Difference between revisions of "Demoman"

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{{infobox class
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{{Class infobox
 
| image  = Demoman.png
 
| image  = Demoman.png
| class  = [[File:Leaderboard class demo.png|40px]]
+
| class  = [[File:Leaderboard class demoman.png|40px]]
| type  = [[Defensive]]
+
| type  = [[Classes#Defensive|Defensive]]
| health = '''175'''<small> / [[File:Medic_badge_RED.png|15px]]{{tooltip|260|Overhealed by a Medic}}</small><br /><small>(''See [[#Health|Health]] below for further details'')</small>
+
| health = '''{{Metrics/Health|C=demoman}}''' {{overheal tool|{{Metrics/Health|C=demoman}}}} <br /><small>(''See [[#Health|Health]] below for further details'')</small>
| speed  = '''93%'''<small><br />(''See [[#Speed|Speed]] below for further details'')</small>
+
| speed  = '''{{Math/Relative speed|{{Metrics/Speed|C=demoman}}}}%'''<small><br />(''See [[#Speed|Speed]] below for further details'')</small>
| meetthe-suffix = _cacheispie
 
 
}}
 
}}
  
{{Quotation|'''The Demoman''' on occupational hazards|One crossed wire, one wayward pinch of potassium chlorate, one errant twitch...and '''kablooie'''!|sound=Demomanquote.wav}}
+
{{Quotation|'''The Demoman''' on occupational hazards|One crossed wire, one wayward pinch of potassium chlorate, one errant twitch... And '''kablooie'''!|sound=Demomanquote.wav}}
  
The '''Demoman''' is a [[Bottle|scrumpy]]-swilling demolitions expert from the Scottish Highlands, and is one of the more versatile members of the team. Though his weapons lack pinpoint long-range accuracy, the Demoman is a powerful if unpredictable asset, and can hold his own in just about any situation. He is a master of explosives, excelling at indirect and mid-range combat. Armed with his [[Grenade Launcher]] and [[Stickybomb Launcher]], the Demoman uses his only good eye and knowledge of the surrounding environment for well-timed detonations that send enemies skyward, often in many pieces. Should anyone get past his explosive ordinance however, they will be shocked to learn the Demoman is also extremely proficient in [[Weapons#demomanmelee|melee]], being one of the deadliest melee classes in the game as he has a variety of melee unlocks in his arsenal.
+
The '''Demoman''' is a self-described black Scottish cyclops and a [[Bottle|scrumpy]]-swilling demolitions expert from [[w:Ullapool|Ullapool]], [[w:Scotland|Scotland]], who is one of the most versatile [[Classes|mercenaries]]. Capable of dealing large amounts of explosive damage, whether directly or through splash damage. Armed with his [[Grenade Launcher]] and [[Stickybomb Launcher]], the Demoman uses his one good eye and knowledge of his surrounding environment for well-timed stickybomb detonations and precise grenade impacts that send enemies skyward, often in many pieces. His weapons' large splash radius can also work against him, if an enemy manages to catch him at close range he will often take damage from his own explosives as he struggles to defend himself.
  
The Demoman excels at swift disassembly; he can bounce his grenades in creative angles to wreak havoc on enemy [[Sentry Gun]] emplacements while remaining safely out of sight. His stickybombs are a perfect tool for area denial, and are effective in keeping opponents away from any [[cart]]s, [[control points]], or [[Intelligence]] he deems off-limits.
+
The Demoman excels at swift destruction; he can launch grenades and stickybombs at creative angles to wreak havoc on enemy encampments and [[Sentry Gun]]s while remaining out of the line of fire, or simply blast his enemies into a red mist with a seemingly-endless stream of these explosives. His stickybombs are also a perfect tool for area denial, and are effective at keeping opponents away from [[Payload#Carts|carts]], [[Control point (objective)|control points]], [[Capture the Flag#Intelligence|Intelligence]], or any other location he deems off-limits.
  
The Demoman is [[Voice actors|voiced]] by [http://www.imdb.com/name/nm0777229/ Gary Schwartz].
+
The Demoman can replace his default Stickybomb Launcher with a [[Demoman shield|shield]], allowing him to [[Charging|charge forward]] rapidly and gain a guaranteed [[Critical hits#Mini-crits|Mini-Crits]] or [[Critical hits|Critical hit]] on melee weapons. The shields can often be paired with one of the various melee weapons in his arsenal to compliment the charging ability, such as the [[Eyelander]]'s increased impact damage, the [[Claidheamh Mòr]]'s increased charging duration, or the [[Persian Persuader]]'s ability to recharge the ability by picking up ammo packs. The Demoman's primary weapon can be switched out for the [[Ali Baba's Wee Booties]] or the [[Bootlegger]], giving even more buffs to a shield while also being usable without a shield. A Demoman running a boots primary, a shield secondary, and a sword melee weapon is often referred to as a Demoknight.
 +
 
 +
The Demoman is [[Voice actors|voiced]] by [[Gary Schwartz]].
  
 
=== Bio ===
 
=== Bio ===
 
{{Class bio
 
{{Class bio
| name = Tavish DeGroot
+
| name = Tavish Finnegan DeGroot
| birthplace = {{W|Ullapool|Ullapool, '''Scotland''', '''United Kingdom'''}}
+
| birthplace = [[w:Ullapool|Ullapool, '''Scotland''', '''United Kingdom''']]
| job = House Cleaning<ref name="trailer 2"> [[Trailer 2|Team Fortress 2 Trailer 2]], released in September 2006.</ref>
+
| job = House Cleaning<ref name="trailer 2">[[Trailer 2|Team Fortress 2 Trailer 2]], released in September 2006.</ref>
| motto = "Boom Boom Baby"<ref name="trailer 2" />
+
| motto = "Boom Boom Baby."<ref name="trailer 2"/>
 +
| specialability = [[Stickybomb jump]]
 
| description = A fierce temper, a fascination with all things explosive, and a terrible plan to kill the Loch Ness Monster cost the six year old Demoman his original set of adoptive parents. Later, at the Crypt Grammar School for Orphans near Ullapool in the Scottish Highlands, the boy's bomb-making skills improved dramatically. His disposition and total number of intact eyeballs, however, did not.
 
| description = A fierce temper, a fascination with all things explosive, and a terrible plan to kill the Loch Ness Monster cost the six year old Demoman his original set of adoptive parents. Later, at the Crypt Grammar School for Orphans near Ullapool in the Scottish Highlands, the boy's bomb-making skills improved dramatically. His disposition and total number of intact eyeballs, however, did not.
  
 
Word of his proficiency with explosives spread, and it was not long before Crypt Grammar received two visitors; the Demoman's real parents, who lovingly explained that all Demomen are abandoned at birth until their skills manifest themselves, a long-standing, cruel, and wholly unnecessary tradition among the Highland Demolition Men. His unhappy childhood had ended, but his training had just begun.
 
Word of his proficiency with explosives spread, and it was not long before Crypt Grammar received two visitors; the Demoman's real parents, who lovingly explained that all Demomen are abandoned at birth until their skills manifest themselves, a long-standing, cruel, and wholly unnecessary tradition among the Highland Demolition Men. His unhappy childhood had ended, but his training had just begun.
 
| image = Meethedemo1.PNG
 
| image = Meethedemo1.PNG
 +
| betaemblems = [[File:Demoman emblem RED beta1.png|50px]]&nbsp;&nbsp;[[File:Demoman emblem BLU beta1.png|50px]]&nbsp;&nbsp;[[File:Demoman emblem RED beta2.png|50px]]&nbsp;&nbsp;[[File:Demoman emblem BLU beta2.png|50px]]
 
}}
 
}}
  
Line 31: Line 34:
 
{{main|Health|Overheal|l1=Health|l2=Overheal}}
 
{{main|Health|Overheal|l1=Health|l2=Overheal}}
  
{| class="wikitable grid"
+
{{Class health pack and overheal table|overheal|demoman=yes}}
|-
 
! class="header" | Modifier
 
! class="header" | Normal Max
 
! class="header" | Overhealed Max
 
|-
 
| '''Standard'''
 
| '''175'''
 
| '''260'''
 
|-
 
| [[Eyelander]], [[Horseless Headless Horsemann's Headtaker|HHHH]] or [[Nessie's Nine Iron]] equipped (no heads taken)
 
| 150
 
| 225
 
|-
 
| [[Eyelander]], [[Horseless Headless Horsemann's Headtaker|HHHH]] or [[Nessie's Nine Iron]] 1 head taken
 
| 165
 
| 245
 
|-
 
| [[Eyelander]], [[Horseless Headless Horsemann's Headtaker|HHHH]] or [[Nessie's Nine Iron]] 2 heads taken
 
| 180
 
| 270
 
|-
 
| [[Eyelander]], [[Horseless Headless Horsemann's Headtaker|HHHH]] or [[Nessie's Nine Iron]] 3 heads taken
 
| 195
 
| 290
 
|-
 
| [[Eyelander]], [[Horseless Headless Horsemann's Headtaker|HHHH]] or [[Nessie's Nine Iron]] fully charged (4 or more heads taken)
 
| 210
 
| 315
 
|-
 
| [[Claidheamh Mòr]] equipped
 
| 160
 
| 240
 
|-
 
| [[Ali Baba's Wee Booties]] equipped
 
| 200
 
| 300
 
|-
 
| [[Ali Baba's Wee Booties]] and the [[Eyelander]], [[Horseless Headless Horsemann's Headtaker|HHHH]] or [[Nessie's Nine Iron]] equipped (no heads taken)
 
| 175
 
| 260
 
|-
 
| [[Ali Baba's Wee Booties]] and the [[Eyelander]], [[Horseless Headless Horsemann's Headtaker|HHHH]] or [[Nessie's Nine Iron]] 1 head taken
 
| 190
 
| 285
 
|-
 
| [[Ali Baba's Wee Booties]] and the [[Eyelander]], [[Horseless Headless Horsemann's Headtaker|HHHH]] or [[Nessie's Nine Iron]] 2 heads taken
 
| 205
 
| 305
 
|-
 
| [[Ali Baba's Wee Booties]] and the [[Eyelander]], [[Horseless Headless Horsemann's Headtaker|HHHH]] or [[Nessie's Nine Iron]] 3 heads taken
 
| 220
 
| 330
 
|-
 
| [[Ali Baba's Wee Booties]] and the [[Eyelander]], [[Horseless Headless Horsemann's Headtaker|HHHH]] or [[Nessie's Nine Iron]] fully charged (4 or more heads taken)
 
| 235
 
| 350
 
|-
 
| [[Ali Baba's Wee Booties]] and the [[Claidheamh Mòr]] equipped
 
| 185
 
| 275
 
|-
 
|}
 
  
 
== Speed ==
 
== Speed ==
 
{{main|Speed|l1=Speed}}
 
{{main|Speed|l1=Speed}}
  
{| class="wikitable grid"
+
{{Class speed table|demoman}}
|-
 
! class="header" | Modifier
 
! class="header" | Speed
 
|-
 
| '''Standard'''
 
| '''93%'''
 
|-
 
| [[Scotsman's Skullcutter]] equipped
 
| 79.33%
 
|-
 
| [[Eyelander]], [[Horseless Headless Horsemann's Headtaker|HHHH]] or [[Nessie's Nine Iron]] equipped with 1 head taken
 
| 100.67%
 
|-
 
| [[Eyelander]], [[Horseless Headless Horsemann's Headtaker|HHHH]] or [[Nessie's Nine Iron]] equipped with 2 heads taken
 
| 108%
 
|-
 
| [[Eyelander]], [[Horseless Headless Horsemann's Headtaker|HHHH]] or [[Nessie's Nine Iron]] equipped with 3 heads taken
 
| 115.67%
 
|-
 
| [[Eyelander]], [[Horseless Headless Horsemann's Headtaker|HHHH]] or [[Nessie's Nine Iron]] equipped fully charged (4 or more heads taken)
 
| 123%
 
|-
 
| Charging with the [[Chargin' Targe]] or the [[Splendid Screen]] with the [[Scotsman's Skullcutter]] equipped
 
| 212.5%
 
|-
 
| Charging with the [[Chargin' Targe]] or the [[Splendid Screen]]
 
| 250%
 
|-
 
|}
 
  
 
== Basic strategy ==
 
== Basic strategy ==
{{main|Tips#Demoman|l1=Demoman tips|Basic Demoman strategy|l2=Demoman strategy}}
+
{{main|Tips#_Demoman|l1=Demoman tips|Basic Demoman strategy|Community Demoman strategy}}
[[File:Demomanava.jpg|right]]
+
[[File:Icon demoman.jpg|right|150px]]
  
* Hit {{tooltip|MOUSE1|The Primary Fire command will change to match a custom control scheme or console controller.}} to fire sticky bombs and then use {{tooltip|MOUSE2|The Secondary Fire command will change to match a custom control scheme or console controller.}} to detonate them later.
+
* Hit {{tooltip|{{Key|MOUSE1}}|The primary fire command will change to match a custom control scheme or console controller.}} to fire Stickybombs and then press {{tooltip|{{Key|MOUSE2}}|The secondary fire command will change to match a custom control scheme or console controller.}} to detonate them later.
* Press {{tooltip|E|The Medic! call command will change to match a custom control scheme or console controller.}} to call for a Medic if you get hurt. Nearby Medics will be notified of your need.
+
* Press {{tooltip|{{Key|E}}|The Medic! call command will change to match a custom control scheme or console controller.}} to call for a Medic if you get hurt. Nearby Medics will be notified of your need.
* With the Stickybomb Launcher, the longer you hold down the fire button, the farther the shot will go.
+
* With the [[Stickybomb Launcher]], the longer you hold down the fire button, the farther the shot will go.
* Set off sticky bombs beneath your feet to ‘sticky-jump' up to great heights.
+
* Set off Stickybombs beneath your feet to [[Jumping#Demoman jumps|sticky jump]] up to great heights.
* Shoot sticky bombs onto walls and ceilings where they're hard to spot.
+
* Shoot Stickybombs onto walls and ceilings where they're hard to spot.
  
