Difference between revisions of "Anti-Demoman strategy"
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* Firing an explosive or a [[compression blast]] around corners can dislodge, but not destroy enemy Stickybombs. Try to scatter them in a direction where they won't harm teammates. | * Firing an explosive or a [[compression blast]] around corners can dislodge, but not destroy enemy Stickybombs. Try to scatter them in a direction where they won't harm teammates. | ||
* The Demoman will often watch over his Stickybomb traps, which may leave him distracted and vulnerable to flanking. | * The Demoman will often watch over his Stickybomb traps, which may leave him distracted and vulnerable to flanking. | ||
+ | * Stickybomb traps often contain more than one Stickybomb. If you see one, be sure to check for others, or make sure that the Demoman is not nearby to detonate the trap before proceeding. | ||
* Killing a Demoman will automatically remove all his Stickybombs. If your team is unable to push forward because of them, try to take out the Demoman first. | * Killing a Demoman will automatically remove all his Stickybombs. If your team is unable to push forward because of them, try to take out the Demoman first. | ||
+ | * Stickybombs have certain spots where they can damage people through thin walls (A notorious example is the floor under the first RED spawn on [[Upward]].) Take caution around thinner walls. | ||
+ | * Weapons like the [[Scorch Shot]], [[Quickiebomb Launcher]], and [[Scottish Resistance]] are fantastic at neutralizing Stickybombs, as despite having a large blast radius, their blast still destroys Stickybombs, instead of just knocking them down or away. Use them to clear multiple Stickybombs quickly, safely, and efficiently. | ||
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* A Demoman may use the Stickybomb Launcher to fight directly at medium range, but will have trouble at close range due to the lengthy arm time. | * A Demoman may use the Stickybomb Launcher to fight directly at medium range, but will have trouble at close range due to the lengthy arm time. | ||
− | * The Stickybomb Launcher takes a very long time to reload. Attack the Demoman before he can regain a full clip. | + | * The Stickybomb Launcher takes a very long time to reload (Around 6 seconds for a full magazine.) Attack the Demoman before he can regain a full clip. |
* Stickybombs are typically placed in hard-to-see spots as traps. Be wary of these spots and check your surroundings; the best trap is the one you do not expect. | * Stickybombs are typically placed in hard-to-see spots as traps. Be wary of these spots and check your surroundings; the best trap is the one you do not expect. | ||
* Once the Demoman detonates his Stickybombs, your team has a prime opportunity to advance and overwhelm him before he can lay another trap. | * Once the Demoman detonates his Stickybombs, your team has a prime opportunity to advance and overwhelm him before he can lay another trap. | ||
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* The Scottish Resistance can be used to set up multiple traps. If you encounter Stickybombs from this weapon, they are likely not the only trap you will have to deal with. | * The Scottish Resistance can be used to set up multiple traps. If you encounter Stickybombs from this weapon, they are likely not the only trap 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. | * 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 Grenade Launcher or melee weapon when confronted. | + | * 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 Grenade Launcher or melee weapon when confronted, giving you time to attack before the other weapon can be readied. |
* The Scottish Resistance is one of two Stickybomb Launchers which can destroy enemy Stickybombs. This means that it can be used to disable other sticky traps laid by enemy Demomen. | * The Scottish Resistance is one of two Stickybomb Launchers which can destroy enemy Stickybombs. This means that it can be used to disable other sticky traps laid by enemy Demomen. | ||
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* The Quickiebomb Launcher fires Stickybombs that arm quickly and are thus hard to dodge. It can be used in direct combat similarly to the Grenade Launcher. | * The Quickiebomb Launcher fires Stickybombs that arm quickly and are thus hard to dodge. It can be used in direct combat similarly to the Grenade Launcher. | ||
* The Quickiebomb Launcher holds only four shots and deals 15% less damage. Although the initial assault may be difficult to avoid, you only need to hold out for a little while before the Demoman must reload. | * The Quickiebomb Launcher holds only four shots and deals 15% less damage. Although the initial assault may be difficult to avoid, you only need to hold out for a little while before the Demoman must reload. | ||
+ | * While the Quickiebomb Launcher deals 15% less base damage, the damage is increased to +35% by charging the shot. Use the Demoman's charging to your advantage, and engage at close range so the Stickie's take longer to arm. | ||
* The Quickiebomb Launcher charges its shots 70% faster. Don't assume that a faraway Demoman can’t hit you. | * The Quickiebomb Launcher charges its shots 70% faster. Don't assume that a faraway Demoman can’t hit you. | ||
+ | * Like the Scottish Resistance, the Quickybomb Launcher can also destroy enemy Stickies | ||
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* The Chargin' Targe gives the Demoman heavy resistance to fire and explosion damage. If possible, attack with bullets from outside his melee range. | * The Chargin' Targe gives the Demoman heavy resistance to fire and explosion damage. If possible, attack with bullets from outside his melee range. | ||
