Difference between revisions of "Anti-Demoman strategy"

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m (Auto: EnforceCapitalization(Grenade Launcher) (Review RC#1741610))
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* The Grenade Launcher has a long reload time and a small clip. Attack the Demoman while he is reloading.
 
* The Grenade Launcher has a long reload time and a small clip. Attack the Demoman while he is reloading.
 
* A Demoman's grenades can bounce over cover and around corners; narrow passageways are especially dangerous, given the grenades' splash radius.
 
* A Demoman's grenades can bounce over cover and around corners; narrow passageways are especially dangerous, given the grenades' splash radius.
* Grenades travel slowly and in a wide arc, giving you time to dodge. Slower classes should utilize cover or kill the Demoman quickly.
+
* Grenades travel slowly and in a wide arc, giving you time to dodge or take cover.
* If you cannot avoid the Grenade Launcher's damage, move close to the Demoman so he suffers from the explosions as well.
+
* If you cannot avoid the Grenade Launcher's damage, move closer so that the Demoman suffers from the explosions as well.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Loch-n-Load}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Loch-n-Load}}
 
|
 
|
* The Loch-n-Load has half the clip size of the Grenade Launcher; dodge the two grenades, then attack the Demoman while he reloads.
+
* The Loch-n-Load has half the clip size of the Grenade Launcher, forcing the Demoman to reload often and giving you more windows of opportunity.
* Grenades fired from the Loch-n-Load do not explode if they strike anything other than enemy players and buildings. Cover and random movement will decrease the chances of getting hit.
+
* The Loch-n-Load also has a faster projectile speed, putting slower classes at a disadvantage.
* Make great effort in dodging the Loch n' Load's grenades; few classes can survive being struck by even one. The Loch-n-Load also has a faster projectile speed, putting slower classes at a disadvantage; kill or hide from the Demoman before he can fire this weapon.
+
* Grenades fired from the Loch-n-Load are extremely powerful but do not explode if they bounce off a wall or floor. Cover and random movement will decrease the chances of getting hit.
* The Loch-n-Load deals additional self-damage to the Demoman. Even if you die at close range, there is a higher chance of the Demoman severely injuring or killing himself.
+
* The Loch-n-Load deals additional self-damage to the Demoman. At close range, there is a higher chance of the Demoman severely injuring or killing himself.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{icon item|Ali Baba's Wee Booties|100px}}<br />'''[[Ali Baba's Wee Booties]] + reskins'''
 
| align="center" valign="center" style="padding:0.5em" | {{icon item|Ali Baba's Wee Booties|100px}}<br />'''[[Ali Baba's Wee Booties]] + reskins'''
 
|
 
|
* Ali Baba's Wee Booties give the wearer an extra 25 max health. This can keep a Demoman alive long enough to counter-attack, so beware.
+
* Ali Baba's Wee Booties give the wearer an extra 25 max health, allowing the Demoman to remain in combat longer.
** However, he can no longer use his Grenade Launcher. He may still have his Stickybomb Launcher, so check to see if the Demoman is holding a shield or not.
+
* The Booties require the Demoman to give up his Grenade Launcher, making him weaker at ranged combat.
* The Ali Baba's Wee Booties provide a doubled increase in turning control while charging; remain in areas that offer plenty of room and obstacles to avoid the Demoman's charge.
+
* Check to see if the Demoman is holding a shield or not; this will let you determine if he has a Stickybomb Launcher or melee-only loadout.
 +
* The Booties give the Demoman increased turning control when charging; remain in areas that offer plenty of room and obstacles to avoid a Demoman's charge.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{icon item|Loose Cannon|100px}}<br />'''[[Loose Cannon]]'''
 
| align="center" valign="center" style="padding:0.5em" | {{icon item|Loose Cannon|100px}}<br />'''[[Loose Cannon]]'''
 
