Difference between revisions of "Demoman match-ups"

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m (A few spelling/grammatical changes. Changed the line that says the Demo's weapons being the only that can pass through buildings (Pyro's Flame throwers can as well))
m (A trait of the weapon, but not advice for standard gameplay.)
 
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{| class="wikitable grid" cellpadding="0" cellspacing="0"
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{{Quotation|'''The Demoman''' on his battle plan|Oh, I'm goin' to liquefy ya...|sound=Demoman_taunts13.wav}}
! class="header" colspan="3" width="200"| Class
 
! class="header" | Strategy
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout match-ups|Scout]]
 
| [[Scout]]s can be difficult to kill as a Demoman, and at high level play are considered your main counter. They can easily dodge and evade your Grenades and can run past your [[Stickybombs]] if you don't see them coming. Your best bet is to attempt to predict their actions. Lead them with the [[Grenade Launcher]] if they are attempting to strafe you, Sticky trap corners and doors if you happen to see a Scout approaching, or place stickies in front of them if they are trying to run away.
 
  
If they try to get in close, take advantage of the fact that your grenades will be more likely to hit; a grenade to the face should kill a Scout with one hit, otherwise the splash damage should hurt them severely. If using the Stickybomb Launcher, shoot stickies near the Scout and detonate them as soon as possible, all the while jumping erratically to mess up the Scout's shot. If in close combat, you are unable to hit the Scout, switching to your melee weapon may yield better results, though it's best to be used as a last resort; the [[Scout]] can easily back off, and a Scout can usually easily dodge a [[Chargin' Targe]] attack. On the other hand, if you have managed to collect a few heads already you can very often surprise a backpedaling Scout with your own speed and the range of the Eyelander and claim another.
+
{{Match-Up|forclass=demoman
|-
+
  | scout-strategy =
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman]]
+
'''Relative merits:''' The Scout is considered your main counter. His mobility helps him dodge your projectiles, get in close range with his [[Scattergun]], and decide when he fights you. You can lay Stickybombs on routes he might take, but these may end up detonated as you fight at the frontlines.
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Soldier.png|100x100px|link=Soldier]]<br>[[Soldier match-ups|Soldier]]
 
| [[Soldier]]s can be tedious to fight. At medium and long ranges you'll both probably be dodging as much as possible, and at close range you both tend to hurt yourselves. Keep in mind that a Soldier has slightly more health than you. They can also switch to their [[Shotgun]], which is much harder to dodge, as it is a hitscan weapon; consider using your stickies to keep him at a distance. Their slow speed also makes them an easier target for these if you can aim them well. Generally, two direct grenade hits should kill the Soldier.
 
  
With the [[Chargin' Targe]], you take less damage from rockets, but you can still be knocked back and your charge will be interrupted. Also, be wart of a Soldier with the [[Equalizer]], as they may be able to overpower you in melee fights.
+
'''Tactics:''' When a Scout attacks, react quickly to control the immediate area so he can't force you into a corner. In a duel, stay at medium range and lay pairs of Stickybombs near you to deter a direct assault, then lead him with your [[Grenade Launcher]]. You may be able to bait him into moving one direction with a first grenade, then fire a second grenade into his predicted path. If you need a breather, take cover while laying Stickybombs behind you.
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro match-ups|Pyro]]
 
| [[Pyro]]s can kill you quickly if you're caught off guard, such as when planting stickies. A Pyro with the [[Flamethrower]] equipped can reflect your grenades with their [[air blast]], allowing them to hurt you. However, if you know they are coming, plant stickies on/around their path and detonate them when they come close. If you are already in Flamethrower range, you will not have time to detonate your stickies. Use your [[Grenade Launcher]] on them in those cases, as direct hits will be very likely while inside Flamethrower range.
 
The Chargin' Targe will allow you to survive [[afterburn]] much more easily due to the passive fire damage reduction, but it is ill-advised to go toe-to-toe with a Pyro with melee, or in melee range, since the Chargin' Targe does not protect you from contact damage from the Flamethrower. If you find yourself being pursued by a Pyro, backpedal and lob grenades or stickies.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>Demoman
 
| [[Demoman|Demomen]] use the same strategy as you. Try and hit them with your [[Grenade Launcher]] before they do likewise, or lay stickies near them. You can detonate one of your own stickies in the midst of an enemy's, and it will send them scattering.
 
