Difference between revisions of "Anti-Demoman strategy"

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[[Image:DemomanHumiliation.png|right|150px|I feel like every bone in me body's broke!]]
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[[File:DemomanHumiliation.png|right|150px|I feel like every bone in me body's broke!]]
{{Quotation|'''The Engineer'''|Drunk on the battlefield ain't no way to be, son.|sound=Engineer_dominationdemoman02.wav}}
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{{Quotation|'''The Scout'''|Yeah, next time, try two eyes!|sound=Scout_dominationdem01.wav}}
  
The Demoman is a versatile class, sporting above-average health and devastating weaponry. When formulating tactics to use against another player, one can usually depend on the roles of most classes in the game not changing dramatically as a result of equipment loadout. The Demoman, however, is capable of two vastly different, loadout-dependent playstyles. A Demoman can opt for an explosive-oriented playstyle with a [[Stickybomb Launcher]] or a melee-oriented playstyle with a shield like the [[Chargin' Targe]] or the [[Splendid Screen]]. When engaging a Demoman, the difference between loadouts is big enough to make it just as critical to observe what he is carrying as it is to observe the class he is playing.
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The '''[[Demoman]]''' is a versatile class, sporting above-average health and devastating weaponry. When formulating tactics, you can usually depend on the roles of most classes not dramatically changing. This does not apply to the Demoman, who can opt for an explosive-oriented playstyle with a [[Stickybomb Launcher]] or a melee-oriented playstyle with a shield like the [[Chargin' Targe]]. Each style has its own evident strengths and weaknesses, so pay attention to his loadout to avoid being caught off guard.
  
 
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== General ==
==General==
 
  
 
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| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Demoman_badge_RED.png|40px]] [[Classes|Role]]
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| align="center" valign="center" style="padding:0.5em" | [[File:Demoman_badge_RED.png|40px]] '''[[Classes|Role]]'''
 
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*The Demoman is strong on defense, so he may stay behind in the part the map he is defending, and not chase enemies as vigorously as other classes would. He is also particularly powerful in mid-range combat, so close in and you may have an advantage.  
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* The Demoman is great at both offense and defense. He is particularly good at mid-range combat.
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* As his name implies, the Demoman is excellent as demolitions. Pay attention to where he places his explosives, especially if you can't move from cover.
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* A Demoman using a shield instead of a trap secondary weapon will always have the shield visible. If you can see a shield on the Demoman's left arm, you can be certain that his loadout has no secondary weapon and is melee-oriented.
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_medic.png|40px]] [[Health]]
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| align="center" valign="center" style="padding:0.5em" | [[File:Leaderboard_class_medic.png|40px]] '''[[Health]]'''
 
|
 
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*The Demoman has a base health of 175, so he can withstand a considerable amount of damage. Unless the situation is extreme, the Demoman is likely to stand his ground, rather than retreat.
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* The Demoman has a base health of 175, so he can withstand a considerable amount of damage.
*A Demoman has the most varying health in the entire game, as certain weapons can give him a health penalty or bonus. In addition, certain weapons can increase his maximum health or heal him each time he gets a kill. Take note of what weapons he is wielding to make an accurate assumption on his max health.
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* Certain weapons change the Demoman's maximum health or heal him each time he gets a kill. Check what weapons he's wielding to estimate his health pool.
*A Demoman carrying the [[Chargin' Targe]] or the [[Splendid Screen]] will have a large resistance to fire and explosive damage. He will be fully vulnerable to bullets and melee attacks, however.
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* A Demoman carrying a shield has significant resistance to fire and explosive damage, but is fully vulnerable to bullets and melee attacks.
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_scout.png|40px]] [[Speed]]
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| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]'''
 
|
 
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*The Demoman is slower than a majority of the classes, so he is not likely to chase you down unless he has the [[Chargin' Targe]] or the [[Eyelander]] with multiple heads, or unless you are at low health and are vulnerable.
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* The Demoman is slower than the majority of the classes, but he can still chase you down if he uses a melee combat loadout or utilizes explosive jumps.
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_soldier.png|40px]] [[Weapons|Power]]
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| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]'''
 
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*The Demoman is quite deadly when using his primary and secondary weapons, but the projectiles are fired in an arc, which can make it difficult to aim for some Demomen. Getting close to him and avoiding his projectiles will make it easier for you to kill him.
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* The Demoman is deadly at range but fires all of his projectiles in an arc. Make it difficult for him to aim by getting close and moving unpredictably.
*Certain Demomen with a shield and melee weapon will usually attempt to charge at players, killing them with the critical hit that is granted near the end of the charge. Avoid their large melee range and the charge, attacking him when he is at a normal pace.
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* All of the Demoman's explosives can harm himself, giving you an advantage if you force him to fight at close range.
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* A Demoman with a shield and melee weapon can charge at you to deal critical damage. Avoiding his charge and staying outside his extended melee range gives you room to counterattack.
 
|}
 
|}
  
==Explosive Loadout==
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== Loadouts ==
 
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=== Explosive loadout ===
With devastating weaponry that is capable of dealing high damage over a large area, it is generally best to engage the explosive-based Demoman at close range due to the nature of his weapons. While powerful, the Demoman's [[Grenade Launcher]] can be more difficult to aim than the weapons of other classes, and is hardest to aim when the enemy is not moving toward him in a straight line. The arming time required for his stickybombs gives him difficulty in immediate response, so catching him by surprise works greatly in your favor. Both weapons also require a relatively long time to reload. As a result of this loadout, he is usually very vulnerable at close range and is at risk of hurting himself with splash damage. Pursuing a Demoman who is equipped with a Stickybomb Launcher can be very dangerous, and requires careful consideration of whether he will or will not be able to kill you with a stickybomb trap in the area ahead.
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A Demoman with an explosive loadout is capable of dealing high damage over a large area. It is best to engage him at close range, where his weapons are hard to aim and inflict self-harm. The Stickybomb Launcher, in particular, forces you to consider possible Stickybomb traps as you navigate the battlefield. The Demoman's explosive weapons take a long time to reload, so catching him by surprise leaves him at a major disadvantage.
 