|
 
|
* Unlike the other Grenade Launchers, the Loose Cannon's cannonballs do not explode upon a direct hit with a player, and the explosion deals significantly less damage upon hitting a surface. Fighting the Demoman in close range or attacking him in a group will give him a difficult time to retaliate.
+
* Unlike the other Grenade Launchers, the Loose Cannon's cannonballs do not explode upon a direct hit with a player and deal significantly less damage upon hitting a surface.
** Do not underestimate the cannonball's knockback, however. The Demoman may use this to his advantage to push you away from your group, or worse, into a hazard.
+
* The Demoman needs to time the Loose Cannon's charge so that cannonballs explode on top of you. Unlike when dealing with his Grenade Launcher, moving to or away from him can affect his aim.
* Beware of this weapon's ability to time explosions. This allows the Demoman to have a slightly more strategic advantage.
+
* The Demoman may use the cannonball's knockback to push you away from your team or into a hazard. Position yourself accordingly to stop this from happening.
** Be careful, as taking explosion damage right after impact damage will cause "Double Donk", which causes the explosive damage to Mini-Crit.
+
* Avoid being hit by both the cannonball's impact and its explosion, as this results in bonus "Double Donk" damage.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" |
 
| align="center" valign="center" style="padding:0.5em" |
 
{{Table icon|B.A.S.E. Jumper}}
 
{{Table icon|B.A.S.E. Jumper}}
 
|
 
|
*Demoman can use The B.A.S.E. Jumper too, but will cost him his Grenade Launcher.
+
* The Demoman trades in his Grenade Launcher to use the B.A.S.E. Jumper, allowing him to stay airborne longer but losing some direct combat capabilities.
*While using The B.A.S.E. Jumper, Demoman's only weapon he'll be using is the Sticky launcher. Try to watch out for any sticky bombs launching from the air and any parachuting demos.
+
* If the Demoman is using the Stickybomb Launcher, beware of him carpet bombing you from the sky.
 +
* If the Demoman has a shield equipped, watch out for him charging at you from elevated positions.
 +
* Take advantage of how the B.A.S.E. Jumper slows the Demoman midair and snipe him down using an accurate weapon.
 
|}
 
|}
  
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==== Trap weapons ====
 
==== Trap weapons ====
  
* Stickybombs can be destroyed by bullets and melee attacks (the latter option is rarely advised). Shoot them before they explode to prevent or minimize damage.
+
* Stickybombs can be destroyed by bullets and melee attacks (the latter option is rarely advised). If you come across a Stickybomb trap, shoot them before they explode to minimize damage.
* Firing an explosive or a compression blast around corners can dislodge enemy stickybombs, revealing them before it's too late.
+
* Firing an explosive or a compression blast around corners can dislodge enemy Stickybombs, revealing them before it's too late.
* Demomen must often watch over the stickybomb traps they lay; focusing on the traps leaves them more vulnerable to ambush and long-distance attacks.
+
* Demomen must often watch over the Stickybomb traps they lay; focusing on the traps leaves them more vulnerable to ambushes and long-distance attacks.
* Killing a Demoman will automatically remove all his stickybombs, which can greatly aid your team's attack or defense.
+
* Killing a Demoman will automatically remove all his Stickybombs, which can instantly give your team some breathing room.
 
 
  
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
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| align="center" valign="center" style="padding:0.5em" | {{Icon weapon|Stickybomb Launcher|100px}} <br />'''[[Stickybomb Launcher]] + reskins'''  
 
| align="center" valign="center" style="padding:0.5em" | {{Icon weapon|Stickybomb Launcher|100px}} <br />'''[[Stickybomb Launcher]] + reskins'''  
 