  
Demomen with the Chargin' Targe act essentially like counters to regular Demomen—the latter's lack of bullet based weaponry puts him at a significant disadvantage. If you have the [[Stickybomb Launcher]] or the [[Scottish Resistance]] instead, take out your bottle and hope for a [[Critical hit]] or run away if you can. Remember that the Scottish Resistance can break regular stickies.
+
'''Useful weapons:'''
A Demoman with [[Scotsman's Skullcutter]] is much more dangerous than an [[Eyelander]] Demoman; the Skullcutter can kill you with one Critical hit even if you have 4 heads.
+
* The [[Quickiebomb Launcher]] has faster-arming Stickybombs, which improves your dueling but lowers your area control capabilities.
|-
+
* If you trade the Stickybomb Launcher for a Demoknight loadout, your shield's charge lets you catch up to and execute the Scout with your melee weapon.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy match-ups|Heavy]]
 
| You can be one of the more dangerous threats for a [[Heavy]].  The one thing to bear in mind is that while his weapons all have significant damage drop off over distance, yours do not. Use cover and ground wherever possible.  Lay carpets of stickies around him while he is distracted, and land grenades on him while he is wound up; even with a [[Medic]] he can't stand up to the amount of damage you can dish out to a slow target.  In a one-on-one fight, backpedal while firing your [[Grenade Launcher]] at him, and lure him into your sticky trap. Make sure to get behind cover as quickly as possible if caught in a head on fight, and sticky the corner you passed to cover your retreat.
 
  
Don't try to use the [[Chargin' Targe]] and [[Eyelander]] combo against a Heavy unless he is distracted. His [[Minigun]] spread will take you down within a second and don't underestimate his [[Fists]] or the [[K.G.B.]] if he runs out of Minigun ammo. However, the Scotsman's Skullcutter's Crit hits for over half an overhealed Heavy's health, so if you can charge him from a blind spot, it is possible to finish off a heavy with another one or two well-aimed axe strikes, probably before he can react in time. Remember, if you see the Heavy carrying [[Natascha]], it will almost nullify your charge.
+
| soldier-strategy =
|-
+
'''Relative merits:''' You are one of the only classes that rival the Soldier's firepower. In a direct fight, the Soldier has the upper-hand with more accurate explosives and rocket jumps. However, you possess greater range and can reliably deal damage even if the Soldier takes high ground.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer match-ups|Engineer]]
 
| You are highly unlikely to survive in a head-to-head battle against a [[Sentry Gun]] (unless you're [[ÜberCharge]]d or outside of their range). Your grenades and stickies are excellent at taking them out where they don't have line of sight or sufficient range. An added advantage is that your weapons will often take out the Engineer trying to repair them, too: your launchers are capable of inflicting damage through buildings.  Three stickies or more will destroy both the Engineer and any [[building]].  Engineers who are aware may shoot and destroy your stickies with their [[Shotgun]] or [[Pistol]], if you see this detonate immediately because they cannot fix their buildings since their wrench isn't out.
 
  
If you're using the [[Chargin' Targe]], Sentry Guns are more threatening since you don't have your sticky launcher and you're more prone to running into their line of sight.  Learn to shell positions indirectly using the [[Grenade Launcher]]. Even without direct hits, grenades can easily destroy a sentry nest.
+
'''Tactics:''' On the ground, use grenades or charged Stickybombs to directly fight. If the Soldier rocket jumps into the air, land precise Grenade Launcher shots, lay Stickybombs where he will land, or detonate Stickybombs midair to catch him with their splash damage. Make use of cover, as you can bounce grenades around corners or prepare Stickybomb traps if the Soldier pursues. Avoid being caught at close range, where his rockets and [[Shotgun]] are easier to land than your explosives.
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic match-ups|Medic]]
 
| [[Medic]]s are pretty quick, which makes them a little more difficult to kill. Try and hit them with your grenades, or juggle them with a few Stickybombs. If he has a [[Medic buddy]], stay out of sight and take out his buddy with stickies. Your Stickybombs are powerful enough to kill even [[overheal]]ed targets in clusters of four or more.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper match-ups|Sniper]]
 
| [[Sniper]]s will kill you with ease at long range. Try to get close enough to lob grenades and stickies at them from where they can't see you. This has the added advantage of allowing your team-mates to rush past without fear as they make for cover. Alternatively, use the long range launch of your stickies to lob them onto distant Sniper decks and wait for the Sniper to walk into blast range. Snipers are an easy enemy to defeat if you can corner or sneak up on them with the [[Eyelander]], or even with the ordinary bottle. It only requires two hits or one [[Crit]] to kill a Sniper at full health.
 
