Difference between revisions of "Demoman weapons (competitive)"

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{{competitive}}
 +
{{hatnote|Some Demoman weapons may be banned in your league. For a list of banned weapons, please see the [[Competitive item restrictions#List of restricted items|Weapon Ban List]].}}
  
The arsenal at the disposal of the [[Demoman (competitive)|Demoman]] is arguably the largest damage dealing of the [[standard competitive lineup]]. This with the ability to deny access to choke points; blocking enemy retreats and being able to get on the front line potentially quicker than Scouts also makes him a very versatile class: being extremely useful on offense and defense.  
+
The arsenal at the disposal of the [[Demoman (competitive)|Demoman]] is arguably the most capable of dealing high amounts of damage and denying large areas of land in the [[standard competitive lineup]]. This with the ability to deny access to choke points; blocking enemy retreats and being able to use sticky jumping to get on the front lines potentially quicker than Scouts also makes him a very versatile class: being extremely useful on both offense and defense.  
  
One of the main issues with the Demoman is the inability to defend himself at close quarters, with both his standard weapons resulting in damaging himself as well as his target if set off within close proximity. Although there is a "close range combat kit" for the Demoman to utilize, the kit itself takes away the Demoman's main ability for areal denial and his sticky jumping function, denying him the ability to get to the front line quickly.
+
One of the main issues with the Demoman is the inability to defend himself at close quarters, with both his standard weapons resulting in damaging himself as well as his target if set off within close proximity, thus leaving him at the choice of either using melee weapons, or potentially taking self-damage.
  
 
==Primary Weapon==
 
==Primary Weapon==
Currently, the Demoman has a single primary weapon.
+
 
 +
The Demoman's primary weapon is often used in close quarters combat situations, where the Demoman is not able to use the Stickybomb Launcher due to the arm time of the stickies. It also contributes to area denial through spamming grenades, but it is generally used when stickies are down and the Demoman needs to defend himself without having to detonate the stickybombs. The demoman's grenades are not affected by damage falloff, direct hits will always deal 100 damage, and grenades that explode on their own will deal constant splash damage regardless of the Demoman's distance from the target.
  
 
=== Grenade Launcher ===
 
=== Grenade Launcher ===
  
[[File:Grenade_IMG.png|100px|right]]
+
The stock Grenade Launcher deals large quantities of damage on a direct shot. However, if the shot misses, the grenade will fall and roll around, exploding approximately 2.3s after the first bounce. Grenades will damage the Demoman who fired them if they explode too close to him for any reason.
 +
 
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Grenade Launcher]] <br>{{Item icon|Grenade Launcher}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''Collide:''' 100
 +
* '''Roller:''' 60
 +
* '''Collide Backlash:''' 38-73
 +
| style="background-color:#FFF4CC;" |
 +
* '''Collide Crit:''' 300
 +
* '''Roller Crit:''' 180
 +
* '''Collide Mini-Crit:''' 135
 +
* '''Roller Mini-Crit:''' 81
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack Interval:''' 0.6s
 +
* '''First Reload:''' 1.24s
 +
* '''Consecutive Reloads:''' 0.6s
 +
* '''Fuse time after first bounce:''' 2.28s
 +
| style="background-color:#FFF4CC;" |
 +
* Has no damage ramp-up or falloff.
 +
* Ricochet directions are random even with disable spread on.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Grenade Launcher in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Grenade Launcher]] <br>{{Item icon|Grenade Launcher}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
 +
 
 +
===Loch-n-Load===
 +
 
 +
The Loch-n-Load deals 20% more damage to buildings than the stock Grenade Launcher, at the cost of having a 25% smaller clip, storing 3 grenades instead of 4. Grenades fired from the Loch-n-Load will shatter harmlessly upon hitting anything that is not an enemy player or building. The Loch-n-Load's grenades move 25% faster, but also have a 25% smaller explosion radius.
 +
 
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Loch-n-Load]] <br>{{Item icon|Loch-n-Load}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''Collide:''' 100
 +
* '''Collide with Buildings:''' 120
 +
* '''Collide Crit:''' 300
 +
* '''Collide Mini-Crit:''' 135
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack Interval:''' 0.6s
 +
* '''First Reload:''' 1.24s
 +
* '''Consecutive Reloads:''' 0.6s
 +
| style="background-color:#FFF4CC;" |
 +
* Has no damage ramp-up or fall-off.
 +
* Grenades shatter harmlessly on any surface except for enemy players and enemy buildings.
 +
* Grenades deal 20% more damage to buildings.
 +
* +25% projectile speed.
 +
* Grenades have a 25% smaller explosion radius.
 +
* Stores 3 grenades in it's clip instead of 4
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Loch-n-Load in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Loch-n-Load]] <br>{{Item icon|Loch-n-Load}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
 +
 
 +
===Ali Baba's Wee Booties===
  
The Grenade Launcher is the only available primary weapon for the Demoman besides the Loch-n-Load. The weapon itself is quite powerful being able to seriously cripple enemies if they are hit directly with it. The weapon also can be used effectively to injure enemies within a confined space, such as on a control point or taking up defensive positions at a choke point, such as Badlands choke which is quite a popular position to see Demomen spam grenades in order to discourage his enemy from attempting to hold the choke point.
+
Ali Baba's Wee Booties are a primary weapon which provide the Demoman with 25 additional health, thus raising his maximum health from 175 to 200, and his maximum overheal from 260 to 300. It gives the Demoman 10% faster movement speed when a shield is equipped at the same time, and increased turning control while charging with a shield at the cost of the lack of a Grenade Launcher. Kills made with a melee weapon will refill the equipped shield's charge meter by 25%.  
  
Despite it's power, the launcher requires a great deal of aim and prediction -- more so than with the rocket launcher. Also, like the rocket launcher, if fired at an enemy point blank the Demoman will receive damage as well making this weapon very good at medium to long range but ineffective and counterproductive, at times, in close quarter combat.
+
The [[Bootlegger]] has the same stats as Ali Baba's Wee Booties.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Grenade Launcher]] <br>[[Image:Grenade_IMG.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Ali Baba's Wee Booties]] <br>{{Item icon|Ali Baba's Wee Booties}}
 +
| style="background-color:#FFF4CC;" | N/A
 +
| style="background-color:#FFF4CC;" | N/A
 +
| style="background-color:#FFF4CC;" | N/A
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
* '''Collide:''' 91-110
+
* +25 additional health, for a total of 200.
* '''Roller:''' 35-65
+
** Maximum overheal increased from 260 to 300.
* '''Collide Backlash:''' 42-80
+
* +10% movement speed when a shield is equipped.
* '''Roller Backlash:''' 25-50
+
* +200% increase in turning control while charging.
 +
* Kills made with a melee weapon refill 25% of the shield's charge meter.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Ali Baba's Wee Booties in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Ali Baba's Wee Booties]] <br>{{Item icon|Ali Baba's Wee Booties}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
 +
 
 +
===The Loose Cannon===
 +
 
 +
The Loose Cannon is very rarely used in competitive play, as it lacks the damage output of the Grenade Launcher, both at close and far ranges. The Loose Cannon's cannonballs do 50 damage with a direct hit, and 60 splash damage, whereas the Grenade Launcher deals 100 direct hit damage and 60 splash damage. The Loose Cannon's projectiles move 20% faster and knock back enemies on direct contact. The cannonballs have a fuse time of 1 second, but can be set to explode earlier by holding down the primary fire key. Holding down the primary fire key for too long will cause the cannonball to explode, dealing self-damage to the Demoman. This can be used to perform an effective explosive jump.
 +
 
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Loose Cannon]] <br>{{Item icon|Loose Cannon}}
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
* '''Collide Crit:''' 280-333
+
* '''Collide:''' 50
* '''Roller Crit:''' 100-194
+
* '''Roller:''' 60
* '''Collide Minicrit:''' 122-144
+
* '''Collide Crit:''' 150
* '''Roller Minicrit:''' 47-88
+
* '''Roller Crit:''' 180
 +
* '''Collide Mini-Crit:''' 68
 +
* '''Roller Mini-Crit:''' 81
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack Interval:''' 0.6s
 +
* '''First Reload:''' 1.24s
 +
* '''Consecutive Reloads:''' 0.6s
 +
| style="background-color:#FFF4CC;" |
 +
* Has no damage ramp-up or fall-off.
 +
* Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the primary fire key.
 +
* Cannonballs push players back on impact.
 +
** Double-Donk: If a cannonball deals both impact and explosive damage to an enemy within half a second, the explosive damage will be a mini-crit.
 +
* Cannonballs do not explode on impact.
 +
* -50% damage on contact with enemies.
 +
* +20% projectile speed.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Loose Cannon in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Loose Cannon]] <br>{{Item icon|Loose Cannon}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
 +
 
 +
=== Iron Bomber ===
 +
 
 +
The Iron Bomber does identical damage to the Grenade Launcher. However, grenades fired will have severely reduced bounce and roll capabilities, allowing the Demoman to create short-term ground traps with them. In addition, the Iron Bomber has a 15% explosion radius penalty, and its grenades have a 30% reduced fuse time.
 +
 
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Iron Bomber]] <br>{{Item icon|Iron Bomber}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''Collide:''' 100
 +
* '''Roller:''' 60
 +
* '''Backlash:''' 38-73
 +
| style="background-color:#FFF4CC;" |
 +
* '''Collide Crit:''' 300
 +
* '''Roller Crit:''' 180
 +
* '''Collide Mini-Crit:''' 135
 +
* '''Roller Mini-Crit:''' 81
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''Attack:''' 0.6s
+
* '''Attack Interval:''' 0.6s
* '''Reload Start:''' 1.24s
+
* '''First Reload:''' 1.24s
* '''Reload More:''' 0.6s
+
* '''Consecutive Reloads:''' 0.6s
 
* '''Explosion Wait:''' 2.28s  
 
* '''Explosion Wait:''' 2.28s  
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* Has no damage ramp-up or falloff.
 