|
 
|
* The Stickybomb Launcher is more difficult to use at close range due to the lengthy arming time, but stickybombs have a large splash radius, so beware.
+
* The Stickybomb Launcher is more difficult to use at close range due to the lengthy arming time.
* The Stickybomb Launcher has a very long reload time. Avoid the stickybombs he fires at you, and attack the Demoman when he needs to reload.
+
* The Stickybomb Launcher has a very long reload time. Attack the Demoman when he needs to reload.
* Demomen typically place stickybombs in hard-to-see spots and detonate them when an enemy approaches. Once the Demoman has detonated his stickybombs, he will have to replace them, giving you and your team a prime opportunity to advance and overwhelm him.
+
* Stickybombs are typically placed in hard-to-see spots as traps. Once the Demoman detonates them, your team has a prime opportunity to advance and overwhelm him.
 +
* A Demoman may use the Stickybomb Launcher to fight directly at medium range. Move away from the blast radius and kill him between shots.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Scottish Resistance}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Scottish Resistance}}
 
|
 
|
* The Scottish Resistance is not well-suited for direct combat because of its even longer arming time, but can be used to set up multiple traps. Be careful when you encounter the stickybombs of this weapon; they are likely not the only cluster you will have to deal with.
+
* The Scottish Resistance can be used to set up multiple traps. If you encounter Stickybombs from this weapon, they are likely not the only cluster you will have to deal with.
* There is a possibility that there will be a stickybomb virtually anywhere you may tread; counter this by staying immobile and only moving when fired upon by the Demoman.
+
* A Demoman can see his Scottish Resistance Stickybombs through walls, allowing him to detonate individual traps even when he can't see them.
* Even if you don't see a Demoman near his Scottish Resistance stickybombs, he can still see their outlines through walls. He can detonate any group at any time and from any place.
+
* The Scottish Resistance is not suited for direct combat because of its Stickybombs' longer arming time.
* A Demoman using the Scottish Resistance is often heavily focused on his stickybombs; this makes him even more susceptable to ambush.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sticky Jumper}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sticky Jumper}}
 
|
 
|
* A resourceful Demoman might use the Sticky Jumper to get reach higher ground and/or long distances and then ambush enemies with his other weapons.
+
* A resourceful Demoman might use the Sticky Jumper to get reach higher ground or cover long distances to ambush enemies, all while remaining in good health.
* Demomen with the Sticky Jumper can retreat as hastily as they arrive, especially if they had laid stickybombs before engaging you. Also expect a decent fight from him, as the weapon allows him to travel across the map without losing too much health.
+
* A Demoman with the Sticky Jumper can retreat as quickly as he arrives. If he lays Stickybombs as if to retreat, weaken him enough so that fall damage can kill him.
 +
* A Demoman with the Sticky Jumper will still have access to the Grenade Launcher and good melee weapons, so expect a decent fight.
 
|-
 
|-
 
|}
 
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Instead of using a Stickybomb Launcher, the Demoman can employ a shield that gives him the ability to rush at opponents every 12 seconds, granting him a guaranteed critical hit near the end of the charge. The shield also provides the Demoman added resistance to certain types of damage.
 
Instead of using a Stickybomb Launcher, the Demoman can employ a shield that gives him the ability to rush at opponents every 12 seconds, granting him a guaranteed critical hit near the end of the charge. The shield also provides the Demoman added resistance to certain types of damage.
 
* A Charge can be delayed or nullified by using weapons with [[Stun]], [[Slowdown]] and/or [[Knockback]].
 
* A Charge can be delayed or nullified by using weapons with [[Stun]], [[Slowdown]] and/or [[Knockback]].
* When a Demoman charges, he can only rush forward, with little ability to adjust his aim. Try dodging a charge by strafing from it, as backing up may not cover enough distance, especially if the Demoman is attacking with a weapon with increased range. You can also stand on or behind cover to prevent being struck.
+
* When a Demoman charges, he can only rush forward. Dodge the charge by strafing to the side or around cover, as backing up may not create enough distance.
* Charging makes a Demoman more vulnerable to headshots from the front.
 
