Difference between revisions of "Demoman match-ups"

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(First 5 gone over.)
(Done here.)
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| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer match-ups|Engineer]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer match-ups|Engineer]]
| You are highly unlikely to survive in a head-to-head battle against a [[Sentry Gun]] (unless you're [[ÜberCharge]]d or outside of their range). Your grenades and stickies are excellent at taking them out where they don't have line of sight or sufficient range. An added advantage is that your weapons will often take out the Engineer trying to repair them, too: your launchers are capable of inflicting damage through buildings.  Three stickies or more will destroy both the Engineer and any [[building]]. Engineers who are aware may shoot and destroy your stickies with their [[Shotgun]] or [[Pistol]], if you see this detonate immediately because they cannot fix their buildings since their Wrench isn't out.
+
| Keep a modest distance when fighting a lone Engineer; although he is weaker than other, more hearty classes, his [[Shotgun]] and [[Pistol]] give him the advantage at close range. Instead of directly facing his [[Sentry Gun]], use the trajectory of your projectiles to attack indirectly from behind obstacles and remain safe from harm. Your [[Stickybomb]] launcher makes you one of the best classes for taking out a Sentry Gun; detonating several at once will deal huge damage and prevent the Engineer from doing any repairs. Equipping the [[Chargin' Targe]] will rob you of the Stickybomb Launcher and overall make you weaker against Sentry Guns.
  
If you're using the [[Chargin' Targe]], Sentry Guns are more threatening since you don't have your sticky launcher and you're more prone to running into their line of sight.  Learn to shell positions indirectly using the [[Grenade Launcher]]. Even without direct hits, grenades can easily destroy a sentry nest.
 
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman]]
 
| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic match-ups|Medic]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic match-ups|Medic]]
| [[Medic]]s are pretty quick, which makes them a little more difficult to kill. Try and hit them with your grenades, or juggle them with a few Stickybombs. Since they run slightly faster than you, it's not advisable to run after them with your melee weapon since they can just shoot you full of needles. Try using your Eyelander against distracted Medic's, as you can get a free head with 2-3 hits. If he has a [[Medic buddy]], stay out of sight and take out his buddy with stickies. Your Stickybombs are powerful enough to kill even [[overheal]]ed targets in clusters of four or more.
+
| As with an Engineer, a Medic who aims his [[Syringe Gun]] well can be deceptively deadly to you at closer ranges. Remain far enough so that you can safely attack with grenades and Stickybombs. The Medic is a high priority target, especially when he is healing his teammates. Use your splash damage to attack both him and his patient at once. You can [[sticky jump]] above and past the Medic’s allies to dive-bomb him. The [[Chargin' Targe]] can be used to chase and pick off a fleeing Medic.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman]]
 
| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper match-ups|Sniper]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper match-ups|Sniper]]
| [[Sniper]]s can kill you with ease at long range. Try to get close enough to lob grenades and stickies at them from where they can't see you. This has the added advantage of allowing your team-mates to rush past without fear as they make for cover. Alternatively, use the long range launch of your stickies to lob them onto distant Sniper decks and wait for the Sniper to walk into blast range. Snipers are an easy enemy to defeat if you can corner or sneak up on them with the [[Eyelander]], or even with the ordinary bottle. It only requires two hits or one [[Crit]] to kill a Sniper at full health.
+
|  
 +
You’ll want to close the distance between you and a Sniper as quickly as possible. Harass them with grenades and charged Stickybombs while moving erratically to avoid being [[headshot]]. If you decide to [[sticky jump]] or use the [[Chargin’ Targe]] to approach, try to catch the Sniper off-guard; while doing either of those, your trajectory is easily predictable. Once you get inside medium range, your projectiles or melee weapon will make short work of him.
  
A base level Eyelander Demoman can be killed at full health by one fully charged bodyshot or a non-charged headshot.  Most Snipers will easily kill you if you charge directly at them.  On the other hand, if you manage to flank them, their necks are delightfully stationary.
 
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman]]
 
| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy_RED.png|100x100px|link=Spy]]<br>[[Spy match-ups|Spy]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy_RED.png|100x100px|link=Spy]]<br>[[Spy match-ups|Spy]]
| [[Spies]] can [[Cloak]] to pass over your stickies and so can lead to an unexpected death for you if you don't stay alert. Luckily, they usually place greater priority on Medics, Heavies, Engineers, and Snipers. Simply watch your back, especially when you stand still to place Stickybombs or lay down fire and [[spy checking|Spy check]] suspicious team-mates occasionally. Most of the time, Spies will attempt to get in close to fight you. Bring out your bottle and scrumpy them to death, or glory in their slaughter with your Eyelander. Two hits or one Critical hit should do it, with either weapon. You can also use your Ullapool Caber to Spy check teammates, as the grenade will explode only on contact with an enemy and will kill the Spy in one hit (unless they are using the Dead Ringer).
+
| You are relatively slow and can deal massive damage, making you an important target for a Spy. He can use his [[Cloak]] to pass over your Stickybombs undetected, so stay vigilant. [[Spy-check]] suspicious teammates with your grenades and melee weapon. Once you find the Spy, all of your weapons outdamage his at any range.
 