 
<!-- # NOTE:
 
<!-- # NOTE:
 
     # Please do not add any new tips to this list.
 
     # Please do not add any new tips to this list.
     # Add new strategies to [[Basic Demoman strategy]] instead.
+
     # Add new strategies to [[Basic Demoman strategy]] or [[Community Demoman strategy]] instead.
 
     -->
 
     -->
 
{{clr}}
 
{{clr}}
Line 147: Line 59:
  
 
== Weapons ==
 
== Weapons ==
{{main|Weapons}}
+
{{main|Weapons#Demoman|l1=Weapons}}
Note: Weapon damage is approximate and listed at base value. See individual weapon pages for additional figures.
+
''Note: Weapon damage is approximate and listed at base value. See individual weapon pages for additional figures.''
 
 
===Primary===
 
{| class="wikitable grid" width="100%"
 
! class="header" width="10%" | Weapon
 
! class="header" width="5%"  | Kill Icon
 
! class="header" width="7%" | Ammo<br/>Loaded
 
! class="header" width="5%"  | Ammo<br/>Carried
 
! class="header" width="10%" | Damage Range
 
! class="header" width="30%" | Notes / Special Abilities
 
|-
 
! {{Table icon|Grenade Launcher|Stock}}
 
| align="center" | {{Icon killicon|weapon=Grenade Launcher}}
 
| 4 / {{tooltip|6|PS3 version only}}
 
| 16 / {{tooltip|30| PS3 and Xbox 360 version}}
 
| '''On direct hit''':
 
:'''Base''': 84&ndash;123<br/>'''[[Crit]]''': 270&ndash;330<br/>
 
'''After bounce''':
 
:'''Base''': 22&ndash;64<br/>'''[[Crit]]''': 190<sup>1</sup>
 
|
 
{{Info}}Grenades have [[Damage{{if lang}}|zero range falloff]] on a direct hit.
 
 
 
{{Info}}Grenades explode on contact with an enemy player or building, provided they have not bounced first.
 
|-
 
! {{Table icon|Loch-n-Load|Craft}}
 
| align="center" | {{Icon killicon|weapon=loch-n-load}}
 
| 2
 
| 16
 
| '''On direct hit''':
 
:'''Base''': 103&ndash;147<br/>'''[[Crit]]''': 342&ndash;388<br/>
 
|
 
{{Info}}Grenades have zero range falloff on a direct hit.
 
 
 
{{Info}}Grenades explode on contact with an enemy player or building.
 
 
 
{{Pro}}Deals 20% more damage.
 
 
 
{{Pro}}Has 25% faster grenade speed.
 
 
 
{{Con}}Launched grenades shatter on surfaces.
 
 
 
{{Con}}Has a 60% smaller clip size.
 
 
 
{{Con}}Deals 25% extra self-damage.
 
|-
 
|-
 
! {{Table icon|Ali Baba's Wee Booties|Craft}}
 
|
 
| N/A
 
| N/A
 
| N/A
 
|
 
{{Pro}}Increases maximum health by 25.
 
 
 
{{Pro}}Increases turning speed while charging by 100%.
 
 
 
{{Info}}Grants its abilities passively, does not need to be selected.
 
|-
 
|}
 
 
 
===Secondary===
 
{| class="wikitable grid" width="100%"
 
! class="header" width="10%" | Weapon
 
! class="header" width="5%"  | Kill Icon
 
! class="header" width="7%" | Ammo<br/>Loaded
 
! class="header" width="5%"  | Ammo<br/>Carried
 
! class="header" width="10%" | Damage Range
 
! class="header" width="30%" | Notes / Special Abilities
 
|-
 
! {{Table icon|Stickybomb Launcher|Stock}}
 
| align="center" | {{Icon killicon|weapon=Stickybomb Launcher}}
 
| 8
 
| 24
 
| '''Directly underneath''':
 
:'''Base''': 103&ndash;138
 
:'''[[Crit]]''': 353<sup>1</sup>
 
|
 
{{Info}}Primary fire launches the bombs, secondary fire makes them all explode at once. Holding primary fire launches the bomb farther.
 
 
 
{{Info}}Stickybombs stick to most surfaces and remain ready until the player either detonates them or dies.
 
 
 
{{Info}}Can lay up to 8 stickybombs at once.
 
 
 
{{Info}}Stickybombs may be attacked and destroyed with any bullet firing weapon, direct strike from a melee weapon, or an enemy Scottish Resistance sticky detonating near it.
 
|-
 
! {{Table icon|Chargin' Targe|Unlock}}
 
| align="center" | {{Icon killicon|weapon=Chargin' Targe}}
 
| N/A
 
| N/A
 
| '''Full charge''':
 
:50 + 10 <small>per [[Eyelander|head]] (up to 5)</small>
 
|
 
{{Info}}Secondary fire makes the player charge forward at high speed, adding mini-crits at half charge or critical hits at full charge to any melee attack. Any enemy hit by only the shield charge takes 50 or more damage.
 
 
 
{{Pro}}Adds 50% resistance to fire damage.
 
 
 
{{Pro}}Adds 40% resistance to explosive damage.
 
 
 
{{Info}}Grants its abilities passively, does not need to be selected.
 
 
 
{{Info}}Does not grant resistance to self-inflicted damage.
 
|-
 
! {{Table icon|Scottish Resistance|Unlock}}
 
| align="center" | {{Icon killicon|weapon=Scottish Resistance}}
 
| 8
 
| 36
 
| '''Directly underneath''':
 
:'''Base''': 103&ndash;138
 
:'''[[Crit]]''': 353<sup>1</sup>
 
|
 
 
 
{{Info}}Stickies are visible through walls and any obstacle, and can be selectively detonated by aiming at them and pressing the secondary fire button.
 
 
 
{{Info}}Stickybombs may be attacked and destroyed with any bullet firing weapon, direct strike from a melee weapon, or an enemy Scottish Resistance sticky detonating near it.
 
 
 
{{Pro}}Can destroy enemy stickies.
 
 
 
{{Pro}}Can lay up to 14 stickybombs at once.
 
 
 
{{Pro}}Has 12 more ammo carried.
 
 
 
{{Pro}}Has 25% higher firing speed.
 
 
 
{{Con}}Has 0.8 sec. longer priming time.
 
|-
 
! {{Table icon|Sticky Jumper|Craft}}
 
|
 
| 8
 
| 72
 
| '''Directly underneath''':
 
:'''Base''': 0
 
:'''[[Crit]]''': 0
 
|
 
{{Pro}}Grants the player 200% extra max primary ammo.
 
 
 
{{Pro}}No self inflected blast damage taken.
 
 
 
{{Con}}Unable to damage enemies.
 
 
 
{{Con}}Raises explosive vulnerability by 100%.
 
 
 
{{Con}}Raises bullet vulnerability by 100%.
 
 
 
{{Con}}Raises fire vulnerability by 100%.
 
|-
 
! {{Table icon|Splendid Screen|Craft}}
 
| align="center" | {{Icon killicon|weapon=Splendid Screen}}
 
| N/A
 
| N/A
 
| '''On charge''':
 
:85 + 17 <small>per [[Eyelander|head]] (up to 5)</small>
 
|{{Info}}Secondary fire makes the player charge forward at high speed, adding critical hits at any point of charge to any melee attack. Any enemy hit by only the shield charge takes 85 or more damage.
 
 
 
{{Pro}}Adds 20% resistance to fire damage.
 
 
 
{{Pro}}Adds 15% resistance to explosive damage.
 
 
 
{{Pro}}Ability to deal charge impact damage at any range.
 
 
 
{{Pro}}Has 70% more charge impact damage.
 
 
 
{{Info}}Grants its abilities passively, does not need to be selected.
 
 
 
{{Info}}Does not grant resistance to self-inflicted damage.
 
|}
 
 
 
===Melee===
 
{| class="wikitable grid" width="100%"
 
! class="header" width="10%" | Weapon
 
! class="header" width="5%"  | Kill Icon
 
! class="header" width="7%" | Ammo<br/>Loaded
 
! class="header" width="5%"  | Ammo<br/>Carried
 
! class="header" width="10%" | Damage Range
 
! class="header" width="30%" | Notes / Special Abilities
 
|-
 
! {{Table icon|Bottle|Stock}}
 
| align="center" | {{Icon killicon|weapon=Bottle}}
 
| N/A
 
| N/A
 
| '''Base''': 65
 
'''[[Crit]]''': 195
 
|
 
{{Info}}The Bottle will break upon a successful [[Critical hits|Critical hit]]. 
 
|-
 
! {{Table icon|Eyelander|Unlock}}
 
| align="center" | {{Icon killicon|weapon=Eyelander}}
 
| N/A
 
| N/A
 
| '''Base''': 65
 
'''[[Crit]]''': 195
 
|
 
{{Pro}}Has 37% longer melee range.
 
  
{{Pro}}Every killing blow decapitates the enemy, increasing its head counter. Every head taken raises user's speed (7.5%) and health points (15) to a maximum of 4 times each life.
+
{{Class weapons table demoman primary}}
  
{{Con}}Lowers maximum health by 25 points.
+
{{Class weapons table demoman secondary}}
  
{{Con}}No random Critical hits.
+
{{Class weapons table demoman melee}}
|-
 
! {{Table icon|Pain Train|Craft}}
 
| align="center" | {{Icon killicon|weapon=Pain Train}}
 
| N/A
 
| N/A
 
| '''Base''': 65
 
'''[[Crit]]''': 195
 
|
 
{{Pro}}Doubles capture power for points and carts.
 
  
{{Con}}Raises bullet vulnerability by 10%.
+
=== Taunt Attack ===
|-
 
! {{Table icon|Scotsman's Skullcutter|Craft}}
 
| align="center" | {{Icon killicon|weapon=Scotsman's Skullcutter}}
 
| N/A
 
| N/A
 
| '''Base''': 78
 
'''[[Crit]]''': 234
 
|
 
{{Pro}}Has 37% longer melee range.
 
 
 
{{Pro}}Deals 20% more damage.
 
 
 
{{Con}}Lowers speed by 15% on wearer.
 
|-
 
! {{Table icon|Frying Pan|Promotional}}
 
| align="center" | {{Icon killicon|weapon=Frying Pan}}
 
| N/A
 
| N/A
 
| '''Base''': 65
 
'''[[Crit]]''': 195
 
|
 
{{Info}}Same as the [[Bottle]]'s attributes.
 
|-
 
! {{Table icon|Horseless Headless Horsemann's Headtaker|Craft}}
 
| align="center" | {{Icon killicon|weapon=Horseless Headless Horsemann's Headtaker}}
 
| N/A
 
| N/A
 
| '''Base''': 65
 
'''[[Crit]]''': 195
 
| <small>[[Halloween]] item.</small>
 
{{Info}}Same as the [[Eyelander]]'s attributes.
 
|-
 
! {{Table icon|Claidheamh Mòr|Craft}}
 
| align="center" | {{Icon killicon|weapon=claidheamohmor}}
 
| N/A
 
| N/A
 
| '''Base''': 65
 
'''[[Crit]]''': 195
 
|
 
{{Pro}}Has 37% longer melee range.
 