 
 
  
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Chargin' Targe}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Chargin' Targe}}
 
|
 
|
* The Chargin' Targe gives the Demoman resistance to fire and explosion damage, and immunity to afterburn. If possible, use bullets on him; if not, attack him from outside his melee range.
+
* The Chargin' Targe gives the Demoman resistance to fire and explosion damage, and immunity to afterburn. If possible, use bullets on him or attack from outside his melee range.
* If you cannot avoid a charge, move up close and end the charge early, before the Demoman travels far enough to bash you with the Chargin' Targe and land a Mini-Crit or Critical Hit with his melee weapon.
+
* If you cannot avoid a charge, move up close and end the charge early, before the Demoman travels far enough to bash you with the Chargin' Targe and land a Critical Hit with his melee weapon.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Splendid Screen}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Splendid Screen}}
 
|
 
|
 
* The Splendid Screen doesn't provide as much resistance to fire and explosions as the Chargin' Targe does. Still, damage him with bullets for maximum effectiveness.
 
* The Splendid Screen doesn't provide as much resistance to fire and explosions as the Chargin' Targe does. Still, damage him with bullets for maximum effectiveness.
* The Splendid Screen can deal impact damage at any range; try not to engage him in close combat, or else you may suffer a nasty surprise charge.
+
* The Splendid Screen can deal impact damage at any range; try not to engage him in close combat at all.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Tide Turner}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Tide Turner}}
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<br />'''[[Bottle]] + reskins'''  
 
<br />'''[[Bottle]] + reskins'''  
 
|
 
|
* A Demoman will often resort to his Bottle at close range, as his other weapons are dangerous to use at that distance. Since his movement speed is below average, most classes will have little difficulty outrunning the Demoman while retaliating with non-explosive ranged weapons.
+
* A Demoman may resort to his Bottle at close range, where his other weapons can damage himself. Since his movement speed is below average, most classes will have an easy time outrunning the Demoman while retaliating with ranged weapons.
 +
* In close quarters, the Demoman's slightly slow speed does not hinder him greatly, especially when combined with his above average health.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{icon item|Eyelander|100px}} <br />'''[[Eyelander]] + reskins'''  
 
| align="center" valign="center" style="padding:0.5em" | {{icon item|Eyelander|100px}} <br />'''[[Eyelander]] + reskins'''  
 
|
 
|
* Kill Demomen wielding the Eyelander from a distance as soon as they appear; if left unchecked, they may ambush unaware teammates and become faster and sturdier with each head they take. A Demoman who has collected the maximum number of heads will be a hit-and-run force to be reckoned with.
+
* Kill an Eyelander-wielding Demoman from a distance as soon as possible; if left unchecked, they may ambush unaware teammates and become faster and sturdier with each head they take.
* Demomen will often use the Eyelander with a shield, to rush unsuspecting foes and kill them with the critical hit the charge can provide. Try to strafe away from a charge, as backing up may not be enough to escape the extended range of this weapon.
+
* Demomen will often use the Eyelander with a shield, to rush unsuspecting foes and kill them with the critical hit the charge can provide. Strafe away from a charge, as backing up may not be enough to escape the extended melee range of this weapon.
* If a Demoman using the Eyelander forces you into close combat, fighting back may be more beneficial than trying to escape; the weapon's range, its kill bonus, and being a slow-moving class often make retreat impossible.
+
* If a Demoman using the Eyelander forces you into close combat, fighting back may be more beneficial than trying to escape; the weapon's range, its kill bonus, and his shield's charge ability often make retreat impossible.
* Because of the added bonus with each head the Demoman takes with the Eyelander, he will sometimes be willing to do whatever he can to earn heads. Consider luring the Demoman into traps or other dangerous situations.
+
* Because of the added bonus with each head the Demoman takes with the Eyelander, he will sometimes be willing to do anything to earn heads. Consider luring the Demoman into traps.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Scotsman's Skullcutter}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Scotsman's Skullcutter}}
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Claidheamh Mòr}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Claidheamh Mòr}}
 
|
 
|
* A Demoman wielding the Claidheamh Mòr will likely equip a shield as well, to make use of the weapon's only positive attribute: extending charges by half a second. It becomes even more important to strafe or take cover from a charging Demoman.
+
* A Demoman wielding the Claidheamh Mòr will likely equip a shield as well, to make use of the weapon's only positive attribute of extending charges by half a second. It becomes even more important to strafe or take cover from a charging Demoman.
 
