Difference between revisions of "Demoman match-ups"

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{{Quotation|'''The Demoman''' on his battle plan|Oh, I'm goin' to liquefy ya...|sound=Demoman_taunts13.wav}}
 
{{Quotation|'''The Demoman''' on his battle plan|Oh, I'm goin' to liquefy ya...|sound=Demoman_taunts13.wav}}
  
{| class="wikitable grid" cellpadding="0" cellspacing="0"
+
{{Match Up|forclass=demoman
! class="header" colspan="3" width="200"| Class
+
  | scout-strategy = 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.
! class="header" | Strategy
+
  | soldier-strategy = 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 jump]]s in combat, try to land [[aerial]]s with your grenades or place Stickybombs where he will land.
|-
+
  | pyro-strategy = 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.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman]]
+
  | demoman-strategy = 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.
| class="xsmall" | vs
+
  | heavy-strategy = At medium range your damage output, especially from your Stickybombs, can match that of a Heavy. 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.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout match-ups|Scout]]
+
  | engineer-strategy = 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.
| 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.
+
  | medic-strategy = 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.
|-
+
  | sniper-strategy = 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.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman]]
+
  | spy-strategy = You are relatively slow and can deal massive damage, making you an important target for a Spy. The main problem is his [[Cloak]]; with it, he can be difficult to directly hit and can pass over your Stickybombs undetected. His [[Revolver]] is deceptively strong at close range, where you are weakest. Still, once you find the Spy, your weapons outdamage his at any range.
| class="xsmall" | vs
+
}}
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Soldier.png|100x100px|link=Soldier]]<br>[[Soldier match-ups|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 jump]]s in combat, try to land [[aerial]]s with your grenades or place Stickybombs where he will land.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro match-ups|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.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>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.
 
|-  
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy match-ups|Heavy]]
 
| At medium range your damage output, especially from your Stickybombs, can match that of a Heavy. 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.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer match-ups|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.
 
 
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic match-ups|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.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper match-ups|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.
 
 
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman]]
 
| 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]]
 
| You are relatively slow and can deal massive damage, making you an important target for a Spy. The main problem is his [[Cloak]]; with it, he can be difficult to directly hit and can pass over your Stickybombs undetected. His [[Revolver]] is deceptively strong at close range, where you are weakest. Still, once you find the Spy, your weapons outdamage his at any range.
 
|}
 
  
 
== See also ==
 
== See also ==

Revision as of 13:32, 19 May 2013

Oh, I'm goin' to liquefy ya...
The Demoman on his battle plan

Template:Match Up

See also