 
Soldiers, Pyros and Scouts are the most likely to kill all but the most experienced Demomen. For one, Demomen are notoriously poor in the air; they can fire but their accuracy with the Grenade Launcher is hugely reduced, and their Sticky output becomes a lot more predictable. It is therefore in your advantage to do whatever you can in the air. Soldiers need only hit one direct rocket and maybe one more splash rocket, and they can finish the Demoman with their Shotgun- it never misses as long as your crosshair is targetting the Demo. They also are highly susceptible to [[Weapon heckling]]- most effective as a Pyro. If you quickly ignite a Demomen, he will instinctively turn to his Grenade Launcher to pelt you with explosives. Retreat and fire Shotgun shells at him. As he switches to his Sticky Launcher, switch to your Flamethrower and close in, reflecting his bombs back at him, and finish him. Scouts have even less trouble, as the Demoman's explosive are incredibly hard to aim; simply double (or triple if you have the [[Atomizer]]) jump over his head and fire repeatedly.
 
 
 
==Melee Loadout==
 
 
 
Alternatively, a Demoman can charge around the battlefield with one of many dangerous melee weapons and a damage-reducing shield, which can be seen attached to his left arm if he has it in his loadout. When carrying the shield, the Demoman can use its charge ability to close a surprising distance in a short time and deal [[critical hit]] damage (keep in mind that a Crit from a Demoman's melee weapon will, depending on loadout, instantly kill any class apart from the Soldier and the Heavy, even when overhealed). If the Demoman completes a charge, or if he is stopped by use of explosives or movement-impairing attacks ([[slowdown]], [[stun]], [[compression blast]], etc.), he must wait for it to recharge before he can use it again. The turning power of the Demoman during a charge is also very limited, so the easiest choice for avoiding damage from him is to get out of his way. The best way to handle this style of Demoman is to attack him from a distance, try to evade or interrupt his charge attack, and take advantage of the recharge time between these attacks. Avoid engaging in hallways and other narrow areas that give you very little room to maneuver. Many Demoman melee weapons also feature an extended range, skewing the odds of a melee fight in his favor. Be aware that a shield-carrying Demoman may also still carry a Grenade Launcher. Engaging at close range is not recommended.
 
 
 
Try and bait the Demoman into activating his charge, and do whatever you can to avoid it: airblast him back, launch him into the air with your rockets or stun him with the Sandman. When he's helpless, backpedal out of his melee range and start blasting him. Your should be using a bullet weapon, as a Demoman with one of the shields has no bonus resistance to bullets, so these do normal damage.
 
 
 
==Weapon Specific==
 
  
A list of useful tidbits about the Demoman's tools, and how to counter them:
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=== Demoknight loadout ===
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Alternatively, a Demoman can literally [[Charging|charge]] into battle by using a damage-reducing [[Demoman shields|shield]]; this is indicated by a shield strapped to his left arm. When equipped with a shield, the Demoman can use its charge ability to close distance very quickly and deal [[Critical hit]] melee damage. It is best to dodge or interrupt the charge, then attack from range while it is on cooldown. Many Demoman melee weapons also feature an extended range, skewing the odds of a melee fight in his favor. Weapons that do bullet damage are most effective at dealing damage, as his shields do not protect against bullet damage.
  
===Primary Weapons===
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== Weapon-specific ==
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{{main|Weapons#Demoman|l1=Demoman weapons}}
  
 +
=== Primary ===
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
! class="header" colspan="1" width="200"| Weapon
 
! class="header" colspan="1" width="200"| Weapon
 
! class="header" colspan="1" width="800"| Anti-Demoman strategy
 
! class="header" colspan="1" width="800"| Anti-Demoman strategy
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Grenade Launcher}}
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Grenade Launcher}} + '''reskins'''
 +
|
 +
* The Grenade Launcher has a long reload time and a small clip. Attack the Demoman while he is reloading.
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* A Demoman's grenades can bounce over cover and around corners; narrow passageways are especially dangerous, given the grenades' splash radius. However, the bounce makes grenades unwieldy at close range.
 +
* Grenades travel somewhat slowly and in a wide arc. If you are playing a class with good movement options, you have time to dodge or take cover.
 +
|-
 +
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Loch-n-Load}}
 +
|
 +
* The Loch-n-Load has only three shots in a clip. This means the Demoman has to reload more often, which gives you more opportunities to fight back.
 +
* Grenades fired from the Loch-n-Load travel faster and further, but only explode on a {{botignore|direct hit}} on a player or building. If you dodge his initial shots, you won't need to worry about them exploding under your feet.
 +
* The Loch-n-Load's grenades have a longer trajectory, so a smart Demoman can bombard exposed targets, such as Engineer buildings, from a long distance. Against this, move away or force the Demoman out of his spot, where he won't have a clear shot.
 +
|-
 +
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Ali Baba's Wee Booties}} + '''reskins'''
 +
|
 +
* Ali Baba's Wee Booties give the wearer an extra 25 max health, allowing the Demoman to remain in combat longer.
 +
* The Ali Baba's Wee Booties require the Demoman to give up his Grenade Launcher. Stay out of melee range and fight back with ranged weapons.
 +
* They give the Demoman a 10% speed bonus if a shield is equipped and increased turning control when charging; remain in areas that have obstacles or escape routes to avoid a Demoman's charge.
 +
|-
 +
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Loose Cannon}}
 
|
 
|
*The Grenade Launcher has a long reload time and a small clip. Attack the Demoman while he is reloading.
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* The Loose Cannon's cannonballs do not explode upon a direct hit with a player and deal significantly less damage upon hitting a surface. If you dodge a cannonball, you can assume the explosion will deal minimal damage.
*A Demoman's grenades can bounce over cover and around corners, so don't rely as heavily on cover when fighting a Demoman using his Grenade Launcher.
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* The Demoman needs to time the Loose Cannon's charge so that cannonballs explode immediately after hitting you. Moving towards or away from him can affect his aim, unlike when he uses the Grenade Launcher.
*When firing the launcher and hitting at close range, the Demoman will likely get hit by his own grenade's explosion, dealing splash damage to himself. If you cannot avoid damage or death, stay close so the Demoman suffers as well.
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* The Loose Cannon has a smaller range than the Grenade Launcher and will usually fire slower.
 +
* The Demoman may use the cannonball's knockback to push you away from your team or into a hazard. Position yourself properly to stop him from landing an easy kill.
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Loch-n-Load}}
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|B.A.S.E. Jumper}}
 