* Has no damage ramp-up or falloff.
* Ricochet directions are random even with disablespread on.  
+
* Grenades have very little bounce and roll
 +
* -30% fuse time on grenades.
 +
* 15% smaller explosion radius
 +
|}
 +
Below is a table displaying the availability of the Iron Bomber in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Iron Bomber]] <br>{{Item icon|Iron Bomber}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
==Loch-n-Load==
 
  
[[File:LochnLoad.png|100px|right]]
+
===B.A.S.E. Jumper===
  
The Loch-n-Load is the only other primary weapon for the Demoman. It does slightly more damage than the Grenade Launcher and only holds two shots instead of four giving you an immense disadvantage.
+
The B.A.S.E. Jumper allows the Demoman to deploy a parachute mid-air, slowing his descent. Air control is vastly reduced while the parachute is deployed, and when the parachute is deactivated mid-air, it can not be activated again until the Demoman has touched the ground first. It replaces the Demoman's primary weapon, thus it is rarely used in competitive play, since slower gliding is often not worth replacing the Demoman's most efficient area denial weapons.  
The weapon itself is quite powerful being able to seriously cripple enemies if they are hit directly with it. Unlike the Grenade Launcher the Loch-n-Load only carries two shots and the grenades will shatter harmlessly upon hitting anything other than an enemy player or building, causing no damage whatsoever. The grenades additionally deal increased self-damage to the Demoman who fired them, making close combat riskier. Making the Loch-n-Load more favorable in mid to long range combat.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Loch-n-Load]] <br>[[Image:LochnLoad.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[B.A.S.E. Jumper]] <br>{{Item icon|B.A.S.E. Jumper}}
| style="background-color:#FFF4CC;" |
+
| style="background-color:#FFF4CC;" | N/A
* '''Collide:'''103-147
+
| style="background-color:#FFF4CC;" | N/A
* '''Collide Crit:'''342-388
+
| style="background-color:#FFF4CC;" | N/A
* '''Collide Minicrit:'''138-198
 
| style="background-color:#FFF4CC;" |
 
* '''Attack:''' 0.6s
 
* '''Reload Start:''' 1.24s
 
* '''Reload More:''' 0.6s
 
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
*Grenades shatter harmlessly upon anything other than an enemy player or building.
+
* Allows the player to activate a parachute mid-air, slowing their descent to ~37.3% of normal speed.
*Grenades deal increased self-damage to Demoman who fired them.
+
* 50% reduced air control while parachute is deployed.
 +
* The parachute can not be activated again, if it is deactivated mid-air.
 +
|}
 +
Below is a table displaying the availability of the B.A.S.E. Jumper in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[B.A.S.E. Jumper]] <br>{{Item icon|B.A.S.E. Jumper}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
 +
 +
===Primary Weapon Usage===
 +
 +
The Loch-n-Load deals the same damage to players as stock but more damage to buildings, but due to a reduced clip, increased self-damage, and the inability to contribute to spam, the stock Grenade Launcher is frequently preferred. Ali Baba's Wee Booties can be useful if combined with the Splendid Screen or Chargin' Targe, but are rarely used, since it restricts the Demoman's area-denial abilities too heavily. The Loose Cannon is rather useless and for this reason, rarely used, as the damage compared to the Grenade Launcher is considerably smaller. In 6v6, the most common choice among primary weapons is the Iron Bomber, due to the fact that it's grenades have very little bounce and roll, thus increasing the Demoman's area denial capabilities.
 +
 
==Secondary Weapon==
 
==Secondary Weapon==
The Demoman's secondary weapons comprise mostly of his main areal denial tools, his sticky bomb launchers, as well as part of his close combat kit.  
+
 
 +
The Demoman's secondary weapons are often his main form of attack, as they consist of his strongest area-denial weapons.
  
 
=== Stickybomb Launcher ===
 
=== Stickybomb Launcher ===
  
[[File:Sticky_IMG.png| 100px|right]]
+
The stock Stickybomb Launcher has many uses, but is mainly used for traps and area denial. Traps can take two forms: Hidden stickies, designed to kill an unsuspecting foe who goes near them, or visible traps, designed to discourage or slow classes from pushing through a choke or capturing a point. They can be used agressively for pushes, and can also be fired at an Engineer's nest to quickly take it out before he can repair his buildings. By holding down primary fire, the Stickybomb Launcher can be charged up to launch a sticky much farther, at up to 230% of the stickybomb's standard speed.
 
 
The second secondary weapon and arguably the weapon that makes the Demoman a very versatile class. The primary use of the sticky bomb launcher is to setup traps or hold choke points with traps. Demomen do this in two different ways: traps which the Demo would like his enemy to walk through are usually hidden from sight, above a doorway for instance, whilst if he is attempting to hold a choke point he will most likely place his stickies in plain sight of the enemy in order to either delay them or discourage them to pushing.
 
 
 
As well as it's denial capabilities, the launcher can get the Demoman to the front line extremely quickly through sticky jumps. On some maps such as Badlands and Granary, the Demoman is more than capable of arriving to mid a couple of seconds before his Scouts can. As discussed with the grenade launcher, however, the setting off a sticky within close proximity of himself will result in a damage backlash. Although the backlash tends to be a lot more aggressive, Demomen prefer the use of sticky bomb launchers at close quarters so they can control where their foe will move.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[Stickybomb Launcher]] <br>[[Image:Sticky_IMG.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Stickybomb Launcher]] <br>{{Item icon|Stickybomb Launcher}}
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" |
* '''Point-Blank:''' 68-142
+
* '''Maximum Ramp-Up:''' 144
* '''512 units:''' 60-118
+
* '''Base Damage:''' 120
* ''' Over 1024 units:''' 32-62
+
* '''Maximum Fall-off:''' 60
* '''Backlash:''' 45-88
+
* '''Backlash:''' 45-114
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" |
* '''Critical:''' 180-354
+
* '''Critical (6 ft):''' 180
* '''Point-Blank Minicrit:''' 92-191
+
* '''Critical (3 ft):''' 261
* '''Over 512 units:''' Minicrit: 81-159
+
* '''Critical (Under 3 ft):''' 355
| style="background-color:#fffae7;" |  
+
* '''Mini-crit (6 ft):''' 81
* '''Attack:''' 0.6s
+
* '''Mini-crit (3 ft):''' 117
* '''Reload Start:''' 0.77s
+
* '''Mini-crit (Under 3 ft):''' 165
* '''Reload More:''' 0.67s
+
| style="background-color:#FFF4CC;" |  
* '''Sticky Initialize:''' 0.92s
+
* '''Attack Interval:''' 0.6s
| style="background-color:#fffae7;" |
+
* '''First Reload:''' 1.09s
 +
* '''Consecutive Reloads:''' 0.67s
 +
* '''Sticky Activation Time:''' 0.7s
 +
| style="background-color:#FFF4CC;" |
 
* Stickies stop getting falloff and ramp-up after 5 seconds of life.
 
* Stickies stop getting falloff and ramp-up after 5 seconds of life.
 
* Stickies can be destroyed with non-explosive weapons and Scottish Resistance stickies.
 
* Stickies can be destroyed with non-explosive weapons and Scottish Resistance stickies.
* Stickies can be pushed with other explosive weapons and airblast.
+
* Stickies can be pushed with other explosive weapons and airblasts.
 
* Effective for [[sticky jumping]].  
 
* Effective for [[sticky jumping]].  
 +
* Maximum of 8 stickies placed at a time.
 +
** Upon shooting a ninth sticky, the oldest one explodes automatically.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Stickybomb Launcher in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Stickybomb Launcher]] <br>{{Item icon|Stickybomb Launcher}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
Line 114: Line 297:
 
=== Scottish Resistance ===
 
=== Scottish Resistance ===
  
[[File:Scottishresistancetransparent.png|100px|right]]
+
The Scottish Resistance favors defense over offense. Due to increased bomb arm time, it cannot be used to launch airburst stickies, and is thus considered useless in offense. However, it fires stickybombs faster than its counterpart, and can lay 6 additional stickybombs, for a total of 14 bombs. All of the stickies can be detonated separately, thus allowing the Demoman to place more traps than usual and detonate them faster, making the Scottish Resistance the best secondary for defense. By holding down primary fire, the Scottish Resistance can be charged up to launch a sticky much farther, at up to 230% of the stickybomb's standard speed, similiarly to the stock Stickybomb Launcher.
 
 
The Scottish Resistance, often abbreviated as "SR", is a much more defensive weapon that it's counterpart. With the ability to lay more stickies and with a higher attack speed, it allows Demomen to lay more traps a lot quicker. Another niche with the SR is the ability to select which Stickies should be set off so Demomen can have a number of traps without fearing that setting one trap off will set off the others he has placed. The launcher is usually only employed when teams wish to have extra defensive capabilities when defending last. SR Stickies also have the capabilities of destroying enemy stickies, both normal and SR ones, when they explode near them.
 
 
 
The one of the weaknesses with the Scottish Resistance however is the inability to Sticky Jump effectively, this along with the longer arm time make them fairly weak in the heat of battle and requires quite a lot of anticipation from the Demoman.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[Scottish Resistance]] <br>[[Image:Scottishresistancetransparent.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Scottish Resistance]] <br>{{Item icon|Scottish Resistance}}
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" |
* '''Point-Blank:''' 68-142
+
* '''Maximum Ramp-Up:''' 144
* '''512 units:''' 60-118
+
* '''Base Damage:''' 120
* ''' Over 1024 units:''' 32-62
+
* '''Maximum Fall-off:''' 60
* '''Backlash:''' 45-88
+
* '''Backlash:''' 45-114
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" |
* '''Critical:''' 180-354
+
* '''Critical (6 ft):''' 180
* '''Point-Blank Minicrit:''' 92-191
+
* '''Critical (3 ft):''' 261
* '''Over 512 units:''' Minicrit: 81-159
+
* '''Critical (Under 3 ft):''' 355
| style="background-color:#fffae7;" |  
+
* '''Mini-crit (6 ft):''' 81
* '''Attack:''' 0.45s
+
* '''Mini-crit (3 ft):''' 117
* '''Reload Start:''' 1.09s
+
* '''Mini-crit (Under 3 ft):''' 165
* '''Reload More:''' 0.67s
+
| style="background-color:#FFF4CC;" |  
* '''Sticky Initialize:''' 1.72s  
+
* '''Attack Interval:''' 0.45s
| style="background-color:#fffae7;" |
+
* '''First Reload:''' 1.09s
 +
* '''Consecutive Reloads:''' 0.67s
 +
* '''Sticky Activation Time:''' 1.72s  
 +
| style="background-color:#FFF4CC;" |
 
* Stickies stop getting falloff and ramp-up after 5 seconds of life.
 
