Difference between revisions of "Anti-Demoman strategy"
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* The Demoman is great at both offense and defense. He is particularly good at mid-range combat. | * The Demoman is great at both offense and defense. He is particularly good at mid-range combat. | ||
* As his name implies, the Demoman is excellent as demolitions. Pay attention to where he places his explosives, especially if you can't move from cover. | * As his name implies, the Demoman is excellent as demolitions. Pay attention to where he places his explosives, especially if you can't move from cover. | ||
− | * A Demoman using a shield instead of a trap secondary weapon will always have the shield visible. If you can see a shield on the Demoman's left arm, you can be certain that his loadout has no secondary weapon and will be melee-oriented. | + | * A Demoman using a shield instead of a trap secondary weapon will always have the shield visible. If you can see a shield on the Demoman's left arm, you can be certain that his loadout has no secondary weapon and will be at least partially melee-oriented. |
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| align="center" valign="center" style="padding:0.5em" | [[File:Leaderboard_class_medic.png|40px]] '''[[Health]]''' | | align="center" valign="center" style="padding:0.5em" | [[File:Leaderboard_class_medic.png|40px]] '''[[Health]]''' | ||
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* The Demoman has a base health of 175, so he can withstand a considerable amount of damage. | * The Demoman has a base health of 175, so he can withstand a considerable amount of damage. | ||
− | * Certain weapons change the Demoman's maximum health or heal him each time he gets a kill. Check what weapons he's wielding to estimate his health pool. | + | * Certain weapons and other tools in the loadout menu change the Demoman's maximum health or heal him each time he gets a kill. Check what weapons he's wielding to estimate his health pool. Examples include the Bootlegger and the Eyelander. |
* A Demoman carrying a shield will have a large resistance to fire and explosive damage, but is fully vulnerable to bullets and melee attacks. | * A Demoman carrying a shield will have a large resistance to fire and explosive damage, but is fully vulnerable to bullets and melee attacks. | ||
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* The Demoman is deadly at range but fires all of his projectiles in an arc. Make it difficult for him to aim by getting close and moving unpredictably. | * The Demoman is deadly at range but fires all of his projectiles in an arc. Make it difficult for him to aim by getting close and moving unpredictably. | ||
* All of the Demoman's explosives can harm himself, giving you an additional advantage at close range. | * All of the Demoman's explosives can harm himself, giving you an additional advantage at close range. | ||
− | * A Demoman with a shield and melee weapon can charge at you to deal critical hit damage. Avoiding his charge and staying outside his extended melee range gives you room to shoot back. | + | * A Demoman with a shield and melee weapon can charge at you to deal critical hit damage. Avoiding his charge and staying outside his extended melee range gives you room to shoot back. In open spaces, Demoknights can be dealt with much easily, trouble occurs when you are in corridors and rooms with them. |
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== Melee loadout == | == Melee loadout == | ||
− | Alternatively, a Demoman can charge around with one of many dangerous melee weapons and a damage-reducing shield, indicated by his chosen shield attached to his left arm. 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]] melee damage. 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. Bullet-based weapons work best against him, as none of his shields reduce bullet damage. | + | Alternatively, a Demoman can charge around with one of many dangerous melee weapons and a damage-reducing shield, indicated by his chosen shield attached to his left arm. 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]] melee damage. 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. Bullet-based weapons work best against him, as none of his shields reduce bullet damage. A popular name for Demomen using a fully melee loadout is the 'Demoknight' |
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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 or take cover. | + | * Grenades travel slowly and in a wide arc, giving you time to dodge or take cover. If you move around to avoid his grenades, try not to accidentally run into them and soak them up. |
* If you cannot avoid the Grenade Launcher's explosions, move closer so that the Demoman suffers as well. | * If you cannot avoid the Grenade Launcher's explosions, move closer so that the Demoman suffers as well. | ||
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* 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 the 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. | * When the 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. | ||
+ | * The Heavy, a bullet oriented class with a large pool of health, are probably the most effective anti-Demoknight class. If there is a Heavy near you when an enemy Demoknight charges, move out the way and allow him to deal with the intruder. | ||
{| 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}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Chargin' Targe}} + '''reskins''' | ||
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− | * The Chargin' Targe gives the Demoman resistance to fire and explosion damage, and immunity to afterburn. If possible, attack with bullets from outside his melee range. | + | * The Chargin' Targe gives the Demoman resistance to fire and explosion damage, and immunity to afterburn. If possible, attack with bullets 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. | * 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. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Splendid Screen}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Splendid Screen}} | ||