|
 
|
*The Loch-n-Load deals additional self-damage to the Demoman. Even if you die at close range, there is a chance of the Demoman severely injuring or killing himself.
+
* Keep in mind that a Demoman gives up his Grenade Launcher to use the B.A.S.E. Jumper, making him weaker in direct combat.
*The Loch-n-Load has a smaller clip size than the Grenade Launcher. Dodge the two grenades, and then attack him while he is reloading.
+
* A parachuting Demoman will typically try to carpet bomb you with his Stickybomb Launcher. If the Demoman stays hovering in the air, he becomes a slow and easy target to shoot down or run away from.
*Grenades fired from the Loch-n-Load do not explode if they strike an obstacle. Cover and random movement will decrease the chances of getting hit.
+
** His other, less practical, option is to charge at you from the air using one of his shields. A Demoman with the B.A.S.E. Jumper and a shield is locked into melee combat, avoid the charge and stay out of melee range.
*Make great effort in dodging the Loch n' Load's grenades; they deal more damage than the usual grenade, which is is often enough to kill many classes that have a low amount of Hit Points.
+
* A Demoman with the B.A.S.E. Jumper is much weaker while grounded. Engage him after he lands or before he can launch into the sky.
 +
* The B.A.S.E. Jumper is ineffective in indoor areas with low ceilings. Retreat to a different area if the Demoman's aerial assaults become a problem.
 +
* The B.A.S.E. Jumper cannot be deployed again once retracted until he touches the ground. Harass him in midair or force him to retract his parachute, potentially taking (lethal) fall damage.
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Ali Baba's Wee Booties}}
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|align="center" valign="center" style="padding:0.5em" | {{Table icon|Iron Bomber}}
 
|
 
|
*Ali Baba's Wee Booties give the wearer +25 max health. However, he can no longer use his Grenade Launcher. He may still have his Stickybomb Launcher, so check to see if the Demoman is holding a shield or not.
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* The grenades launched by the Iron Bomber do not roll or bounce very much. The Demoman may count on the timed explosion to act as a temporary trap if he misses you with it directly, like a timed Stickybomb.
*When equipped, the Ali Baba's Wee Booties provide a doubled increase in turning control while charging, so you must be even more alert in avoiding the Demoman's charge.
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* Although the Iron Bomber has a greater margin of error on missed grenades, its grenades have a 15% smaller blast radius than the regular grenades. If the Demoman is shooting grenades at the ground, you don't need to move as far away to avoid the explosion.
*Try to avoid close-to-mid range combat and do long range combat since the Demoman will have a further area to run. Then you can easily attack while moving back, since he has no grenades.
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* As when dealing with Stickybombs, be wary of a retreating Demoman, as he may use the Iron Bomber to lay traps too.  
 +
* The Iron Bomber has a 30% shorter fuse time, giving you less time to avoid the Demoman's grenades.
 
|}
 
|}
  
===Secondary Weapons===
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=== Secondary ===
  
====Trap Weapons====
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==== Stickybomb Launchers ====
 +
The Demoman's secondary weapon typically fires a variant of [[Stickybomb]]s, explosives which take some time to arm, then can be manually detonated. A Demoman will use this weapon to either fight directly, rapidly arming and detonating Stickybombs, or to lay traps to catch unsuspecting victims. The various Launchers generally enhance one style or the other.
  
*Stickybombs can be destroyed by most weapons. Take them out from a safe distance to avoid being damaged.
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==== Direct combat ====
*Using an explosive weapon around corners can dislodge enemy sticky traps, revealing them before it's too late.  
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* Stickybombs take some time to arm, so you can close the distance to put pressure on the Demoman.
*Killing the Demoman will automatically remove all his Stickybombs, so try to surprise him and kill him to remove sticky traps.
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* Avoid moving predictably so the Demoman doesn't lay Stickybombs ahead of your movements.
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* The Demoman can use his own Stickybombs to explosive jump long distances to access alternate routes, bomb your team from above, and enable other unique strategies. Sticky jumping deals significant self-damage, so he may be low on health if you catch him during or after the jump.
  
 +
==== Traps ====
 +
* Stickybombs are typically placed in hard-to-see spots as traps. Be wary of these spots, check your surroundings, and tread with caution if the Demoman appears to want you to chase him down.
 +
* Stickybombs can be destroyed by bullets, melee attacks, and certain class-specific weapons, such as the [[Short Circuit]]. If you come across a trap, try to clear them before they explode or bait the Demoman into exploding them before you're near them.
 +
* Firing an explosive or a [[compression blast]] around corners can dislodge, but not destroy enemy Stickybombs. Try to scatter them in a direction where they won't harm teammates.
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* The Demoman will often watch over his Stickybomb traps, which may leave him distracted and vulnerable to flanking.
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* Stickybomb traps often contain more than one Stickybomb. If you see one, be sure to check for others, or make sure that the Demoman is not nearby to detonate the trap before proceeding.
 +
* Killing a Demoman will automatically remove all his Stickybombs. If your team is unable to push forward because of them, try to take out the Demoman first.
  
 
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|-
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Stickybomb Launcher}}
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Stickybomb Launcher}} + '''reskins'''
 
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|
*The Stickybomb Launcher is more difficult to use at close range due to the lengthy arming time, but be careful, because the stickies themselves have a large splash damage radius.
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* The default Stickybomb Launcher is the balanced option, able to effectively fight both directly and with traps. Always be prepared for this weapon, even if you can't see or hear the Demoman.
*The Stickybomb Launcher has a long reload time. Avoid the Stickybombs he fires at you, and attack the Demoman when he needs to reload.
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* A Demoman may use the Stickybomb Launcher to fight directly at medium range, but will have trouble at close range due to the lengthy arm time.
*If a spawn-camping Demoman is harassing your team, then do the following: Send out a disguised Spy with the Dead Ringer. The Demoman will blow up the Spy, unaware of the feign death, and lay another sticky bomb trap. Allow the Spy to noisily decloak behind his back. The Demoman has now two options - one, to continue laying his traps, which will end up in a [[backstab]], or two, to turn around and fight the Spy, which will serve as a distraction, easily allowing your freshly-spawned allies to shoot him in the back and kill him.
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* The Stickybomb Launcher takes a long 6 seconds to fully reload. Attack the Demoman before he can regain a full clip.
 +
* Once the Demoman detonates his Stickybombs, your team has a prime opportunity to advance and overwhelm him before he can lay another trap.
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Scottish Resistance}}
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Scottish Resistance}}
 