* Unlike the Eyelander, the Claidheamh Mòr only subtracts 15 from a Demoman's max health. Take note of the increased survivability.
 
* Unlike the Eyelander, the Claidheamh Mòr only subtracts 15 from a Demoman's max health. Take note of the increased survivability.
 
|-
 
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|
 
* The Demoman suffers 10% more damage from bullets while the Pain Train is in his loadout. Use weapons that fire bullets for extra damage.
 
* The Demoman suffers 10% more damage from bullets while the Pain Train is in his loadout. Use weapons that fire bullets for extra damage.
* Demomen with the Pain Train often sticky jump onto capture points, which can overcome teams that are ill-prepared for such a surprise. Have Sentry Guns guard points to easily dispatch of such Demomen.  
+
* Even without the Pain Train, a Demoman can sticky jump onto a capture point and try to take it. Be prepared if you see a Demoman flying through the air past your team.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Ullapool Caber}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Ullapool Caber}}
 
|
 
|
* The Ullapool Caber explodes on contact with the world along with enemies. Try to stay well away from Demomen who wield this weapon, as one may catch you off guard by missing you and hitting something else. Avoid clustering near teammates, as this weapon can punish you all.
+
* The Ullapool Caber explodes on contact with the world along with enemies. Stay well away from a Demoman wielding this, as its huge explosion damage can damage you even if the Demoman hits a nearby surface instead.
* Demomen who have the Ullapool Caber out may be low on health and are attempting a suicide attack. Kill one before he reaches you.
+
* Do not cluster near teammates in close quarters, as this and the Demoman's other explosive weapons can punish you all.
* If you cannot avoid being struck by a Demoman's Ullapool Caber, do as much damage as you can before he hits you, so that he ends up dying from either the blast or the fall caused by being sent skyward from the blast.
+
* A Demoman might use the Ullapool Caber as a suicidal last resort; kill him before he reaches you.
* Pairing the Ullapool Caber with a shield allows a Demoman to create deadly ambushes in open spaces. Take alternate routes littered with cover and obstacles.
+
* If you cannot avoid being struck by the Ullapool Caber, do as much damage as you can before he hits you so that he dies from the blast or resulting fall damage.
 +
* Pairing the Ullapool Caber with a shield allows a Demoman to create deadly ambushes in open spaces. As always, dodge to the side to avoid his charge.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Half-Zatoichi}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Half-Zatoichi}}

Revision as of 01:28, 25 June 2014

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

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

General

Attributes Anti-Demoman strategy
Demoman emblem RED.png Role
  • The Demoman is great at both offense and defense. Be ready to deal with a Demoman who's defending a corridor as well as one who leads the charge.
  • The Demoman is particularly good at mid-range combat. Keep close to avoid the majority of his damage.
  • As his name implies, the Demoman is excellent as demolitions. Pay attention to where he places his explosives, especially if you can't afford to move from a defensive location.
Leaderboard class medic.png Health
  • The Demoman has a base health of 175, so he can withstand a considerable amount of damage. Unless the situation is extreme, the Demoman is likely to stand his ground rather than retreat.
  • A Demoman has the most varying health in the entire game, as certain weapons can give him a health penalty or bonus. In addition, certain weapons can increase his maximum health or heal him each time he gets a kill. Take note of what weapons he is wielding to make an accurate assumption on his max health.
  • A Demoman carrying the Chargin' Targe or Splendid Screen will have a large resistance to fire and explosive damage. He will be fully vulnerable to bullets and melee attacks, however.
Leaderboard class scout.png Speed
  • The Demoman is slower than a majority of the classes, so he is less likely to chase you down unless he is using a loadout that favors melee combat.
Leaderboard class soldier.png Power
  • The Demoman is quite deadly at range but fires all of his projectiles in an arc. This makes it somewhat difficult to aim, so take advantage by getting close and avoiding his projectiles.
  • All of the Demoman's explosives can harm himself, giving you an additional advantage at close range.
  • Certain Demomen with a shield and melee weapon will usually attempt to charge at players, killing them with the critical hit that is granted near the end of the charge. Avoid their large melee range and the charge, attacking him when he is at a normal pace.

