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.
  
*Use the [[Stickybombs]] to [[sticky jump]]. This is similar to the [[Soldier]]'s [[Rocket jump]] technique. It allows you 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, [[Stickybombs]] are often more useful than the [[Grenade Launcher]]. Simply throw a few Stickybombs 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. Use this to your advantage; why face an enemy when you can hit him 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.
  
*Use your Stickybomb Launcher as your primary weapon. Use the Grenade Launcher as a backup for foes in your face.
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===[[Loch-n-Load]]===
 
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{{icon item|Loch-n-Load|100px}}
*Remember that these are projectile weapons. Aim ahead!
 
 
 
==Weapon Specific==
 
 
 
A list of useful tidbits about the Demoman's tools.
 
  
===[[Grenade Launcher]]===
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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.
{{Icon weapon|weapon=Grenade Launcher|icon-size=100x100px}}
 
*Grenades explode on contact with an enemy, provided they have not bounced first.
 
  
*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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===[[Ali Baba's Wee Booties]] + [[reskins]]===
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{{icon item|Ali Baba's Wee Booties|100px}} {{icon item|Bootlegger|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 you 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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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.
  
*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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===[[Loose Cannon]]===
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{{icon item|Loose Cannon|100px}}
  
*If your timing is good, you can use the [[Grenade Launcher]] to boost your jumps. Fire into a corner, then jump on top of it to propel yourself 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 damage your health less.
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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.
  
*The [[Grenade Launcher]] can take down a fully upgraded sentry in two direct hits.
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===[[B.A.S.E. Jumper]]===
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{{icon item|B.A.S.E. Jumper|100px}}
  
===[[Loch-n-Load]]===
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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.  
{{Icon weapon|weapon=Loch-n-Load|icon-size=100x100px}}
 
*The [[Loch-n-Load]] deals more damage and has the same splash as the regular Grenade Launcher. Use it against single targets and against groups. You have a good chance of killing multiple foes.
 
*Loch grenades are high velocity, but they shatter without exploding if they don't hit a foe, and you only have two shots before you'll reload. Practice your direct hits.
 
*Distance is necessary. Stand too close to your enemy, and the boosted self-damage will kill you very quickly.
 
*Despite the extra damage, the [[Loch-n-Load]] still takes down a fully upgraded sentry in two hits.
 
  
===[[Stickybomb Launcher]]===
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===[[Iron Bomber]]===
{{Icon weapon|weapon=Stickybomb Launcher|icon-size=100x100px}}
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{{icon item|Iron Bomber|100px}}
*The [[Stickybomb Launcher]] has a very large splash and deals excellent damage. Furthermore, you can charge your shots to launch them further. Use this weapon like a remotely detonated [[Rocket Launcher]] with a huge clip, but with a charge up effect.
 
  
*When setting Sticky traps, you 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 your enemy can't see the trap, you have a better chance of killing them.
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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.
  
*Three stickies will destroy any [[Sentry Gun]] not affected by the [[Wrangler]]. You can often kill the [[Engineer]] and destroy any other nearby buildings at the same time.
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== Secondary weapons ==
  
*If an enemy engages you in close quarters, you may retreat by moving backward, dropping Stickybombs at your feet. If he continues pursuit, detonate.
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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}}
  
*Stickies can herd a foe. Cover their retreat, then fire Stickies directly at them. They'll either take the Stickies under their feet or retreat into your trap.
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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.
 
 
*If you know you're about to die, detonate what stickies you have. You might catch someone in the blast. It is better to have a small chance of killing an enemy than no chance at all if you die and lose your placed Stickybombs.
 
  
 
===[[Scottish Resistance]]===
 
===[[Scottish Resistance]]===
{{Icon weapon|weapon=Scottish Resistance|icon-size=100x100px}}
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{{icon item|Scottish Resistance|100px}}
*The [[Scottish Resistance]] is most effective on defense because you can place a large number of Stickies very quickly and selectively detonate only some of them.
 
  
*Don't let the long arming delay discourage you. The weapon's high firing rate allows you to carpet an area with Stickies, and they still explode fast enough to pose a threat in direct combat.
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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.
  
*When defending, especially in places like tunnels, set up multiple traps and detonate them as foes approach. Set fallback traps but don't stand near them while setting off other bombs.  Stickies near your feet will explode.
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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}}
  
*Just one or two bombs placed on a friendly Sentry can protect it from sapping Spies and enemy Stickies.
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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.
  
*While you cannot detonate all of your Stickybombs at once, you can detonate them in rapid succession by holding down the detonate key (Right-Mouse Button by default) and swinging your view across all of your Stickybombs.
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===[[Sticky Jumper]]===
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{{icon item|Sticky Jumper|100px}}
  
*Remember that the [[Scottish Resistance]] can destroy enemy Stickybombs. Wipe out enemy Demomen Stickybomb traps!
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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.
  
===[[Chargin' Targe]]===
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===[[Splendid Screen]]===
{{Icon weapon|weapon=Chargin' Targe|icon-size=100x100px}}
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{{icon item|Splendid Screen|100px}}
*Keep an eye on your Charge meter during your attack. Its color will tell you the effects of the Targe. Green is a recently-activated charge (less than 50% used), yellow means your next attack will be a [[Critical hits#Mini Crits|Mini-Crit]], and red means that your 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.
 
  
*You must react quickly, as the 'Red Zone' will only be active during the last 25% of the Charge.
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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.
  
*If you're in danger or on fire, use the charge to quickly move out of the battle zone to find a Medic or Health pack.
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===[[Tide Turner]]===
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{{icon item|Tide Turner|100px}}
  
*Do not attempt to charge Heavies unless they are distracted or heavily damaged. They are your most dangerous foe at melee range.
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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.
  