 
 
{{Pro}}Charge duration is increased by 0.5 second.
 
 
 
{{Con}}Decreases max health by 15.
 
 
 
{{Con}}No random Critical hits.
 
|-
 
! rowspan="2" | {{Table icon|Ullapool Caber|Craft}}
 
| align="center" | {{Icon killicon|weapon=ullapool caber}}
 
| rowspan="2" | N/A
 
| rowspan="2" | N/A
 
| rowspan="2" | '''Base''': {{tooltip|35|Melee damage}} + {{Tooltip|149|Explosive damage}} <sup>1</sup>
 
'''[[Crit]]''': {{tooltip|105|Melee damage}} + {{Tooltip|300|Explosive damage}} <sup>1</sup>
 
| rowspan="2" |
 
{{Info}}On hit the grenade's 'head' will explode dealing melee damage to the enemy and explosive damage to the user and all enemies around him. The explosion can be triggered also by hitting solid parts of the map and will launch the user upward. Afterwards, it will show signs of damage and will be able to deal only the melee damage and won't explode again until the user respawns or visits a resupply cabinet.
 
 
 
{{Con}}No random Critical hits.
 
|-
 
| align="center" |  {{Icon killicon|weapon=ullapool caber explode}}
 
|-
 
! {{Table icon|Half-Zatoichi|Promotional / Craft}}
 
| align="center" | {{Icon killicon|weapon=half-zatoichi}}
 
| N/A
 
| N/A
 
| '''Base''': 65
 
'''[[Crit]]''': 195
 
|
 
{{Pro}}On kill, restores the player to full health.
 
 
 
{{Con}}This weapon is Honorbound and once drawn cannot be sheathed until it kills.
 
 
 
{{Info}}A single successful hit will kill an enemy wielding the same weapon.
 
 
 
|-
 
! {{Table icon|Saxxy|Distributed}}
 
| align="center" | {{Icon killicon|weapon=saxxy}}
 
| N/A
 
| N/A
 
| '''Base''': 65
 
'''[[Crit]]''': 195
 
|
 
<small>Limited item from the [[Replay Update]].</small><br />
 
{{Info}}Killed enemies freeze into solid [[Australium]] statues.
 
|-
 
! {{Table icon|Persian Persuader|Craft}}
 
| align="center" | {{Icon killicon|weapon=Persian Persuader}}
 
| N/A
 
| N/A
 
| '''Base''': 65
 
'''[[Crit]]''': 195
 
|
 
{{Pro}}Halves the time required to recharge a charge.
 
 
 
{{Con}}No random Critical hits.
 
 
 
{{Info}}All ammo collected converts into health.
 
|-
 
! {{Table icon|Nessie's Nine Iron|Craft}}
 
| align="center" | {{Icon killicon|weapon=Nessie's Nine Iron}}
 
| N/A
 
| N/A
 
| '''Base''': 65
 
'''[[Crit]]''': 195
 
|
 
{{Info}}Same as the [[Eyelander]]'s attributes.
 
|}
 
<sup>1</sup> Explosion damage is determined by the distance from the explosion.
 
 
 
===Taunt Attack===
 
 
{{Taunt
 
{{Taunt
 
| image = Demoeyelander.png
 
| image = Demoeyelander.png
Line 474: Line 77:
 
| weapon-5 = Persian Persuader
 
| weapon-5 = Persian Persuader
 
| weapon-6 = Nessie's Nine Iron
 
| weapon-6 = Nessie's Nine Iron
| special = decapitation
+
| special = Barbarian Swing
| description = {{hatnote|Main article: [[Decapitation]]}}
+
| description = {{Main|Barbarian Swing}}
 
The Demoman swings his sword around, gathering momentum, and then slashes in front of him, cleaning the blade with his hand afterwards.
 
The Demoman swings his sword around, gathering momentum, and then slashes in front of him, cleaning the blade with his hand afterwards.
 
}}
 
}}
Line 482: Line 85:
 
{{Set|The Expert's Ordnance}}
 
{{Set|The Expert's Ordnance}}
  
{{Set|One Thousand and One Demoknights }}
+
{{Set|One Thousand and One Demoknights|main=no}}
  
== Hats ==
+
{{Set|Swashbuckler's Swag|main=no}}
{{Main|Hats}}
 
{{Demoman class hat table}}
 
{{All class hat table}}
 
  
<!--
+
{{Set|The Highland Hound|main=no}}
  
Uncomment when we have a proper image.
+
{{Set|Count Tavish|main=no}}
  
== Miscellaneous items ==
+
{{Set|Cursed Captain|main=no}}
{{main|Miscellaneous items}}
 
{{Demoman misc item table}}-->
 
  
 +
{{Set|The South of The Border|main=no}}
  
==Official class avatars==
+
{{Set|The Forgotten King|main=no}}
  
 +
== Cosmetic items ==
 +
{{Main
 +
|Cosmetic items|l1=Cosmetic items
 +
|List of Demoman cosmetics|l2=List of Demoman cosmetics
 +
|List of All class cosmetics|l3=List of All class cosmetics
 +
}}
 +
 +
== Official class avatars ==
 
{{Class avatars}}
 
{{Class avatars}}
  
Line 506: Line 113:
 
| [[File:Achieved.png|65px|left]]
 
| [[File:Achieved.png|65px|left]]
 
| {{Main|Demoman achievements}}
 
| {{Main|Demoman achievements}}
*'''Demoman pack''': 35 achievements, 3 [[Demoman achievements#milestones|milestones]].
+
*'''Demoman pack''': 44 achievements, 3 [[Demoman achievements#milestones|milestones]].
 
|}
 
|}
==Update History==
 
{{update history|'''[[September 27, 2007 Patch]]'''
 
* Fixed prediction error that caused jittery sticky bomb launcher behavior
 
 
'''[[September 28, 2007 Patch]]'''
 
* Demoman's grenades (not [[stickybombs]]) no longer explode on contact after the first bounce
 
 
'''[[October 9, 2007 Patch]]'''
 
* Demomen grenades now collide with players and [[Engineer]] [[buildings]] after the first bounce, but still won't explode on contact
 
 
'''[[October 25, 2007 Patch]]'''
 
* Fixed some edge cases where grenades could go through player or buildings
 
* Fixed grenade explosions being able to impart damage through thin ceilings
 
 
'''[[December 20, 2007 Patch]]'''
 
* '''[[Dustbowl]]'''
 
** Prevented Demomen being able to launch grenades into the stage three alleys while standing at the final cap point
 
 
'''[[February 14, 2008 Patch]]'''
 
* Made some small changes to the Demoman viewmodel that were causing performance problems
 
* '''[[Dustbowl]]'''
 
** Fixed a few places where [[Grenade launcher|Demoman pipes]] could pass through non-solid models
 
 
'''[[February 28, 2008 Patch]]'''
 
* Class balancing
 
** Reduced Demoman's maximum [[Sticky bomb]] reserve [[ammo]] from 30 to 16
 
** Reduced Demoman's maximum [[Grenade Launcher]] reserve ammo from 40 to 24
 
 
'''[[March 6, 2008 Patch]]'''
 
*Fixed Demoman [[grenades]] not hurting the shooter if fired at point blank range against a target
 
 
'''[[April 29, 2008 Patch]]''' ([[Gold Rush Update]])
 
* Added new speech
 
 
'''[[July 1, 2008 Patch]]'''
 
* Fixed bug that caused Demoman to take a small amount of extra damage from their own grenades and fly farther using them
 
 
'''[[July 29, 2008 Patch]]'''
 
* Fixed [[grenades]] being able to fire through grates at round starts
 
 
'''[[December 11, 2008 Patch]]'''
 
* Any weapons that fire bullets can now break apart the Demoman's [[stickybombs]]
 
  
'''[[February 16, 2009 Patch]]'''
+
== Update history ==
* [[Sticky bombs]] now get a reduced close range damage ramp up (like [[Rocket Launcher]] & [[Syringe Gun]])
+
{{Update history|
** Ultimately reduces [[damage]] done by sticky bombs to enemies <512 units from the Demoman  
+
'''{{Patch name|2|14|2008}}'''
* {{Undocumented}} Demoman's [[bottle]] taunt has received a new `burp` sound.
+
* Made some small changes to the Demoman viewmodel that were causing performance problems.
* {{Undocumented}} Demoman's [[secondary weapon]] has been renamed to Stickybomb Launcher
 
  
'''[[March 5, 2009 Patch]]'''
+
'''{{Patch name|2|28|2008}}'''
* Fixed exploit that allowed players to circumvent the force-fire timeout on the [[Grenade Launcher]]
+
* Reduced Demoman's maximum [[Grenade Launcher]] reserve [[ammo]] from 30 to 16.
 +
* Reduced Demoman's maximum [[Sticky bomb launcher]] reserve ammo from 40 to 24.
  
'''[[March 13, 2009 Patch]]'''
+
'''{{Patch name|4|29|2008}}''' ([[Gold Rush Update]])
* Fixed rocket & grenade jumps not propelling players as far as they're supposed to
+
* Added new [[Demoman responses|speech]].
  
'''[[May 21, 2009 Patch]]''' ([[Sniper vs. Spy Update]])
+
'''{{Patch name|3|13|2009}}'''
* Demomen can now detonate their stickies while [[taunting]]
+
* Fixed [[Jumping#Soldier jumps|rocket]] & [[Jumping#Demoman jumps|grenade]] [[Jumping|jumps]] not propelling players as far as they're supposed to.
* Added hat [[Demoman's Fro]]  
 
  
'''[[August 13, 2009 Patch]]''' ([[Classless Update]])
+
'''{{Patch name|5|21|2009}}''' ([[Sniper vs. Spy Update]])
* Removed self-inflicted [[minicrits]]. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps
+
* Demomen can now detonate their [[Projectiles|stickies]] while [[Taunts|taunting]].
* [[Pipeline|PLR_Pipeline]]
 
** Fixed being able to shoot pipebombs over the starting gates in the first round
 
* Added hats: [[Glengarry Bonnet]] and [[Scotsman's Stove Pipe]]
 
  
'''[[August 14, 2009 Patch]]'''
+
'''{{Patch name|8|13|2009}}''' ([[Classless Update]])
* Fixed pipebombs sticking to saw blades
+
* Removed self-inflicted [[Critical hits#Mini-crits|minicrits]]. Fixes [[Jarate|Jarate'd]] [[Soldier]]s/Demomen having ineffective rocket/grenade jumps.
* Fixes Demoman taking too much damage from their pipebombs
 
  
'''[[August 21, 2009 Patch]]'''
+
'''{{Patch name|8|21|2009}}'''
* Restored LOD for the Demoman player model  
+
* Restored LOD for the Demoman player model.
  
'''[[September 15, 2009 Patch]]'''
+
'''{{Patch name|12|10|2009}}'''
* Compensated by increasing the radius of grenades, pipes, and rockets to 50% of what they lost at the corners of the OBB
+
* Added counters to the [[Heads-up display|HUD]]s of [[Demomen]] to keep count of how many of either Demomen killed as [[Soldier]] or Soldiers killed as Demoman that person has contributed to the War.
* Grenades/Pipes radius change: 132->159
 
  
'''[[December 10, 2009 Patch]]'''
+
'''{{Patch name|12|17|2009}}''' ([[WAR! Update]])
* Added counters to the [[HUD]]s of [[Demomen]] to keep count of how many of either demomen killed as soldier or soldiers killed as demoman that person has contributed to the War
+
* Added 35 [[Demoman achievements]].
 +
* Added Demoman Domination lines.
  