|
 
|
*The Scottish Resistance is not well suited for direct combat, but can be used to set up multiple traps. When attacking, be aware of and avoid any stray Stickybombs near the Demoman.
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* The Scottish Resistance can be used to set up and detonate multiple traps. If you encounter Stickybombs from this weapon, they are likely not the only trap you will have to deal with.
 +
* A Demoman can see his Scottish Resistance Stickybombs through walls, so he may react to combat happening near them.
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* The Scottish Resistance is not suited for direct combat because of its longer arming time. A Demoman using the weapon will likely switch to his Grenade Launcher or melee weapon when confronted, giving you a moment to react.
 +
* The Scottish Resistance can destroy enemy Stickybombs, allowing for easy area control.
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Sticky Jumper}}
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sticky Jumper}}
 
|
 
|
*Although the Sticky Jumper wasn't meant for gameplay, the Demoman might use this to get to higher grounds or to ambush enemies.  
+
* A resourceful Demoman might use the Sticky Jumper to get reach higher ground or cover long distances to ambush enemies, all while remaining in good health.
*Take note that the Demoman is more vulnerable to projectiles, bullets and fire. Take advantage of his weakness.
+
* A Demoman with the Sticky Jumper can retreat as quickly as he arrives. If he lays Stickybombs as if to retreat, weaken him enough so that fall damage can kill him or opt to shoot for the Stickybombs instead.
 +
* Even without a secondary, the Demoman will still have access to the Grenade Launcher and his melee weapon, so he can still put up a decent fight.
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Chargin' Targe}}
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Quickiebomb Launcher}}
 
|
 
|
*The Chargin' Targe gives the Demoman resistance to fire and blast damage. Use a weapon that deals a different form of damage, if possible.
+
* The Quickiebomb Launcher fires Stickybombs that arm quickly and are thus hard to dodge. It can be used in direct combat similarly to the Grenade Launcher. However, it holds only four shots. Although the initial assault may be difficult to avoid, you only need to hold out for a little while before the Demoman must reload.
*The Charge effect can be canceled or delayed by using weapons with [[Stun]], [[Slowdown]] and/or [[Knockback]] effects.
+
* The Stickybombs deal 15% less damage, but this increases to +35% with a charged shot. Try to fight against this weapon at very close ranges.
*When a Demoman is charging, his movement will be particularily easy to predict due to his inability to turn, strafe, crouch and jump. Use this to your advantage, but beware of Demomen wearing Ali Baba's Wee Booties.
+
* Charging Stickybombs is 70% faster. Don't assume that a faraway Demoman can't hit you.
 +
* The Quickiebomb Launcher can destroy enemy Stickybombs, combined with its short arming time it is excellent at clearing traps around corners.
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Splendid Screen}}
+
|}
 +
 
 +
==== Shields ====
 +
Instead of using a Stickybomb Launcher, the Demoman can employ a shield that gives him the ability to rush at opponents every few seconds. Charging instantly removes debuffs and grants him a guaranteed Critical hit near the end of the charge and a Mini-Crit in the middle of the charge. The shield also provides the Demoman added resistance to explosive and fire damage.
 +
* A Charge can be delayed or nullified by using weapons with [[stun]], [[slowdown]], or [[knockback]].
 +
* While charging, the Demoman can only travel forwards. Except for the Tide Turner's charge, a charge has poor turning control. Dodge the charge by strafing to the side instead of backpedaling.
 +
* No shield protects against bullet damage, try to use bullet damage to maximize your effectiveness.
 +
* Pyros can be an effective counter, using their airblast to push the Demoman back or send him over the edge of the map.
 +
* Stickybomb traps can also be effective as they can either blow the charging Demoman up or send him flying and leave him vulnerable to being picked off, or even sent off a map edge or into an environmental hazard.
 +
 
 +
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 +
! class="header" colspan="1" width="200"| Weapon
 +
! class="header" colspan="1" width="800"| Anti-Demoman strategy
 +
|-
 +
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Chargin' Targe}} + '''reskins'''
 +
|
 +
* The Chargin' Targe gives the Demoman heavy resistance to fire and explosion damage. Bullets are most effective, however, explosives can be used to knock the Demoman away from you if you have no other options.
 +
|-
 +
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Splendid Screen}}
 +
|
 +
* The Splendid Screen doesn't provide as much resistance to fire and explosions as the Chargin' Targe does, but allows him to charge more often.
 +
* The impact of the Splendid Screen deals considerably more damage and can do so at any range; try not to engage him in close combat.
 +
* The Splendid Screen recharges the Demoman's charge quickly. Until you see the Demoman charge, always assume his charge is ready.
 +
|-
 +
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Tide Turner}}
 
|
 
|
*The Splendid Screen gives the Demoman resistance to fire and blast damage, though not as much as the Chargin' Targe. Still, for optimal result, one should use a bullet weapon.
+
* Like the other shields, the Tide Turner provides resistance to fire and explosions, albeit not as much as the others.
*The Splendid Screen can deal impact damage at any range, so be sure to move out the way and attack him from behind.
+
* Unlike the other shields, the Tide Turner provides full turning control while charging. Move vertically up obstacles to avoid his charge, as the Demoman cannot jump while charging.
 +
* Every point of damage the Demoman takes drains his charge meter by 1%. Landing a solid hit on him will stop his charge (nearly) instantly.
 +
* The Tide Turner only guarantees a Mini-Crit at the end of a charge, so the Demoman must land the shield bash and follow-up attacks to kill you.
 +
* If the Demoman lands a melee kill, he instantly refills 75% of his charge meter. If he kills a nearby teammate, be prepared for a charge.
 +
|-
 
|}
 
|}
  
===Melee Weapons===  
+
=== Melee ===
  
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
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! class="header" colspan="1" width="800"| Anti-Demoman strategy
 