Explosive loadout

A Demoman with an explosive loadout is capable of dealing high damage over a large area. Due to the nature of his weapons, it is best to engage him at close range, something the Scout, Soldier, or Pyro excels at. While powerful, the Demoman's Grenade Launcher can be more difficult to aim than other weapons. The arming time required for his Stickybombs makes it difficult for him to respond to an attack immediately, so catching him by surprise works greatly in your favor. Both weapons also require a relatively long time to reload. As a result, he is at risk of hurting himself with splash damage when at close range. Pursuing a Demoman who is equipped with a Stickybomb Launcher can be very dangerous, and requires careful consideration of whether he will or will not be able to kill you with a stickybomb trap in the area ahead.

Melee loadout

Alternatively, a Demoman can charge around the battlefield with one of many dangerous melee weapons and a damage-reducing shield, which can be seen attached to his left arm if he is carrying one. When equipped with a shield, the Demoman can use its charge ability to close a surprising distance in a short time and deal critical hit damage, dealing massive damage to any class. It is best to dodge or interrupt the charge, then attack from range while it is on cooldown. Many Demoman melee weapons also feature an extended range, skewing the odds of a melee fight in his favor. Stay in open areas where you have room to maneuver; this will give additional leeway for avoiding both his Grenade Launcher and melee attacks. Bullet-based weapons work best against this sort of Demoman, as none of his shields reduce bullet damage.


Weapon-specific

Main article: Demoman weapons

Primary

Weapon Anti-Demoman strategy
Grenade Launcher
Grenade Launcher + reskins
  • The Grenade Launcher has a long reload time and a small clip. Attack the Demoman while he is reloading.
  • A Demoman's grenades can bounce over cover and around corners; narrow passageways are especially dangerous, given the grenades' splash radius.
  • Grenades travel slowly and in a wide arc, giving you time to dodge or take cover.
  • If you cannot avoid the Grenade Launcher's damage, move closer so that the Demoman suffers from the explosions as well.
Loch-n-Load
Loch-n-Load
  • The Loch-n-Load has half the clip size of the Grenade Launcher, forcing the Demoman to reload often and giving you more windows of opportunity.
  • The Loch-n-Load also has a faster projectile speed, putting slower classes at a disadvantage.
  • Grenades fired from the Loch-n-Load are extremely powerful but do not explode if they bounce off a wall or floor. Cover and random movement will decrease the chances of getting hit.
  • The Loch-n-Load deals additional self-damage to the Demoman. At close range, there is a higher chance of the Demoman severely injuring or killing himself.
Ali Baba's Wee Booties
Ali Baba's Wee Booties + reskins
  • Ali Baba's Wee Booties give the wearer an extra 25 max health, allowing the Demoman to remain in combat longer.
  • The Booties require the Demoman to give up his Grenade Launcher, making him weaker at ranged combat.
  • Check to see if the Demoman is holding a shield or not; this will let you determine if he has a Stickybomb Launcher or melee-only loadout.
  • The Booties give the Demoman increased turning control when charging; remain in areas that offer plenty of room and obstacles to avoid a Demoman's charge.
Loose Cannon
Loose Cannon
  • Unlike the other Grenade Launchers, the Loose Cannon's cannonballs do not explode upon a direct hit with a player and deal significantly less damage upon hitting a surface.
  • The Demoman needs to time the Loose Cannon's charge so that cannonballs explode on top of you. Unlike when dealing with his Grenade Launcher, moving to or away from him can affect his aim.
  • The Demoman may use the cannonball's knockback to push you away from your team or into a hazard. Position yourself accordingly to stop this from happening.
  • Avoid being hit by both the cannonball's impact and its explosion, as this results in bonus "Double Donk" damage.