* Stickies stop getting falloff and ramp-up after 5 seconds of life.
 
* Stickies can be destroyed with non-explosive weapons and Scottish Resistance stickies.
 
* Stickies can be destroyed with non-explosive weapons and Scottish Resistance stickies.
 
* Stickies can be pushed with other explosive weapons and airblast.
 
* Stickies can be pushed with other explosive weapons and airblast.
* Effective for [[sticky jumping]].  
+
* Effective for [[sticky jumping]], but requires more caution when used.
 +
* 0.8s slower stickybomb arm time.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Scottish Resistance in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Scottish Resistance]] <br>{{Item icon|Scottish Resistance}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
Line 152: Line 344:
 
=== Sticky Jumper ===
 
=== Sticky Jumper ===
  
[[File:Sticky_IMG.png| 100px|right]]
+
The Sticky Jumper deals no damage to any player, but produces identical sticky jump distance. It can be effective for sneaking past the enemy team and trying to capture their control point, thus forcing them to abandon a push. This is especially effective when combined with the Pain Train, due to the increased capturing rate. It stores 72 reserve ammo instead of 24, but can only have 2 stickies placed at the same time.
 +
 
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Sticky Jumper]] <br>{{Item icon|Sticky Jumper}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''All:''' 0
 +
| style="background-color:#FFF4CC;" |
 +
* '''All:''' 0
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack Interval:''' 0.6s
 +
* '''First Reload:''' 1.09s
 +
* '''Consecutive Reloads:''' 0.67s
 +
* '''Sticky Activation Time:''' 0.92s
 +
| style="background-color:#FFF4CC;" |
 +
* Stores 72 reserve ammo instead of 24.
 +
* Stickies can be destroyed with non-explosive weapons and Scottish Resistance stickies.
 +
* Stickies can be pushed with other explosive weapons and airblast.
 +
* Effective for [[sticky jumping]].
 +
* Maximum of 2 stickies placed at a time.
 +
* wearer cannot pick up the intelligence or the PASS Time JACK.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Sticky Jumper in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Sticky Jumper]] <br>{{Item icon|Sticky Jumper}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
 +
 
 +
=== Chargin' Targe ===
  
The Sticky Jumper deals no damage to any player, including its wielder, and, as its name suggests, is good for performing sticky-jumps across a map. However, it not only robs the Demoman using it of main area denial weapon, but also reduces his max health by 75. As a result, it is almost always preferable to use the standard stickybomb launcher over the sticky jumper. A possible use of the sticky jumper is to facilitate a back-cap attempt while using the Pain Train, but the reduction in the Demoman's max health makes this much less viable than it otherwise would be.
+
The Chargin' Targe provides the Demoman with the ability to charge, having him run in a nearly straight line at very high speeds. Starting the charge removes any negative debuffs from the user. It deals damage on colliding with an enemy, and provides guaranteed melee mini-crits for 1/6th of the charge duration and crits at 1/2 of the charge duration. The charge will stop once a melee attack is fired, a wall is hit, or when the charge meter runs out. The Chargin' Targe provides the wearer with a 50% fire damage resistance and a 30% explosive damage resistance.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[Sticky Jumper]] <br>[[Image:Sticky_IMG.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Chargin' Targe]] <br>{{Item icon|Chargin' Targe}}
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" |
All: 0
+
* '''Shield Bash:''' 50+10x
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" |
All: 0
+
* '''Mini-Crit Bash:''' 68+13.5x
| style="background-color:#fffae7;" |  
+
| style="background-color:#FFF4CC;" |  
* '''Attack:''' 0.6s
+
* '''Charge:''' ≤2s
* '''Reload Start:''' 0.77s
+
* '''Refill:''' 12s, including charge duration.  
* '''Reload More:''' 0.67s
+
** 9s, if a melee kill was made with the Ali Baba's Wee Booties/Bootlegger equipped.
* '''Sticky Initialize:''' 0.92s
+
** 9s, if a melee kill was made with Claidheamh Mòr.
| style="background-color:#fffae7;" |
+
** 6s, if a melee kill was made with Claidheamh Mòr and the Ali Baba's Wee Booties/Bootlegger equipped.
'''Banned in most leagues for acquisition time.''' <br>Stores 72 reserve ammo instead of 24. <br>Stickies can be destroyed with non-explosive weapons and SR stickies. <br>Stickies can be pushed with other explosive weapons and [[Flamethrower (competitive)#Airblast|airblast]]. <br>Effective for [[sticky jumping]]. <br>100% damage vulnerability to bullets, explosives, and fire
+
** 6s, if Persian Persuader is equipped.
 +
** 4.5s, if Persian Persuader is equipped, and a melee kill was made with the Ali Baba's Wee Booties/Bootlegger equipped
 +
| style="background-color:#FFF4CC;" |
 +
* '''''x''''' = number of Eyelander heads collected, max 5.
 +
* Charges at 750 u/s (637.5 with Skullcutter); does bash damage at end.
 +
* Charging gives melee Mini-crits at 1/6th charge duration and Crits at 1/2 charge duration.
 +
* If it hits and deals impact damage, a quick melee attack will be a critical hit.
 +
* +50% fire damage resistance on wearer.
 +
* +30% explosive damage resistance on wearer.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Chargin' Targe in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Chargin' Targe]] <br>{{Item icon|Chargin' Targe}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
  
=== Chargin' Targe ===
+
=== Splendid Screen ===
  
[[File:YellowTarge.png|100px|right]]
+
The Splendid Screen functions identically to the Chargin' Targe, but recharges 50% faster and deals 70% increased impact damage at any range, at the cost of reduced damage resistance and afterburn immunity.
  
: '''Note:''' This weapon is either limited or banned in some Team Fortress 2 leagues. Please check your league's rule page for details on their weapon restrictions.
+
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Splendid Screen]] <br>{{Item icon|Splendid Screen}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''Shield Bash:''' 85+17x
 +
| style="background-color:#FFF4CC;" |
 +
* '''Mini-Crit Bash:''' 115+23x
 +
| style="background-color:#FFF4CC;" |
 +
* '''Charge:''' ≤2s
 +
* '''Refill:''' 12s, including charge duration.
 +
** 9s, if a melee kill was made with the Ali Baba's Wee Booties/Bootlegger equipped.
 +
** 9s, if a melee kill was made with Claidheamh Mòr.
 +
** 6s, if a melee kill was made with Claidheamh Mòr and the Ali Baba's Wee Booties/Bootlegger equipped.
 +
** 6s, if Persian Persuader is equipped.
 +
** 4.5s, if Persian Persuader is equipped, and a melee kill was made with the Ali Baba's Wee Booties/Bootlegger equipped
 +
| style="background-color:#FFF4CC;" |
 +
* '''''x''''' = number of Eyelander heads collected, max 5.
 +
* +20% fire damage resistance on wearer.
 +
* +20% explosive damage resistance on wearer.
 +
* +50% charge recharge rate.
 +
* Charging gives melee Mini-Crits at 1/6th charge duration and Crits at 1/2 charge duration.
 +
* Deals 70% more charge impact damage any range.
 +
* If it hits and deals impact damage, a quick melee attack will be a critical hit.
 +
* Otherwise functions identically to the [[#Chargin' Targe|Chargin' Targe]].
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Splendid Screen in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Splendid Screen]] <br>{{Item icon|Splendid Screen}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
  
Part of the Demoman's "Close Combat Kit", the Chargin' Targe allows the Demoman to perform a charge for up to two seconds which grants him movement of 750 units per seconds, almost double that of the Scout. When one sixth of the way through his Charge the next melee attack will be a mini-crit and at half charge the attack will be a full crit, these must be used during the charge. Note that use of a melee attack during a charge will stop the charge. Enemies that are unfortunate to be in the way of a charge will receive between 50-100 damage, based on how many heads the Demoman has acquired.
+
=== Tide Turner ===
  
The shield almost absorbs 50% of explosive and fire damage making him an effective counter to Soldiers.
+
The Tide Turner functions identically to the above shields, but allows full turning control whilst charging. In addition, any kills made with a melee weapon will refill the charge meter by 75%. In comparison to the other shields, this shield has less damage resistance than the Chargin' Targe and less damage output than the Splendid Screen. Taking damage while charging with the Tide Turner reduces the remaining charge time.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[Chargin' Targe]] <br>[[Image:YellowTarge.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Tide Turner]] <br>{{Item icon|Tide Turner}}
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" |
 
* '''Shield Bash:''' 50+10x  
 
* '''Shield Bash:''' 50+10x  
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" |
 
* '''Mini-Crit Bash:''' 68+13.5x
 
* '''Mini-Crit Bash:''' 68+13.5x
| style="background-color:#fffae7;" |  
+
| style="background-color:#FFF4CC;" |  
* '''Charge:''' ~2s
+
* '''Charge:''' ≤2s
* '''Refill:''' 10s
+
* '''Refill:''' 12s, including charge duration.
| style="background-color:#fffae7;" |
+
** 3s, if a melee kill was made.
 +
** 0s, if a melee kill was made with the Ali Baba's Wee Booties/Bootlegger equipped.
 +
** 0s, if a melee kill was made with Claidheamh Mòr.
 +
** 6s, if Persian Persuader is equipped.
 +
** 1.5s, if Persian Persuader is equipped, and a melee kill is made.
 +
| style="background-color:#FFF4CC;" |
 
* '''''x''''' = number of Eyelander heads collected, max 5.
 
