Difference between revisions of "Basic Demoman strategy"
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===[[Bottle]] + reskins=== | ===[[Bottle]] + reskins=== | ||
− | {{icon item|Bottle|100px}} {{icon item|Frying Pan|100px}} {{icon item|Saxxy|100px}} {{icon item|Scottish Handshake|100px}} {{icon item|Conscientious Objector|100px}} {{icon item|Freedom Staff|100px}} {{icon item|Bat Outta Hell|100px}} {{icon item|Memory_Maker|100px}} | + | {{icon item|Bottle|100px}} {{icon item|Frying Pan|100px}} {{icon item|Saxxy|100px}} {{icon item|Scottish Handshake|100px}} {{icon item|Conscientious Objector|100px}} {{icon item|Freedom Staff|100px}} {{icon item|Bat Outta Hell|100px}} {{icon item|Memory_Maker|100px}} {{icon item|Ham_Shank|100px}} |
At close range, you'll probably damage yourself if you use explosive weaponry. Thus, the Bottle is particularly useful when enemies are too close to reliably kill with the Grenade Launcher. Unlike your other melee weapons, the Bottle has no drawbacks, so equip it if you don't plan on engaging in melee combat often. | At close range, you'll probably damage yourself if you use explosive weaponry. Thus, the Bottle is particularly useful when enemies are too close to reliably kill with the Grenade Launcher. Unlike your other melee weapons, the Bottle has no drawbacks, so equip it if you don't plan on engaging in melee combat often. |
Revision as of 00:51, 18 March 2013
“ | Ohh, I'm gonna beat ya so hard, you'll have a twitch!
Click to listen
— The Demoman
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” |
The Demoman is a hardy class that specializes in indirect combat and area denial. His explosive weapons possess some of the highest damage output in the game and can be used to attack opponents from behind obstacles. His Stickybomb Launcher can be used to set traps and easily destroy Engineer buildings. Sticky jumping allows him to cover large distances quickly and reach unpredictable places. However, the Demoman is most vulnerable at close range, where his weapons are more difficult to aim and can inflict self-damage; he'll be in trouble if he engages a Scout or Pyro alone.
Primary weapons
Grenade Launcher
The Grenade Launcher fires powerful projectiles that deal explosive damage. Grenades travel in a heavy, arced trajectory; unless fired virtually upward, they're guaranteed to land before exploding and thus can be fired from behind cover. Although direct hits deal the most damage, grenades that don't immediately hit enemies will still bounce and explode after a certain amount of time. Thus, you can fire at a general area to effectively herd enemies, stop escapes, or downright kill foes at extreme range. If you want to conserve health for a smaller explosive jump, fire a grenade into a corner, then jump on top of it to propel yourself upwards.
Loch-n-Load
The Loch-n-Load rewards players who can score direct hits with greater damage output. Its projectiles travel faster than those of the Grenade Launcher, so you'll need to account for the changed trajectory. Its projectiles deal moderately more damage and are capable of taking out important targets, such as Sentry Guns, far more quickly. However, the Loch-n-Load's clip size is halved and its grenades shatter on surfaces, meaning that you cannot use it to suppress an area as easily as with the Grenade Launcher and cannot grenade jump. Additionally, the significantly increased self-damage makes the Loch-n-Load dangerous to use at close range.
Ali Baba's Wee Booties + reskins
Trading your Grenade Launcher for Ali Baba's Wee Booties will remove one of your sources of ranged damage, forcing you to rely on the Stickybomb Launcher for your main damage output. If you are also using the Chargin' Targe or Splendid Screen, you must dedicate yourself to melee combat and utilize the increased self-control when charging. The health bonus offered by the Booties can offset the negative aspects of melee weapons such as the Eyelander or Claidheamh Mòr.
Loose Cannon
The Loose Cannon rewards careful timing and direct attacks through the addition of a charge bar, allowing the user to control the explosion timer by delaying when projectiles fire. Said projectiles function similarly to pipe bombs, but instead cause large knockback damage upon a direct hit to an enemy; however, explosions following an environmental bounce only deal 50% damage, forcing careful timing to cause decent explosion or knockback damage. Additionally, poor timing or overcharging the weapon will inflict explosion damage to the user, which can allow for a controlled grenade jump. After using causing a knockback, you can finish off the enemy with a charge and a hit with your melee before the enemy could avoid it, almost using the knockback as an airblast.
Secondary weapons
Stickybomb Launcher
Stickybombs have a very large splash radius and deal excellent explosive damage, making it the perfect weapon for area denial. Stickybombs can be either fired and detonated in rapid succession to deal consistent damage, or placed as traps to instantly take out an unlucky enemy. If using the Stickybomb Launcher to lay traps, place the explosives in unexpected locations, such as around corners, above doorways, or even on ceilings. The Stickybomb Launcher is one of the best weapons for dealing with Sentry Guns, as detonating multiple Stickybombs at one time will prevent the Engineer from performing any repairs. Additionally, you can use Stickybombs to Sticky Jump around the battlefield swiftly. As planting more than eight Stickybombs destroys those that were planted earlier, firing more can allow you to strategically detonate individual ones.