'''[[December 17, 2009 Patch]]''' ([[WAR! Update]])
+
'''{{Patch name|1|13|2010}}'''
* Added 35 new [[Demoman achievements]]
+
* Added [[backstab]] death animation.
* Added 3 new [[Demoman#Weapons|Demoman items]] The items added were the [[Chargin' Targe]], [[Scottish Resistance]], and [[Eyelander]]
 
* Added new Demoman Domination lines
 
  
'''[[December 18, 2009 Patch]]'''
+
'''{{Patch name|11|19|2010}}'''
* Fixed a server crash caused by the Demoman's [[Decapitation|taunt kill]]
+
* {{Undocumented}} Demoman's arm emblem changed to a [[Stickybomb Launcher]] sticky bomb.
* Fixed "Bloody Merry" and "Second Eye" achievements being achieved incorrectly
 
* Updated the description of the "Bravehurt" achievement
 
  
'''[[December 22, 2009 Patch]]'''
+
'''{{Patch name|3|11|2011}}'''
* Fixed the motion blur on charging Demoman not always drawing
+
* Fixed the Demoman not using the correct animations for some of his weapons.
* Fixed the [[Chargin' Targe|Chargin' Targe's]] Crit not working on servers with tf_weapon_criticals 0
 
* Capped the amount of overhealing from taking heads to the player's max buffed health
 
* Updated the [[Scottish Resistance]] to detonate bombs near the player's feet (in addition to what it normally detonates). This enables sticky jumping with this weapon
 
  
'''[[January 6, 2010 Patch]]'''
+
'''{{Patch name|3|21|2011}}'''
* [[Achievement]] fixes
+
* {{Undocumented}} Updated Demoman two-handed melee weapon 3rd-person views in the loadout screen.
** Fixed the "Second Eye" Demoman achievement
 
** Updated description for the "Blind Fire" [[Demoman achievements|Demoman achievement]] to better explain the requirements
 
  
'''[[January 13, 2010 Patch]]'''
+
'''{{Patch name|4|14|2011}}''' ([[Hatless Update]])
* Added backstab death animation
+
* Added [[Training Mode|Training]] for the Demoman.
* Reduced the explosive damage resistance on the [[Chargin' Targe]] to 50%
 
* Recoil/Reload force added for the [[Scottish Resistance]] sticky bomb launcher
 
* More defined flesh hit/world hit force added for the [[Eyelander]] sword
 
* Added swing forces for Eyelander sword
 
  
'''[[January 27, 2010 Patch]]'''
+
'''{{Patch name|6|8|2011}}'''
* Changed the main menu background to randomly use the Red, Blue, and Demoman background images
+
* {{Undocumented}} New laughing taunt animations have been added but are currently unused.
* Fixed stickies being destructible before they're stuck to something
 
  
'''[[February 23, 2010 Patch]]'''
+
'''{{Patch name|10|13|2011}}''' ([[Manniversary Update & Sale]])
* Fixed [[pipebombs]] not being removed if they explode in a func_nogrenades zone
+
* Added achievement award response
 +
* Removed "I didn't need your help y'know" line if being healed by a [[Medic]].
  
'''[[February 24, 2010 Patch]]'''
+
'''{{Patch name|10|27|2011}}''' ([[Very Scary Halloween Special]])
* Fixed pipebombs not colliding correctly with players
+
* {{Undocumented}} Added a [[Demoman taunts#Costume|Wolf Howl]] taunt for the Demoman which plays when wearing [[Highland Hound|The Highland Hound]] set.
  
'''[[March 18, 2010 Patch]]''' ([[First Community Contribution Update]])
+
'''{{Patch name|8|15|2012}}''' ([[Mann vs. Machine (update)|Mann vs. Machine]])
* Added weapon: [[Pain Train]]
+
* {{Undocumented}} Added voice lines for Demoman.
* Added hat: [[Hustler's Hallmark]]
 
  
'''[[April 28, 2010 Patch]]'''
+
'''{{Patch name|10|2|2013}}'''
* The [[Chargin' Targe]] changes
+
* Fixed the Demoman charge sound being clipped by the weapon crit sound.
** Direct charge hit now does 50 damage + 10 per head (up to 5 heads).
 
** Capped the turn rate from +left and +right while charging.
 
  
'''[[May 5, 2010 Patch]]'''
+
'''{{Patch name|10|3|2013}}'''
* Fixed deflected remote-detonate pipebombs becoming [[Mini-Crits]] when detonated
+
* Fixed the Demoman charge sound being played multiple times simultaneously.
* Fixed deflected remote-detonate pipebombs becoming full [[Crits]] if the [[Pyro]] is critboosted
 
  
'''[[May 20, 2010 Patch]]''' ([[Second Community Contribution Update]])
+
'''{{Patch name|2|7|2014}}'''
* Added weapon: [[Scotsman's Skullcutter]]
+
* Added missing payload audio for the Medic, Soldier, Demoman, and Spy.
* Added hat: [[Tippler's Tricorne]]
 
  
'''[[June 10, 2010 Patch]]''' ([[Mac Update]])
+
'''{{Patch name|6|18|2014}}''' ([[Love & War Update]])
* {{Undocumented}} The [[Eyelander]] now collects the heads inside Eyelanders of Demomen it decapitates
+
* All Demoman stickybombs now have damage ramp up. Full damage is reached 2 seconds after firing.
 +
* Updated Loch-n-Load reload animation.
  
'''[[June 11, 2010 Patch]]'''
+
'''{{Patch name|6|23|2014}}'''
* The Demoman's [[Scotsman's Skullcutter|battleaxe]] now sounds like a sword
+
* Removed damage ramp up mechanic from stickybombs.
  
'''[[July 8, 2010 Patch]]''' ([[Engineer Update]])
+
'''{{Patch name|12|22|2014}}''' ([[Smissmas 2014]])
* [[Scottish Resistance]] now shows location of stickies placed with glow effect
+
* Damage variance on grenades and stickybombs reduced from +/- 10% damage to +/-2%.
 +
* Grenades and Stickybombs now have the same base blast radius as rockets. Changed to 146 from 159.
 +
* Added [[Iron Bomber]] and the [[Quickiebomb Launcher]].
  
'''[[September 30, 2010 Patch]]''' ([[Mann-Conomy Update]])
+
'''{{Patch name|12|23|2014}}'''
* Added hats: [[Carouser's Capotain]], [[Sober Stuntman]] and [[Rimmed Raincatcher]]
+
* Fixed a bug related to the Demoman's charge meter.
* [[Achievement]] tuning
 
** [[Demoman achievements|Demoman achievement]] "The Stickening" changed to 3 from 5
 
* {{Undocumented}} The [[Tippler's Tricorne]] model was accidentally switched with the yet to be released [[Rimmed Raincatcher]] model
 
* {{Undocumented}} [[Scottish Resistance]] now fires 25% faster and has a .2 second longer bomb arm time. (Total bomb arm time is now .8 seconds.)
 
* {{Undocumented}} Added unused "Hi-five" taunt
 
  
'''[[October 6, 2010 Patch]]'''
+
'''{{Patch name|1|15|2015}} #1'''
* The TF badge on the [[Glengarry Bonnet]] is no longer team colored
+
* Fixed <code>AE_CL_BODYGROUP_SET_VALUE</code> animation events not working properly.
* Restored the appearance of the [[Tippler's Tricorne]] to the version prior to the [[Mannconomy Update]]. This item is now paintable
+
** Fixes the Demoman's [[Demoman taunts|sticky note]] not drawing.
* Added a new paintable hat, the '[[Rimmed Raincatcher]]' that has a new Tricorne style appearance
 
  
'''[[October 12, 2010 Patch]]'''
+
'''[Unknown date]'''
* Made the [[Frying Pan]] tradable
+
* Sped up world animations for the Demoman's sword-based weapons.
  
'''[[October 20, 2010 Patch]]'''
+
'''{{Patch name|7|25|2019}}'''
* [[Trading]] changes
+
* Fixed an [[Exploits|exploit]] where [[Projectiles|pipebombs]] could not be destroyed or pushed by the enemy team.
** Fixed the [[Frying Pan]] not being tradable
 
* {{Undocumented}} Removed the ability to craft the Frying Pan using the "Fabricate Class Weapons" blueprint
 
 
 
'''[[October 27, 2010 Patch]]''' ([[Scream Fortress]])
 
* Added a new [[Unusual Horseless Headless Horsemann's Headtaker|Halloween weapon]]
 
* Added the [[Sticky Jumper]] for Demomen to practice jumping
 
* {{Undocumented}} Added the [[Hustler's Hallmark]] to the store
 
 
 
'''[[October 28, 2010 Patch]]'''
 
* Fixed the [[Sticky Jumper]] doing damage to enemies
 
* {{Undocumented}} Equipping the Sticky Jumper no longer multiples the [[Grenade Launcher]]'s carried ammo instead of the Sticky Jumper's ammo
 
 
 
'''[[November 19, 2010 Patch]]'''
 
* Added Telltale Games items:
 
** [[Dangeresque, Too?]]: Strong Bad's styling glasses (equipped by the Demoman)
 
* Updated some item capabilities:
 
** The [[Stickybomb Jumper]] can now be gift wrapped
 
* {{Undocumented}} [[Demoman]]'s arm emblem changed to a [[Stickybomb Launcher]] sticky bomb
 
 
 
'''[[December 2, 2010 Patch]]'''
 
* Made the following hats paintable: [[Dangeresque, Too?]]
 
 
 
'''[[December 17, 2010 Patch]]''' ([[Australian Christmas]])
 
* Added '[[The Expert's Ordnance]]' item set
 
* Added new weapons: '[[The Claidheamohmor]]', '[[The Ullapool Caber]]' and '[[The Loch-n-Load]]'
 
* Added new hats: '[[Prince Tavish's Crown]]' and '[[Scotch Bonnet]]'
 
* {{Undocumented}} [[Chargin' Targe]] no longer protects you against your own explosive damage
 
* {{Undocumented}} Changed the [[Scottish Resistance]] model to use a combined world- and viewmodel
 
** Added the laser attachment to the worldmodel of the Scottish Resistance.
 
** Mirrored the Scottish Resistance first person viewmodel to match the worldmodel
 
 
 
'''[[December 21, 2010 Patch]]'''
 
* Corrected the name of the "[[Claidheamh Mòr]]"
 
 
 
'''[[January 10, 2011 Patch]]'''
 
* Added [[Loch-n-Load]] [[kill icon]]
 
* {{Undocumented}} Improved [[Ullapool Caber]] kill icon
 
 
 
'''[[January 19, 2011 Patch]]'''
 
* {{Undocumented}} Fixed world reload animation for the [[Grenade Launcher]] not showing the Demoman holding grenades when he reloads
 
* {{Undocumented}} The [[Scottish Resistance]] and the [[Stickybomb Launcher]] now drop the appropriate weapon on death on RED team
 
* {{Undocumented}} If the player suicides with the [[Ullapool Caber]] it displays the Caber's [[kill icon]]
 
 
 
'''[[February 3, 2011 Patch]]'''
 
* Updated the [[Scottish Resistance]] stickybombs to always glow if they will be detonated by a right-click, including the stickybombs under the Demoman's feet
 
* Fixed [[particle]] effects on the [[Hustler's Hallmark]]
 
 
 
'''[[February 14, 2011 Patch]]'''
 
* Fixed [[Weapons|melee]] attacks not destroying [[Stickybomb|remote detonation pipes]]
 
* Added the [[Rimmed Raincatcher]] to the list of [[Quality#Unusual items|Unusual hats]]
 
* Fixed the [[Stickybomb Launcher]] viewmodel sleeves using the wrong team colors for team [[BLU|Blue]]
 
* {{Undocumented}} [[Grenade Launcher]]s using [[Name Tag|Name]] or [[Description Tag]]s now properly use the {{code|c_model}} equivalent
 
 
 
'''[[February 28, 2011 Patch]]'''
 
* [[Carouser's Capotain]] and [[Sober Stuntman]] were added to the [[Mann Co. Store]]
 
 
 
'''[[March 10, 2011 Patch]]''' ([[Shogun Pack]])
 
* Added Weapon: [[Half-Zatoichi]]
 
* Added hat: [[Samur-Eye]]
 
 
 
'''[[March 11, 2011 Patch]]'''
 
* Fixed the Demoman not using the correct animations for some of his weapons
 
 
 
'''[[March 15, 2011 Patch]]'''
 
* Fixed a [[server]] crash caused by using the [[Half-Zatoichi]] to hit someone not holding a weapon
 
* Fixed the Demoman [[taunts]] not working correctly when the Half-Zatoichi is the active weapon
 
* Fixed a [[bug]] where players could switch weapons after deploying the Half-Zatoichi before they killed someone with it
 
* Crafting recipe for the following weapons changed [[Horseless Headless Horsemann's Headtaker]], [[Loch-n-Load]] and [[Ullapool Caber]]
 
 
 
'''[[March 21, 2011 Patch]]'''
 
* Updated [[Half-Zatoichi|honor-bound weapons]] so they can be holstered within a second of touching a [[Spawn_room#Resupply|supply cabinet]]
 
* {{Undocumented}} Updated Demoman two-handed [[melee]] weapon 3rd-person views in the loadout screen
 
 
 
'''[[April 7, 2011 Patch]]'''
 
* Added new hat: [[Reggaelator]]
 
 
 
'''[[April 14, 2011 Patch]]''' ([[Hatless Update]])
 
