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 is 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 is 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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− | + | == Explosive loadout == | |
− | |||
− | A Demoman with an 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 | + | 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 == | == Weapon-specific == | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Loch-n-Load}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Loch-n-Load}} | ||
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− | * The Loch-n-Load has only three shots in a clip. | + | * The Loch-n-Load has only three shots in a clip. This forces the Demoman to reload more often, which gives you more opportunities to fight back. |
− | * Grenades fired from the Loch-n-Load travel faster and further, but | + | * Grenades fired from the Loch-n-Load travel faster and further, but do not explode if they do not strike enemy players or buildings. If you dodge his initial shots, you won't need to worry about them exploding under your feet. |
* The Loch-n-Load's grenades have a longer trajectory, so a smart Demoman can bombard exposed targets, such as Engineer buildings, from a long distance. Against this, move away or force the Demoman out of his spot, where he won't have a clear shot. | * The Loch-n-Load's grenades have a longer trajectory, so a smart Demoman can bombard exposed targets, such as Engineer buildings, from a long distance. Against this, move away or force the Demoman out of his spot, where he won't have a clear shot. | ||
|- | |- | ||
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Ali Baba's Wee Booties}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|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. Stay out of melee range and fight back with ranged weapons. |
+ | * The Booties give the Demoman a 10% speed bonus and increased turning control when charging; remain in areas that have obstacles or escape routes to avoid a Demoman's charge. | ||
* You can try to fake out a charging Demoman by moving in one direction, then doubling back. Once the Demoman begins to turn in one direction, turning the other way becomes nearly impossible. | * You can try to fake out a charging Demoman by moving in one direction, then doubling back. Once the Demoman begins to turn in one direction, turning the other way becomes nearly impossible. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|B.A.S.E. Jumper}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|B.A.S.E. Jumper}} | ||
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− | * | + | * Keep in mind that a Demoman gives up his Grenade Launcher to use the B.A.S.E. Jumper, making him weaker in direct combat. |
− | * A parachuting Demoman will typically carpet bomb you with his Stickybomb Launcher. If the Demoman stays hovering in the air, he becomes a slow and easy target | + | * A parachuting Demoman will typically try to carpet bomb you with his Stickybomb Launcher. If the Demoman stays hovering in the air, he becomes a slow and easy target - shoot him down or position yourself behind cover. |
− | ** His other, less practical option is to [[ | + | ** His other, less practical option is to [[charge]] at you from the air using one of his [[shield]]s. 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. |
− | * The B.A.S.E. Jumper is ineffective in indoor areas with low ceilings. Retreat to a different venue if | + | * A Demoman with the B.A.S.E. Jumper is much weaker while grounded. Engage him after he lands or before he can launch into the sky. |
− | * The B.A.S.E. Jumper cannot be deployed again once retracted until he touches the ground. Harass | + | * 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. |
+ | * The B.A.S.E. Jumper cannot be deployed again once retracted until he touches the ground. Harass him in midair or force him to retract his parachute, potentially taking fall damage. | ||
|- | |- | ||
|align="center" valign="center" style="padding:0.5em" | {{Table icon|Iron Bomber}} | |align="center" valign="center" style="padding:0.5em" | {{Table icon|Iron Bomber}} | ||
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==== Stickybomb Launchers ==== | ==== Stickybomb Launchers ==== | ||
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− | + | * Stickybombs can be destroyed by bullets, melee attacks, and certain class-specific weapons, such as the [[Short Circuit]]. 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 can be destroyed by bullets, melee attacks, and certain weapons such as the [[Short Circuit]]. | ||
− | * Stickybomb traps often contain more than one Stickybomb | ||
− | |||
− | * Killing a Demoman will automatically remove all his Stickybombs. If your team is unable to push forward, try to take out the Demoman first. | ||
* Some maps have certain spots where Stickybombs can damage enemies through thin or grated walls (a notorious example is the floor under the first RED spawn on [[Upward]].) Take caution around these areas. | * Some maps have certain spots where Stickybombs can damage enemies through thin or grated walls (a notorious example is the floor under the first RED spawn on [[Upward]].) Take caution around these areas. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Stickybomb Launcher}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Stickybomb Launcher}} + '''reskins''' | ||
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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. |
− | * The Stickybomb Launcher | + | * The Stickybomb Launcher takes a long 6 seconds to fully reload. 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. |
+ | * Once the Demoman detonates his Stickybombs, your team has a prime opportunity to advance and overwhelm him before he can lay another trap. | ||
+ | |||
|- | |- | ||
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Scottish Resistance}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Scottish Resistance}} | ||
| | | | ||
− | * The Scottish Resistance | + | * The Scottish Resistance can be used to set up and detonate 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, so he may react to combat happening near them. | * A Demoman can see his Scottish Resistance Stickybombs through walls, so he may react to combat happening near them. | ||
− | * The Demoman | + | * 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 a moment to react. |
* The Scottish Resistance is one of two Stickybomb Launchers which can destroy enemy Stickybombs, allowing for easy area control. | * The Scottish Resistance is one of two Stickybomb Launchers which can destroy enemy Stickybombs, allowing for easy area control. | ||
