Difference between revisions of "Demoman weapons (competitive)"

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===Primary Weapon Usage===
 
===Primary Weapon Usage===
  
The Loch-n-Load can deal significant damage, but due to a reduced clip, increased self-damage, and the inability to contribute to spam, the stock Grenade Launcher frequently preferred. Ali Baba's Wee Booties can be of great use if used in conjuction with the Splendid Screen or Chargin' Targe, but are rarely used, since it restricts the Demoman too heavily. The Loose Cannon is rather useless and for this reason, rarely used, as the damage compared to the Grenade Launcher is considerably less.
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The Loch-n-Load can deal significant damage, but due to a reduced clip, increased self-damage, and the inability to contribute to spam, the stock Grenade Launcher frequently preferred. Ali Baba's Wee Booties can be of great use if used in conjunction with the Splendid Screen or Chargin' Targe, but are rarely used, since it restricts the Demoman too heavily. The Loose Cannon is rather useless and for this reason, rarely used, as the damage compared to the Grenade Launcher is considerably less.
  
 
==Secondary Weapon==
 
==Secondary Weapon==

Revision as of 13:08, 26 August 2014

This article is for competitive play, based on the standard community competitive format.
The community competitive scene changes frequently. Some or all info may be outdated.
Some Demoman weapons may be banned in your league. For a list of banned weapons, please see the Weapon Ban List.

The arsenal at the disposal of the Demoman is arguably the largest damage dealing of the standard competitive lineup. This with the ability to deny access to choke points; blocking enemy retreats and being able to get on the front line potentially quicker than Scouts also makes him a very versatile class: being extremely useful on offense and defense.

One of the main issues with the Demoman is the inability to defend himself at close quarters, with both his standard weapons resulting in damaging himself as well as his target if set off within close proximity.

Primary Weapon

The Demoman's primary weapon contributes to space control via spam, but is generally used when stickies are down and should not be wasted to give the Demoman an airshot.

Grenade Launcher

The stock Grenade Launcher deals large quantities of damage on a direct shot. However, if the shot misses, the grenade will fall and roll around, exploding after a short time. Grenades will damage the Demoman who fired them if they explode for any reason too close.

Weapon Damage Critical Damage Function Times Special
Grenade Launcher
Grenade Launcher
  • Collide: 91-110
  • Roller: 35-65
  • Collide Backlash: 42-80
  • Roller Backlash: 25-50
  • Collide Crit: 280-333
  • Roller Crit: 100-194
  • Collide Mini-Crit: 122-144
  • Roller Mini-Crit: 47-88
  • Attack: 0.6s
  • Reload Start: 1.24s
  • Reload More: 0.6s
  • Explosion Wait: 2.28s
  • Has no damage ramp-up or falloff.
  • Ricochet directions are random even with disablespread on.


Below is a table displaying the availability of the Grenade Launcher across the listed 6v6 leagues.

Weapon CEVO ESEA ETF2L ozfortress UGC
Grenade Launcher
Grenade Launcher
Allowed Allowed Allowed Allowed Allowed


Loch-n-Load

The Loch-n-Load is the only other Grenade Launcher for the Demoman. It deals more damage than the stock Grenade Launcher, but has half the ammo. Grenades fired from the Loch-n-Load will shatter harmlessly on surfaces, and will deal increased damage to the Demoman who fired them.

Weapon Damage Function Times Special
Loch-n-Load
Loch-n-Load
  • Collide: 103-147
  • Collide Crit: 342-388
  • Collide Mini-Crit: 138-198
  • Attack: 0.6s
  • Reload Start: 1.24s
  • Reload More: 0.6s
  • Has no damage ramp-up or fall-off.
  • Grenades shatter harmlessly on any surface except for enemy players and enemy buildings.
  • Grenades deal 20% more damage.
  • Grenades fly 25% faster.
  • Grenades deal 25% more damage to the Demoman who fired them.


Below is a table displaying the availability of the Loch-n-Load across the listed 6v6 leagues.

Weapon CEVO ESEA ETF2L ozfortress UGC
Loch-n-Load
Loch-n-Load
Banned Banned Banned Banned Banned


Ali Baba's Wee Booties

Ali Baba's Wee Booties are a primary weapon which provides the Demoman with 25 additional health, as well as increased turning control at the cost of the lack of a Grenade Launcher.

The Bootlegger has the same stats as Ali Baba's Wee Booties.

Weapon Damage Critical Damage Function Times Special
Ali Baba's Wee Booties
Ali Baba's Wee Booties
N/A N/A N/A
  • +25 additional health, for a total of 200.
    • Maximum overheal increased from 260 to 300.