! class="header" colspan="1" width="800"| Anti-Demoman strategy
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Bottle|icon-size=100x100px}} {{Icon weapon|weapon=Frying Pan|icon-size=100x100px}}
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Bottle}} + '''reskins'''
<br>[[Bottle]] / [[Frying Pan]]
 
 
|
 
|
*A Demoman may use the Bottle or Frying Pan as a last resort at close range. Since the Demoman's speed is below average, back up while attacking him if he is chasing you with one of these weapons.
+
* A Demoman may resort to his Bottle at close range, where his other weapons can damage himself. Since his movement speed is below average, most classes will have an easy time outrunning the Demoman while retaliating with ranged weapons.
 +
* You can [[weapon heckling|weapon heckle]] an impatient Demoman by staying between melee range and just inside safe Grenade Launcher range.
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Eyelander|icon-size=100x100px}} {{Icon weapon|weapon=Horseless Headless Horsemann's Headtaker|icon-size=100x100px}} {{Icon weapon|weapon=Nessie's Nine Iron|icon-size=100x100px}}
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Eyelander}} + '''reskins'''  
<br>[[Eyelander]] / [[Horseless Headless Horsemann's Headtaker]]/ [[Nessie's Nine Iron]]
 
 
|
 
|
*Demomen wielding this melee weapon gain a health and speed bonus upon every kill done by the weapon (known as "taking heads"), giving many the urge to try whatever they can to earn heads. When a Demoman pulls out this weapon, back up immediately, so that the extended melee range doesn't catch you off guard.
+
* A Demoman will often use the Eyelander with a shield and charge at foes to gain on-kill bonuses to his speed and health. Take advantage of this by kiting him or luring him into traps.
*Demomen will often use this weapon and a shield at the same time, to charge unsuspecting foes and kill them with the critical hit the charge can provide. Don't idle when these Demomen come into view. Try to strafe away from a charge, as backing up may not be enough to escape the extended range of the Demoman's weapon.
+
* If the Demoman forces you into close combat, fighting back might be better than running away. Alternatively, die to another source, such as a killbind, to prevent him from getting his extra health and speed.
*If caught within this weapon's range, it might be better to fight the Demoman than fleeing from him; the weapon's large melee range along with the possiblity the Demoman has collected heads makes escape futile. Being a Heavy, Soldier or Demoman does not help matters, either.
 
**As this weapon cannot perform random critical hits, you may have an advantage if you are forced into close combat with a Demoman wielding one (provided your weapon can randomly crit).  
 
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Scotsman's Skullcutter}}
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Scotsman's Skullcutter}}
 
|
 
|
*The Scotsman's Skullcutter reduces the Demoman's speed, making him an easier target. However, this weapon has an increased melee range and deals more damage. Attack the Demoman from long range, as you will likely lose if you face him in melee combat.
+
* The Demoman will likely pair the Scotsman's Skullcutter with a shield to maximize its damage potential and counter its speed reduction. Be ready to dodge his charge.
 +
* The Scotsman's Skullcutter also reduces the Demoman's charging speed, which gives you more time to avoid the Demoman's charge.
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Claidheamh Mòr}}
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Claidheamh Mòr}}
 
|
 
|
*A Demoman wielding the Claidheamh Mòr will often equip a shield as well, to make use of the sword's only positive attribute: to extend a charge for half a second. This makes it easy to misjudge the range of the Demoman's charge while he wields the Claidheamh Mòr, so try to take cover behind an obstacle in order to prevent this from becoming a problem.
+
* The Claidheamh Mòr increases the Demoman's charge duration. [[Strafing|Strafe]] rather than back away when the Demoman charges.
*Even though Demoman cannot collect heads nor perform random critical hits with the Claidheamh Mòr, he only loses 15 of his maximum HP when equipped with it. Continue to heed caution when fighting this Demoman up close.
+
* While holding the Claidheamh Mòr, the Demoman takes a flat 15% more damage and cannot collect heads, so the Demoman will always have a maximum of 175 health.
 +
* Upon a kill, the Claidheamh Mòr refills 25% of his charge meter. If you see the Demoman kill a teammate, know that he can probably charge at you soon.
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Pain Train}}
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Pain Train}}
 
|
 
|
*The Demoman has a +10% vulnerability to bullets with the Pain Train equipped. Switch to a weapon that fires bullets for extra damage.
+
* The Pain Train grants the Demoman an increased capture rate. By Stickybomb jumping, the Demoman can quickly travel to objectives. Be prepared to contest an enemy Demoman flying through the air.
*Be wary of Demomen with the Pain Train near the final capture point, as they're harder to take down than Scouts but can end the game just as fast. Sentry Guns are useful in defense as they take advantage of the Pain Train's bullet vulnerability.
+
* The Demoman suffers 10% more damage from bullets while the Pain Train is in his loadout. The Scout and Heavy, classes typically found contesting objectives, gain a significant advantage over him.
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Ullapool Caber}}
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Ullapool Caber}}
 
|
 
|
*The Ullapool Caber explodes on contact with the world, not just your enemies. Try to stay outside of the melee range of a Demoman who wields this weapon, as he may catch you off guard with the explosion.
+
* The Ullapool Caber creates an explosion on contact with enemies or objects. A Demoman might use it as a suicidal last resort, so kill him before he reaches you.
*If you are within melee range of a Demoman using this weapon, try and cause the Demoman to miss and hit a wall, injuring himself. Be sure to stay far away to avoid splash damage.
+
* Do not cluster near teammates, as this and the Demoman's other explosive weapons can punish you all.
*A Demoman using a Chargin' Targe in conjunction with this weapon can close the distance between you quickly and may get a Critical hit if he was far enough. Beware of Demomen using this combination.
+
* If you cannot avoid being struck by the Ullapool Caber, fight back so that the Demoman dies from the blast or resulting fall damage.
*If you cannot avoid being struck by a Demoman's Ullapool Caber, do as much damage as you can before he hits you, so that he ends up dying from either the blast or the fall caused by being sent skyward from the blast.
+
* A Demoman can pair the Ullapool Caber with a shield to execute a {{botignore|kamikaze}} playstyle. Dodge to the side to avoid his charge, then counterattack.
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Half-Zatoichi}}
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Half-Zatoichi}}
 
|
 
|
*A Demoman who draws out his Half-Zatoichi cannot switch to another weapon until he kills someone with it. Use this to your advantage as he will be helpless if you harass him outside of his melee distance (though he may be able to close the distance if he is wearing a shield). Keep in mind that a Half-Zatoichi that has killed someone will be covered in blood.
+
* A Demoman with the Half-Zatoichi is Honorbound to obtain a kill before switching weapons; he loses 50 health otherwise. Stay out of his melee range to force him to switch weapons and suffer the penalty.
*A Demoman who kills an enemy with his Half-Zatoichi will regain all his health, so be careful taking him on if you just saw him slay one of your teammates.
+
** This sword works well with full Demoknight loadouts, as they won’t suffer the Honorbound penalty. If you are low on health, stick with your team and heal up to avoid becoming his next health kit.
*Attacking a Half-Zatoichi user with your own will kill him instantly, but he can kill you instead if he strikes first; therein lies the risk of him continuing his rampage after you restore all his health. Have your teammates kill him instead, or have them distract him while you run in for the kill.
+
* If a Demoman scores a kill with the Half-Zatoichi, he will regain about 100 health; treat him as if he has recently spawned.
 +
* Wielders of the Half-Zatoichi can instantly kill each other; if you also have it equipped, catching the Demoman off-guard makes for a quick kill.
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Persian Persuader}}
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Persian Persuader}}
 