|- | |- | ||
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sticky Jumper}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|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 | + | * 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 he can still put up a decent fight. | * A Demoman with the Sticky Jumper will still have access to the Grenade Launcher and his melee weapon, so he can still put up a decent fight. | ||
|- | |- | ||
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Quickiebomb Launcher}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Quickiebomb Launcher}} | ||
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− | * The Quickiebomb Launcher fires Stickybombs that arm quickly and are 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. 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. 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's projectiles deal 15% less base damage, but this increases to +35% with a charged shot. Fight against this weapon at close range. | * The Quickiebomb Launcher's projectiles deal 15% less base damage, but this increases to +35% with a charged shot. Fight against this weapon at close range. | ||
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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. | 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]]. | * A Charge can be delayed or nullified by using weapons with [[stun]], [[slowdown]], and [[knockback]]. | ||
− | * The Demoman's charge | + | * The Demoman's charge goes forward. Dodge the charge by strafing to the side instead of backpedaling. |
− | * | + | *Pyros can be an effective counter, using their airblast to push the Demoman back or send him over the edge of the map |
+ | * Stickybomb traps can also be effective as they can either blow the charging Demoman up, or can send him flying and leave him vulnerable to being picked off, or even sent off a map edge to die from fall damage or fall to his death. | ||
{| 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 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. Watch out for the following melee attack! | ||
|- | |- | ||
| 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. | + | * 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. | + | * 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 recharges the Demoman's charge quickly. Until you see the Demoman charge, always assume his charge is ready. | * The Splendid Screen recharges the Demoman's charge quickly. Until you see the Demoman charge, always assume his charge is ready. | ||
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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 much | + | * 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. Move vertically up obstacles to avoid his charge, as the Demoman cannot jump while charging. | * Unlike the other shields, the Tide Turner provides full turning control while charging. Move vertically up obstacles to avoid his charge, as the Demoman cannot jump while charging. | ||
* Every point of damage the Demoman takes drains his charge meter by 1%. Landing a solid hit on him will stop his charge instantly. | * Every point of damage the Demoman takes drains his charge meter by 1%. Landing a solid hit on him will stop his charge instantly. | ||
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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. | ||
− | * You can [[ | + | * You can [[weapon heckle]] an impatient Demoman by staying between melee range and just inside safe Grenade Launcher range. |
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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. | + | * 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 kiting 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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|- | |- | ||
| 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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* 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; if you also have it equipped, catching the Demoman off-guard makes for a quick kill. | * 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. | ||
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* The Persian Persuader allows the Demoman to get his charge earlier by collecting ammo; steal any nearby ammo boxes when fighting enemies. | * The Persian Persuader allows the Demoman to get his charge earlier by collecting ammo; steal any nearby ammo boxes when fighting enemies. | ||
* Every successful hit with the Persian Persuader allows the Demoman to gain 20% charge. Paired with the Splendid Screen, the Demoman will almost always have a charge ready - be ready to dodge. | * Every successful hit with the Persian Persuader allows the Demoman to gain 20% charge. Paired with the Splendid Screen, the Demoman will almost always have a charge ready - be ready to dodge. | ||
− | * | + | * A Demoman with this weapon equipped will likely opt for purely melee-oriented strategy, because the Persian Persuader reduces his max ammo for both his primary and secondary weapons by 80%. If he uses the Grenade Launcher, expect him to run out of ammo very quickly and enter melee combat. |
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Revision as of 19:08, 22 September 2023
“ | 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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Role |
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Health |
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Speed |
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Power |
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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, melee attacks, and certain class-specific weapons, such as the Short Circuit. 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.
- Some maps have certain spots where Stickybombs can damage enemies through thin or grated walls (a notorious example is the floor under the first RED spawn on Upward.) Take caution around these areas.
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.
- Pyros can be an effective counter, using their airblast to push the Demoman back or send him over the edge of the map
- Stickybomb traps can also be effective as they can either blow the charging Demoman up, or can send him flying and leave him vulnerable to being picked off, or even sent off a map edge to die from fall damage or fall to his death.
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
|