  
A base level Eyelander Demoman can be killed at full health by one fully charged bodyshot.  Most Snipers will easily kill you if you charge directly at them.  On the other hand, if you manage to flank them, their necks are delightfully stationary.
+
'''Useful weapons:'''
|-
+
* Equipping a shield like the [[Chargin' Targe]] grants explosive resistance and the charge ability, letting you close the distance and duel the Soldier in melee combat.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy.png|100x100px|link=Spy]]<br>[[Spy match-ups|Spy]]
 
| [[Spies]] can [[Cloak]] to pass over your stickies and so can lead to an unexpected death for you if you don't stay alert. Luckily, they usually place greater priority on Medics, Heavies, Engineers, and Snipers. Simply watch your back, especially when you stand still to place Stickybombs or lay down fire and [[spy checking|Spy check]] suspicious team-mates occasionally. Most of the time, Spies will attempt to get in close to fight you. Bring out your bottle and scrumpy them to death, or glory in their slaughter with your Eyelander. Two hits or one Critical hit should do it, with either weapon.  
 
  
If you have the [[Eyelander]] equipped, you should consider using it to Spy check regularly, as killing a Spy who is using the [[Dead Ringer]] will still add to your head count. This effectively gives you the chance to gain two heads from a single player.
+
  | pyro-strategy =
|}
+
'''Relative merits:''' You never want to let a Pyro get close to you, where their assortment of strong [[fire]] and melee weapons will scorch you. Although all your ranged weapons use [[projectile]]s, you have ways to overcome their [[compression blast]] with proper gameplay.
 +
 
 +
'''Tactics:''' As when dealing with the Scout, lay Stickybomb traps in anticipation of a surprise Pyro. If the Pyro charges directly at you, fire charged Stickybombs, which are hard to reflect, or multiple grenades, which fire faster than they can reflect, all while watching out for whatever is actually reflected. Reflected grenades deal mini-crit damage to you, while reflected Stickybombs will not yet detonate.
 +
 
 +
Equipping [[Chargin' Targe|one]] of [[Splendid Screen|your]] [[Tide Turner|shields]] changes the matchup significantly, as they reduce fire damage taken and can extinguish [[afterburn]] by charging, preventing powerful critical hits from the [[Axtinguisher]] and [[Flare Gun]]; if the Pyro doesn't have the Shotgun equipped, their best option becomes their melee weapon. The Pyro's compression blast can interrupt any charges you attempt, which keeps this playing field even.
 +
 
 +
'''Useful weapons:'''
 +
* A well timed [[Loose Cannon]] shot is nearly impossible for the Pyro to reflect.
 +
* Stickybombs detonated in mid-air are difficult for the Pyro to reflect.
 +
 
 +
  | demoman-strategy =
 +
'''Mirror match-up:''' The Demoman has two main loadout types - one with the Stickybomb Launcher, and another with the [[Chargin' Targe]] or other shield. While mirror match-ups lend themselves to playing to chosen weapons, a shielded Demoknight acts as a soft counter to a vanilla Demoman – the explosive protection offered by the shield puts the latter at a significant disadvantage, especially once the Demoknight uses his charge to enter melee range.
 +
 
 +
'''Tactics:''' The Demoman's Stickybombs naturally fortify his position, so be cautious if you are the approacher, using your own Stickybombs to scatter the enemy's. Once you spot each other, note any obstacles your explosives can be lobbed around or explode through to take the advantage.
 +
 
 +
Against a mirror-match Demoknight fight, the tactics for defeating an enemy Demoknight changes depending on his primary weapon. His Grenade Launcher isn't very effective against your shield, but his charge can be difficult to avoid without proper preparation. Keep a note of the enemy Demoman's loadout compared to yours, and try to outplay his melee and ranged resources.
 +
 
 +
'''Useful weapons:'''
 +
* Stickybombs from the [[Scottish Resistance]] and [[Quickiebomb Launcher]] completely disarm enemy Stickybomb traps.
 +
* The stock Bottle is a reliable fallback weapon against a Demoknight.
 +
 
 +
  | heavy-strategy =
 +
'''Relative merits:''' At medium range your damage output, especially from your Stickybombs, can match the Heavy's. Never try to fight a Heavy at close range, where his [[Minigun]] will shred you.
 +
 
 +
'''Tactics:''' The Heavy's weapons suffer significant damage falloff over distances while yours do not. Stay away and take high ground or other cover, using a [[Sticky jump]] if necessary. Then, barrage him with grenades or lay multiple Stickybombs at his feet for one massive detonation.
 +
 
 +
'''Useful weapons:'''
 +
* The damage from multiple Stickybombs can break through even an overhealed Heavy-Medic combo.
 +
 