Below is a table displaying the availability of Ali Baba's Wee Booties across the listed 6v6 leagues.

Weapon CEVO ESEA ETF2L ozfortress UGC
Ali Baba's Wee Booties
Ali Baba's Wee Booties
Banned Banned Banned Banned Banned


The Loose Cannon

The Loose Cannon is very rarely used in competitive play, as it lacks the damage output of the Grenade Launcher, at close and far ranges. The Loose Cannons cannonballs do 57-77 damage with a direct hit, and 11-32 splash damage, whereas the Grenade Launcher deals 83-123 on a direct hit and 22-64 splash.

Weapon Damage Function Times Special
Loose Cannon
Loose Cannon
  • Collide: 57-77
  • Collide Crit: 202
  • Collide Mini-Crit: 91-104
  • Attack: 0.6s
  • Reload Start: 1.24s
  • Reload More: 0.6s
  • Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key.
  • Cannonballs push players back on impact.
  • Has 50% faster projectile speed.
  • 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.
  • Cannonballs do not explode on impact.
  • -50% damage on contact with surfaces.


Below is a table displaying the availability of the Loose Cannon across the listed 6v6 leagues.

Weapon CEVO ESEA ETF2L ozfortress UGC
Loose Cannon
Loose Cannon
Banned Allowed Allowed Banned Banned


Primary Weapon Usage

The Loch-n-Load can deal significant damage, but due to a reduced clip, increased self-damage, and the inability to contribute to spam, the stock Grenade Launcher frequently preferred. Ali Baba's Wee Booties can be of great use if used in conjunction with the Splendid Screen or Chargin' Targe, but are rarely used, since it restricts the Demoman too heavily. The Loose Cannon is rather useless and for this reason, rarely used, as the damage compared to the Grenade Launcher is considerably less.

Secondary Weapon

The Demoman's secondary weapons are his main power, as they form his strongest area-denial weapons.

Stickybomb Launcher

The stock Stickybomb Launcher has many uses, but is mainly used for traps. Traps take two forms: Hidden stickies designed to kill an unsuspecting foe, or visible traps, designed to discourage or slow classes from pushing through a choke or capturing a point. Stickies can also be fired at an Engineer nest to quickly take it out before he can repair his buildings. Stickybombs deals the Demoman who fired them more damage than the Grenade Launcher at close range.

Weapon Damage Critical Damage Function Times Special
Stickybomb Launcher
Stickybomb Launcher
  • Point-Blank: 68-142
  • 512 units: 60-118
  • Over 1024 units: 32-62
  • Backlash: 45-88
  • Critical: 180-354
  • Point-Blank Mini-crit: 92-191
  • Over 512 units: Mini-crit: 81-159
  • Attack: 0.6s
  • Reload Start: 0.77s
  • Reload More: 0.67s
  • Sticky Initialize: 0.92s
  • Stickies stop getting falloff and ramp-up after 5 seconds of life.
  • Stickies can be destroyed with non-explosive weapons and Scottish Resistance stickies.
  • Stickies can be pushed with other explosive weapons and airblast.
  • Effective for sticky jumping.
  • Maximum of 8 stickies placed at a time.


Scottish Resistance

The Scottish Resistance favors defense more than offense. Due to increased bomb arm time, it cannot be used to launch airburst stickies. However, it fires stickybombs faster than its counterpart, can lay 6 additional stickybombs, all of which can be separately detonated, allowing for more and faster traps.

Weapon Damage Critical Damage Function Times Special
Scottish Resistance
Scottish Resistance
  • Point-Blank: 68-142
  • 512 units: 60-118
  • Over 1024 units: 32-62
  • Backlash: 45-88
  • Critical: 180-354
  • Point-Blank Mini-crit: 92-191
  • Over 512 units: Mini-crit: 81-159
  • Attack: 0.45s
  • Reload Start: 1.09s
  • Reload More: 0.67s
  • Sticky Initialize: 1.72s
  • Stickies stop getting falloff and ramp-up after 5 seconds of life.
  • Stickies can be destroyed with non-explosive weapons and Scottish Resistance stickies.
  • Stickies can be pushed with other explosive weapons and airblast.
  • Effective for sticky jumping, but requires more caution when used.
  • Maximum of 14 stickies placed at a time.


Sticky Jumper

The Sticky Jumper deals no damage to any player, but produces identical sticky jump distance.

