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| *A Demoman may use the Bottle or Frying Pan as a last resort at close range. Since the Demoman's speed is below average, back up while attacking him if he is chasing you with one of these weapons. | | *A Demoman may use the Bottle or Frying Pan as a last resort at close range. Since the Demoman's speed is below average, back up while attacking him if he is chasing you with one of these weapons. |
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− | | class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Eyelander|icon-size=100x100px}} {{Icon weapon|weapon=Horseless Headless Horsemann's Headtaker|icon-size=100x100px}} | + | | class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Eyelander|icon-size=100x100px}} {{Icon weapon|weapon=Horseless Headless Horsemann's Headtaker|icon-size=100x100px}} {{Icon weapon|weapon=Nessie's Nine Iron|icon-size=100x100px}} |
− | <br>[[Eyelander]] / [[Horseless Headless Horsemann's Headtaker]] | + | <br>[[Eyelander]] / [[Horseless Headless Horsemann's Headtaker]]/ [[Nessie's Nine Iron]] |
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| *Demomen wielding this melee weapon would like nothing more than taking your head, so they will have an urge to try whatever they can to receive one. When a Demoman pulls out this weapon, back up immediately, so that the extended melee range doesn't catch you off guard. | | *Demomen wielding this melee weapon would like nothing more than taking your head, so they will have an urge to try whatever they can to receive one. When a Demoman pulls out this weapon, back up immediately, so that the extended melee range doesn't catch you off guard. |
Revision as of 20:10, 18 July 2011
The Demoman is a versatile class, sporting above-average health and devastating weaponry. When formulating tactics to use against another player, one can usually depend on the roles of most classes in the game not changing dramatically as a result of equipment loadout. The Demoman, however, is capable of two vastly different, loadout-dependent playstyles. A Demoman can opt for an explosive-oriented playstyle with a Stickybomb Launcher or a melee-oriented playstyle with a shield like the Chargin' Targe or the Splendid Screen. When engaging a Demoman, the difference between loadouts is big enough to make it just as critical to observe what he is carrying as it is to observe the class he is playing.
General
Role
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- The Demoman is strong on defense, so he may stay behind in the part the map he is defending, and not chase enemies as vigorously as other classes would. He is also particularly powerful in mid-range combat, so close in and you may have an advantage.
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Health
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- The Demoman has a base health of 175, so he can withstand a considerable amount of damage. Unless the situation is extreme, the Demoman is likely to stand his ground, rather than retreat.
- A Demoman carrying the Eyelander (without any heads) or Claidheamh Mòr will have less heath than usual, making him easier to kill. If he is wearing Ali Baba's Wee Booties, however, he gains the benefit of 25 additional health. This is enough to negate the health penalties on his melee weapons, and gives him 200 health if he is not using any equipment with a health penalty.
- A Demoman carrying the Persian Persuader will heal when picking up ammo, fallen weapons, or metal, giving him more opportunities to recover and making him much more difficult to kill. If you know an injured Demoman is carrying the Persian Persuader, try to finish him off before he can find something to heal himself with.
- A Demoman carrying the Chargin' Targe or the Splendid Screen will have a large resistance to fire and explosive damage. He will be fully vulnerable to bullets and melee attacks, however.
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Speed
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- The Demoman is slower than a majority of the classes, so he is not likely to chase you down unless he has the Chargin' Targe or the Eyelander with multiple heads, or unless you are at low health and are vulnerable.
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Power
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- The Demoman is quite deadly when using his primary and secondary weapons, but the projectiles are fired in an arc, which can make it difficult to aim for some Demomen. Getting close to him and avoiding his projectiles will make it easier for you to kill him.
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Explosive Loadout
With devastating weaponry that is capable of dealing high damage over a large area, it is generally best to engage the explosive-based Demoman at close range due to the nature of his weapons. While powerful, the Demoman's Grenade Launcher can be more difficult to aim than the weapons of other classes, and is hardest to aim when the enemy is not moving toward him in a straight line. The arming time required for his stickybombs gives him difficulty in immediate response, so catching him by surprise works greatly in your favor. Both weapons also require a relatively long time to reload. As a result of this loadout, he is usually very vulnerable at close range and is at risk of hurting himself with splash damage. Pursuing a Demoman who is equipped with a Stickybomb Launcher can be very dangerous, and requires careful consideration of whether he will or will not be able to kill you with a stickybomb trap in the area ahead.
Melee Loadout
Alternatively, a Demoman can charge around the battlefield with one of many dangerous melee weapons and a damage-reducing shield, which can be seen attached to his left arm if he has it in his loadout. When carrying the shield, the Demoman can use its charge ability to close a surprising distance in a short time and deal critical hit damage. If the Demoman completes a charge, or if he is stopped by use of explosives or movement-impairing attacks (slowdown, stun, compression blast, etc.), he must wait for it to recharge before he can use it again. The turning power of the Demoman during a charge is also very limited, so the easiest choice for avoiding damage from him is to get out of his way. The best way to handle this style of Demoman is to attack him from a distance, try to evade or interrupt his charge attack, and take advantage of the recharge time between these attacks. Avoid engaging in hallways and other narrow areas that give you very little room to maneuver. Many Demoman melee weapons also feature an extended range, skewing the odds of a melee fight in his favor. Be aware that a shield-carrying Demoman may also still carry a Grenade Launcher. Engaging at close range is not recommended.
