powerful swings. In particular, critical hits from the Scotsman's Skullcutter will be able to kill any non-overhealed class in one swing apart from the Heavy. Note that due to the speed penalty, the total distance your charge covers will be reduced as well. The Skullcutter possesses the same melee range as the Eyelander, so it's best in confined areas, where enemies can't flee as easily. If bringing another weapon with the Scotsman's Skullcutter, remember that it takes longer to draw and holster, so be wary when you change weapons.
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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]].
  
 
===[[Claidheamh Mòr]]===
 
===[[Claidheamh Mòr]]===
 
{{icon item|Claidheamh Mòr|100px}}
 
{{icon item|Claidheamh Mòr|100px}}
  
The Claidheamh Mòr shares the [[Eyelander]]'s extended melee range. In exchange for the ability to collect heads, the Claidheamh Mòr restores 25 health and 25% of your charge meter upon a kill. In particular, the Claidheamoh 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 place it away if you can't charge at anyone. This is especially significant since it takes much longer to take or put this weapon away, so be careful when you switch weapons.
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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.
  
 
===[[Ullapool Caber]]===
 
===[[Ullapool Caber]]===
 
{{icon item|Ullapool Caber|100px}}
 
{{icon item|Ullapool Caber|100px}}
  
The Ullapool Caber explodes on first impact, dealing massive damage to you and everything near your victim. It takes a significant 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 try to 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.
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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.
  
 
===[[Half-Zatoichi]]===
 
===[[Half-Zatoichi]]===
 
{{icon item|Half-Zatoichi|100px}}
 
{{icon item|Half-Zatoichi|100px}}
  
The Half-Zatoichi allows you to heal 50% of your health upon a kill, which might be worth fighting at melee range, especially since you can pair it with one of your shields. Chaining several kills together will keep your health over maximum for an extended period of time, allowing you to rampage or get out of situations that would otherwise kill you. Make sure you can obtain a kill before unsheathing it, as switching weapons without getting a kill results in you taking 50 damage; this is less of a detriment if there is a Medic on your team, and you can use the self-damage to help build his Ubercharge. As with all swords, be careful with weapon switching as it takes a while to take out or holster the weapon.
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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.  
  
 
===[[Persian Persuader]]===
 
===[[Persian Persuader]]===
 
{{icon item|Persian Persuader|100px}}
 
{{icon item|Persian Persuader|100px}}
  
The Persian Persuader converts ammo pickups to charge and replenishes charge with each successful melee hit, so you'll want to use it alongside one of your shields. It also significantly reduces the maximum ammunition for your ranged weapons, so consider committing to melee combat. Its ability to fill up your charge meter in many different ways allow you to charge into the fray, get a few melee hits, and charge out, making you quite a slippery target. So long as your charge meter is lacking, all ammo [[pickups]] are converted into charge, so be sure to pick up ammunition with a full charge meter if you want to refill your Grenade or Stickybomb Launcher.
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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.
  
{{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.