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| 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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− | * 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, so attack the Demoman from afar. | + | * 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, so attack the Demoman from afar. Scouts are in serious trouble when trapped in a room with a Demoman wielding the Scotsman's Skullcutter - they won't last long in a confined space. |
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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}} | ||
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* If the Demoman switches to the Half-Zatoichi, he is Honorbound to leave it active until he obtains a kill. Stay out of his melee range to prevent him from switching weapons and watch out for a shield charge. | * If the Demoman switches to the Half-Zatoichi, he is Honorbound to leave it active until he obtains a kill. Stay out of his melee range to prevent him from switching weapons and watch out for a shield charge. | ||
* If a Demoman recently scored a kill with the Half-Zatoichi, he will be at full health; treat him as if he were fresh out of spawn. | * If a Demoman recently scored a kill with the Half-Zatoichi, he will be at full health; treat him as if he were fresh out of spawn. | ||
− | * Wielders of the Half-Zatoichi can instantly slay each other; if you're confident in your samurai skills, you can quickly eliminate the enemy Demoman. | + | * Wielders of the Half-Zatoichi can instantly slay each other; if you're confident in your samurai skills, you can quickly eliminate the enemy Demoman. |
+ | Due to the fact you cannot switch to another weapon while wielding the Half-Zatoichi, many Demomen opt to use the Demoknight option as that is the only weapon they are wielding in the first place and do not need to worry about the Honourbound attribute. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Persian Persuader}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Persian Persuader}} |
Revision as of 09:21, 10 May 2015
“ | Yeah, next time, try two eyes!
Click to listen
— The Scout
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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.
Contents
General
Attributes | Anti-Demoman strategy |
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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, where his weapons are hard to aim and inflict self-harm. The Stickybomb Launcher, in particular, forces you to consider possible Stickybomb traps as you navigate the battlefield. The Demoman's explosive weapons have a long reloading and arming time, so catching him by surprise works favorably.
Melee loadout
Alternatively, a Demoman can charge around with one of many dangerous melee weapons and a damage-reducing shield, indicated by his chosen shield attached to his left arm. 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 melee damage. 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. Bullet-based weapons work best against him, as none of his shields reduce bullet damage. A popular name for Demomen using a fully melee loadout is the 'Demoknight'
Weapon-specific
Primary
Weapon | Anti-Demoman strategy |
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![]() Grenade Launcher + reskins |
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![]() Loch-n-Load |
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![]() Ali Baba's Wee Booties + reskins |
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![]() Loose Cannon |
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![]() B.A.S.E. Jumper |
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![]() Iron Bomber |
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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 and reveal enemy Stickybombs.
- The Demoman must often watch over his Stickybomb traps, which 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 |
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![]() Stickybomb Launcher + reskins |
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![]() Scottish Resistance |
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![]() Sticky Jumper |
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![]() Quickiebomb Launcher |
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Shields
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 the 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.
- The Heavy, a bullet oriented class with a large pool of health, are probably the most effective anti-Demoknight class. If there is a Heavy near you when an enemy Demoknight charges, move out the way and allow him to deal with the intruder.
Weapon | Anti-Demoman strategy |
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![]() Chargin' Targe + reskins |
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![]() Splendid Screen |
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![]() Tide Turner |
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Melee
Weapon | Anti-Demoman strategy |
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![]() Bottle + reskins |
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![]() Eyelander + reskins |
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![]() Scotsman's Skullcutter |
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![]() Claidheamh Mòr |
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![]() Pain Train |
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![]() Ullapool Caber |
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![]() Half-Zatoichi |
Due to the fact you cannot switch to another weapon while wielding the Half-Zatoichi, many Demomen opt to use the Demoknight option as that is the only weapon they are wielding in the first place and do not need to worry about the Honourbound attribute. |
![]() Persian Persuader |
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See also
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