Weapon Specific
A list of useful tidbits about the Demoman's tools, and how to counter them:
Primary Weapons
![Grenade Launcher](/w/images/thumb/e/e6/Item_icon_Grenade_Launcher.png/100px-Item_icon_Grenade_Launcher.png) Grenade Launcher
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- The Grenade Launcher has a long reload time and a small clip. Attack the Demoman when his weapon is out of ammo.
- A Demoman's grenades can bounce over cover and around corners, so don't rely as heavily on cover when fighting a Demoman using his Grenade Launcher.
- When firing the launcher and hitting at close range, the Demoman will likely get hit by his own grenade's explosion, dealing splash damage to himself. Use this to your advantage.
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![Loch-n-Load](/w/images/thumb/6/62/Item_icon_Loch-n-Load.png/100px-Item_icon_Loch-n-Load.png) Loch-n-Load
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- The Loch-n-Load deals additional self-damage to the Demoman. Even if you die at close range, there is a chance of the Demoman severely injuring or killing himself.
- The Loch-n-Load has a smaller clip size than the Grenade Launcher. Dodge the two grenades, and then attack him while he is reloading.
- Grenades fired from the Loch-n-Load do not explode if they strike an obstacle. Cover and random movement will decrease the chances of getting hit.
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![Ali Baba's Wee Booties](/w/images/thumb/a/a4/Item_icon_Ali_Baba%27s_Wee_Booties.png/100px-Item_icon_Ali_Baba%27s_Wee_Booties.png) Ali Baba's Wee Booties
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- The Ali Baba's Wee Booties give the wearer +25 max health. Attack him when he is unaware.
- When equipped the Ali Baba's Wee Booties provide a doubled increase in turning control while charging.
- Try to avoid close-to-mid range combat and do long range combat since the Demoman will have a further area to run. Then you can easily attack while moving back, since he has no grenades.
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Secondary Weapons
![Stickybomb Launcher](/w/images/thumb/7/7c/Item_icon_Stickybomb_Launcher.png/100px-Item_icon_Stickybomb_Launcher.png) Stickybomb Launcher
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- The Stickybomb Launcher is more difficult to use at close range due to the lengthy arming time, but be careful, because the stickies themselves have a large splash damage radius.
- The Stickybomb Launcher has a long reload time. Avoid the Stickybombs he fires at you, and attack the Demoman when he needs to reload.
- If a spawn-camping Demoman is harassing your team, then do the following: Send out a disguised Spy with the Dead Ringer. The Demoman will blow up the Spy, unaware of the feign death, and lay another sticky bomb trap. Allow the Spy to noisily decloak behind his back. The Demoman has now two options - one, to continue laying his traps, which will end up in a backstab, or two, to turn around and fight the Spy, which will serve as a distraction, easily allowing your freshly-spawned allies to shoot him in the back and kill him.
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![Scottish Resistance](/w/images/thumb/2/2c/Item_icon_Scottish_Resistance.png/100px-Item_icon_Scottish_Resistance.png) Scottish Resistance
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- The Scottish Resistance is not well suited for direct combat, but can be used to set up multiple traps. When attacking, be aware of and avoid any stray Stickybombs near the Demoman.
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![Sticky Jumper](/w/images/thumb/5/56/Item_icon_Sticky_Jumper.png/100px-Item_icon_Sticky_Jumper.png) Sticky Jumper
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- Although the Sticky Jumper wasn't meant for gameplay, the Demoman might use this to get to higher grounds or to ambush enemies.
- Take note that the Demoman is more vulnerable to projectiles, bullets and fire. Take advantage of his weakness.
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Trap Weapons
- Stickybombs can be destroyed by most weapons. Take them out from a safe distance to avoid being damaged.
- Using an explosive weapon around corners can dislodge enemy sticky traps, revealing them before it's too late.
- Killing the Demoman will automatically remove all his Stickybombs, so try to surprise him and kill him to remove sticky traps.
![Chargin' Targe](/w/images/thumb/7/7a/Item_icon_Chargin%27_Targe.png/100px-Item_icon_Chargin%27_Targe.png) Chargin' Targe
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- The Chargin' Targe gives the Demoman resistance to fire and blast damage. Use a weapon that deals a different form of damage, if possible.
- The Charge effect can be canceled or delayed by using weapons with Stun, Slowdown and/or Knockback effects.
- When a Demoman is charging, his movement will be particularily easy to predict due to his inability to turn, strafe, crouch and jump. Use this to your advantage.