|
 
|
*When the Persian Persuader is equipped it doubles the recharge rate of the Demoman's shields. When you see the Demoman holding this, kill him quickly as his charges will still be a notable threat after the initial.
+
* The Persian Persuader allows the Demoman to get his charge earlier by collecting ammo; steal any nearby ammo boxes when fighting enemies.
*A Demoman with the Persian Persuader and the Splendid Screen is a formidible close-combat foe that can close the distance between you quickly and painfully. Attack him from a distance and anticipate his charges; if you can, lure him into a trap set up by your teammates.
+
* Every successful hit with the Persian Persuader allows the Demoman to gain 20% charge. Paired with the Splendid Screen, the Demoman will almost always have a charge ready - be ready to dodge.
*The Persian Persuader can convert all ammo into health, so when you attack try to slay him before he gets ammo. Try to get him cornered, so he is defenseless and not able to get ammo.
+
* A Demoman with this weapon equipped will likely opt for purely melee-oriented strategy, because the Persian Persuader reduces his max ammo for both his primary and secondary weapons by 80%. If he uses the Grenade Launcher, expect him to run out of ammo very quickly and enter melee combat.
|}
 
 
 
==Class Set==
 
 
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
! class="header" colspan="1" width="200"| Set
 
! class="header" colspan="1" width="800"| Anti-Demoman strategy
 
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" | [[File:Backpack Demoman Bundle.png|100px|The Expert's Ordnance]]
 
<br>[[Item sets#Demoman|The Expert's Ordnance]]
 
|
 
*A Demoman using this class pack will also have a 10% resistance to fire damage, so try to use weapons using explosives or bullets against him instead.
 
 
|}
 
|}
  
 
== See also ==
 
== See also ==
*[[Team strategy]]
+
* [[Sticky jump]]
 +
* [[Team strategy]]
  
 
{{Class strategy}}
 
{{Class strategy}}
 +
{{Demoman Nav}}
  
[[Category:Strategy]]
 
[[Category:Demoman]]
 
 
[[Category:Community strategy]]
 
[[Category:Community strategy]]

Latest revision as of 20:07, 13 August 2024

I feel like every bone in me body's broke!
Yeah, next time, try two eyes!
The Scout

The Demoman is a versatile class, sporting above-average health and devastating weaponry. When formulating tactics, you can usually depend on the roles of most classes not dramatically changing. This does not apply to the Demoman, who can opt for an explosive-oriented playstyle with a Stickybomb Launcher or a melee-oriented playstyle with a shield like the Chargin' Targe. Each style has its own evident strengths and weaknesses, so pay attention to his loadout to avoid being caught off guard.

General

Attributes Anti-Demoman strategy
Demoman emblem RED.png Role
  • The Demoman is great at both offense and defense. He is particularly good at mid-range combat.
  • As his name implies, the Demoman is excellent as demolitions. Pay attention to where he places his explosives, especially if you can't move from cover.
  • A Demoman using a shield instead of a trap secondary weapon will always have the shield visible. If you can see a shield on the Demoman's left arm, you can be certain that his loadout has no secondary weapon and is melee-oriented.
Leaderboard class medic.png Health
  • The Demoman has a base health of 175, so he can withstand a considerable amount of damage.
  • Certain weapons change the Demoman's maximum health or heal him each time he gets a kill. Check what weapons he's wielding to estimate his health pool.
  • A Demoman carrying a shield has significant resistance to fire and explosive damage, but is fully vulnerable to bullets and melee attacks.
Leaderboard class scout.png Speed
  • The Demoman is slower than the majority of the classes, but he can still chase you down if he uses a melee combat loadout or utilizes explosive jumps.
Leaderboard class soldier.png Power
  • The Demoman is deadly at range but fires all of his projectiles in an arc. Make it difficult for him to aim by getting close and moving unpredictably.
  • All of the Demoman's explosives can harm himself, giving you an advantage if you force him to fight at close range.
  • A Demoman with a shield and melee weapon can charge at you to deal critical damage. Avoiding his charge and staying outside his extended melee range gives you room to counterattack.

Loadouts

Explosive loadout

A Demoman with an explosive loadout is capable of dealing high damage over a large area. It is best to engage him at close range, where his weapons are hard to aim and inflict self-harm. The Stickybomb Launcher, in particular, forces you to consider possible Stickybomb traps as you navigate the battlefield. The Demoman's explosive weapons take a long time to reload, so catching him by surprise leaves him at a major disadvantage.

Demoknight loadout

Alternatively, a Demoman can literally charge into battle by using a damage-reducing shield; this is indicated by a shield strapped to his left arm. When equipped with a shield, the Demoman can use its charge ability to close distance very quickly and deal Critical hit melee damage. It is best to dodge or interrupt the charge, then attack from range while it is on cooldown. Many Demoman melee weapons also feature an extended range, skewing the odds of a melee fight in his favor. Weapons that do bullet damage are most effective at dealing damage, as his shields do not protect against bullet damage.

