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 at least partially melee-oriented.
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* 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.
 
|-
 
|-
 
| 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 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.
+
* 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.
 
* 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.  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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* 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.
 
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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. A popular name for Demomen using a fully melee loadout is the 'Demoknight'
+
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.
  
  
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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.  If you move around to avoid his grenades, try not to accidentally run into them and soak them up.
+
* Grenades travel slowly and in a wide arc, giving you time to dodge or take cover.
 
* 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.
 
  
 
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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.
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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.
 
* 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.  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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* 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.
 
|-
 
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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 22:10, 10 May 2015

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. 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.
  • 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.
Leaderboard class medic.png Health
  • 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.
  • A Demoman carrying a shield will have a large resistance to fire and explosive damage, but is fully vulnerable to bullets and melee attacks.
Leaderboard class scout.png Speed
  • The Demoman is slower than a majority of the classes, but he can still chase you down if he uses a melee combat loadout.
Leaderboard class soldier.png Power
  • 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.
  • 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.

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.


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 explosions, move closer so that the Demoman suffers as well.
Loch-n-Load
Loch-n-Load
  • The Loch-n-Load has only 75% of the clip size of Grenade Launcher, forcing the Demoman to reload often and giving you more windows of opportunity.
  • Grenades fired from the Loch-n-Load are very powerful and travel faster, but do not explode if they strike anything other than enemy players or buildings. If you dodge the initial shot, you won't need to worry about it exploding under your feet.
  • The Loch-n-Load deals additional self-damage to the Demoman. You can stay within melee range to make him hesitate to damage 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 much weaker at ranged combat.
  • 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
  • The Loose Cannon's cannonballs do not explode upon a direct hit with a player and deal significantly less damage upon hitting a surface. If you dodge a cannonball, you can assume the follow-up explosion will deal minimal damage.
  • 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" mini-crit damage.
B.A.S.E. Jumper
B.A.S.E. Jumper
  • Keep in mind that a Demoman trades in his Grenade Launcher to use the B.A.S.E. Jumper, making him weaker in direct combat.
  • A paratrooping Demoman will typically try to carpet bomb you with his Stickybomb Launcher. If the Demoman stays hovering in the air, he becomes an easy target.
    • His other, less practical option is to charge at you from the air using one of his shields. A Demoman with the B.A.S.E. Jumper and a shield is locked into melee combat, so avoid the charge and stay out of melee range.
  • A Demoman with the B.A.S.E. Jumper is much weaker while grounded. Take the opportunity to damage him after he lands or before he can launch into the sky.
  • The B.A.S.E. Jumper is ineffective in indoor areas with low ceilings. Retreat to a different venue if the Demoman's aerial assault becomes a problem.
Iron Bomber
Iron Bomber
  • The grenades launched by the Iron Bomber do not roll or bounce very much. The Demoman may count on the timed explosion to act as a temporary trap if he misses you with it directly, like a timed Stickybomb.
  • Although the Iron Bomber has a greater margin of error on missed grenades, its grenades have a 20% smaller than the regular grenades and inflict 10% less damage after having touched a surface. If the Demoman is shooting grenades at the ground, you don't need to move as far away to avoid the explosion.
  • As when dealing with Stickybombs, be wary of a retreating Demoman, as he may use the Iron Bomber to lay traps too.

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
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. Be aware of these spots and your surrounding in general; the best trap is the one you do not expect.
  • Once the Demoman detonates his, 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. A Demoman using the weapon will likely switch to his other ones when confronted.
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 his melee weapon, so expect a decent fight.
Quickiebomb Launcher
Quickiebomb Launcher
  • Stickybombs launched from the Quickiebomb Launcher can detonate quickly and are thus more difficult to avoid while fighting. They fizzle quickly, so just move out of the line of fire or wait for them to disappear instead.
  • The Quickiebomb Launcher has a 25% smaller clip than the other Stickybomb launchers. Although the initial assault may be difficult to avoid, you only needs to hold out for a little while before the Demoman must reload.
  • Stickybombs from this launcher do 15% less damage. Enduring the damage from one Stickybomb can usually be survived.
  • The Quickiebomb Launcher charges its shots 50% faster. Don't assume that a Demoman who isn't attacking also isn't charging a shot to fire at you.

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.
Weapon Anti-Demoman strategy
Chargin' Targe
Chargin' Targe + reskins
  • 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.
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
  • A Demoman will often use the Eyelander with a shield and charge at unaware foes to gain on-kill bonuses to his speed and health. Take advantage of this behavior by kiting him or luring him into traps.
  • 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, head bonuses, and his shield's charge ability often make retreat impossible.
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, so 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 that extends charge time by half a second. It becomes even more important to strafe or take cover when he charges.
  • Unlike the Eyelander, the Claidheamh Mòr only subtracts 15 from a Demoman's max health.
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 enemies or objects. 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
  • 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.
  • 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.
Persian Persuader
Persian Persuader
  • The Persian Persuader doubles the recharge rate of the Demoman's shield charges. Try to attack from outside his charge range, which will force him to waste it on getting in range.
  • The Persian Persuader converts all ammo into health; remove any nearby ammo sources while fighting the Demoman.
    • This also means the Demoman can't replenish his ammo; make him waste his shots to steadily decrease his effectiveness, especially in Arena.

See also