*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 Stickybombs will all interrupt your charge. Use your [[Grenade Launcher]] exclusively until the opportunity arises to make a clean attack. Then charge!
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===[[Quickiebomb Launcher]]===
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{{icon item|Quickiebomb Launcher|100px}}
  
===[[Bottle]] / [[Frying Pan]]===
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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.
{{Icon weapon|weapon=Bottle|icon-size=100x100px}} {{Icon weapon|weapon=Frying Pan|icon-size=100x100px}}
 
*The Bottle should be used when enemies are too close to reliably kill with the Grenade Launcher.
 
  
*The Bottle's model will break on a Critical hit. This is purely visual and has no game effect.
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== Melee weapons ==
  
*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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===[[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}}
  
*The Frying Pan is significantly louder than the Bottle.
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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]] / [[Horseless Headless Horsemann's Headtaker]]===
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===[[Eyelander]] + [[reskins]]===
{{Icon weapon|weapon=Eyelander|icon-size=100x100px}} {{Icon weapon|weapon=Horseless Headless Horsemann's Headtaker|icon-size=100x100px}}
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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}}
*In most cases, the [[Eyelander]] should not be used without the [[Chargin' Targe]].
 
  
*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 (or at least 2 to offset the initial health penalty), then return to a resupply cabinet and switch to the [[Stickybomb Launcher]].
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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]].
  
:*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.
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===[[Pain Train]]===
 
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{{icon item|Pain Train|100px}}
*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]] or [[Horseless Headless Horsemann's Headtaker]] equipped allows you to steal any Heads he has accumulated.
 
  
===[[Pain Train]]===
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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.
{{Icon weapon|weapon=Pain Train|icon-size=100x100px}}
 
*The [[Pain Train]] is situational, so unequip this item if you're playing defense or a game mode without capturing. Its ability will be useless and you'll take more damage from bullets.
 
  
 
===[[Scotsman's Skullcutter]]===
 
===[[Scotsman's Skullcutter]]===
{{Icon weapon|weapon=Scotsman's Skullcutter|icon-size=100x100px}}
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{{icon item|Scotsman's Skullcutter|100px}}
*The [[Scotsman's Skullcutter]] is best used with the [[Chargin' Targe]] or in closed environments.
 
 
 
*It has [[Eyelander]] style of range. Learn the distance and you'll rarely miss.
 
 
 
*Keep in mind your reduced movement speed. Running foes will be nearly impossible to chase. Also note that your charge speed with the [[Chargin' Targe]] is also affected reducing your charge distance.
 
  
*The [[Scotsman's Skullcutter]] does significantly more damage. Its Critical hit can kill a [[Soldier]] or a fully overhealed [[Medic]] in one hit.
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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 weapon|weapon=Claidheamh Mòr|icon-size=100x100px}}
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{{icon item|Claidheamh Mòr|100px}}
*The [[Claidheamh Mòr]] is designed for the [[Chargin' Targe]]. The extra 0.5s of Charge will extend your charge distance by 25%. With no random Crits, rely on your charge for a guaranteed Critical hit. Without the Targe, this sword is almost useless.
 
 
 
*It has extended melee range like the [[Eyelander]]. Use it to your advantage.
 
  
*You can use the extra 0.5s of Charge to help you get a slight bit further with Intelligence or get to a Point earlier than a regular [[Eyelander]] user.
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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 weapon|weapon=Ullapool Caber|icon-size=100x100px}}
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{{icon item|Ullapool Caber|100px}}
*The [[Ullapool Caber]] is useful as a last ditch weapon. The explosion often deals enough damage to kill your enemy.
 
  
*It's not usually a good strategy to use it with the [[Chargin' Targe]], but it can be very useful in [[Medieval Mode]]. Enemies are likely to cluster on a point, the Caber is this mode's only splash-damage weapon, and using the [[Chargin' Targe]] will guarantee critical damage.
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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 [[Ullapool Caber]] when combined with the [[Chargin' Targe]] charge can help to remove a troublesome Heavy/Medic pair. A Critical hit from the Caber will do ~410 damage, and if you can connect with the shield at the end of the charge you'll do an additional 50 damage, guaranteeing a kill on even a fully-overhealed Heavy.
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===[[Half-Zatoichi]]===
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{{icon item|Half-Zatoichi|100px}}
  
*You can grenade jump with the Caber by crouch-jumping while you strike the ground or a wall.
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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.  
  
*Don't be afraid to use the grenade against clustered foes, but remember that you have other explosives which are far better and won't hurt you in the process.
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===[[Persian Persuader]]===
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{{icon item|Persian Persuader|100px}}
  
*Once the explosion is used, its melee power drops drastically, only allowing you to deal about 35 damage per hit. Never rely on it in a close combat situation.
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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.
  
*If planning a Kamikaze approach, try Sticky Jumping or Charging in on a group of enemies before using the [[Ullapool Caber]] as a finisher.
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{{Class Strategy Nav}}
 
 
*Although risky, using the [[Sticky Jumper]] in conjunction with the [[Ullapool Caber]] can allow a Demoman to ambush enemy players with ease, as the [[Sticky Jumper]] negates all explosive self damage.
 
 
 
*Attacking enemies with the Caber with low health isn't always a good idea. Hitting an enemy with the Caber will reduce your health to 75 HP with full health. Plus an additional fall damage if you are out in the open and the Caber launches you into the air.
 
 
 
== See also==
 
*[[Team strategy]]
 
 
 
{{Class strategy}}
 
 
{{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.
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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.

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.