B.A.S.E. Jumper
B.A.S.E. Jumper

  • The Demoman trades in his Grenade Launcher to use the B.A.S.E. Jumper, allowing him to stay airborne longer but losing some direct combat capabilities.
  • If the Demoman is using the Stickybomb Launcher, beware of him carpet bombing you from the sky.
  • If the Demoman has a shield equipped, watch out for him charging at you from elevated positions.
  • Take advantage of how the B.A.S.E. Jumper slows the Demoman midair and snipe him down using an accurate weapon.

Secondary

Trap weapons

  • Stickybombs can be destroyed by bullets and melee attacks (the latter option is rarely advised). If you come across a Stickybomb trap, shoot them before they explode to minimize damage.
  • Firing an explosive or a compression blast around corners can dislodge enemy Stickybombs, revealing them before it's too late.
  • Demomen must often watch over the Stickybomb traps they lay; focusing on the traps leaves them more vulnerable to ambushes and long-distance attacks.
  • Killing a Demoman will automatically remove all his Stickybombs, which can instantly give your team some breathing room.
Weapon Anti-Demoman strategy
Stickybomb Launcher
Stickybomb Launcher + reskins
  • The Stickybomb Launcher is more difficult to use at close range due to the lengthy arming time.
  • The Stickybomb Launcher has a very long reload time. Attack the Demoman when he needs to reload.
  • Stickybombs are typically placed in hard-to-see spots as traps. Once the Demoman detonates them, your team has a prime opportunity to advance and overwhelm him.
  • A Demoman may use the Stickybomb Launcher to fight directly at medium range. Move away from the blast radius and kill him between shots.
Scottish Resistance
Scottish Resistance
  • The Scottish Resistance can be used to set up multiple traps. If you encounter Stickybombs from this weapon, they are likely not the only cluster you will have to deal with.
  • A Demoman can see his Scottish Resistance Stickybombs through walls, allowing him to detonate individual traps even when he can't see them.
  • The Scottish Resistance is not suited for direct combat because of its Stickybombs' longer arming time.
Sticky Jumper
Sticky Jumper
  • A resourceful Demoman might use the Sticky Jumper to get reach higher ground or cover long distances to ambush enemies, all while remaining in good health.
  • A Demoman with the Sticky Jumper can retreat as quickly as he arrives. If he lays Stickybombs as if to retreat, weaken him enough so that fall damage can kill him.
  • A Demoman with the Sticky Jumper will still have access to the Grenade Launcher and good melee weapons, so expect a decent fight.

Charge Weapons

Instead of using a Stickybomb Launcher, the Demoman can employ a shield that gives him the ability to rush at opponents every 12 seconds, granting him a guaranteed critical hit near the end of the charge. The shield also provides the Demoman added resistance to certain types of damage.

  • A Charge can be delayed or nullified by using weapons with Stun, Slowdown and/or Knockback.
  • When a Demoman charges, he can only rush forward. Dodge the charge by strafing to the side or around cover, as backing up may not create enough distance.
Weapon Anti-Demoman strategy
Chargin' Targe
Chargin' Targe
  • The Chargin' Targe gives the Demoman resistance to fire and explosion damage, and immunity to afterburn. If possible, use bullets on him or attack from outside his melee range.
  • If you cannot avoid a charge, move up close and end the charge early, before the Demoman travels far enough to bash you with the Chargin' Targe and land a Critical Hit with his melee weapon.
Splendid Screen
Splendid Screen
  • The Splendid Screen doesn't provide as much resistance to fire and explosions as the Chargin' Targe does. Still, damage him with bullets for maximum effectiveness.
  • The Splendid Screen can deal impact damage at any range; try not to engage him in close combat at all.
Tide Turner
Tide Turner
  • Unlike the other shields, the Tide Turner provides full turning control while charging. Avoiding the charge will be much more difficult.
  • If the Demoman obtains a kill during his charge, he can immediately charge again. Kill the Demoman or cancel his charge to prevent him from scoring more kills.
  • Like the other shields, the Tide Turner provides resistance to fire and explosions, albeit not as much as the Chargin' Targe. Continue using bullets for maximum effectiveness.