* Added 3 new training courses for the Demoman
 
* Fixed [[Decapitation|taunt]] kills made with a [[Half-Zatoichi|Katana]] not counting towards honorbound kills
 
* Fixed a bug where killing a Katana wielder with a Katana was incorrectly causing an increased crit chance
 
* Added "[[styles]]" for the: [[Scotsman's Stove Pipe]]
 
* Replaced the no-[[crit]] attribute with -25% damage on the following: The [[Eyelander]], The [[Horseless Headless Horseman's Headtaker]], The [[Ullapool Caber]] and The [[Claidheamh Mòr|Claidheamohmor]]
 
* Item changes:
 
** [[Loch-n-Load]] Damage increased by 10%
 
* [[Bot]] changes:
 
** Demoman bots will now try to move to a safe spot and lob stickybombs onto enemy sentry nests to destroy them
 
* {{Undocumented}} Added phong shader on the [[Grenade Launcher]] grenades
 
 
 
'''[[April 15, 2011 Patch]]'''
 
* Added a missing material for the [[Scotsman's Stove Pipe]]
 
* {{Undocumented}} Replaced the -25% damage attribute with no-[[crit]] on the following weapons:
 
** [[Eyelander]], [[Horseless Headless Horsemann's Headtaker]], [[Ullapool Caber]] and [[Claidheamh Mòr]]
 
 
 
'''[[April 18, 2011 Patch]]'''
 
* {{Undocumented}} The [[Rimmed Raincatcher]] was added to the Mann Co. Store
 
 
 
'''[[April 20, 2011 Patch]]'''
 
* Fixed the [[Sticky Jumper]] and the [[Stickybomb Launcher]] using the wrong skins
 
 
 
'''[[May 31, 2011 Patch]]'''
 
* Added the [[Conjurer's Cowl]]
 
 
 
'''[[June 3, 2011 Patch]]'''
 
* Updated the [[Conjurer's Cowl]] to be [[Paint Can|paintable]]
 
* {{Undocumented}} The [[Horseless Headless Horsemann's Headtaker]] and [[Claidheamh Mòr]] were assigned the [[Decapitation]] taunt
 
* Removed [[Demoman]]'s taunt from the [[Pain Train]]
 
* Added an explosion sound effect for a successful hit with the [[Ullapool Caber]]
 
 
 
'''[[June 8, 2011 Patch]]'''
 
* {{Undocumented}} New laughing taunt animations have been added but are currently unused
 
 
 
'''[[June 10, 2011 Patch]]'''
 
* Fixed a problem with honorbound weapons not allowing themselves to be holstered after killing a [[Spy]] using the [[Dead Ringer]]
 
 
 
'''[[June 14, 2011 Patch]]'''
 
* Updated The [[Conjurer's Cowl]] so it can be [[Crafting|crafted]] and [[Trading|traded]]
 
* {{Undocumented}} The Conjurer's Cowl could now be found in random drops and can be uncrated with Unusual quality
 
 
 
'''[[June 23, 2011 Patch]]''' ([[Uber Update]])
 
* Added weapons: [[Splendid Screen]], [[Persian Persuader]] and [[Ali Baba's Wee Booties]]
 
* Added hat: [[Sultan's Ceremonial]]
 
* {{Undocumented}}
 
** Fixed an exploit with the [[Chargin' Targe]] that allowed greater turning control than intended.
 
** [[Demoman]] can now begin a charge while in midair.
 
** The charge meter for the Chargin' Targe is no longer fully depleted if the user is interrupted by a [[Compression Blast]].
 
** The Chargin' Targe can now be refilled by resupply cabinets.
 
** The [[Scotsman's Skullcutter]]'s slowdown attribute no longer shortens the Chargin' Targe's charge length.
 
** The [[Horseless Headless Horsemann's Headtaker]]'s recipe now shows the proper amount of metal in the crafting menu.
 
 
 
'''[[June 27, 2011 Patch]]'''
 
* Added the [[Splendid Screen]], [[Ali Baba's Wee Booties]], and the [[Mantreads]] to the whitelist for Medieval mode
 
 
 
'''[[June 28, 2011 Patch]]'''
 
* Fixed a bug where [[Demoman|Demoman]] kept their leftover charge amount when self-aborting charges (you'll still keep leftovers when stopped by enemy airblasts)
 
* Fixed the problem that was causing [[Item_Quality#Strange|Strange]] Demoman shields to not accumulate kills.
 
 
 
'''[[July 1, 2011 Patch]]'''
 
* Added new Hat [[Tam O' Shanter]]
 
* Added new Weapon [[Nessie's Nine Iron]]
 
* The [[Sticky Jumper]] no longer prevents self-damage from explosions made with the [[Ullapool Caber]], [[Grenade Launcher]] or [[Loch-n-Load]]
 
 
 
'''[[July 18, 2011 Patch]]'''
 
* Fixed a case where [[stickybomb]]s could sometimes damage enemies on the other side of a wall
 
* Updated The [[Private Eye]] so it can be equipped by the [[Demoman]]
 
* [[Tam O' Shanter]] and [[Nessie's Nine Iron]] became craftable
 
 
 
'''[[July 22, 2011 Patch]]'''
 
* Refined the [[Demoman]]'s [[Stickybomb Launcher]]/[[Grenade Launcher|Pipe Bomb Launcher]] reload forces
 
* {{Undocumented}} Changed Half-Zatoichi Description "[[Half-Zatoichi|This weapon]] is Honorbound and once drawn cannot be sheathed until it kills." is now "Honorbound: Once drawn cannot be sheathed until it kills"
 
 
 
'''[[July 26, 2011 Patch]]'''
 
* Fixed a rare crash bug with the [[Demoman]] TFBot laying [[stickybomb]] traps
 
 
 
'''[[July 29, 2011 Patch]]'''
 
* Added hat: [[Mask of the Shaman]]
 
 
}}
 
}}
  
 
== Bugs ==
 
== Bugs ==
*The Demoman's head slightly clips through his own collar.
+
* When taunting with a primary weapon out, the smiley [[bodygroup]] may not show up.
 
+
* Crouch-walking while holding an all class melee weapon causes the Demoman's arm to bend at an unorthodox angle.
 
 
==Unused Content==
 
* In the GCF, there exist an unused texture for Demoman's beta BLU head (Both teams use the same head), his beanie has a blue hue, and his facial hair is noticably low quality and blocky. It is listed as demoman_head_blue.
 
  
 
== Trivia ==
 
== Trivia ==
* The Demoman's [[Voice actors|voice actor]], [http://www.imdb.com/name/nm0777229/ Gary Schwartz], also voices the [[Heavy]] class.
+
* The Demoman's [[Voice actors|voice actor]], [[Gary Schwartz]], also voices the [[Heavy]] class.
* The beta prototype of the Demoman was supposed to have a stereotypically Scottish appearance, consisting of pale skin and red hair. It was later dropped for a black Scottish character both because the former lacked originality and because the latter was easier to differentiate from the other classes. [http://www.teamfortress.com/post.php?id=1783]
+
* The beta prototype of the Demoman was supposed to have a stereotypical Scottish appearance, consisting of pale skin and red hair. It was later dropped for a black Scottish character both because the former lacked originality and because the latter was easier to differentiate from the other classes.[https://www.teamfortress.com/post.php?id=1783]
* According to his biography, the Demoman lost his eye before being found by his real parents, but in the [http://www.teamfortress.com/war/demo/02.htm WAR! comic], there is a portrait of him with both eyes and his parents.
+
* The ethnic Scottish, Irish, and Dutch names in his full name, ''Tavish Finnegan DeGroot'', collectively reference the antiquated cultural terms [[w:Black Scottish people|Black Scot]], [[w:Black people in Ireland|Black Irish]], and [[w:Afro-Dutch_people|Black Dutch]].
** The seal in the background of the portrait states "In Regionem Caecorum Rex Est Luscus." In English, this is translated to "In the land of the blind, the one-eyed man is king".
+
** Black Irish and Black Dutch referred to people living in, having descendancy from, or claiming descendancy from Ireland or the Netherlands, respectively, but who were not actually ethnic Irish or Dutch.
* The Demoman was originally going to have a pack of dynamite presumably instead of the [[Stickybomb Launcher]], as referenced to in a 2006 trailer. The mechanics were similar to those of the [[MIRV Grenade]] from Team Fortress Classic.
+
** Black Scot was used in much the same sense as above; however, [[w:Black Scottish people#History|Black Scots]] also referred specifically to numerous Scottish descendants of freed African house servants that remained in Scotland.
* {{W|Alfred Nobel}} was hired as the first BLU Demoman.
+
* Just like the rest of the classes, the Demoman makes an appearance in the ''[[Saints Row: The Third]]'' in the form of a wearable head mask.
* The emblem on the Demoman's arm was originally a bomb, which was later changed to a stick of dynamite. It is currently a sticky bomb as of [[November 19, 2010 Patch|November 19, 2010]]. Other ingame appearances of the logo, such as the [[119th Update|119th Medals]] or the [[Carouser's Capotain]] remain unchanged.
+
* According to his biography, the Demoman lost his eye before being found by his real parents, but in the [[:File:War12.jpg|''WAR!'']] comic, there is a portrait of him with both eyes and his parents.
** On several promotional posters, the Demoman features a blank patch without any logo on his arm. This can be seen on the [http://www.teamfortress.com/screamfortress/ Scream Fortress page], the [http://teamfortress.com/post.php?id=5104 Shogun page] and the [http://www.teamfortress.com/australianchristmas/ Australian Christmas page]. This is also apparent in [http://www.youtube.com/watch?v=rxps--huGKY Meet the Demoman].
+
** According to the [[Bombinomicon (comic)|''Bombinomicon'']] comic, the Demoman lost his eye due to a magical spell to stop the Bombinomicon from possessing him. As this event occurred due to his mother asking him to get a job, it's likely this incident happened after he met his real parents.
*** The Demoman's alternative dynamite logo is seen on the promo pages of [http://www.teamfortress.com/pumpkinpatch/ Halloween 2009] and the Demoman's page on the [http://www.teamfortress.com/demomanupdate/ WAR! Update].
+
* The DeGroot family's seal in the portrait of the aforementioned comic states in Latin, "''In Regionem Caecorum Rex Est Luscus''." In English, this is roughly translated to, "In the land of the blind, the one-eyed man is king". Scottish clans typically have mottos, often in prestigious languages like Latin.
* In ''[[Poker Night at the Inventory]]'', an image of the RED Demoman makes a cameo as the Jack card for the red suits, hearts and diamonds, in the "TF2" card deck.
+
* The Demoman was originally going to have a pack of dynamite presumably instead of the [[Stickybomb Launcher]], as referenced to in a 2006 trailer. The mechanics were similar to those of the [[MIRV Grenade]] from ''Team Fortress Classic''.
* The Demoman's eyepatch and beanie make an appearance in ''[[Worms: Reloaded]]'' as one of the hats selectable for the player's worms.
+
* The [[Non-player characters#BLU team (original)|first BLU team]] Demoman resembled [[w:Alfred Nobel|Alfred Nobel]].
 +
* The emblem on the Demoman's arm was originally a stick of dynamite, which was later changed to a bomb. It is currently a sticky bomb as of {{Patch name|11|19|2010}}. Other in-game appearances of the logo, such as the [[119th Update|119th Medals]], [[Scoreboard#Class icon gallery|Scoreboard Class icon]], [[Class Token]], [[Mann vs. Machine (teaser)|Mann vs. Machine trailer]], the [[Carouser's Capotain]], and Spy's [[Tailored Terminal]] special taunt remain unchanged.
 +
** On several promotional posters, the Demoman lacks any class icon on the patch on his sleeve. This can be seen on the [https://www.teamfortress.com/screamfortress/ Scream Fortress page], the [https://teamfortress.com/post.php?id=5104 Shogun page] and the [https://www.teamfortress.com/australianchristmas/ Australian Christmas page]. This is also apparent in ''[[Meet the Demoman]]''.
 +
*** Furthermore, the Demoman's alternative dynamite logo can be seen on the promo pages of [https://www.teamfortress.com/pumpkinpatch/ Halloween 2009], the Demoman's page on the [https://www.teamfortress.com/demomanupdate/ WAR! Update], in ''[[Meet the Pyro]]'', on the backdrop image for ''Team Fortress 2'' on [[Steam]], as well on the [[PS3]] and [[Xbox 360]] versions of the game.
 +
* In ''[[Poker Night at the Inventory]]'', an image of the Demoman makes a cameo as the Jack of Hearts & Diamonds in the "Team Fortress 2" deck.  
 +
* The Demoman's eyepatch and beanie make an appearance in ''[[Worms: Reloaded]]'' as one of the hats selectable for the player's worms.
 