Weapon-specific

Main article: Demoman weapons

Primary

Weapon Anti-Demoman strategy
Grenade Launcher
Grenade Launcher + reskins
  • The Grenade Launcher has a long reload time and a small clip. Attack the Demoman while he is reloading.
  • A Demoman's grenades can bounce over cover and around corners; narrow passageways are especially dangerous, given the grenades' splash radius. However, the bounce makes grenades unwieldy at close range.
  • Grenades travel somewhat slowly and in a wide arc. If you are playing a class with good movement options, you have time to dodge or take cover.
Loch-n-Load
Loch-n-Load
  • The Loch-n-Load has only three shots in a clip. This means the Demoman has to reload more often, which gives you more opportunities to fight back.
  • Grenades fired from the Loch-n-Load travel faster and further, but only explode on a direct hit on a player or building. If you dodge his initial shots, you won't need to worry about them exploding under your feet.
  • The Loch-n-Load's grenades have a longer trajectory, so a smart Demoman can bombard exposed targets, such as Engineer buildings, from a long distance. Against this, move away or force the Demoman out of his spot, where he won't have a clear shot.
Ali Baba's Wee Booties
Ali Baba's Wee Booties + reskins
  • Ali Baba's Wee Booties give the wearer an extra 25 max health, allowing the Demoman to remain in combat longer.
  • The Ali Baba's Wee Booties require the Demoman to give up his Grenade Launcher. Stay out of melee range and fight back with ranged weapons.
  • They give the Demoman a 10% speed bonus if a shield is equipped and increased turning control when charging; remain in areas that have obstacles or escape routes to avoid a Demoman's charge.
Loose Cannon
Loose Cannon
  • The Loose Cannon's cannonballs do not explode upon a direct hit with a player and deal significantly less damage upon hitting a surface. If you dodge a cannonball, you can assume the explosion will deal minimal damage.
  • The Demoman needs to time the Loose Cannon's charge so that cannonballs explode immediately after hitting you. Moving towards or away from him can affect his aim, unlike when he uses the Grenade Launcher.
  • The Loose Cannon has a smaller range than the Grenade Launcher and will usually fire slower.
  • The Demoman may use the cannonball's knockback to push you away from your team or into a hazard. Position yourself properly to stop him from landing an easy kill.
B.A.S.E. Jumper
B.A.S.E. Jumper
  • Keep in mind that a Demoman gives up his Grenade Launcher to use the B.A.S.E. Jumper, making him weaker in direct combat.
  • A parachuting Demoman will typically try to carpet bomb you with his Stickybomb Launcher. If the Demoman stays hovering in the air, he becomes a slow and easy target to shoot down or run away from.
    • His other, less practical, option is to charge at you from the air using one of his shields. A Demoman with the B.A.S.E. Jumper and a shield is locked into melee combat, avoid the charge and stay out of melee range.
  • A Demoman with the B.A.S.E. Jumper is much weaker while grounded. Engage him after he lands or before he can launch into the sky.
  • The B.A.S.E. Jumper is ineffective in indoor areas with low ceilings. Retreat to a different area if the Demoman's aerial assaults become a problem.
  • The B.A.S.E. Jumper cannot be deployed again once retracted until he touches the ground. Harass him in midair or force him to retract his parachute, potentially taking (lethal) fall damage.
Iron Bomber
Iron Bomber
  • The grenades launched by the Iron Bomber do not roll or bounce very much. The Demoman may count on the timed explosion to act as a temporary trap if he misses you with it directly, like a timed Stickybomb.
  • Although the Iron Bomber has a greater margin of error on missed grenades, its grenades have a 15% smaller blast radius than the regular grenades. If the Demoman is shooting grenades at the ground, you don't need to move as far away to avoid the explosion.
  • As when dealing with Stickybombs, be wary of a retreating Demoman, as he may use the Iron Bomber to lay traps too.
  • The Iron Bomber has a 30% shorter fuse time, giving you less time to avoid the Demoman's grenades.

Secondary

Stickybomb Launchers

The Demoman's secondary weapon typically fires a variant of Stickybombs, explosives which take some time to arm, then can be manually detonated. A Demoman will use this weapon to either fight directly, rapidly arming and detonating Stickybombs, or to lay traps to catch unsuspecting victims. The various Launchers generally enhance one style or the other.

Direct combat

  • Stickybombs take some time to arm, so you can close the distance to put pressure on the Demoman.
  • Avoid moving predictably so the Demoman doesn't lay Stickybombs ahead of your movements.
  • The Demoman can use his own Stickybombs to explosive jump long distances to access alternate routes, bomb your team from above, and enable other unique strategies. Sticky jumping deals significant self-damage, so he may be low on health if you catch him during or after the jump.

Traps

  • Stickybombs are typically placed in hard-to-see spots as traps. Be wary of these spots, check your surroundings, and tread with caution if the Demoman appears to want you to chase him down.
  • Stickybombs can be destroyed by bullets, melee attacks, and certain class-specific weapons, such as the Short Circuit. If you come across a trap, try to clear them before they explode or bait the Demoman into exploding them before you're near them.
  • Firing an explosive or a compression blast around corners can dislodge, but not destroy enemy Stickybombs. Try to scatter them in a direction where they won't harm teammates.
  • The Demoman will often watch over his Stickybomb traps, which may leave him distracted and vulnerable to flanking.
  • Stickybomb traps often contain more than one Stickybomb. If you see one, be sure to check for others, or make sure that the Demoman is not nearby to detonate the trap before proceeding.
  • Killing a Demoman will automatically remove all his Stickybombs. If your team is unable to push forward because of them, try to take out the Demoman first.
Weapon Anti-Demoman strategy
Stickybomb Launcher
Stickybomb Launcher + reskins
  • The default Stickybomb Launcher is the balanced option, able to effectively fight both directly and with traps. Always be prepared for this weapon, even if you can't see or hear the Demoman.
  • A Demoman may use the Stickybomb Launcher to fight directly at medium range, but will have trouble at close range due to the lengthy arm time.
  • The Stickybomb Launcher takes a long 6 seconds to fully reload. Attack the Demoman before he can regain a full clip.
  • Once the Demoman detonates his Stickybombs, your team has a prime opportunity to advance and overwhelm him before he can lay another trap.
Scottish Resistance
Scottish Resistance
  • The Scottish Resistance can be used to set up and detonate multiple traps. If you encounter Stickybombs from this weapon, they are likely not the only trap you will have to deal with.
  • A Demoman can see his Scottish Resistance Stickybombs through walls, so he may react to combat happening near them.
  • The Scottish Resistance is not suited for direct combat because of its longer arming time. A Demoman using the weapon will likely switch to his Grenade Launcher or melee weapon when confronted, giving you a moment to react.
  • The Scottish Resistance can destroy enemy Stickybombs, allowing for easy area control.
Sticky Jumper
Sticky Jumper
  • A resourceful Demoman might use the Sticky Jumper to get reach higher ground or cover long distances to ambush enemies, all while remaining in good health.
  • A Demoman with the Sticky Jumper can retreat as quickly as he arrives. If he lays Stickybombs as if to retreat, weaken him enough so that fall damage can kill him or opt to shoot for the Stickybombs instead.
  • Even without a secondary, the Demoman will still have access to the Grenade Launcher and his melee weapon, so he can still put up a decent fight.
Quickiebomb Launcher
Quickiebomb Launcher
  • The Quickiebomb Launcher fires Stickybombs that arm quickly and are thus hard to dodge. It can be used in direct combat similarly to the Grenade Launcher. However, it holds only four shots. Although the initial assault may be difficult to avoid, you only need to hold out for a little while before the Demoman must reload.
  • The Stickybombs deal 15% less damage, but this increases to +35% with a charged shot. Try to fight against this weapon at very close ranges.
  • Charging Stickybombs is 70% faster. Don't assume that a faraway Demoman can't hit you.
  • The Quickiebomb Launcher can destroy enemy Stickybombs, combined with its short arming time it is excellent at clearing traps around corners.

