Difference between revisions of "Demoman match-ups"

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(Undo edit by Incoming38 (Talk) (2163484) Redundant or too niche information.)
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{{Match-Up|forclass=demoman
 
{{Match-Up|forclass=demoman
   | 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]]. You can try to detonate Stickybombs in air, so Scout will take heavy damage by splash radius. Even if the Scout gets close, taking out your melee weapon is not recommended, as his speed lets him easily dodge your swings. Your shield's speed, however, is faster than Scout's one, which can allow you to catch him and freely cut his head. As more heads you would have, as harder to predict your moves. Once you are close enough to scout, he will likely get killed by you, due to your speed with all 4 heads and sword's large radius.
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   | 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.
   | 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. If you have any shield equipped, rockets will deal smaller damage to you, so keep the distance and blast him with your primary: do not try to kill him with sword unless soldier is injured. Overwise, he can accidentally suicide or match you up with his [[Equalizer]].  
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   | 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, where his assortment of strong fire and melee weapons will scorch 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. Equipping [[Chargin' Targe|any]] of [[Splendid Screen|your]] [[Tide Turner|shields]] changes the matchup significantly, as they reduce fire damage taken and can extinguish [[afterburn]] by charging, preventing powerful critical hits from the [[Axtinguisher]] and [[Flare Gun]]; if the Pyro doesn't have the [[Shotgun]] or [[Reserve Shooter]] equipped, his best option becomes his melee weapon. The Pyro's compression blast can interrupt any charges you attempt, which keeps the playing field even.
 
   | pyro-strategy = You never want to let a Pyro get close to you, where his assortment of strong fire and melee weapons will scorch 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. Equipping [[Chargin' Targe|any]] of [[Splendid Screen|your]] [[Tide Turner|shields]] changes the matchup significantly, as they reduce fire damage taken and can extinguish [[afterburn]] by charging, preventing powerful critical hits from the [[Axtinguisher]] and [[Flare Gun]]; if the Pyro doesn't have the [[Shotgun]] or [[Reserve Shooter]] equipped, his best option becomes his melee weapon. The Pyro's compression blast can interrupt any charges you attempt, which keeps the playing field even.
 
   | demoman-strategy = Against another Demoman at any range, fire grenades and Stickybombs while dodging his. Be careful when approaching when the enemy Demoman on the defensive, as he's bound to have traps prepared for you. 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-strategy = Against another Demoman at any range, fire grenades and Stickybombs while dodging his. Be careful when approaching when the enemy Demoman on the defensive, as he's bound to have traps prepared for you. 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.
   | 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. Don't try to fight him at close range with your swords, because Minigun will kill you much faster.
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   | 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.
 
   | 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 a shield will rob you of the Stickybomb Launcher and overall make you weaker against Sentry Guns. Equipping the [[Loch-n-Load]] can help to negate this, it can destroy any of the Engineer's buildings in two shots.
 
   | 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 a shield will rob you of the Stickybomb Launcher and overall make you weaker against Sentry Guns. Equipping the [[Loch-n-Load]] can help to negate this, it can destroy any of the Engineer's buildings in two shots.
   | medic-strategy = As with an Engineer, a Medic who aims his [[Syringe Gun]] well can be insidious 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. Your shields can be used to chase and pick off a fleeing Medic. Powerful stickybomb traps can be very effective against a Medic and his patients: large traps (especially when critboosted) can instantly kill even overhealed Heavies.
+
   | medic-strategy = As with an Engineer, a Medic who aims his [[Syringe Gun]] well can be insidious 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. Your shields 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 your shield charge to approach, try to catch the Sniper off-guard; your trajectory, if not using the [[Tide Turner]], is easily predictable. Once you get inside medium range, your projectiles or melee weapon will make short work of him.
 
   | 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 your shield charge to approach, try to catch the Sniper off-guard; your trajectory, if not using the [[Tide Turner]], is easily predictable. Once you get inside medium range, your projectiles or melee weapon will make short work of him.
   | 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. Consider having a powerful stickybomb trap for a Spy: even [[Dead ringer]] cant save him from multiple stikybomb's high damage.
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   | 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.
 
}}
 
}}
  

Revision as of 02:14, 21 September 2016

Oh, I'm goin' to liquefy ya...
The Demoman on his battle plan
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, where his assortment of strong fire and melee weapons will scorch 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. Equipping any of your shields changes the matchup significantly, as they reduce fire damage taken and can extinguish afterburn by charging, preventing powerful critical hits from the Axtinguisher and Flare Gun; if the Pyro doesn't have the Shotgun or Reserve Shooter equipped, his best option becomes his melee weapon. The Pyro's compression blast can interrupt any charges you attempt, which keeps the playing field even.
Demoman.png
Demoman
vs. Demoman.png
Demoman
Against another Demoman at any range, fire grenades and Stickybombs while dodging his. Be careful when approaching when the enemy Demoman on the defensive, as he's bound to have traps prepared for you. 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
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.
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 a shield will rob you of the Stickybomb Launcher and overall make you weaker against Sentry Guns. Equipping the Loch-n-Load can help to negate this, it can destroy any of the Engineer's buildings in two shots.
Demoman.png
Demoman
vs. Medic.png
Medic
As with an Engineer, a Medic who aims his Syringe Gun well can be insidious 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. Your shields 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 your shield charge to approach, try to catch the Sniper off-guard; your trajectory, if not using the Tide Turner, 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. 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