Scottish Resistance
The Scottish Resistance can place up to fourteen Stickybombs that can each be manually detonated. However, the weapon's slower bomb arm time makes it less effective in direct combat. Thus, it is best suited to defensive gameplay, where there are multiple possible entrances to defend. Its ability to eliminate enemy Stickybombs and place several traps at once make it useful for controlling key areas. While you cannot detonate all of your Stickybombs at once, you can detonate them in rapid succession by holding down the detonate key and swinging your view across all of your Stickybombs.
Chargin' Targe
Equipping the Chargin' Targe eliminates the Demoman's trademark Stickybomb Launcher, turning him into a more melee-oriented class. The shield's charge ability can be used to quickly rush in and out of battle, while the guaranteed melee critical hit upon finishing the charge can deal heavy damage to an enemy. Because it is difficult to maneuver during a charge, predict where your target will be at the end and line yourself up accordingly. The Chargin' Targe's defensive bonuses do not make you invincible, however, especially against tough classes like the Soldier or Heavy; you are still vulnerable to bullets and any source of knock back will immediately cancel your charge.
Sticky Jumper
When using the standard Stickybomb Launcher, one of the main factors that restricts your Sticky jumping is the high self-damage. While the Sticky Jumper is equipped, all self-damage that would be taken from your own Stickybombs is nullified, allowing you to use up to all eight Stickybombs to rapidly cover massive distances for a particularly reckless playstyle. Keep in mind that you can not carry the Intelligence while the Sticky Jumper is equipped. While your Stickybombs won't harm enemies, you still have your Grenade Launcher to deal reliable damage. Given the immense damage of standard Stickybombs, the Sticky Jumper is generally not as useful in serious combat.
Splendid Screen
When compared to the Chargin' Targe, the Splendid Screen allows you to utilize the charge's shield bash as a consistent, significant source of damage. However, it offers less than half of the Chargin' Targe's resistances, leaving you slightly more vulnerable once your charge is expended. You can combo your shield bash immediately into a critical melee hit to instantly deal massive damage.
Melee weapons
Bottle + reskins
At close range, you'll probably damage yourself if you use explosive weaponry. Thus, the Bottle is particularly useful when enemies are too close to reliably kill with the Grenade Launcher. Unlike your other melee weapons, the Bottle has no drawbacks, so equip it if you don't plan on engaging in melee combat often.
Eyelander + reskins
The Eyelander reduces your maximum health but comes with an extended attack range, allowing you to fight most enemies from outside the standard melee range. It works best with the Chargin' Targe or Splendid Screen, items which allow you to quickly enter and exit melee range. Additionally, slaying an enemy with the Eyelander will allow you to accumulate heads; each head slightly increases your maximum health and movement speed up to four times. Because dying will cause you to lose all of your heads, play conservatively; until you have a clear opportunity to decapitate an enemy, attack from range using your Grenade Launcher and stay near sources of health.
Pain Train
Only use the Pain Train when actively capturing control points or pushing Payload carts; the increased capture rate is useless when playing Capture the Flag or in any defensive scenario. If you have a reliable source of health, you can equip it when actively Sticky jumping around the map to give yourself the mobility and capture rate of the Scout.
Scotsman's Skullcutter
The Scotsman's Skullcutter reduces your movement speed and makes chasing enemies difficult, so pair it with one of your shields. It possesses the same melee range as the Eyelander, so use it in confined areas where enemies can't flee as easily.
Claidheamh Mòr
The Claidheamh Mòr shares the Eyelander's extended melee range but does not allow you to acquire heads upon decapitating an enemy. Its health penalty is less than that of the Eyelander, so choose this sword if you do not expect to be in a situation where you can acquire or make use of multiple heads. Always pair the Claidheamh Mòr with one of your shields to make use of the extra charging time, as it provides a significant amount of additional distance when chasing a foe.
Ullapool Caber
Even against clustered foes, you have other explosives which are better and are less likely to inflict self-damage. Thus, the Ullapool Caber is best used as a last resort. Although it deals severe damage, the explosion is likely to kill you along with your enemy. Using it alongside the Chargin' Targe or Splendid Screen can turn you into a speeding explosive.
Half-Zatoichi
The healing the Half-Zatoichi provides on a kill just might be worth fighting at melee range, especially since you can pair it with the Chargin' Targe or Splendid Screen. Try to ensure you can obtain a kill before unsheathing it; you don't want to be stuck Honorbound in melee combat against a stronger or faster foe. Unlike your other swords, the Half-Zatoichi has the standard melee range.
Persian Persuader
You'll want to use the Persian Persuader alongside the Chargin' Targe or Splendid Screen to make use of the increased charge recharge rate. Because it converts ammunition pickups into health, you'll only be able to restock at a Supply Cabinet. The Grenade Launcher burns through ammunition quickly, so you may consider using Ali Baba's Wee Booties and commiting to pure melee combat. Alternatively, use the Persian Persuader alongside the Stickybomb Launcher, which does not run out of ammunition as quickly as the Grenade Launcher.
Item set effects
The Expert's Ordnance
The Expert's Ordnance | |
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Effect |
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Although the set bonus grants a small increase in fire resistance, you are still weak against enemy Pyros at close range and should continue to play accordingly. The weapons required for the set effect require you to be very precise when firing but deal heavy damage.
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