Weapon Damage Critical Damage Function Times Special
Sticky Jumper
Sticky Jumper
  • All: 0
  • All: 0
  • Attack: 0.6s
  • Reload Start: 0.77s
  • Reload More: 0.67s
  • Sticky Initialize: 0.92s
  • Stores 72 reserve ammo instead of 24.
  • Stickies can be destroyed with non-explosive weapons and Scottish Resistance stickies.
  • Stickies can be pushed with other explosive weapons and airblast.
  • Effective for sticky jumping.
  • Maximum of 2 stickies placed at a time.
  • Cannot pick up the intelligence while this weapon is equipped.


Chargin' Targe

The Chargin' Targe provides the Demoman with a charge, having him run in a nearly straight line at extreme speeds. It provides damage on-hit, increased damage when meleeing while charging, but will stop once a melee attack is fired, or if it hits a wall. When equipped it provides 40% explosive resistance, 50% fire damage resistance, and afterburn immunity.

Weapon Damage Critical Damage Function Times Special
Chargin' Targe
Chargin' Targe
  • Shield Bash: 50+10x
  • Mini-Crit Bash: 68+13.5x
  • Charge: ≤2s
  • Refill: 12s, including charge duration.
  • x = number of Eyelander heads collected, max 5.
  • Charges at 750 u/s (637.5 with Skullcutter); does bash damage at end.
  • Charging gives melee Mini-crits at 1/6th charge duration and Crits at 1/2 charge duration.
  • If it hits and deals impact damage, a quick melee attack will be a critical hit.


Splendid Screen

The Splendid Screen functions identically to the Chargin' Targe, but deals increased impact damage at any range, at the cost of reduced damage resistance and afterburn immunity.

Weapon Damage Critical Damage Function Times Special
Splendid Screen
Splendid Screen
  • Shield Bash: 85+17x
  • Mini-Crit Bash: 115+23x
  • Charge: ≤2s
  • Refill: 12s, including charge duration.
  • x = number of Eyelander heads collected, max 5.
  • Grants 20% fire resist and 15% blast resist.
  • Charging gives melee Mini-Crits at 1/6th charge duration and Crits at 1/2 charge duration.
  • Deals 70% more impact damage and at any range.
  • If it hits and deals impact damage, a quick melee attack will be a critical hit.
  • Otherwise functions identically to the Chargin' Targe.


Tide Turner

The Tide Turner functions identically to the above shields, but allows full turning control whilst charging. In addition, any kills made whilst charging will refill the charge meter. In comparison to the other shields, this shield has less damage resistance than the Chargin' Targe and less damage output than the Splendid Screen.

Weapon Damage Critical Damage Function Times Special
Tide Turner
Tide Turner
  • Shield Bash: 50+10x
  • Mini-Crit Bash: 68+13.5x
  • Charge: ≤2s
  • Refill: 12s, including charge duration.
    • 0s, if a kill was made whilst charging.
  • x = number of Eyelander heads collected, max 5.
  • Grants 25% fire resist and 25% blast resist.
  • Charging gives melee Mini-Crits at 1/6th charge duration and Crits at 1/2 charge duration.
  • Allows full turning control whilst charging.
  • Kills made whilst charging refill the charge meter.
  • If it hits and deals impact damage, a quick melee attack will be a critical hit.
  • Otherwise functions identically to the previous shields.


Secondary Weapon Usage

The stock Stickybomb Launcher is the most versatile Stickbomb Launcher. The Scottish Resistance has merit when defending, but is much harder to land an airshot with. The Chargin' Targe, Splendid Screen and Tide Turner require a much more aggressive Demoman, but allow the Demoman to pick off important classes easier, especially when using the Tide Turner. However, this removes the team's option of sticky traps, and make Engineer nests scarier. The Sticky Jumper can be used to facilitate a back-cap with the Pain Train, but is otherwise useless. The stock Stickybomb Launcher is the most common choice.

Melee Weapon

The Demoman boasts a wide range of melee weapons, which can transform his class significantly. The Eyelander, its reskins, the Persian Persuader, the Half-Zatoichi, and the Claidheamh Mor provide the Decapitation taunt.

Bottle

The Bottle is the Demoman’s stock melee weapon. Like other standard melee weapons, it deals moderate damage. It deals decent damage at close range, and is useful if the Demoman is low on health, or has a sticky trap down and is low on ammo.

The Frying Pan and the Scottish Handshake have the same stats as the Bottle.

Weapon Damage Critical Damage Function Times Special
Bottle
Bottle
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • Completely standard melee weapon.


Eyelander

The Eyelander has an increased melee range, and will raise the Demoman's base health and shield impact damage as well as grant increased movement speed for every kill made with it. However, it lowers the Demoman's base health by 25.