* The Assault class in ''[[Monday Night Combat]]'' has a promo item with the Demoman's eyepatch and beanie named "Eye Lad".
 
* The Assault class in ''[[Monday Night Combat]]'' has a promo item with the Demoman's eyepatch and beanie named "Eye Lad".
 +
* The Demoman can play the piano, as seen in ''[[Expiration Date]]''.
  
== Gallery==
+
== Gallery ==
<br><gallery widths=150px heights=150px>
+
{{Related images|Demoman images}}
File:Demoman_qwtf.png|Team Fortress Demoman model
+
<gallery widths=150px heights=150px>.
File:TFC_Demo.png|The [[Demoman (Classic)|Demoman]]  class of [[Team Fortress Classic]]
+
File:Dm concept1.png|Concept art of the Demoman.
File:Dm concept1.png|Concept art of the Demoman
+
File:Dm concept2.png|Concept art of the Demoman.
File:Dm concept2.png|Concept art of the Demoman
+
File:Dm concept3.png|Concept art of the Demoman.
File:Dm concept3.png|Concept art of the Demoman
+
File:Dm concept3a.png|Concept art of the Demoman.
File:Dm concept3a.png|Concept art of the Demoman
+
File:Dm concept4.png|Concept art of the Demoman.
File:Dm concept4.png|Concept art of the Demoman
+
File:Dm concept5.png|Concept art of the Demoman.
File:Dm concept5.png|Concept art of the Demoman
+
File:Dm concept5a.png|Concept art of the Demoman.
File:Dm concept5a.png|Concept art of the Demoman
+
File:Dm concept6.png|Concept art of the Demoman.
File:Dm concept6.png|Concept art of the Demoman
+
File:Dm concept7.png|Concept art of the Demoman.
File:Dm concept7.png|Concept art of the Demoman
+
File:Dm concept8.png|Concept art of the Demoman.
File:Dm concept8.png|Concept art of the Demoman
+
File:Demo card back.jpg|[[Trading cards|Trading card]] front.
File:Demo back.jpg|[[Trading cards|Trading card]] front
+
File:Demo card front.jpg|Trading card back.
File:Demo front.jpg|Trading card back
+
File:Steam Game Card Demoman.png|Steam Trading Card.
File:Demoman_concept.png|Concept art of the Demoman
+
File:Steam Profile Background Demoman.png|Steam Profile Background.
File:Sketches3.png|[[Meet the Demoman]] conceptual sketches
+
File:Icon demoman blue.jpg|Updated Class Portrait BLU.
File:Tf demoman freezecam smile.png|The Demoman's [[Demoman_taunts#Primary|smiling face]].
+
File:Icon demoman.jpg|Updated Class Portrait.
File:Demoman_badge_old_RED.png|The Demoman's original RED emblem.
+
File:Main menu demoman.png|Demoman's Appearance in the Main Menu.
File:Demoman_badge_old_BLU.png|The Demoman's original BLU emblem.
+
File:Class card demoman.jpg|Demoman's Class Card.
File:demoman_patch.png|An alternate patch for the demoman.  
+
File:Arsenal demoman.jpg|Demoman's Arsenal.
File:TF2-JackHearts.png|The Demoman playing card as seen in Poker Night at the Inventory (hearts and diamonds).
+
File:YoungDemo.JPG|Demoman as young teen from the comics.
File:Demomanworm.png|The Demoman's eyepatch and beanie as a selectable ''Worms: Reloaded'' worm hat.
+
File:TF2-JackHearts.png|The Demoman Jack of Hearts card from Poker Night at The Inventory.
File:Eye Lad.png|The in-game item for ''Monday Night Combat''; "Eye Lad".
+
File:Demoman contract drawer.png|[[Contract drawer]] photo.
File:class_card_demoman.jpg|Class card
 
File:arsenal_demoman.jpg|Arsenal
 
 
</gallery>
 
</gallery>
 
{{clr}}
 
{{clr}}
Line 879: Line 264:
 
== Related merchandise ==
 
== Related merchandise ==
 
<gallery>
 
<gallery>
File:Merch RED Sticky Plush.png|[http://store.valvesoftware.com/product.php?i=S0225 RED Stickybomb Plush]
+
File:Merch Demoman Portrait.png|[https://valvestore.forfansbyfans.com/demo-man-portrait-10943.html Demoman Portrait Poster]
File:Merch BLU Sticky Plush.png|[http://store.valvesoftware.com/product.php?i=S0239 BLU Stickybomb Plush]
+
File:Merch RED Sticky Plush.png|RED Stickybomb Plush
File:Merch demoman shirt.png|[http://store.valvesoftware.com/product.php?i=C01337 The Demoman T-Shirt]
+
File:Merch BLU Sticky Plush.png|BLU Stickybomb Plush
File:Merch_mousepad_team.jpg|[http://store.valvesoftware.com/product.php?i=M0204 Team Mousepad]
+
File:Merch demoman shirt.png|The Demoman T-Shirt
File:Merch TF2 Poster Team.jpg|[http://store.valvesoftware.com/product.php?i=P0110 The Team Poster]
+
File:Demoman Decal Black.png|Demoman Class Decal, Black
File:Demoman Decal White.png|[http://store.valvesoftware.com/product.php?i=STF203 Demoman Class Decal, White]
+
File:MeettheDemomanLithograph.png|Meet the Demoman Lithograph
File:Demoman Decal Black.png|[http://store.valvesoftware.com/product.php?i=STF201 Demoman Class Decal, Black]
+
File:Merch Demo Figure BLU.png|Demoman Action Figure - BLU
 
</gallery>
 
</gallery>
  
 
== See also ==
 
== See also ==
*[[Meet the Demoman]]
+
* [[Demoman match-ups]]
*[[Demoman match-ups]]
+
* [[Anti-Demoman Strategy]]
*[[Anti-Demoman Strategy]]
+
* [[Demoman taunts]]
*[[Demoman taunts]]
+
* [[Demoman responses]]
*[[Demoman marketing poses]]
+
* [[Demoman voice commands]]
*[[Demoman responses]]
+
* [[Basic Demoman strategy]]
*[[Demoman voice commands]]
+
* [[Community Demoman strategy]]
*[[Sticky jump]]
+
* [[Demoman (Classic)]]
*[[Juggling]]
 
*[[Basic Demoman strategy]]
 
*[[Community Demoman strategy]]
 
*[[List of references (Demoman)]]
 
*[[Demoman (Classic)]]
 
*[[Demopan]]
 
*[[Merchandise]]
 
  
==Reference==
+
== Reference ==
 
<references/>
 
<references/>
  
 
== External links ==
 
== External links ==
*[http://tf2.com/classes.php?class=demoman Demoman page on the Official TF2 Website]
+
* [https://www.teamfortress.com/classes.php?class=demoman Demoman page on the Official TF2 Website]
*[http://www.teamfortress.com/war/part7/index.htm WAR! Update]
+
* [https://www.teamfortress.com/war/part7/index.htm WAR! Update]
*[http://www.teamfortress.com/demomanupdate/ WAR! Update - Demoman Update]
+
* [https://www.teamfortress.com/demomanupdate/ WAR! Update - Demoman Update]
*[http://www.teamfortress.com/war/demo/ The Demoman comic]
+
* [https://www.teamfortress.com/war/demo/ The Demoman comic]
*[http://www.teamfortress.com/post.php?id=1783 TF2 Official Blog - A Grim Bloody Fable!]
+
* [https://www.teamfortress.com/post.php?id=1783 TF2 Official Website - A Grim Bloody Fable!]
*[http://www.teamfortress.com/post.php?id=3219 TF2 Official Blog - Attention Employees...]
+
* [https://www.teamfortress.com/post.php?id=3219 TF2 Official Website - Attention Employees...]
*[http://www.teamfortress.com/post.php?id=3225 TF2 Official Blog - The War Update!]
+
* [https://www.teamfortress.com/post.php?id=3225 TF2 Official Website - The War Update!]
*[http://www.teamfortress.com/post.php?id=3230 TF2 Official Blog - It's a Bloodbath!]
+
* [https://www.teamfortress.com/post.php?id=3230 TF2 Official Website - It's a Bloodbath!]
*[http://www.teamfortress.com/post.php?id=3233 TF2 Official Blog - War, Day 2]
+
* [https://www.teamfortress.com/post.php?id=3233 TF2 Official Website - War, Day 2]
*[http://www.teamfortress.com/post.php?id=3238 TF2 Official Blog - Casualties of War!]
+
* [https://www.teamfortress.com/post.php?id=3238 TF2 Official Website - Casualties of War!]
  
{{Class_Nav}}
+
{{Class Nav}}
 
{{Demoman Nav}}
 
{{Demoman Nav}}

Latest revision as of 19:40, 20 November 2024

Demoman
https://wiki.teamfortress.com/w/images/e/ec/Demoman_RED_3D.jpg?1701879328.7142653640,276,280,1,0,277,57,126,275,69,255,272,69,397,268,69,546,267,69,708,269,73,890,270,81,1079,269,92,1263,268,106,1428,267,106,1581,264,101,1720,261,97,1840,258,96,1949,254,86,2069,250,74,2201,248,64,2343,249,57,2489,254,49,2636,259,29,2795,265,13,2958,270,2,3123,274,0,3295,277,7,3464,278,27https://wiki.teamfortress.com/w/images/9/9d/Demoman_BLU_3D.jpg?1701879407.3076783640,276,280,1,0,277,57,126,275,69,255,272,69,397,268,69,546,267,69,708,269,73,890,270,81,1079,269,92,1263,268,106,1428,267,106,1581,264,101,1720,261,97,1840,258,96,1949,254,86,2069,250,74,2201,248,64,2343,249,57,2489,254,49,2636,259,29,2795,265,13,2958,270,2,3123,274,0,3295,277,7,3464,278,27https://wiki.teamfortress.com/w/images/1/19/Demoman_%C3%9CberCharged_RED_3D.jpg?1701879498.5408563640,276,280,1,0,277,57,126,275,69,255,272,69,397,268,69,546,267,69,708,269,73,890,270,81,1079,269,92,1263,268,106,1428,267,106,1581,264,101,1720,261,97,1840,258,96,1949,254,86,2069,250,74,2201,248,64,2343,249,57,2489,254,49,2636,259,29,2795,265,13,2958,270,2,3123,274,0,3295,277,7,3464,278,27https://wiki.teamfortress.com/w/images/d/dc/Demoman_%C3%9CberCharged_BLU_3D.jpg?1701879655.225733640,276,280,1,0,277,57,126,275,69,255,272,69,397,268,69,546,267,69,708,269,73,890,270,81,1079,269,92,1263,268,106,1428,267,106,1581,264,101,1720,261,97,1840,258,96,1949,254,86,2069,250,74,2201,248,64,2343,249,57,2489,254,49,2636,259,29,2795,265,13,2958,270,2,3123,274,0,3295,277,7,3464,278,27
Demoman.png
Basic Information
Icon: Leaderboard class demoman.png
Type: Defensive
Health: 175 /Medic emblem RED.png260
(See Health below for further details)
Speed: 93%
(See Speed below for further details)
Meet the Demoman
DemomanVidSplash.png

The Demoman is a self-described black Scottish cyclops and a scrumpy-swilling demolitions expert from Ullapool, Scotland, who is one of the most versatile mercenaries. Capable of dealing large amounts of explosive damage, whether directly or through splash damage. Armed with his Grenade Launcher and Stickybomb Launcher, the Demoman uses his one good eye and knowledge of his surrounding environment for well-timed stickybomb detonations and precise grenade impacts that send enemies skyward, often in many pieces. His weapons' large splash radius can also work against him, if an enemy manages to catch him at close range he will often take damage from his own explosives as he struggles to defend himself.

The Demoman excels at swift destruction; he can launch grenades and stickybombs at creative angles to wreak havoc on enemy encampments and Sentry Guns while remaining out of the line of fire, or simply blast his enemies into a red mist with a seemingly-endless stream of these explosives. His stickybombs are also a perfect tool for area denial, and are effective at keeping opponents away from carts, control points, Intelligence, or any other location he deems off-limits.

The Demoman can replace his default Stickybomb Launcher with a shield, allowing him to charge forward rapidly and gain a guaranteed Mini-Crits or Critical hit on melee weapons. The shields can often be paired with one of the various melee weapons in his arsenal to compliment the charging ability, such as the Eyelander's increased impact damage, the Claidheamh Mòr's increased charging duration, or the Persian Persuader's ability to recharge the ability by picking up ammo packs. The Demoman's primary weapon can be switched out for the Ali Baba's Wee Booties or the Bootlegger, giving even more buffs to a shield while also being usable without a shield. A Demoman running a boots primary, a shield secondary, and a sword melee weapon is often referred to as a Demoknight.