* '''''x''''' = number of Eyelander heads collected, max 5.
* Charges at 750 u/s (637.5 with Skullcutter); does bash damage at end.
+
* +15% fire damage resistance on wearer.
* Grants 50% fire resist and 40% blast resist.
+
* +15% explosive damage resistance on wearer.
* Charging gives melee Mini-Crits at 1/6 charge and Crits at 1/2 charge.  
+
* Charging gives melee Mini-Crits at 1/6th charge duration and Crits at 1/2 charge duration.
 +
* Allows full turn control whilst charging.
 +
* Kills made with a melee weapon refill 75% of the charge meter.
 +
* If it hits and deals impact damage, a quick melee attack will be a critical hit.
 +
* Otherwise functions identically to the previous shields.
 +
* Taking damage while charging reduces the remaining charge time.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Tide Turner in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Tide Turner]] <br>{{Item icon|Tide Turner}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
 +
 
 +
===Quickiebomb Launcher===
 +
 
 +
The stickybombs fired by the Quickiebomb Launcher are armed in just 0.5 seconds, making them detonatable much quicker than the stock Stickybomb Launcher's bombs, and optimizing them for quick in-combat detonations. The Quickiebomb Launcher can be charged by holding down the primary attack key, similiarly to other stickybomb launchers, but the charge rate is increased by 70%, thus making the meter fill up in roughly 1 second instead of 4. The Quickiebomb Launcher initially suffers from a -15% damage penalty, but its stickies deal increased damage based on the amount of charge, up to 35% increased damage.
 +
 
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Quickiebomb Launcher]] <br>{{Item icon|Quickiebomb Launcher}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''Maximum Ramp-Up:''' 122
 +
* '''Base Damage:''' 102
 +
* '''Maximum Fall-off:''' 51
 +
* '''Backlash:''' 38-97
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical (6 ft):''' 153
 +
* '''Critical (3 ft):''' 222
 +
* '''Critical (Under 3 ft):''' 302
 +
* '''Mini-Crit (6 ft):''' 69
 +
* '''Mini-Crit (3 ft):''' 100
 +
* '''Mini-Crit (Under 3 ft):''' 138
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack Interval:''' 0.6s
 +
* '''First Reload:''' 1.09s
 +
* '''Consecutive Reloads:''' 0.67s
 +
* '''Sticky Activation Time:''' 0.5s
 +
| style="background-color:#FFF4CC;" |
 +
* Stickies stop getting falloff and ramp-up after 5 seconds of life.
 +
* Can destroy enemy stickybombs.
 +
* Stickies can be pushed with other explosive weapons and airblasts.
 +
* Effective for [[sticky jumping]].
 +
* -50% clip size.
 +
* -15% damage penalty.
 +
* Up to +35% increased damage, based on charge.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Quickiebomb Launcher in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Quickiebomb Launcher]] <br>{{Item icon|Quickiebomb Launcher}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
  
===Usage===
+
===Secondary Weapon Usage===
It is commonplace for Demoman to use the standard Stickybomb Launcher as their secondary weapon. The ability to get to the front line very quickly, lay traps and defend choke points make it an effective defensive weapon and its ability to cripple opponents and block off retreats makes it an effect offensive weapon as well. The SR is usually used by extremely defensive Demoman, usually at last point on a [[5CP]] map, where getting into a defensive position won't be the main concern. That along with being able to cover as many entrances to the point as possible and selectively activating traps can be seen as a huge defensive boost.
 
  
The use of the Chargin' Targe is not unheard of in competitive play, but because the previous two weapons compliment the Demo's area denial capabilities it is rarely used. Solid Snake is possibly the only top Demoman to use the Chargin' Targe in a competitive game and do well with it. Even though he used it, it wasn't as effective as the Sticky Launcher and it has been banned in all the major leagues anyway.
+
The stock Stickybomb Launcher is the most versatile Stickbomb Launcher. The Scottish Resistance has merit when defending, but is much harder to land an airshot with. The Chargin' Targe, Splendid Screen and Tide Turner require a much more aggressive Demoman, but allow the Demoman to pick off important classes easier, especially when using the Tide Turner. However, this removes the team's option of sticky traps, and make Engineer nests scarier. The Sticky Jumper can be used to facilitate a back-cap with the Pain Train, but is otherwise useless. The stock Stickybomb Launcher is the most common choice.
  
 
== Melee Weapon ==
 
== Melee Weapon ==
The Demoman boasts a wide range of melee weapons, from standard weapons to ones which can transform his class entirely.
+
 
 +
The Demoman boasts a wide range of melee weapons, which can transform his class significantly. The [[#Eyelander|Eyelander]], its reskins, the [[#Persian Peruader|Persian Persuader]], the [[#Half-Zatoichi|Half-Zatoichi]], and the [[#Claidheamh Mor|Claidheamh Mor]] provide the [[Barbarian Swing]] taunt.
  
 
=== Bottle ===
 
=== Bottle ===
  
[[File:BottleScreen.png|100px|right]]
+
The Bottle is the Demoman’s stock melee weapon. Like other standard melee weapons, it deals moderate damage. It deals decent damage at close range, and is useful if the Demoman is low on health, or has a sticky trap down and is low on ammo.  
 
 
The Bottle is the Demoman’s standard melee weapon. Like other standard melee weapons, it deals moderate damage. It is seen as a last resort in close range combat although some Demos prefer to use it rather than the Grenade Launcher and Stickybomb Launcher as it can deal decent damage but has no backlash.
 
  
The Left 4 Dead 2 promotional item, the Frying Pan, is a reskin of the Bottle and therefore has the same stats as the Bottle.
+
The [[Frying Pan]], [[Scottish Handshake]], [[Bat Outta Hell]], [[Conscientious Objector]], [[Crossing Guard]], [[Freedom Staff]], [[Ham Shank]], [[Memory Maker]] and the [[Necro Smasher]] have the same stats as the Bottle.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Bottle]] <br>[[File:BottleScreen.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Bottle]] <br>{{Item icon|Bottle}}
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Melee:''' 65
 
* '''Melee:''' 65
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Critical:''' 195
 
* '''Critical:''' 195
* '''Minicrit:''' 88
+
* '''Mini-Crit:''' 88
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''Attack:''' 0.8s
+
* '''Attack Interval:''' 0.8s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Completely standard melee weapon.
+
* Standard melee weapon.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Bottle in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Bottle]] <br>{{Item icon|Bottle}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
Line 249: Line 610:
 
=== Eyelander ===
 
=== Eyelander ===
  
[[File:Eyelandertransparent.png|100px|right]]
+
The Eyelander has an increased melee range, and will reduce the Demoman's base health by 25, initially lowering his maximum health from 150 to 125. The main benefit of the weapon is that it will decapitate enemies upon a kill, and doing so will increase the Demoman's base speed by 8% and base health by 15, as well as healing the Demoman for 15 health. This bonus will continue with each beheading until the player has collected a maximum of 4 heads, at which point the Demoman's speed will be capped at 370 Hammer units per second, only slightly slower than a Scout, and his health will be capped at 210. At this point, collecting another head will only provide the healing. This healing effect can overheal. Taunting with the Eyelander equipped will perform the Barbarian Swing kill taunt.
 +
 
 +
The [[Horseless Headless Horsemann's Headtaker]] and the [[Nessie's Nine Iron]] have the same stats as the Eyelander.
 +
 
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Eyelander]] <br>{{Item icon|Eyelander}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''Melee:''' 65
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 195
 +
* '''Mini-Crit:''' 88
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack Interval:''' 0.8s
 +
| style="background-color:#FFF4CC;" |
 +
* Increased attack range.
 +
* -25 initial health, for a total of 150.
 +
* Each kill collects a Head.
 +
** Each head collected increases movement speed by 8%.
 +
** Each head increases maximum health by 15, and heals for 15, which can overheal.
 +
** If another player wielding the Eyelander is killed, any quantity of heads they had become are transferred to the user. They only recieve 15 health.
 +
** Heads are reset on death.
 +
* The eyelander deploys and holsters slower.
 +
* Provides the [[Barbarian Swing]] taunt.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Eyelander in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Eyelander]] <br>{{Item icon|Eyelander}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
  
: '''Note:''' This weapon is either limited or banned in some Team Fortress 2 leagues. Please check your league's rule page for details on their weapon restrictions
+
=== Claidheamh Mòr ===
  
Another part of the close combat kit, the Eyelander enjoys a much larger attack range than any other melee weapon. Kills with the Eyelander will result in a health and speed boost, capped at 210hp and 369 u/s. With the Targe, heads collected will also increase the damage the shield's attack will do, capped at 100. When the Demoman dies the kills with the Eyelander will be reset. The drawback to using the Eyelander is the Demos will start on 150hp, 25 less than normal, and only after two kills will he have increased health.
+
Like the Eyelander, the Claidheamh Mòr has an increased melee range. However, it extends charge time with a shield by 0.5 seconds. The Claidheamh Mòr does not collect heads from decapitated victims. It makes the user 15% more vulnerable to all sources of damage when active. Killing an enemy with this weapon will instantly refill 25% of the shield's charge meter.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Eyelander]] <br>[[File:Eyelandertransparent.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Claidheamh Mòr]] <br>{{Item icon|Claidheamh Mòr}}
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Melee:''' 65
 
* '''Melee:''' 65
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Critical:''' 195
 
* '''Critical:''' 195
* '''Minicrit:''' 88
+
* '''Mini-Crit:''' 88
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''Attack:''' 0.8s
+
* '''Attack Interval:''' 0.8s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* Increased attack radius
 
* Increased attack radius
* Changes health based on heads collected.
+
* +15% damage vulnerability on wearer.
* Move speed changes based on heads collected.  
+
* The [[#Chargin' Targe|Chargin' Targe]], [[#Splendid Screen|Splendid Screen]], and [[Tide Turner]] have a 2.5s charge when used with this melee weapon.
 +
* Kills made with this weapon add 25% to the charge meter.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Claidheamh Mòr in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Claidheamh Mòr]] <br>{{Item icon|Claidheamh Mòr}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
  
=== Pain Train ===
+
=== Persian Persuader ===
  
[[File:Paintrain.png|100px|right]]
+
Hitting enemies with the Persian Persuader refills 20% of the charge on Demoman's respective shields, and also turns ammo pickups into charge, allowing for more frequent charging, and encouraging a more aggressive playstyle.. As the downside, the user's primary and secondary ammo are reduced by 80%, and it cannot deal random Critical Hits.
  