− | * If you cannot avoid a charge, run towards the Demoman and end his charge early before he travels far enough to land a Critical Hit. | + | * If you cannot avoid a charge, run towards the Demoman and end his charge early before he travels far enough to land a Critical Hit. Be sure to watch out for the following melee attack. |
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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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* The Splendid Screen doesn't provide as much resistance to fire and explosions as the Chargin' Targe does, but allows him to charge more often. Damage him with bullets and be ready to dodge at all times. | * The Splendid Screen doesn't provide as much resistance to fire and explosions as the Chargin' Targe does, but allows him to charge more often. Damage him with bullets and be ready to dodge at all times. | ||
* The Splendid Screen deals considerably more impact damage and can do so at any range; try not to engage him in close combat. | * The Splendid Screen deals considerably more impact damage and can do so at any range; try not to engage him in close combat. | ||
+ | * Unless you just saw the Demoman Charge, assume that he has charge. The increased recharge rate will make him more likely to charge than others. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Tide Turner}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Tide Turner}} | ||
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* Like the other shields, the Tide Turner provides resistance to fire and explosions, albeit not as much as the Chargin' Targe. Use bullets for maximum damage. | * Like the other shields, the Tide Turner provides resistance to fire and explosions, albeit not as much as the Chargin' Targe. Use bullets for maximum damage. | ||
− | * Unlike the other shields, the Tide Turner provides full turning control while charging. | + | * Unlike the other shields, the Tide Turner provides full turning control while charging. Use vertical stops to avoid his charge, as the Demoman cannot jump while charging. |
+ | * Every point of damage he takes drains his charge meter by 1%. Landing a solid hit on him will stop his charge instantly. | ||
* The Tide Turner only guarantees a mini-crit at the end of a charge, so the Demoman must land the shield bash or follow-up attacks to kill you from full health. | * The Tide Turner only guarantees a mini-crit at the end of a charge, so the Demoman must land the shield bash or follow-up attacks to kill you from full health. | ||
− | * If the Demoman lands a melee kill, he instantly refills 75% of his charge meter. If he kills a nearby teammate, | + | * If the Demoman lands a melee kill, he instantly refills 75% of his charge meter. If he kills a nearby teammate, be prepared for them to almost immediately charge. |
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* 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. | * 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. | ||
+ | * Be sure not to get overly confident outrunning the Demo, as they may switch back to their explosive weapon. If you trap them between whiffing their melee hits and forcing them to switch to an explosive weapon, you will almost certainly win. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Eyelander}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Eyelander}} + '''reskins''' | ||
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− | * A Demoman will often use the Eyelander with a shield and charge at foes to gain on-kill bonuses to his speed and health. Take advantage of this behavior by | + | * A Demoman will often use the Eyelander with a shield and charge at foes to gain on-kill bonuses to his speed and health. Take advantage of this behavior by hitting him or luring him into traps. |
* If the Demoman forces you into close combat, fighting back might be better than running away. Alternatively, die to another source to prevent him from getting his bonus. | * If the Demoman forces you into close combat, fighting back might be better than running away. Alternatively, die to another source to prevent him from getting his bonus. | ||
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* The Demoman will likely pair the Scotsman's Skullcutter with a shield to maximize its damage potential and counter its speed reduction. Be ready to dodge his charge. | * The Demoman will likely pair the Scotsman's Skullcutter with a shield to maximize its damage potential and counter its speed reduction. Be ready to dodge his charge. | ||
* The Scotsman's Skullcutter also reduces the Demoman's charging speed, which actually gives you more time to avoid the Demoman's charge. | * The Scotsman's Skullcutter also reduces the Demoman's charging speed, which actually gives you more time to avoid the Demoman's charge. | ||
+ | * The [[Ali Baba's Wee Booties]] are also common with a shield, as it turns the Scotsman's Skullcutter's 15% decrease in movement speed into only a 5% decrease. Be cautious of the Demoman having more health than usual. | ||
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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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− | * The Claidheamh Mòr increases the Demoman's charge duration. [[Strafing|Strafe]] rather than back away when the Demoman charges. | + | * The Claidheamh Mòr increases the Demoman's charge duration. [[Strafing|Strafe]] rather than back away when the Demoman charges. Be sure to distance yourself from the Demoman more than usual if you want to avoid the charge. |