The Demoman is voiced by Gary Schwartz.

Bio

Health

Main articles: Health, Overheal
Class Health Overheal Quick-Fix Overheal
Leaderboard class demoman.png Demoman 175 260 220
With weapon slot boots equipped 200 300 251
With a head-taking melee weapon equipped with 0 heads 150 225 189
With a head-taking melee weapon equipped with 1 head 165 245 208
With a head-taking melee weapon equipped with 2 heads 180 270 226
With a head-taking melee weapon equipped with 3 heads 195 290 245
With a head-taking melee weapon with 4 or more heads 210 315 264
With weapon slot boots and a head-taking melee weapon equipped with 0 heads 175 260 220
With weapon slot boots and a head-taking melee weapon equipped with 1 head 190 285 239
With weapon slot boots and a head-taking melee weapon equipped with 2 heads 205 305 258
With weapon slot boots and a head-taking melee weapon equipped with 3 heads 220 330 276
With weapon slot boots and a head-taking melee weapon equipped with 4 or more heads 235 350 295

Speed

Main article: Speed
Condition Normal Backward Crouched Swimming
Leaderboard class demoman.png Demoman
93 %
84 %
31 %
75 %
With weapon slot boots and a shield equipped
103 %
92 %
34 %
82 %
With a head-taking melee weapon equipped with 0 heads
93 %
84 %
31 %
75 %
With a head-taking melee weapon equipped with 1 head
101 %
91 %
34 %
81 %
With a head-taking melee weapon equipped with 2 heads
108 %
97 %
36 %
87 %
With a head-taking melee weapon equipped with 3 heads
116 %
104 %
39 %
93 %
With a head-taking melee weapon equipped with 4 or more heads
123 %
111 %
41 %
99 %
With weapon slot boots, a shield, and a head-taking melee weapon equipped with 0 heads
103 %
92 %
34 %
82 %
With weapon slot boots, a shield, and a head-taking melee weapon equipped with 1 head
111 %
100 %
37 %
89 %
With weapon slot boots, a shield, and a head-taking melee weapon equipped with 2 heads
119 %
107 %
40 %
95 %
With weapon slot boots, a shield, and a head-taking melee weapon equipped with 3 heads
127 %
115 %
42 %
102 %
With weapon slot boots, a shield, and a head-taking melee weapon equipped with 4 or more heads
136 %
122 %
45 %
108 %
Wielding the Scotsman's Skullcutter
79 %
71 %
26 %
63 %
Wielding the Scotsman's Skullcutter with weapon slot boots and a shield equipped
87 %
79 %
29 %
70 %
Charging with a shield
250 %
N/A N/A
200 %
Charging with a shield and wielding the Scotsman's Skullcutter
213 %
N/A N/A
170 %
Charging with a shield and wielding the Scotsman's Skullcutter with weapon slot boots equipped
234 %
N/A N/A
187 %

Basic strategy

Main articles: Demoman tips, Basic Demoman strategy, Community Demoman strategy
Icon demoman.jpg
  • Hit MOUSE1 to fire Stickybombs and then press MOUSE2 to detonate them later.
  • Press E to call for a Medic if you get hurt. Nearby Medics will be notified of your need.
  • With the Stickybomb Launcher, the longer you hold down the fire button, the farther the shot will go.
  • Set off Stickybombs beneath your feet to sticky jump up to great heights.
  • Shoot Stickybombs onto walls and ceilings where they're hard to spot.

Weapons

Main article: Weapons

Note: Weapon damage is approximate and listed at base value. See individual weapon pages for additional figures.


Primary

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
Grenade Launcher
Stock
Grenade Launcher
Killicon grenade launcher.png 4 / 6 16 / 30 On direct hit:

Base: 100
Crit: 300


After bounce:

Base: 22–64
Crit: 190

Pictogram info.png Grenades have zero range falloff on a direct hit.

Pictogram info.png Grenades explode on contact with an enemy player or building, provided they have not bounced first.

Loch-n-Load
Craft
Loch-n-Load
Killicon loch-n-load.png 3 16 On direct hit:

Base: 100
Crit: 300


Pictogram info.png Grenades have zero range falloff on a direct hit.

Pictogram info.png Grenades explode only on contact with an enemy player or building.
Pictogram plus.png Deals 20% more damage vs buildings.
Pictogram plus.png Has 25% faster grenade travel speed.
Pictogram plus.png Grenades do not tumble when fired.
Pictogram minus.png -25% less clip size.
Pictogram minus.png -25% less explosion radius.
Pictogram minus.png Launched bombs shatter on surfaces.

Ali Baba's Wee Booties
Craft
Ali Baba's Wee Booties
N/A N/A N/A N/A Pictogram plus.png Increases maximum health by 25.

Pictogram plus.png Increases turning speed while charging by 200%.
Pictogram plus.png Melee kills refill 25% of your charge meter.
Pictogram plus.png +10% faster move speed on wearer with Chargin' Targe, Tide Turner or Splendid Screen.
Pictogram info.png Grants its abilities passively, does not need to be selected.

Bootlegger
Craft
Bootlegger
Loose Cannon
Craft
Loose Cannon
Killicon loose cannon.png 4 16 On direct hit:

Base: 30-50
Crit: 150


After bounce:

Base: 29-47
Crit: 90-140

Pictogram info.png Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key.

Pictogram info.png Holding down the fire key for too long will cause a misfire.
Pictogram plus.png Cannonballs push players back on impact.
Pictogram plus.png +20% faster projectile speed.
Pictogram plus.png Double-Donk: If a cannonball deals both impact and explosive damage to an enemy within half a second, explosive damage will be a mini-crit.
Pictogram minus.png Cannonballs do not explode on impact.
Pictogram minus.png Cannonballs must be charged for at least 0.10 seconds for Double-Donks.

Killicon loose cannon pushed.png
B.A.S.E. Jumper
Craft
B.A.S.E. Jumper
N/A N/A N/A N/A Pictogram info.png Allows player to activate a parachute whilst midair, slowing their descent.
Iron Bomber
Craft
Iron Bomber
Killicon iron bomber.png 4 16 On direct hit:

Base: 100
Crit: 300


After bounce:

Base: 29-47
Crit: 90-140

Pictogram info.png Grenades have zero range falloff on a direct hit.

Pictogram info.png Grenades explode on contact with an enemy player or building, provided they have not bounced first.
Pictogram plus.png Grenades have very little bounce and roll.
Pictogram plus.png Grenades explode 30% faster.
Pictogram minus.png -15% explosion radius.


Secondary

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
Stickybomb Launcher
Stock
Stickybomb Launcher
Killicon stickybomb launcher.png 8 24 Base: 103—138

Crit: 353

Pictogram info.png Primary fire launches the bombs, secondary fire (with any weapon deployed) makes all armed stickybombs explode at once. Holding primary fire launches the bomb farther.

Pictogram info.png Stickybombs stick to most surfaces and remain ready until the player either detonates them or dies.
Pictogram info.png Can lay up to 8 stickybombs at once.
Pictogram info.png Stickybombs may be attacked and destroyed with any bullet firing weapon, direct strike from a melee weapon, an enemy Scottish Resistance sticky, or an enemy Quickiebomb Launcher sticky detonating near it.

Chargin' Targe
Unlock
Chargin' Targe
Killicon chargin' targe.png N/A N/A Full charge: 50
+ 5 per head (up to 5 heads)
Pictogram info.png Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line (turning is limited to very slight angles to the left or right). During the charge, the next melee swing is a guaranteed mini-crit at 25% charge or a critical hit at 60% charge. Any enemy hit by only the shield charge takes up to 50 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.

Pictogram plus.png Charging removes debuffs.
Pictogram plus.png +50% resistance to fire damage.
Pictogram plus.png +30% resistance to explosive damage.
Pictogram info.png Grants its abilities passively, does not need to be selected.
Pictogram info.png Does not grant resistance to self-inflicted damage.

Scottish Resistance
Unlock
Scottish Resistance
Killicon scottish resistance.png 8 36 Base: 103—138

Crit: 353

Pictogram info.png Primary fire launches the bombs, secondary fire (with any weapon deployed) makes all armed stickybombs under the crosshair, and directly under your feet, explode at once. Holding primary fire launches the bomb farther.

Pictogram info.png Stickybombs stick to most surfaces and remain ready until the player either detonates them or dies.
Pictogram info.png Stickies are visible through walls and any obstacle, and can be selectively detonated by aiming at them and pressing the secondary fire button.
Pictogram info.png Stickybombs may be attacked and destroyed with any bullet firing weapon, direct strike from a melee weapon, an enemy Scottish Resistance sticky, or an enemy Quickiebomb Launcher sticky detonating near it.
Pictogram plus.png Can destroy enemy stickies.
Pictogram plus.png +6 more stickybombs out at once (max is 14).
Pictogram plus.png +50% more ammo carried (max is 36).
Pictogram plus.png +25% faster firing speed.
Pictogram minus.png Stickybombs have 0.8 second longer priming time.

Sticky Jumper
Craft
Sticky Jumper
N/A 8 72 Base: 0

Crit: 0

Pictogram info.png Primary fire launches the bombs, secondary fire (with any weapon deployed) makes all armed stickybombs explode at once. Holding primary fire launches the bomb farther.

Pictogram info.png Stickybombs stick to most surfaces and remain ready until the player either detonates them or dies.
Pictogram info.png Stickybombs may be attacked and destroyed with any bullet firing weapon, direct strike from a melee weapon, or an enemy Scottish Resistance sticky, or an enemy Quickiebomb Launcher sticky detonating near it.
Pictogram plus.png +200% max secondary ammo.(max is 72)
Pictogram plus.png No self inflicted blast damage taken.
Pictogram minus.png -100% damage penalty.
Pictogram minus.png Unable to carry the intelligence and the PASS Time JACK.
Pictogram minus.png -6 stickybombs out.(max is 2)
Pictogram info.png No random critical hits (purely cosmetic, as they don't inflict any damage either).

Splendid Screen
Craft
Splendid Screen
Killicon splendid screen.png N/A N/A Full charge: 85
+ 8.5 per head (up to 5 heads)
Pictogram info.png Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line (turning is limited to very slight angles to the left or right). During the charge, the next melee swing is a guaranteed mini-crit at 25% charge or a critical hit at 60% charge. Any enemy hit by only the shield charge takes up to 85 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.

Pictogram plus.png Charging removes debuffs.
Pictogram plus.png +20% resistance to fire damage.
Pictogram plus.png +20% resistance to explosive damage.
Pictogram plus.png +70% more charge impact damage.
Pictogram plus.png +50% charge recharge rate.
Pictogram info.png Grants its abilities passively, does not need to be selected.
Pictogram info.png Does not grant resistance to self-inflicted damage.

Tide Turner
Craft
Tide Turner
Killicon tide turner.png N/A N/A Full charge: 50
+ 5 per head (up to 5 heads)
Pictogram info.png Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line. During the charge, the next melee swing is a guaranteed mini-crit at 25% charge. Any enemy hit by only the shield charge takes up to 50 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.

Pictogram plus.png Charging removes debuffs.
Pictogram plus.png +15% resistance to fire damage.
Pictogram plus.png +15% resistance to explosive damage.
Pictogram plus.png Full turning control while charging.
Pictogram plus.png Melee kills refill 75% of charge meter.
Pictogram minus.png Taking damage while shield charging reduces charge time.
Pictogram info.png Grants its abilities passively, does not need to be selected.
Pictogram info.png Does not grant resistance to self-inflicted damage.

Quickiebomb Launcher
Craft
Quickiebomb Launcher
Killicon quickiebomb launcher.png 4 24 Base: 88-117/109-147

Crit: 300/375

Pictogram info.png Primary fire launches the bombs, secondary fire (with any weapon deployed) makes all armed stickybombs explode at once. Holding primary fire launches the bomb farther.

Pictogram info.png Stickybombs stick to most surfaces and remain ready until the player either detonates them or dies.
Pictogram info.png Stickybombs may be attacked and destroyed with any bullet firing weapon, direct strike from a melee weapon, or an enemy Scottish Resistance sticky, or an enemy Quickiebomb Launcher sticky detonating near it.
Pictogram info.png Can lay up to 8 stickybombs at a time.
Pictogram plus.png Able to destroy enemy stickybombs.
Pictogram plus.png -0.2 sec faster bomb arm time.
Pictogram plus.png Max charge time decreased by 70%.
Pictogram plus.png Up to +35% damage based on charge.
Pictogram minus.png -15% damage penalty.
Pictogram minus.png -50% clip size.