 +
  | engineer-strategy =
 +
'''Relative merits:''' Your explosives make you one of the best choices for destroying an Engineer's Sentry Gun. The Engineer's Shotgun and [[Pistol]] give him the advantage at close range if you meet each other.
 +
 
 +
'''Tactics:''' Peek out from behind corners or arc projectiles from behind obstacles to safely destroy an Engineer's Sentry Gun.If the Engineer is repairing his Sentry Gun, you can arm multiple Stickybombs at once nearby before detonating, as the Sentry Gun will not target your bombs.
 +
 
 +
If the Engineer is using the [[Gunslinger]], the extra health it provides makes him tougher in a direct fight. Expect to have to destroy at least one Mini-Sentry Gun while dueling him.
 +
 
 +
'''Useful weapons:'''
 +
* Equipping a shield will rob you of the Stickybomb Launcher and make you weaker against Sentry Guns. Equipping the [[Loch-n-Load]] can help negate this, as it can destroy any of the Engineer's buildings in up to two shots.
 +
 
 +
  | medic-strategy =
 +
'''Relative merits:''' A Medic and his patient will likely not have the means to attack you at longer ranges without separating. At close range, a Medic who aims his [[Syringe Gun]] well has the potential to outduel you.
 +
 
 +
'''Tactics:''' The Medic is a high priority target, especially when he is healing his teammates. Remain far enough so that you can safely attack with grenades and Stickybombs, dealing splash damage to him and his patient. Alternatively, you can [[Sticky jump]] above and past the Medic’s allies to dive-bomb him with further explosives, although its high health cost may end in your death. You can also plant Stickybombs behind the Medic to cut off his escape route.
 +
 
 +
'''Useful weapons:'''
 +
* A shield's charge can be used to chase and pick off a fleeing Medic.
 +
 
 +
  | sniper-strategy =
 +
'''Relative merits:''' The Sniper can target you across long distances, but you are still able to fight from behind cover.
 +
 
 +
'''Tactics:''' If you must attack an enemy Sniper directly, harass them with grenades and charged Stickybombs while moving erratically to avoid being [[headshot]]. Otherwise, use a [[Sticky jump]] or shield charge to quickly approach from a route that the Sniper is not immediately overlooking, as both of these methods have predictable trajectories. Once you get inside medium range, your projectiles or melee weapon will make short work of him.
 +
 
 +
You have multiple weapons that damage yourself or reduce your maximum health. Note that the Sniper's uncharged headshot deals 150 damage.
 +
 
 +
'''Useful weapons:'''
 +
* Fast-charging Stickybombs from the [[Quickiebomb Launcher]]'s can reach and be detonated next to a faraway Sniper the fastest of your projectiles.
 +
 
 +
  | spy-strategy =
 +
'''Relative merits:''' Your massive area damage can suppress enemy movement, making you an important target for their Spy. His [[Revolver]] is deceptively strong at close range, where you are weakest, but you still outdamage him at all ranges.
 +
 
 +
'''Tactics:''' You have a tough time dealing with the Spy's tools. Your non-melee weapons are explosive, making Spy-checking for [[disguise]]s hazardous, and the Spy's [[Cloak]] lets him pass over your Stickybombs unseen. However, your Stickybombs can cover multiple entrances and be detonated without you looking. Place Stickybombs in anticipation and detonate them if things look suspicious.
 +
 
 +
'''Useful weapons:'''
 +
* The Scottish Resistance's Stickybombs can be used for Spy-checking without detonating all Stickybombs at once.
 +
* A Demoknight's long melee range and shield charge are nearly impossible to flee from for a Spy.
 +
* The [[Eyelander]] can harvest multiple heads from a Spy who uses the [[Dead Ringer]] to feign his death.
 +
}}
  
 
== See also ==
 
== See also ==
 
*[[Team strategy]]
 
*[[Team strategy]]
 
+
* [[Demoman (competitive)]]
 
[[Category:Strategy|Demoman match-ups]]
 
[[Category:Strategy|Demoman match-ups]]
 
<br/>
 
<br/>
 
  
 
{{CommunityStrategyNav}}
 
{{CommunityStrategyNav}}

Latest revision as of 04:27, 17 November 2023

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

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

Useful weapons:

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

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

Useful weapons:

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

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

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

Useful weapons:

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

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

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

Useful weapons:

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

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

Useful weapons:

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

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

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

Useful weapons:

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

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

Useful weapons:

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

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

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

Useful weapons:

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

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

Useful weapons:

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


See also