: '''Note:''' This weapon is either limited or banned in some Team Fortress 2 leagues. Please check your league's rule page for details on their weapon restrictions
+
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Persian Persuader]] <br>{{Item icon|Persian Persuader}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''Melee:''' 65
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 195
 +
* '''Mini-Crit:''' 88
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack Interval:''' 0.8s
 +
| style="background-color:#FFF4CC;" |
 +
* Collecting ammo pickups fills charge.
 +
* Melee hits refill 20% of the charge meter.
 +
* -80% max primary weapon ammo on wearer.
 +
* -80% max secondary weapon ammo on wearer.
 +
* The Persian Persuader deploys and holsters slower.
 +
* Increased attack radius.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Persian Persuader in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Persian Persuader]] <br>{{Item icon|Persian Persuader}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
  
The Pain Train is designed for the more offensive Demoman. The item doubles his capture rate allowing him to support Scouts capping points and can be used to fool enemies that a Scout is capping one of their points when it is a Demoman. The downside is that the Demoman is 10% more susceptible to bullet damage. Demos should take care in trying not to reveal his item and also should remember his extra vulnerability to Scouts and stickies covering his back maybe an option.
+
=== Pain Train ===
 
 
The Pain Train is the only viable alternative melee weapon for the competitive Demoman as it allows him to keep the same speed and starting health but gives him a quicker cap speed. The 10% extra bullet damage is only really a problem if the enemy Scouts are better than yours and are running amok.
 
  
Attack wise, the Pain Train is a standard melee weapon. Dealing moderate damage at the usual 0.8 seconds a swing.
+
The Pain Train is designed for the more offensive Demoman. It doubles his capture rate, allowing for back-caps and increased capture times, but leaves him 10% more vulnerable to his most dangerous match-ups, Scout and Soldier.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Pain Train]] <br>[[Image:Paintrain.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Pain Train]] <br>{{Item icon|Pain Train}}
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Melee:''' 65
 
* '''Melee:''' 65
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Critical:''' 195
 
* '''Critical:''' 195
* '''Minicrit:''' 88
+
* '''Mini-Crit:''' 88
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''Attack:''' 0.8s
+
* '''Attack Interval:''' 0.8s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* Gives user double capture rate.
 
* Gives user double capture rate.
* Increases taken damage from hitscan by 10%.  
+
* Increases taken damage from [[hitscan]] weapons by 10%.  
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Pain Train in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Pain Train]] <br>{{Item icon|Pain Train}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
  
=== Scotman's Skullcutter ===
+
=== Scotsman's Skullcutter ===
  
[[File:Scotsman's_skullcutter.png|100px|right]]
+
The Scotsman's Skullcutter reduces the Demoman's speed while active, but provides more melee damage. While the weapon is active, it will slow the Demoman down from 280 units/second (93% of normal speed) to 238 units/second (79% of normal speed). This is 8 units/second faster than a Heavy and 2 units/second slower than a Soldier, making him the second slowest class while the weapon is active.
 
 
: '''Note:''' This weapon is either limited or banned in some Team Fortress 2 leagues. Please check your league's rule page for details on their weapon restrictions
 
 
 
At the sacrifice of movement speed, now decrease by 15% to 238 u/s, the Skullcutter has increased damage output. Apart from this, the Skullcutter has a standard swing rate and radius.  
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Scotman's Skullcutter]] <br>[[Image:Scotsman's_skullcutter.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Scotsman's Skullcutter]] <br>{{Item icon|Scotsman's Skullcutter}}
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Melee:''' 78
 
* '''Melee:''' 78
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Critical:''' 234
 
* '''Critical:''' 234
* '''Minicrit:''' 105
+
* '''Mini-Crit:''' 105
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''Attack:''' 0.8s
+
* '''Attack Interval:''' 0.8s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Decreases movement speed by 15%
+
* Decreases movement speed by 15% while active.
 +
* +20% damage bonus
 +
* The Scotsman's Skullcutter deploys and holsters slower.
 +
* Increased attack radius.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Scotsman's Skullcutter in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Scotsman's Skullcutter]] <br>{{Item icon|Scotsman's Skullcutter}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
  
 
===Half-Zatoichi===
 
===Half-Zatoichi===
[[File:Half Zatoichi.png| 100px|right]]
 
: '''Note:''' Half-Zatoichi is banned in some leagues for acquisition time.'''
 
  
Once the Half-Zatoichi has been selected it is impossible to change to another weapon until you kill an enemy. When you have killed someone you regain all of your lost health. If you encounter an enemy Demoman or Soldier also using this weapon then it is a one hit kill.  
+
Once the Half-Zatoichi has been deployed, it can only be put away once a kill has been made or by touching a resupply cabinet. Upon slaying an enemy with the Half-Zatoichi, the Demoman's health is instantly filled by 50% of his max health, which can also grant overheal. This weapon is Honorbound; if the Demoman attempts to switch away from the sword without killing another player with it first, he will take 50 damage, if he already has less than 50 health, he cannot switch away from the Half-Zatoichi without killing an enemy with it first. It will instantly kill any enemy using the same sword.
 +
 
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Half-Zatoichi]] <br>{{Item icon|Half-Zatoichi}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''Melee:''' 65
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 195
 +
* '''Mini-Crit:''' 88
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack Interval:''' 0.8s
 +
| style="background-color:#FFF4CC;" |
 +
* The Demoman gains 50% of his base health on kill (can overheal).
 +
* This weapon is Honorbound, and once drawn, holstering it deals 50 damage to the user unless they kill an enemy with it first.
 +
** This weapon cannot be holstered if the user has less than 50 health and has not killed an enemy with it.
 +
* Will insta-kill an enemy Soldier or Demoman holding out the same weapon.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Half-Zatoichi in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Half-Zatoichi]] <br>{{Item icon|Half-Zatoichi}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
 +
 
 +
===Ullapool Caber===
 +
 
 +
With the Ullapool Caber, the first hit on any solid object or enemy (including a disguised Spy) will cause the explosives in the head to detonate, dealing massive explosive damage to both the Demoman and surrounding enemies, with rampup applied, and melee damage dealt to the main target in addition to the explosion. After it is used, the only ways to get back the explosive are respawning or visiting a Resupply cabinet. The Ullapool Caber has a 20% slower firing speed, and it deploys 100% slower.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Half-Zatoichi]] <br>[[Image:Half Zatoichi.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Ullapool Caber]] <br>{{Item icon|Ullapool Caber}}
| style="background-color:#FFF4CC;" | '''Melee:''' 65
+
| style="background-color:#FFF4CC;" |  
| style="background-color:#FFF4CC;" | '''Critical:''' 195/{{tooltip|Instant|Instant kill upon landing a blow on an enemy Demoman/Soldier actively wielding the Half-Zatoichi}} <br>'''Mini-Crit:''' 88
+
* '''Melee:''' 55
| style="background-color:#FFF4CC;" | '''Attack:''' 0.8s
+
* '''Explosion:''' 75
| style="background-color:#FFF4CC;" | '''Banned in some leagues for acquisition time.''' <br>On kill: restores you to 100% health <br>This weapon is Honorbound and once drawn cannot be sheathed until it kills.
+
* '''Total:''' 130 <!--I know it seems off, but it's due to non-integral numbers.-->
 +
* '''Backlash:''' 52-56
 +
| style="background-color:#FFF4CC;" |  
 +
* '''Critical:''' 165
 +
* '''Critical Explosion:''' 225
 +
* '''Critical Total:''' 390
 +
* '''Mini-Crit:''' 74
 +
* '''Mini-Crit Explosion:''' 111
 +
* '''Mini-Crit Total:''' 185
 +
| style="background-color:#FFF4CC;" |  
 +
* '''Attack Interval:''' 0.96s
 +
| style="background-color:#FFF4CC;" |  
 +
* Explodes upon contact with any object that is not a friendly player or friendly building.
 +
* Explosion deals self-damage.
 +
* 20% slower firing speed.
 +
* This weapon deploys 100% slower.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Ullapool Caber in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Ullapool Caber]] <br>{{Item icon|Ullapool Caber}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
  
===Usage===
+
=== Melee Weapon Usage ===
The use of which melee weapon varies with the Demoman's play style. Those that are starting out with the class should stick with the Bottle as they learn the class in a 6v6 environment. Offensive Demos that support pushes and help out with Scouts in capturing points then the Pain Train should be the Demo's weapon of choice. If the Demo is quite strong at jumping then he should use the Skullcutter as his strength in sticky jumping should negate the 15% speed loss.
 