Shields

Instead of using a Stickybomb Launcher, the Demoman can employ a shield that gives him the ability to rush at opponents every few seconds. Charging instantly removes debuffs and grants him a guaranteed Critical hit near the end of the charge and a Mini-Crit in the middle of the charge. The shield also provides the Demoman added resistance to explosive and fire damage.

  • A Charge can be delayed or nullified by using weapons with stun, slowdown, or knockback.
  • While charging, the Demoman can only travel forwards. Except for the Tide Turner's charge, a charge has poor turning control. Dodge the charge by strafing to the side instead of backpedaling.
  • No shield protects against bullet damage, try to use bullet damage to maximize your effectiveness.
  • Pyros can be an effective counter, using their airblast to push the Demoman back or send him over the edge of the map.
  • Stickybomb traps can also be effective as they can either blow the charging Demoman up or send him flying and leave him vulnerable to being picked off, or even sent off a map edge or into an environmental hazard.
Weapon Anti-Demoman strategy
Chargin' Targe
Chargin' Targe + reskins
  • The Chargin' Targe gives the Demoman heavy resistance to fire and explosion damage. Bullets are most effective, however, explosives can be used to knock the Demoman away from you if you have no other options.
Splendid Screen
Splendid Screen
  • The Splendid Screen doesn't provide as much resistance to fire and explosions as the Chargin' Targe does, but allows him to charge more often.
  • The impact of the Splendid Screen deals considerably more damage and can do so at any range; try not to engage him in close combat.
  • The Splendid Screen recharges the Demoman's charge quickly. Until you see the Demoman charge, always assume his charge is ready.
Tide Turner
Tide Turner
  • Like the other shields, the Tide Turner provides resistance to fire and explosions, albeit not as much as the others.
  • Unlike the other shields, the Tide Turner provides full turning control while charging. Move vertically up obstacles to avoid his charge, as the Demoman cannot jump while charging.
  • Every point of damage the Demoman takes drains his charge meter by 1%. Landing a solid hit on him will stop his charge (nearly) instantly.
  • The Tide Turner only guarantees a Mini-Crit at the end of a charge, so the Demoman must land the shield bash and follow-up attacks to kill you.
  • If the Demoman lands a melee kill, he instantly refills 75% of his charge meter. If he kills a nearby teammate, be prepared for a charge.

Melee

Weapon Anti-Demoman strategy
Bottle
Bottle + reskins
  • A Demoman may resort to his Bottle at close range, where his other weapons can damage himself. Since his movement speed is below average, most classes will have an easy time outrunning the Demoman while retaliating with ranged weapons.
  • You can weapon heckle an impatient Demoman by staying between melee range and just inside safe Grenade Launcher range.
Eyelander
Eyelander + reskins
  • A Demoman will often use the Eyelander with a shield and charge at foes to gain on-kill bonuses to his speed and health. Take advantage of this by kiting him or luring him into traps.
  • If the Demoman forces you into close combat, fighting back might be better than running away. Alternatively, die to another source, such as a killbind, to prevent him from getting his extra health and speed.
Scotsman's Skullcutter
Scotsman's Skullcutter
  • The Demoman will likely pair the Scotsman's Skullcutter with a shield to maximize its damage potential and counter its speed reduction. Be ready to dodge his charge.
  • The Scotsman's Skullcutter also reduces the Demoman's charging speed, which gives you more time to avoid the Demoman's charge.
Claidheamh Mòr
Claidheamh Mòr
  • The Claidheamh Mòr increases the Demoman's charge duration. Strafe rather than back away when the Demoman charges.
  • While holding the Claidheamh Mòr, the Demoman takes a flat 15% more damage and cannot collect heads, so the Demoman will always have a maximum of 175 health.
  • Upon a kill, the Claidheamh Mòr refills 25% of his charge meter. If you see the Demoman kill a teammate, know that he can probably charge at you soon.
Pain Train
Pain Train
  • The Pain Train grants the Demoman an increased capture rate. By Stickybomb jumping, the Demoman can quickly travel to objectives. Be prepared to contest an enemy Demoman flying through the air.
  • The Demoman suffers 10% more damage from bullets while the Pain Train is in his loadout. The Scout and Heavy, classes typically found contesting objectives, gain a significant advantage over him.
Ullapool Caber
Ullapool Caber
  • The Ullapool Caber creates an explosion on contact with enemies or objects. A Demoman might use it as a suicidal last resort, so kill him before he reaches you.
  • Do not cluster near teammates, as this and the Demoman's other explosive weapons can punish you all.
  • If you cannot avoid being struck by the Ullapool Caber, fight back so that the Demoman dies from the blast or resulting fall damage.
  • A Demoman can pair the Ullapool Caber with a shield to execute a kamikaze playstyle. Dodge to the side to avoid his charge, then counterattack.
Half-Zatoichi
Half-Zatoichi
  • A Demoman with the Half-Zatoichi is Honorbound to obtain a kill before switching weapons; he loses 50 health otherwise. Stay out of his melee range to force him to switch weapons and suffer the penalty.
    • This sword works well with full Demoknight loadouts, as they won’t suffer the Honorbound penalty. If you are low on health, stick with your team and heal up to avoid becoming his next health kit.
  • If a Demoman scores a kill with the Half-Zatoichi, he will regain about 100 health; treat him as if he has recently spawned.
  • Wielders of the Half-Zatoichi can instantly kill each other; if you also have it equipped, catching the Demoman off-guard makes for a quick kill.
Persian Persuader
Persian Persuader
  • The Persian Persuader allows the Demoman to get his charge earlier by collecting ammo; steal any nearby ammo boxes when fighting enemies.
  • Every successful hit with the Persian Persuader allows the Demoman to gain 20% charge. Paired with the Splendid Screen, the Demoman will almost always have a charge ready - be ready to dodge.
  • A Demoman with this weapon equipped will likely opt for purely melee-oriented strategy, because the Persian Persuader reduces his max ammo for both his primary and secondary weapons by 80%. If he uses the Grenade Launcher, expect him to run out of ammo very quickly and enter melee combat.

See also