 
If you have the [[Eyelander]] equipped, you should consider using it to Spy check regularly, as killing a Spy who is using the [[Dead Ringer]] will still add to your head count. This effectively gives you the chance to gain two heads from a single player.
 
 
|}
 
|}
  

Revision as of 05:23, 24 March 2011

Class Strategy
Demoman.png
Demoman
vs Scout.png
Scout
At high level play, a Scout is your main counter. A Scout is difficult to hit and can easily get in your face with his Scattergun. Predict their actions; lay Stickybombs where you think he will cross and lead him with your Grenade Launcher. Even if the Scout gets close, taking out your melee weapon is not recommended, as his speed lets him easily dodge your swings.
Demoman.png
Demoman
vs Soldier.png
Soldier
Keep your distance when fighting a Soldier; if you allow him to get too close, he’ll have the advantage – his Shotgun and Equalizer still outdamage your strong melee weapons. Shell him with grenades and charged Stickybombs while avoiding his rockets. Lay carpets of Stickybombs in front of him to stop his approach. If the Soldier actively rocket jumps in combat, try to land aerials with your grenades or place Stickybombs where he will land.
Demoman.png
Demoman
vs Pyro.png
Pyro
You never want to let a Pyro get close to you. Like with a Scout, lay Stickybombs where you think he will cross and lead him with your Grenade Launcher. Unlike the Scout, he can use his compression blast to reflect your projectiles back at you. Although you can fire faster than he can reflect, avoid shooting in predictable patterns. While the Chargin’ Targe reduces the amount of fire damage you take, don’t zealously fight a Pyro with your melee weapon; he can still switch to the Shotgun or Axtinguisher to easily kill you.
Demoman.png
Demoman
vs Demoman.png
Demoman
Against another Demoman at any range, fire grenades and Stickybombs while dodging his. You can use one of your own Stickybombs to scatter an enemy Sticky trap. A Demoman with the Chargin’ Targe acts as a soft counter to a vanilla Demoman – the explosive protection offered by the shield puts the latter at a significant disadvantage, especially once the former uses the charge to enter melee range.
Demoman.png
Demoman
vs Heavy.png
Heavy
Your damage output, especially from your Stickybombs, can match that of a Heavy. Pretty much never try to fight a Heavy at close range, since his Minigun will shred you. However, his weapons suffer significant damage falloff over distances while yours do not. Stay away and use high ground or cover to harass him with your explosives. His slow speed makes him an easy target to land direct hits on.
Demoman.png
Demoman
vs Engineer.png
Engineer
Keep a modest distance when fighting a lone Engineer; although he is weaker than other, more hearty classes, his Shotgun and Pistol give him the advantage at close range. Instead of directly facing his Sentry Gun, use the trajectory of your projectiles to attack indirectly from behind obstacles and remain safe from harm. Your Stickybomb launcher makes you one of the best classes for taking out a Sentry Gun; detonating several at once will deal huge damage and prevent the Engineer from doing any repairs. Equipping the Chargin' Targe will rob you of the Stickybomb Launcher and overall make you weaker against Sentry Guns.
Demoman.png
Demoman
vs Medic.png
Medic
As with an Engineer, a Medic who aims his Syringe Gun well can be deceptively deadly to you at closer ranges. Remain far enough so that you can safely attack with grenades and Stickybombs. The Medic is a high priority target, especially when he is healing his teammates. Use your splash damage to attack both him and his patient at once. You can sticky jump above and past the Medic’s allies to dive-bomb him. The Chargin' Targe can be used to chase and pick off a fleeing Medic.
Demoman.png
Demoman
vs Sniper.png
Sniper

You’ll want to close the distance between you and a Sniper as quickly as possible. Harass them with grenades and charged Stickybombs while moving erratically to avoid being headshot. If you decide to sticky jump or use the Chargin’ Targe to approach, try to catch the Sniper off-guard; while doing either of those, your trajectory is easily predictable. Once you get inside medium range, your projectiles or melee weapon will make short work of him.

Demoman.png
Demoman
vs Spy.png
Spy
You are relatively slow and can deal massive damage, making you an important target for a Spy. He can use his Cloak to pass over your Stickybombs undetected, so stay vigilant. Spy-check suspicious teammates with your grenades and melee weapon. Once you find the Spy, all of your weapons outdamage his at any range.

See also