  
==See Also==
+
The Demoman's variety comes from his melee weapon choice. The stock Bottle offers a good and non-explosive alternative for close-range damage. The Eyelander is useful for a Demoman who expects to stay alive for a longer time. The Scotsman's Skullcutter allows for faster kills at close range, but slows the Demoman down overall. The Persian Persuader allows for more frequent charge attacks and more frequent health packs, but prevents obtaining additional ammo for the Demoman's primary and secondary weapons. The Pain Train makes the Demoman more vulnerable to Scouts, but allows him to facilitate captures faster. The Half-Zatoichi allows for healing far from a Medic, but leaves the Demoman overly vulnerable if he fails to get a kill. The Ullapool Caber works well as a last resort, but may cause unintentional suicide. The Claidheamh Mór paired with the Tide Turner can be used to charge from a long distance to kill an important class by surprise, such as a fully charged Medic, but the lowered base health may make the Demoman more vulnerable. Overall, the Bottle is considered the safest and best option, as it allows for consistent damage without any downsides.
* [[Demoman (competitive)]]
 
  
[[Category:Competitive]]
+
{{Class competitive Nav}}

Latest revision as of 01:13, 17 March 2024

This article is for competitive play, based on the standard community competitive format.
The community competitive scene changes frequently. Some or all info may be outdated.
Some Demoman weapons may be banned in your league. For a list of banned weapons, please see the Weapon Ban List.

The arsenal at the disposal of the Demoman is arguably the most capable of dealing high amounts of damage and denying large areas of land in the standard competitive lineup. This with the ability to deny access to choke points; blocking enemy retreats and being able to use sticky jumping to get on the front lines potentially quicker than Scouts also makes him a very versatile class: being extremely useful on both offense and defense.

One of the main issues with the Demoman is the inability to defend himself at close quarters, with both his standard weapons resulting in damaging himself as well as his target if set off within close proximity, thus leaving him at the choice of either using melee weapons, or potentially taking self-damage.

Primary Weapon

The Demoman's primary weapon is often used in close quarters combat situations, where the Demoman is not able to use the Stickybomb Launcher due to the arm time of the stickies. It also contributes to area denial through spamming grenades, but it is generally used when stickies are down and the Demoman needs to defend himself without having to detonate the stickybombs. The demoman's grenades are not affected by damage falloff, direct hits will always deal 100 damage, and grenades that explode on their own will deal constant splash damage regardless of the Demoman's distance from the target.

Grenade Launcher

The stock Grenade Launcher deals large quantities of damage on a direct shot. However, if the shot misses, the grenade will fall and roll around, exploding approximately 2.3s after the first bounce. Grenades will damage the Demoman who fired them if they explode too close to him for any reason.

Weapon Damage Critical Damage Function Times Special
Grenade Launcher
Grenade Launcher
  • Collide: 100
  • Roller: 60
  • Collide Backlash: 38-73
  • Collide Crit: 300
  • Roller Crit: 180
  • Collide Mini-Crit: 135
  • Roller Mini-Crit: 81
  • Attack Interval: 0.6s
  • First Reload: 1.24s
  • Consecutive Reloads: 0.6s
  • Fuse time after first bounce: 2.28s
  • Has no damage ramp-up or falloff.
  • Ricochet directions are random even with disable spread on.


Below is a table displaying the availability of the Grenade Launcher in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Grenade Launcher
Grenade Launcher
Allowed


Loch-n-Load

The Loch-n-Load deals 20% more damage to buildings than the stock Grenade Launcher, at the cost of having a 25% smaller clip, storing 3 grenades instead of 4. Grenades fired from the Loch-n-Load will shatter harmlessly upon hitting anything that is not an enemy player or building. The Loch-n-Load's grenades move 25% faster, but also have a 25% smaller explosion radius.

Weapon Damage Function Times Special
Loch-n-Load
Loch-n-Load
  • Collide: 100
  • Collide with Buildings: 120
  • Collide Crit: 300
  • Collide Mini-Crit: 135
  • Attack Interval: 0.6s
  • First Reload: 1.24s
  • Consecutive Reloads: 0.6s
  • Has no damage ramp-up or fall-off.
  • Grenades shatter harmlessly on any surface except for enemy players and enemy buildings.
  • Grenades deal 20% more damage to buildings.
  • +25% projectile speed.
  • Grenades have a 25% smaller explosion radius.
  • Stores 3 grenades in it's clip instead of 4


Below is a table displaying the availability of the Loch-n-Load in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Loch-n-Load
Loch-n-Load
Allowed


Ali Baba's Wee Booties

Ali Baba's Wee Booties are a primary weapon which provide the Demoman with 25 additional health, thus raising his maximum health from 175 to 200, and his maximum overheal from 260 to 300. It gives the Demoman 10% faster movement speed when a shield is equipped at the same time, and increased turning control while charging with a shield at the cost of the lack of a Grenade Launcher. Kills made with a melee weapon will refill the equipped shield's charge meter by 25%.

The Bootlegger has the same stats as Ali Baba's Wee Booties.

Weapon Damage Critical Damage Function Times Special
Ali Baba's Wee Booties
Ali Baba's Wee Booties
N/A N/A N/A
  • +25 additional health, for a total of 200.
    • Maximum overheal increased from 260 to 300.
  • +10% movement speed when a shield is equipped.
  • +200% increase in turning control while charging.
  • Kills made with a melee weapon refill 25% of the shield's charge meter.


Below is a table displaying the availability of the Ali Baba's Wee Booties in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Ali Baba's Wee Booties
Ali Baba's Wee Booties
Allowed


The Loose Cannon

The Loose Cannon is very rarely used in competitive play, as it lacks the damage output of the Grenade Launcher, both at close and far ranges. The Loose Cannon's cannonballs do 50 damage with a direct hit, and 60 splash damage, whereas the Grenade Launcher deals 100 direct hit damage and 60 splash damage. The Loose Cannon's projectiles move 20% faster and knock back enemies on direct contact. The cannonballs have a fuse time of 1 second, but can be set to explode earlier by holding down the primary fire key. Holding down the primary fire key for too long will cause the cannonball to explode, dealing self-damage to the Demoman. This can be used to perform an effective explosive jump.

Weapon Damage Function Times Special
Loose Cannon
Loose Cannon
  • Collide: 50
  • Roller: 60
  • Collide Crit: 150
  • Roller Crit: 180
  • Collide Mini-Crit: 68
  • Roller Mini-Crit: 81
  • Attack Interval: 0.6s
  • First Reload: 1.24s
  • Consecutive Reloads: 0.6s
  • Has no damage ramp-up or fall-off.
  • Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the primary fire key.
  • Cannonballs push players back on impact.
    • Double-Donk: If a cannonball deals both impact and explosive damage to an enemy within half a second, the explosive damage will be a mini-crit.
  • Cannonballs do not explode on impact.
  • -50% damage on contact with enemies.
  • +20% projectile speed.


Below is a table displaying the availability of the Loose Cannon in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Loose Cannon
Loose Cannon
Allowed


Iron Bomber

The Iron Bomber does identical damage to the Grenade Launcher. However, grenades fired will have severely reduced bounce and roll capabilities, allowing the Demoman to create short-term ground traps with them. In addition, the Iron Bomber has a 15% explosion radius penalty, and its grenades have a 30% reduced fuse time.

Weapon Damage Critical Damage Function Times Special
Iron Bomber
Iron Bomber
  • Collide: 100
  • Roller: 60
  • Backlash: 38-73
  • Collide Crit: 300
  • Roller Crit: 180
  • Collide Mini-Crit: 135
  • Roller Mini-Crit: 81
  • Attack Interval: 0.6s
  • First Reload: 1.24s
  • Consecutive Reloads: 0.6s
  • Explosion Wait: 2.28s
  • Has no damage ramp-up or falloff.
  • Grenades have very little bounce and roll
  • -30% fuse time on grenades.
  • 15% smaller explosion radius

Below is a table displaying the availability of the Iron Bomber in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Iron Bomber
Iron Bomber
Allowed


B.A.S.E. Jumper

The B.A.S.E. Jumper allows the Demoman to deploy a parachute mid-air, slowing his descent. Air control is vastly reduced while the parachute is deployed, and when the parachute is deactivated mid-air, it can not be activated again until the Demoman has touched the ground first. It replaces the Demoman's primary weapon, thus it is rarely used in competitive play, since slower gliding is often not worth replacing the Demoman's most efficient area denial weapons.

Weapon Damage Critical Damage Function Times Special
B.A.S.E. Jumper
B.A.S.E. Jumper
N/A N/A N/A
  • Allows the player to activate a parachute mid-air, slowing their descent to ~37.3% of normal speed.
  • 50% reduced air control while parachute is deployed.
  • The parachute can not be activated again, if it is deactivated mid-air.

Below is a table displaying the availability of the B.A.S.E. Jumper in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
B.A.S.E. Jumper
B.A.S.E. Jumper
Allowed


Primary Weapon Usage

The Loch-n-Load deals the same damage to players as stock but more damage to buildings, but due to a reduced clip, increased self-damage, and the inability to contribute to spam, the stock Grenade Launcher is frequently preferred. Ali Baba's Wee Booties can be useful if combined with the Splendid Screen or Chargin' Targe, but are rarely used, since it restricts the Demoman's area-denial abilities too heavily. The Loose Cannon is rather useless and for this reason, rarely used, as the damage compared to the Grenade Launcher is considerably smaller. In 6v6, the most common choice among primary weapons is the Iron Bomber, due to the fact that it's grenades have very little bounce and roll, thus increasing the Demoman's area denial capabilities.

Secondary Weapon

The Demoman's secondary weapons are often his main form of attack, as they consist of his strongest area-denial weapons.

Stickybomb Launcher

The stock Stickybomb Launcher has many uses, but is mainly used for traps and area denial. Traps can take two forms: Hidden stickies, designed to kill an unsuspecting foe who goes near them, or visible traps, designed to discourage or slow classes from pushing through a choke or capturing a point. They can be used agressively for pushes, and can also be fired at an Engineer's nest to quickly take it out before he can repair his buildings. By holding down primary fire, the Stickybomb Launcher can be charged up to launch a sticky much farther, at up to 230% of the stickybomb's standard speed.