− | * The Claidheamh Mòr inflicts a flat 15% vulnerability and cannot collect heads, so the Demoman will always have a maximum of 175 health. | + | * The Claidheamh Mòr inflicts a flat 15% vulnerability and cannot collect heads, so the Demoman will always have a maximum of 175 health. Use the vulnerability to out-damage the Demoman before they can kill you. |
− | * The Claidheamh Mòr refills 25% of his charge meter upon a kill. If you see the Demoman kill a teammate, know that he can charge at you soon. | + | * The Claidheamh Mòr refills 25% of his charge meter upon a kill. If you see the Demoman kill a teammate, know that he can probably charge at you soon. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Pain Train}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Pain Train}} | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Ullapool Caber}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Ullapool Caber}} | ||
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− | * The Ullapool Caber creates an explosion on contact with enemies or objects. A Demoman might use it as a suicidal last resort | + | * The Ullapool Caber creates an explosion on contact with enemies or objects. A Demoman might use it as a suicidal last resort, so kill him before he reaches you. |
* Do not cluster near teammates, as this and the Demoman's other explosive weapons can punish you all. | * Do not cluster near teammates, as this and the Demoman's other explosive weapons can punish you all. | ||
* If you cannot avoid being struck by the Ullapool Caber, fight back so that the Demoman dies from the blast or resulting fall damage. | * If you cannot avoid being struck by the Ullapool Caber, fight back so that the Demoman dies from the blast or resulting fall damage. | ||
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* A Demoman with the Half-Zatoichi is Honorbound to obtain a kill before switching weapons; he loses 50 health otherwise. Stay out of his melee range to force him to switch weapons and suffer the penalty. | * A Demoman with the Half-Zatoichi is Honorbound to obtain a kill before switching weapons; he loses 50 health otherwise. Stay out of his melee range to force him to switch weapons and suffer the penalty. | ||
* If a Demoman scores a kill with the Half-Zatoichi, he will regain about 100 health; treat him as if he has recently spawned. | * If a Demoman scores a kill with the Half-Zatoichi, he will regain about 100 health; treat him as if he has recently spawned. | ||
− | * Wielders of the Half-Zatoichi can instantly kill each other | + | * Wielders of the Half-Zatoichi can instantly kill each other. If you also have it equipped, catching the Demoman off-guard makes for a quick kill, but make sure he doesn't hit you instead. |
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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 15:07, 28 April 2021
![]() | “Sun Tzu's got nothing on us!” This article is a Community strategy stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: Needs a class specific section just like the Anti-Scout strategy has it. |
“ | 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. 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 take a long time to reload, so catching him by surprise leaves him at a major disadvantage.
Melee loadout
Alternatively, a Demoman can literally charge into battle with one of many dangerous melee weapons and a damage-reducing shield; this is indicated by a shield strapped to his left arm. When equipped with a shield, the Demoman can use its charge ability to close distance very quickly 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
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
Stickybomb Launchers
- Stickybombs can be destroyed by bullets and melee attacks (the latter option is not recommended, for obvious reasons). 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, but not destroy enemy Stickybombs. Try to scatter them in a direction where they won't harm teammates.
- The Demoman will often watch over his Stickybomb traps, which may leave him distracted and vulnerable to flanking.
- Stickybomb traps often contain more than one Stickybomb. If you see one, be sure to check for others, or make sure that the Demoman is not nearby to detonate the trap before proceeding.
- Killing a Demoman will automatically remove all his Stickybombs. If your team is unable to push forward because of them, try to take out the Demoman first.
- Stickybombs have certain spots where they can damage people through thin walls (A notorious example is the floor under the first RED spawn on Upward.) Take caution around thinner walls.
- Weapons like the Scorch Shot, Quickiebomb Launcher, and Scottish Resistance are fantastic at neutralizing Stickybombs, as despite having a large blast radius, their blast still destroys Stickybombs, instead of just knocking them down or away. Use them to clear multiple Stickybombs quickly, safely, and efficiently.
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 few seconds. Charging instantly removes debuffs and grants him a guaranteed Critical Hit near the end of the charge. The shield also provides the Demoman added resistance to explosive and fire damage.
- A Charge can be delayed or nullified by using weapons with stun, slowdown, and knockback.
- The Demoman's charge goes forward. Dodge the charge by strafing to the side instead of backpedaling.
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 |
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![]() Persian Persuader |
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See also
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