Melee

Weapon Anti-Demoman strategy
Bottle


Bottle + reskins

  • A Demoman may resort to his Bottle at close range, where his other weapons can damage himself. Since his movement speed is below average, most classes will have an easy time outrunning the Demoman while retaliating with ranged weapons.
  • In close quarters, the Demoman's slightly slow speed does not hinder him greatly, especially when combined with his above average health.
Eyelander
Eyelander + reskins
  • Kill an Eyelander-wielding Demoman from a distance as soon as possible; if left unchecked, they may ambush unaware teammates and become faster and sturdier with each head they take.
  • Demomen will often use the Eyelander with a shield, to rush unsuspecting foes and kill them with the critical hit the charge can provide. Strafe away from a charge, as backing up may not be enough to escape the extended melee range of this weapon.
  • If a Demoman using the Eyelander forces you into close combat, fighting back may be more beneficial than trying to escape; the weapon's range, its kill bonus, and his shield's charge ability often make retreat impossible.
  • Because of the added bonus with each head the Demoman takes with the Eyelander, he will sometimes be willing to do anything to earn heads. Consider luring the Demoman into traps.
Scotsman's Skullcutter
Scotsman's Skullcutter
  • The Scotsman's Skullcutter reduces the Demoman's speed, making him an easier target. However, this weapon has an increased melee range and deals more damage. Attack the Demoman from afar.
Claidheamh Mòr
Claidheamh Mòr
  • A Demoman wielding the Claidheamh Mòr will likely equip a shield as well, to make use of the weapon's only positive attribute of extending charges by half a second. It becomes even more important to strafe or take cover from a charging Demoman.
  • Unlike the Eyelander, the Claidheamh Mòr only subtracts 15 from a Demoman's max health. Take note of the increased survivability.
Pain Train
Pain Train
  • The Demoman suffers 10% more damage from bullets while the Pain Train is in his loadout. Use weapons that fire bullets for extra damage.
  • Even without the Pain Train, a Demoman can sticky jump onto a capture point and try to take it. Be prepared if you see a Demoman flying through the air past your team.
Ullapool Caber
Ullapool Caber
  • The Ullapool Caber explodes on contact with the world along with enemies. Stay well away from a Demoman wielding this, as its huge explosion damage can damage you even if the Demoman hits a nearby surface instead.
  • Do not cluster near teammates in close quarters, as this and the Demoman's other explosive weapons can punish you all.
  • A Demoman might use the Ullapool Caber as a suicidal last resort; kill him before he reaches you.
  • If you cannot avoid being struck by the Ullapool Caber, do as much damage as you can before he hits you so that he dies from the blast or resulting fall damage.
  • Pairing the Ullapool Caber with a shield allows a Demoman to create deadly ambushes in open spaces. As always, dodge to the side to avoid his charge.
Half-Zatoichi
Half-Zatoichi
  • Beware engaging a Demoman who has just slain one of your teammates with the Half-Zatoichi; he will likely take you on with it or his other weapons. Remain just outside his melee range so he continues using the weapon against you, and retaliate with your ranged weapons; if you are faster than the Demoman, he will be effectively helpless. Be aware of his shield if he has one equipped.
  • If you have the Half-Zatoichi equipped as well, attack the Demoman while he is distracted by teammates assisting from afar or up close.
Persian Persuader
Persian Persuader
  • While the Persian Persuader is equipped, it doubles the recharge rate of the Demoman's shield charges. Avoid fighting him within his charging range, especially if he has the Splendid Screen equipped as well.
  • The Persian Persuader converts all ammo into health; try to remove any nearby ammo sources while fighting the Demoman.
    • This also means the Demoman is prevented from replenishing his ammo; keep your distance and make him waste his shots to steadily decrease his effectiveness, especially in Arena.

See also