Melee

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
Bottle
Stock
Bottle
Killicon bottle.png N/A N/A Base: 65

Crit: 195

Scottish Handshake
Craft
Scottish Handshake
Killicon scottish handshake.png
Frying Pan
Promotional
Frying Pan
Killicon frying pan.png
Conscientious Objector
Craft
Conscientious Objector
Killicon conscientious objector.png
Freedom Staff
Promotional / Craft
Freedom Staff
Killicon freedom staff.png
Bat Outta Hell
Drop
Bat Outta Hell
Killicon bat outta hell.png
Memory Maker
Distributed
Memory Maker
Killicon memory maker.png
Ham Shank
Promotional
Ham Shank
Killicon ham shank.png
Necro Smasher
Unlock
Necro Smasher
Killicon necro smasher.png
Crossing Guard
Uncrate
Crossing Guard
Killicon crossing guard.png
Prinny Machete
Promotional
Prinny Machete
Killicon prinny machete.png
Saxxy
Distributed
Saxxy
Killicon saxxy.png Limited item from the Replay Update.

Pictogram info.png Killed enemies freeze into solid Australium statues (purely cosmetic feature).

Golden Frying Pan
Distributed
Golden Frying Pan
Killicon golden frying pan.png Limited item from the Two Cities Update.

Pictogram info.png Killed enemies freeze into solid Australium statues (purely cosmetic feature).

Eyelander
Unlock
Eyelander
Killicon eyelander.png N/A N/A Base: 65

Crit: 195

Pictogram plus.png Has 50% longer melee range.

Pictogram plus.png Every killing blow decapitates the enemy, increasing its head counter. Every head taken raises user's speed (7.5%) and health points (15) to a maximum of 4 times.

Pictogram plus.png If a shield is equipped, every head taken raises shield damage by 5 to a maximum of 5 times.

Pictogram plus.png If you kill an enemy that has the Eyelander, any of its reskins, the Bazaar Bargain, or the Air Strike equipped, you steal their heads (or kills).
Pictogram minus.png Upon death: heads, and their bonuses, reset.
Pictogram minus.png 75% slower deploy and holster time.
Pictogram minus.png Lowers maximum health by 25 points.
Pictogram minus.png No random Critical hits.

Horseless Headless Horsemann's Headtaker
Craft
Horseless Headless Horsemann's Headtaker
Killicon horseless headless horsemann's headtaker.png
Nessie's Nine Iron
Craft
Nessie's Nine Iron
Killicon nessie's nine iron.png
Pain Train
Craft
Pain Train
Killicon pain train.png N/A N/A Base: 65

Crit: 195

Pictogram plus.png Increases user's capture rate by 1 for points and carts.

Pictogram minus.png Raises bullet vulnerability by 10%.

Scotsman's Skullcutter
Craft
Scotsman's Skullcutter
Killicon scotsman's skullcutter.png N/A N/A Base: 78

Crit: 234

Pictogram plus.png Has 50% longer melee range.

Pictogram plus.png Deals 20% more damage.
Pictogram minus.png 75% slower deploy and holster time.
Pictogram minus.png Lowers speed by 15% when active.

Claidheamh Mòr
Craft
Claidheamh Mòr
Killicon claidheamh mòr.png N/A N/A Base: 65

Crit: 195

Pictogram plus.png Has 50% longer melee range.

Pictogram plus.png Melee kills refill 25% of your charge meter.
Pictogram plus.png 0.5 sec increase in charge duration
Pictogram minus.png 75% slower deploy and holster time.
Pictogram minus.png No random Critical hits.
Pictogram minus.png +15% damage vulnerability while active.

Ullapool Caber
Craft
Ullapool Caber
Killicon ullapool caber.png N/A N/A Base: 55 + 75


Crit: 165 + 225


Pictogram info.png The initial hit against an enemy or a solid object triggers an explosion that damages the user, who will also be propelled in the air, and every enemy standing in the explosion radius.

Pictogram minus.png Deals only melee damage if the head is destroyed.
Pictogram minus.png 20% attack speed penalty.
Pictogram minus.png No random Critical hits.
Pictogram minus.png 100% slower switch-to speed.

Killicon ullapool caber explode.png
Half-Zatoichi
Promotional / Craft
Half-Zatoichi
Killicon half-zatoichi.png N/A N/A Base: 65

Crit: 195

Pictogram plus.png Has 50% longer melee range.

Pictogram plus.png On kill: heals you 50% base health.
Pictogram minus.png No random critical hits.
Pictogram minus.png 75% slower deploy and holster time.
Pictogram minus.png This weapon is Honorbound and once drawn will be holstered for -50 HP unless it kills.
Pictogram info.png A single successful hit will kill an enemy wielding the same weapon.

Persian Persuader
Craft
Persian Persuader
Killicon persian persuader.png N/A N/A Base: 65

Crit: 195

Pictogram plus.png Has 50% longer melee range.

Pictogram plus.png Ammo can recharge charge.
Pictogram plus.png On Hit: +20% charge refilled.
Pictogram minus.png No random critical hits.
Pictogram minus.png -80% max primary & secondary ammo.
Pictogram minus.png Cannot refill ammo from ammo boxes unless charge meter is full.
Pictogram minus.png 75% slower deploy and holster time.


Taunt Attack

Demoeyelander.png Associated items DescriptionKill Icon
Main article: Barbarian Swing
The Demoman swings his sword around, gathering momentum, and then slashes in front of him, cleaning the blade with his hand afterwards.
  • Killicon barbarian swing.png

Item sets

Main article: Item sets
The Expert's Ordnance
Backpack The Expert's Ordnance Bundle.png
Effect

No effect


One Thousand and One Demoknights
Item icon Timbuk-Tuesday Bundle.png
Effect

No effect


Swashbuckler's Swag
Item icon Swashbuckler's Swag.png
Effect

No effect


The Highland Hound
Item icon Highland Hound.png
Effect

Allows the Demoman to perform the Wolf Howl taunt.


The Count Tavish
Item icon Transylvania Top.png
Effect

No effect


The Cursed Captain
Item icon Cap'n Calamari.png
Effect

No effect


The South of the Border Pack
Item icon Allbrero.png
Effect

No effect


The Forgotten King
Item icon Forgotten King's Restless Head.png
Effect

No effect

Cosmetic items

Main articles: Cosmetic items, List of Demoman cosmetics, List of All class cosmetics

Official class avatars

Official class avatars
Original set RED ÜberCharged set BLU ÜberCharged set
Demomanava.jpg Buffed red demoman.jpg Buffed blu demoman.jpg
Get TF2 avatars on Steam: Original

Achievements

Achieved.png
Main article: Demoman achievements

Update history

February 14, 2008 Patch
  • Made some small changes to the Demoman viewmodel that were causing performance problems.

February 28, 2008 Patch

April 29, 2008 Patch (Gold Rush Update)

March 13, 2009 Patch

May 21, 2009 Patch (Sniper vs. Spy Update)

August 13, 2009 Patch (Classless Update)

August 21, 2009 Patch

  • Restored LOD for the Demoman player model.

December 10, 2009 Patch

  • Added counters to the HUDs of Demomen to keep count of how many of either Demomen killed as Soldier or Soldiers killed as Demoman that person has contributed to the War.

December 17, 2009 Patch (WAR! Update)

January 13, 2010 Patch

November 19, 2010 Patch

March 11, 2011 Patch

  • Fixed the Demoman not using the correct animations for some of his weapons.

March 21, 2011 Patch

  • [Undocumented] Updated Demoman two-handed melee weapon 3rd-person views in the loadout screen.

April 14, 2011 Patch (Hatless Update)

June 8, 2011 Patch

  • [Undocumented] New laughing taunt animations have been added but are currently unused.

October 13, 2011 Patch (Manniversary Update & Sale)

  • Added achievement award response
  • Removed "I didn't need your help y'know" line if being healed by a Medic.

October 27, 2011 Patch (Very Scary Halloween Special)

August 15, 2012 Patch (Mann vs. Machine)

  • [Undocumented] Added voice lines for Demoman.

October 2, 2013 Patch

  • Fixed the Demoman charge sound being clipped by the weapon crit sound.

October 3, 2013 Patch

  • Fixed the Demoman charge sound being played multiple times simultaneously.

February 7, 2014 Patch

  • Added missing payload audio for the Medic, Soldier, Demoman, and Spy.

June 18, 2014 Patch (Love & War Update)

  • All Demoman stickybombs now have damage ramp up. Full damage is reached 2 seconds after firing.
  • Updated Loch-n-Load reload animation.

June 23, 2014 Patch

  • Removed damage ramp up mechanic from stickybombs.

December 22, 2014 Patch (Smissmas 2014)

  • Damage variance on grenades and stickybombs reduced from +/- 10% damage to +/-2%.
  • Grenades and Stickybombs now have the same base blast radius as rockets. Changed to 146 from 159.
  • Added Iron Bomber and the Quickiebomb Launcher.

December 23, 2014 Patch

  • Fixed a bug related to the Demoman's charge meter.

January 15, 2015 Patch #1

  • Fixed AE_CL_BODYGROUP_SET_VALUE animation events not working properly.

[Unknown date]

  • Sped up world animations for the Demoman's sword-based weapons.

July 25, 2019 Patch

  • Fixed an exploit where pipebombs could not be destroyed or pushed by the enemy team.

Bugs

  • When taunting with a primary weapon out, the smiley bodygroup may not show up.
  • Crouch-walking while holding an all class melee weapon causes the Demoman's arm to bend at an unorthodox angle.

Trivia

  • The Demoman's voice actor, Gary Schwartz, also voices the Heavy class.
  • The beta prototype of the Demoman was supposed to have a stereotypical Scottish appearance, consisting of pale skin and red hair. It was later dropped for a black Scottish character both because the former lacked originality and because the latter was easier to differentiate from the other classes.[1]
  • The ethnic Scottish, Irish, and Dutch names in his full name, Tavish Finnegan DeGroot, collectively reference the antiquated cultural terms Black Scot, Black Irish, and Black Dutch.
    • Black Irish and Black Dutch referred to people living in, having descendancy from, or claiming descendancy from Ireland or the Netherlands, respectively, but who were not actually ethnic Irish or Dutch.
    • Black Scot was used in much the same sense as above; however, Black Scots also referred specifically to numerous Scottish descendants of freed African house servants that remained in Scotland.
  • Just like the rest of the classes, the Demoman makes an appearance in the Saints Row: The Third in the form of a wearable head mask.
  • According to his biography, the Demoman lost his eye before being found by his real parents, but in the WAR! comic, there is a portrait of him with both eyes and his parents.
    • According to the Bombinomicon comic, the Demoman lost his eye due to a magical spell to stop the Bombinomicon from possessing him. As this event occurred due to his mother asking him to get a job, it's likely this incident happened after he met his real parents.
  • The DeGroot family's seal in the portrait of the aforementioned comic states in Latin, "In Regionem Caecorum Rex Est Luscus." In English, this is roughly translated to, "In the land of the blind, the one-eyed man is king". Scottish clans typically have mottos, often in prestigious languages like Latin.
  • The Demoman was originally going to have a pack of dynamite presumably instead of the Stickybomb Launcher, as referenced to in a 2006 trailer. The mechanics were similar to those of the MIRV Grenade from Team Fortress Classic.
  • The first BLU team Demoman resembled Alfred Nobel.
  • The emblem on the Demoman's arm was originally a stick of dynamite, which was later changed to a bomb. It is currently a sticky bomb as of November 19, 2010 Patch. Other in-game appearances of the logo, such as the 119th Medals, Scoreboard Class icon, Class Token, Mann vs. Machine trailer, the Carouser's Capotain, and Spy's Tailored Terminal special taunt remain unchanged.
  • In Poker Night at the Inventory, an image of the Demoman makes a cameo as the Jack of Hearts & Diamonds in the "Team Fortress 2" deck.
  • The Demoman's eyepatch and beanie make an appearance in Worms: Reloaded as one of the hats selectable for the player's worms.
  • The Assault class in Monday Night Combat has a promo item with the Demoman's eyepatch and beanie named "Eye Lad".
  • The Demoman can play the piano, as seen in Expiration Date.

Gallery

Ico camera.png Related images:


Related merchandise

See also

Reference

  1. a b Team Fortress 2 Trailer 2, released in September 2006.

External links