Weapon Damage Critical Damage Function Times Special
Stickybomb Launcher
Stickybomb Launcher
  • Maximum Ramp-Up: 144
  • Base Damage: 120
  • Maximum Fall-off: 60
  • Backlash: 45-114
  • Critical (6 ft): 180
  • Critical (3 ft): 261
  • Critical (Under 3 ft): 355
  • Mini-crit (6 ft): 81
  • Mini-crit (3 ft): 117
  • Mini-crit (Under 3 ft): 165
  • Attack Interval: 0.6s
  • First Reload: 1.09s
  • Consecutive Reloads: 0.67s
  • Sticky Activation Time: 0.7s
  • Stickies stop getting falloff and ramp-up after 5 seconds of life.
  • Stickies can be destroyed with non-explosive weapons and Scottish Resistance stickies.
  • Stickies can be pushed with other explosive weapons and airblasts.
  • Effective for sticky jumping.
  • Maximum of 8 stickies placed at a time.
    • Upon shooting a ninth sticky, the oldest one explodes automatically.


Below is a table displaying the availability of the Stickybomb Launcher in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Stickybomb Launcher
Stickybomb Launcher
Allowed


Scottish Resistance

The Scottish Resistance favors defense over offense. Due to increased bomb arm time, it cannot be used to launch airburst stickies, and is thus considered useless in offense. However, it fires stickybombs faster than its counterpart, and can lay 6 additional stickybombs, for a total of 14 bombs. All of the stickies can be detonated separately, thus allowing the Demoman to place more traps than usual and detonate them faster, making the Scottish Resistance the best secondary for defense. By holding down primary fire, the Scottish Resistance can be charged up to launch a sticky much farther, at up to 230% of the stickybomb's standard speed, similiarly to the stock Stickybomb Launcher.

Weapon Damage Critical Damage Function Times Special
Scottish Resistance
Scottish Resistance
  • Maximum Ramp-Up: 144
  • Base Damage: 120
  • Maximum Fall-off: 60
  • Backlash: 45-114
  • Critical (6 ft): 180
  • Critical (3 ft): 261
  • Critical (Under 3 ft): 355
  • Mini-crit (6 ft): 81
  • Mini-crit (3 ft): 117
  • Mini-crit (Under 3 ft): 165
  • Attack Interval: 0.45s
  • First Reload: 1.09s
  • Consecutive Reloads: 0.67s
  • Sticky Activation Time: 1.72s
  • Stickies stop getting falloff and ramp-up after 5 seconds of life.
  • Stickies can be destroyed with non-explosive weapons and Scottish Resistance stickies.
  • Stickies can be pushed with other explosive weapons and airblast.
  • Effective for sticky jumping, but requires more caution when used.
  • 0.8s slower stickybomb arm time.


Below is a table displaying the availability of the Scottish Resistance in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Scottish Resistance
Scottish Resistance
Allowed


Sticky Jumper

The Sticky Jumper deals no damage to any player, but produces identical sticky jump distance. It can be effective for sneaking past the enemy team and trying to capture their control point, thus forcing them to abandon a push. This is especially effective when combined with the Pain Train, due to the increased capturing rate. It stores 72 reserve ammo instead of 24, but can only have 2 stickies placed at the same time.

Weapon Damage Critical Damage Function Times Special
Sticky Jumper
Sticky Jumper
  • All: 0
  • All: 0
  • Attack Interval: 0.6s
  • First Reload: 1.09s
  • Consecutive Reloads: 0.67s
  • Sticky Activation Time: 0.92s
  • Stores 72 reserve ammo instead of 24.
  • Stickies can be destroyed with non-explosive weapons and Scottish Resistance stickies.
  • Stickies can be pushed with other explosive weapons and airblast.
  • Effective for sticky jumping.
  • Maximum of 2 stickies placed at a time.
  • wearer cannot pick up the intelligence or the PASS Time JACK.


Below is a table displaying the availability of the Sticky Jumper in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Sticky Jumper
Sticky Jumper
Allowed


Chargin' Targe

The Chargin' Targe provides the Demoman with the ability to charge, having him run in a nearly straight line at very high speeds. Starting the charge removes any negative debuffs from the user. It deals damage on colliding with an enemy, and provides guaranteed melee mini-crits for 1/6th of the charge duration and crits at 1/2 of the charge duration. The charge will stop once a melee attack is fired, a wall is hit, or when the charge meter runs out. The Chargin' Targe provides the wearer with a 50% fire damage resistance and a 30% explosive damage resistance.

Weapon Damage Critical Damage Function Times Special
Chargin' Targe
Chargin' Targe
  • Shield Bash: 50+10x
  • Mini-Crit Bash: 68+13.5x
  • Charge: ≤2s
  • Refill: 12s, including charge duration.
    • 9s, if a melee kill was made with the Ali Baba's Wee Booties/Bootlegger equipped.
    • 9s, if a melee kill was made with Claidheamh Mòr.
    • 6s, if a melee kill was made with Claidheamh Mòr and the Ali Baba's Wee Booties/Bootlegger equipped.
    • 6s, if Persian Persuader is equipped.
    • 4.5s, if Persian Persuader is equipped, and a melee kill was made with the Ali Baba's Wee Booties/Bootlegger equipped
  • x = number of Eyelander heads collected, max 5.
  • Charges at 750 u/s (637.5 with Skullcutter); does bash damage at end.
  • Charging gives melee Mini-crits at 1/6th charge duration and Crits at 1/2 charge duration.
  • If it hits and deals impact damage, a quick melee attack will be a critical hit.
  • +50% fire damage resistance on wearer.
  • +30% explosive damage resistance on wearer.


Below is a table displaying the availability of the Chargin' Targe in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Chargin' Targe
Chargin' Targe
Allowed


Splendid Screen

The Splendid Screen functions identically to the Chargin' Targe, but recharges 50% faster and deals 70% increased impact damage at any range, at the cost of reduced damage resistance and afterburn immunity.

Weapon Damage Critical Damage Function Times Special
Splendid Screen
Splendid Screen
  • Shield Bash: 85+17x
  • Mini-Crit Bash: 115+23x
  • Charge: ≤2s
  • Refill: 12s, including charge duration.
    • 9s, if a melee kill was made with the Ali Baba's Wee Booties/Bootlegger equipped.
    • 9s, if a melee kill was made with Claidheamh Mòr.
    • 6s, if a melee kill was made with Claidheamh Mòr and the Ali Baba's Wee Booties/Bootlegger equipped.
    • 6s, if Persian Persuader is equipped.
    • 4.5s, if Persian Persuader is equipped, and a melee kill was made with the Ali Baba's Wee Booties/Bootlegger equipped
  • x = number of Eyelander heads collected, max 5.
  • +20% fire damage resistance on wearer.
  • +20% explosive damage resistance on wearer.
  • +50% charge recharge rate.
  • Charging gives melee Mini-Crits at 1/6th charge duration and Crits at 1/2 charge duration.
  • Deals 70% more charge impact damage any range.
  • If it hits and deals impact damage, a quick melee attack will be a critical hit.
  • Otherwise functions identically to the Chargin' Targe.


Below is a table displaying the availability of the Splendid Screen in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Splendid Screen
Splendid Screen
Allowed


Tide Turner

The Tide Turner functions identically to the above shields, but allows full turning control whilst charging. In addition, any kills made with a melee weapon will refill the charge meter by 75%. In comparison to the other shields, this shield has less damage resistance than the Chargin' Targe and less damage output than the Splendid Screen. Taking damage while charging with the Tide Turner reduces the remaining charge time.

Weapon Damage Critical Damage Function Times Special
Tide Turner
Tide Turner
  • Shield Bash: 50+10x
  • Mini-Crit Bash: 68+13.5x
  • Charge: ≤2s
  • Refill: 12s, including charge duration.
    • 3s, if a melee kill was made.
    • 0s, if a melee kill was made with the Ali Baba's Wee Booties/Bootlegger equipped.
    • 0s, if a melee kill was made with Claidheamh Mòr.
    • 6s, if Persian Persuader is equipped.
    • 1.5s, if Persian Persuader is equipped, and a melee kill is made.
  • x = number of Eyelander heads collected, max 5.
  • +15% fire damage resistance on wearer.
  • +15% explosive damage resistance on wearer.
  • Charging gives melee Mini-Crits at 1/6th charge duration and Crits at 1/2 charge duration.
  • Allows full turn control whilst charging.
  • Kills made with a melee weapon refill 75% of the charge meter.
  • If it hits and deals impact damage, a quick melee attack will be a critical hit.
  • Otherwise functions identically to the previous shields.
  • Taking damage while charging reduces the remaining charge time.


Below is a table displaying the availability of the Tide Turner in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Tide Turner
Tide Turner
Allowed


Quickiebomb Launcher

The stickybombs fired by the Quickiebomb Launcher are armed in just 0.5 seconds, making them detonatable much quicker than the stock Stickybomb Launcher's bombs, and optimizing them for quick in-combat detonations. The Quickiebomb Launcher can be charged by holding down the primary attack key, similiarly to other stickybomb launchers, but the charge rate is increased by 70%, thus making the meter fill up in roughly 1 second instead of 4. The Quickiebomb Launcher initially suffers from a -15% damage penalty, but its stickies deal increased damage based on the amount of charge, up to 35% increased damage.

Weapon Damage Critical Damage Function Times Special
Quickiebomb Launcher
Quickiebomb Launcher
  • Maximum Ramp-Up: 122
  • Base Damage: 102
  • Maximum Fall-off: 51
  • Backlash: 38-97
  • Critical (6 ft): 153
  • Critical (3 ft): 222
  • Critical (Under 3 ft): 302
  • Mini-Crit (6 ft): 69
  • Mini-Crit (3 ft): 100
  • Mini-Crit (Under 3 ft): 138
  • Attack Interval: 0.6s
  • First Reload: 1.09s
  • Consecutive Reloads: 0.67s
  • Sticky Activation Time: 0.5s
  • Stickies stop getting falloff and ramp-up after 5 seconds of life.
  • Can destroy enemy stickybombs.
  • Stickies can be pushed with other explosive weapons and airblasts.
  • Effective for sticky jumping.
  • -50% clip size.
  • -15% damage penalty.
  • Up to +35% increased damage, based on charge.