The Horseless Headless Horsemann's Headtaker and the Nessie's Nine Iron have the same stats as the Eyelander.

Weapon Damage Critical Damage Function Times Special
Eyelander
Eyelander
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • Increased attack range.
  • -25 initial health, for a total of 150.
  • Each kill collects a Head.
    • Each head collected increases speed by 22 units/second.
    • Increases maximum health by 15, and heals for 15, which can overheal.
    • If another Eyelander player is killed, any quantity of heads they had become yours. You receive only 15 health.
    • Heads are reset on death.


Claidheamh Mòr

Like the Eyelander, the Claidheamh Mòr has an increased melee range. However, it extends charge time by 0.5 seconds, and reduces the Demoman's health by 15.

Weapon Damage Critical Damage Function Times Special
Claidheamh Mòr
Claidheamh Mòr
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • Increased attack radius
  • Reduces health by 15, to 160.
    • Overheal reduced to 240.
  • The Chargin' Targe and the Splendid Screen have a 2.5s charge when used with this melee weapon.


Persian Persuader

The Persian Persuader grants health for ammo pickups. It also doubles the recharge rate of a charge. Ammo can be restored only from a resupply cabinet.

Weapon Damage Critical Damage Function Times Special
Persian Persuader
Persian Persuader
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • +100% increase in charge recharge rate
  • All ammo collected becomes health.
    • Small Ammo: 9 health.
    • Medium Ammo or fallen weapon: 20 health.
    • Large Ammo: 40 health.


Pain Train

The Pain Train is designed for the more offensive Demoman. It doubles his capture rate, allowing for back-caps and increased capture times, but leaves him more vulnerable to Scouts and Shotgun shots.

Weapon Damage Critical Damage Function Times Special
Pain Train
Pain Train
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • Gives user double capture rate.
  • Increases taken damage from hitscan weapons by 10%.


Scotsman's Skullcutter

The Scotsman's Skullcutter reduces the Demoman's speed, but provides more melee damage.

Weapon Damage Critical Damage Function Times Special
Scotsman's Skullcutter
Scotsman's Skullcutter
  • Melee: 78
  • Critical: 234
  • Minicrit: 105
  • Attack: 0.8s
  • Decreases movement speed by 15%.
  • Increases damage by 20%.


Half-Zatoichi

Once the Half-Zatoichi has been made active, it can only be put away once a kill is made or when touching a resupply cabinet. On kill, it restores all of the Demoman's health.

Weapon Damage Critical Damage Function Times Special
Half-Zatoichi
Half-Zatoichi
  • Melee: 65
  • Critical: 195
  • Mini-Crit: 88
  • Attack: 0.8s
  • Restores the Demoman to 100% Health on kill.
  • Cannot be switched away from unless a kill is made or touching a resupply cabinet.
  • Will deal 500 damage to an enemy Soldier or Demoman wielding the Half-Zatoichi.


Ullapool Caber

The Ullapool Caber deals reduced melee damage, but will explode upon first usage to deal explosion damage to surrounding targets and 100 damage to the wiedler.

Weapon Damage Critical Damage Function Times Special
Ullapool Caber
Ullapool Caber
  • Melee: 35
  • Explosion: 149
  • Total: 185
  • Critical: 105
  • Critical Explosion: 300
  • Critical Total: 405
  • Mini-Crit: 46
  • Mini-Crit Explosion: 197
  • Mini-Crit Total: 243
  • Attack: 0.8s
  • Explodes upon contact with any object that is not a friendly player or friendly building.
  • Explosion deals 100 self-damage.


Melee Weapon Usage

The Demoman's variety comes from his melee weapon choice. The stock Bottle offers a good and non-explosive alternative for close-range damage. The Eyelander is useful for a Demoman who expects to stay alive for a longer time. The Scotsman's Skullcutter allows for faster kills at close range, but slows the Demoman down overall. The Persian Persuader allows for more frequent charge attacks, more frequent health packs, but prevents obtaining additional ammo for the Demoman's primary and secondary weapons. The Pain Train makes the Demoman more vulnerable to Scouts, but allows him to facilitate captures faster. The Half-Zatoichi allows for healing far from a Medic, but leaves the Demoman overly vulnerable if he fails to get a kill. The Ullapool Caber works well as a last resort, but may cause unintentional suicide. The Claidheamh Mór paired with the Tide Turner can be used to charge from a long distance to kill an important class by surprise, such as a fully charged Medic, but the lowered base health may make the Demoman more vulnerable. Overall, the Bottle is considered the safest and best option, as it allows for consistent damage without downsides.