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![Splendid Screen](/w/images/thumb/c/c3/Item_icon_Splendid_Screen.png/100px-Item_icon_Splendid_Screen.png) Splendid Screen
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- The Splendid Screen gives the Demoman resistance to fire and blast damage. Try to use a weapon that deals a different form of fire ot blast damage, if possible.
- The Splendid Screen can deal impact damage at any range, so instead of making him slam into wall, move out the way and attack him from behind.
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Melee Weapons
an extended melee range. Consider this when using melee weapons against the Demoman.
Bottle / Frying Pan
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- A Demoman may use the Bottle or Frying Pan as a last resort at close range. Since the Demoman's speed is below average, back up while attacking him if he is chasing you with one of these weapons.
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Eyelander / Horseless Headless Horsemann's Headtaker/ Nessie's Nine Iron
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- Demomen wielding this melee weapon would like nothing more than taking your head, so they will have an urge to try whatever they can to receive one. When a Demoman pulls out this weapon, back up immediately, so that the extended melee range doesn't catch you off guard.
- Demomen will mainly equip both the Chargin' Targe and this weapon to make good use of the charge speed and the Crit to chop your head off. Do not let this happen and don't get on his path.
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![Scotsman's Skullcutter](/w/images/thumb/c/c6/Item_icon_Scotsman%27s_Skullcutter.png/100px-Item_icon_Scotsman%27s_Skullcutter.png) Scotsman's Skullcutter
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- This weapon reduces the Demoman's speed, making him an easier target. However, this weapon also has an increased melee range, so use a ranged weapon against the Demoman if possible.
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![Claidheamh Mòr](/w/images/thumb/0/0f/Item_icon_Claidheamh_M%C3%B2r.png/100px-Item_icon_Claidheamh_M%C3%B2r.png) Claidheamh Mòr
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- The Claidheamh Mòr increases the charge duration of the Chargin' Targe and gives the Demoman increased melee range. Any Demoman using the Claidheamh Mòr is also likely to be using the Targe, which gives resistance to explosion damage and fire damage, so try and stay back and inflict damage with bullets, if possible.
- It is easy to misjudge the range of the Demoman's charge while he wields the Claidheamh Mòr. Try to take cover behind an obstacle in order to prevent this from becoming a problem.
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![Pain Train](/w/images/thumb/4/4b/Item_icon_Pain_Train.png/100px-Item_icon_Pain_Train.png) Pain Train
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- The Demoman has a +10% vulnerability to bullets with the Pain Train equipped. Switch to a weapon that fires bullets for extra damage.
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![Ullapool Caber](/w/images/thumb/a/a5/Item_icon_Ullapool_Caber.png/100px-Item_icon_Ullapool_Caber.png) Ullapool Caber
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- This Ullapool Caber explodes on contact with the world. Try to stay outside of the melee range of a Demoman who wields this weapon, as he may catch you off guard with the explosion.
- If you are within melee range of a Demoman using this weapon, try and cause the Demoman to miss and hit a wall, injuring himself. Be sure to stay far away to avoid splash damage.
- A Demoman using a Chargin' Targe in conjunction with this weapon can close the distance between you quickly and may get a Critical hit if he was far enough. Beware of Demomen using this combination of weapons.
- Talented Demomen may use the Caber in conjunction with the Sticky Jumper, as the Jumper negates all self-inflicted explosive damage. Using the Jumper, they will sticky jump high in the air before making a dive bomb landing on an unsuspecting foe's head. The explosion will also propel him away to safety. If you see this happening to a teammate, shoot the Demoman and allow fall damage to do the rest.
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![Half-Zatoichi](/w/images/thumb/a/a9/Item_icon_Half-Zatoichi.png/100px-Item_icon_Half-Zatoichi.png) Half-Zatoichi
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- A Demoman who draws out his Half-Zatoichi cannot switch to another weapon until he killed someone with it. Use this to your advantage as he will be helpless if you harass him outside of his melee distance. Keep in mind that a Half-Zatoichi that has killed someone will be covered in blood.
- A Demoman who just killed someone with his Half-Zatoichi will regain all his health, so be careful if you just saw him kill one of your teammates with the Half-Zatoichi.
- Avoid using a Half-Zatoichi yourself to kill a Demoman brandishing one, as he can instant kill you, allowing him to continue his rampage on your teammates with full health.
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![Persian Persuader](/w/images/thumb/9/98/Item_icon_Persian_Persuader.png/100px-Item_icon_Persian_Persuader.png) Persian Persuader
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- When the Persian Persuader is equipped it doubles the recharge rate of the Demoman's shields. When you see the Demoman holding this, kill him quickly as his charges will still be a notable threat after the initial.
- The Persian Persuader can convert all ammo into health, so when you attack try to slay him before he gets ammo. Try to get him cornered, so he is defenseless and not able to get ammo.
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Class Set
The Expert's Ordnance
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- A Demoman using this class pack will also have a 10% resistance to fire damage, so try to use weapons using explosives or bullets against him instead.
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See also