Below is a table displaying the availability of the Quickiebomb Launcher in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Quickiebomb Launcher
Quickiebomb Launcher
Allowed


Secondary Weapon Usage

The stock Stickybomb Launcher is the most versatile Stickbomb Launcher. The Scottish Resistance has merit when defending, but is much harder to land an airshot with. The Chargin' Targe, Splendid Screen and Tide Turner require a much more aggressive Demoman, but allow the Demoman to pick off important classes easier, especially when using the Tide Turner. However, this removes the team's option of sticky traps, and make Engineer nests scarier. The Sticky Jumper can be used to facilitate a back-cap with the Pain Train, but is otherwise useless. The stock Stickybomb Launcher is the most common choice.

Melee Weapon

The Demoman boasts a wide range of melee weapons, which can transform his class significantly. The Eyelander, its reskins, the Persian Persuader, the Half-Zatoichi, and the Claidheamh Mor provide the Barbarian Swing taunt.

Bottle

The Bottle is the Demoman’s stock melee weapon. Like other standard melee weapons, it deals moderate damage. It deals decent damage at close range, and is useful if the Demoman is low on health, or has a sticky trap down and is low on ammo.

The Frying Pan, Scottish Handshake, Bat Outta Hell, Conscientious Objector, Crossing Guard, Freedom Staff, Ham Shank, Memory Maker and the Necro Smasher have the same stats as the Bottle.

Weapon Damage Critical Damage Function Times Special
Bottle
Bottle
  • Melee: 65
  • Critical: 195
  • Mini-Crit: 88
  • Attack Interval: 0.8s
  • Standard melee weapon.


Below is a table displaying the availability of the Bottle in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Bottle
Bottle
Allowed


Eyelander

The Eyelander has an increased melee range, and will reduce the Demoman's base health by 25, initially lowering his maximum health from 150 to 125. The main benefit of the weapon is that it will decapitate enemies upon a kill, and doing so will increase the Demoman's base speed by 8% and base health by 15, as well as healing the Demoman for 15 health. This bonus will continue with each beheading until the player has collected a maximum of 4 heads, at which point the Demoman's speed will be capped at 370 Hammer units per second, only slightly slower than a Scout, and his health will be capped at 210. At this point, collecting another head will only provide the healing. This healing effect can overheal. Taunting with the Eyelander equipped will perform the Barbarian Swing kill taunt.

The Horseless Headless Horsemann's Headtaker and the Nessie's Nine Iron have the same stats as the Eyelander.

Weapon Damage Critical Damage Function Times Special
Eyelander
Eyelander
  • Melee: 65
  • Critical: 195
  • Mini-Crit: 88
  • Attack Interval: 0.8s
  • Increased attack range.
  • -25 initial health, for a total of 150.
  • Each kill collects a Head.
    • Each head collected increases movement speed by 8%.
    • Each head increases maximum health by 15, and heals for 15, which can overheal.
    • If another player wielding the Eyelander is killed, any quantity of heads they had become are transferred to the user. They only recieve 15 health.
    • Heads are reset on death.
  • The eyelander deploys and holsters slower.
  • Provides the Barbarian Swing taunt.


Below is a table displaying the availability of the Eyelander in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Eyelander
Eyelander
Allowed


Claidheamh Mòr

Like the Eyelander, the Claidheamh Mòr has an increased melee range. However, it extends charge time with a shield by 0.5 seconds. The Claidheamh Mòr does not collect heads from decapitated victims. It makes the user 15% more vulnerable to all sources of damage when active. Killing an enemy with this weapon will instantly refill 25% of the shield's charge meter.

Weapon Damage Critical Damage Function Times Special
Claidheamh Mòr
Claidheamh Mòr
  • Melee: 65
  • Critical: 195
  • Mini-Crit: 88
  • Attack Interval: 0.8s
  • Increased attack radius
  • +15% damage vulnerability on wearer.
  • The Chargin' Targe, Splendid Screen, and Tide Turner have a 2.5s charge when used with this melee weapon.
  • Kills made with this weapon add 25% to the charge meter.


Below is a table displaying the availability of the Claidheamh Mòr in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Claidheamh Mòr
Claidheamh Mòr
Allowed


Persian Persuader

Hitting enemies with the Persian Persuader refills 20% of the charge on Demoman's respective shields, and also turns ammo pickups into charge, allowing for more frequent charging, and encouraging a more aggressive playstyle.. As the downside, the user's primary and secondary ammo are reduced by 80%, and it cannot deal random Critical Hits.

Weapon Damage Critical Damage Function Times Special
Persian Persuader
Persian Persuader
  • Melee: 65
  • Critical: 195
  • Mini-Crit: 88
  • Attack Interval: 0.8s
  • Collecting ammo pickups fills charge.
  • Melee hits refill 20% of the charge meter.
  • -80% max primary weapon ammo on wearer.
  • -80% max secondary weapon ammo on wearer.
  • The Persian Persuader deploys and holsters slower.
  • Increased attack radius.


Below is a table displaying the availability of the Persian Persuader in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Persian Persuader
Persian Persuader
Allowed


Pain Train

The Pain Train is designed for the more offensive Demoman. It doubles his capture rate, allowing for back-caps and increased capture times, but leaves him 10% more vulnerable to his most dangerous match-ups, Scout and Soldier.

Weapon Damage Critical Damage Function Times Special
Pain Train
Pain Train
  • Melee: 65
  • Critical: 195
  • Mini-Crit: 88
  • Attack Interval: 0.8s
  • Gives user double capture rate.
  • Increases taken damage from hitscan weapons by 10%.


Below is a table displaying the availability of the Pain Train in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Pain Train
Pain Train
Allowed


Scotsman's Skullcutter

The Scotsman's Skullcutter reduces the Demoman's speed while active, but provides more melee damage. While the weapon is active, it will slow the Demoman down from 280 units/second (93% of normal speed) to 238 units/second (79% of normal speed). This is 8 units/second faster than a Heavy and 2 units/second slower than a Soldier, making him the second slowest class while the weapon is active.

Weapon Damage Critical Damage Function Times Special
Scotsman's Skullcutter
Scotsman's Skullcutter
  • Melee: 78
  • Critical: 234
  • Mini-Crit: 105
  • Attack Interval: 0.8s
  • Decreases movement speed by 15% while active.
  • +20% damage bonus
  • The Scotsman's Skullcutter deploys and holsters slower.
  • Increased attack radius.


Below is a table displaying the availability of the Scotsman's Skullcutter in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Scotsman's Skullcutter
Scotsman's Skullcutter
Allowed


Half-Zatoichi

Once the Half-Zatoichi has been deployed, it can only be put away once a kill has been made or by touching a resupply cabinet. Upon slaying an enemy with the Half-Zatoichi, the Demoman's health is instantly filled by 50% of his max health, which can also grant overheal. This weapon is Honorbound; if the Demoman attempts to switch away from the sword without killing another player with it first, he will take 50 damage, if he already has less than 50 health, he cannot switch away from the Half-Zatoichi without killing an enemy with it first. It will instantly kill any enemy using the same sword.

Weapon Damage Critical Damage Function Times Special
Half-Zatoichi
Half-Zatoichi
  • Melee: 65
  • Critical: 195
  • Mini-Crit: 88
  • Attack Interval: 0.8s
  • The Demoman gains 50% of his base health on kill (can overheal).
  • This weapon is Honorbound, and once drawn, holstering it deals 50 damage to the user unless they kill an enemy with it first.
    • This weapon cannot be holstered if the user has less than 50 health and has not killed an enemy with it.
  • Will insta-kill an enemy Soldier or Demoman holding out the same weapon.


Below is a table displaying the availability of the Half-Zatoichi in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Half-Zatoichi
Half-Zatoichi
Allowed


Ullapool Caber

With the Ullapool Caber, the first hit on any solid object or enemy (including a disguised Spy) will cause the explosives in the head to detonate, dealing massive explosive damage to both the Demoman and surrounding enemies, with rampup applied, and melee damage dealt to the main target in addition to the explosion. After it is used, the only ways to get back the explosive are respawning or visiting a Resupply cabinet. The Ullapool Caber has a 20% slower firing speed, and it deploys 100% slower.

Weapon Damage Critical Damage Function Times Special
Ullapool Caber
Ullapool Caber
  • Melee: 55
  • Explosion: 75
  • Total: 130
  • Backlash: 52-56
  • Critical: 165
  • Critical Explosion: 225
  • Critical Total: 390
  • Mini-Crit: 74
  • Mini-Crit Explosion: 111
  • Mini-Crit Total: 185
  • Attack Interval: 0.96s
  • Explodes upon contact with any object that is not a friendly player or friendly building.
  • Explosion deals self-damage.
  • 20% slower firing speed.
  • This weapon deploys 100% slower.


Below is a table displaying the availability of the Ullapool Caber in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Ullapool Caber
Ullapool Caber
Allowed


Melee Weapon Usage

The Demoman's variety comes from his melee weapon choice. The stock Bottle offers a good and non-explosive alternative for close-range damage. The Eyelander is useful for a Demoman who expects to stay alive for a longer time. The Scotsman's Skullcutter allows for faster kills at close range, but slows the Demoman down overall. The Persian Persuader allows for more frequent charge attacks and more frequent health packs, but prevents obtaining additional ammo for the Demoman's primary and secondary weapons. The Pain Train makes the Demoman more vulnerable to Scouts, but allows him to facilitate captures faster. The Half-Zatoichi allows for healing far from a Medic, but leaves the Demoman overly vulnerable if he fails to get a kill. The Ullapool Caber works well as a last resort, but may cause unintentional suicide. The Claidheamh Mór paired with the Tide Turner can be used to charge from a long distance to kill an important class by surprise, such as a fully charged Medic, but the lowered base health may make the Demoman more vulnerable. Overall, the Bottle is considered the safest and best option, as it allows for consistent damage without any downsides.