Difference between revisions of "Community Demoman strategy"
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− | The Chargin' Targe is an unlockable secondary for the Demoman that allows him to make forward | + | The Chargin' Targe is an unlockable secondary for the Demoman that allows him to make forward charges, and grants him partial damage resistance at the cost of his Stickybomb Launcher. |
− | *The Chargin' Targe is a shield: just equipping it gives the Demoman resistance to both explosions and fire. A Demoman at full health (even with items that reduce health, such as the [[Eyelander]] or the [[Claidheamh Mòr]] can survive a critical rocket if they have the Targe equipped. | + | * The Chargin' Targe is a shield: just equipping it gives the Demoman resistance to both explosions and fire. A Demoman at full health (even with items that reduce health, such as the [[Eyelander]] or the [[Claidheamh Mòr]] can survive a critical rocket if they have the Targe equipped. |
− | *Keep an eye on your Charge meter, as its color will tell you the effects of the Targe - white is recharging or charged, green is a recently-activated charge (less than 50% used); yellow means your next attack will be a [[Critical hits#Mini | + | * Keep an eye on your Charge meter, as its color will tell you the effects of the Targe - white is recharging or charged, green is a recently-activated charge (less than 50% used); yellow means your next attack will be a [[Critical hits#Mini-crits|Mini-crit]], and red means that your next melee attack will be a full strength [[Critical hits|Critical hit]]. The red zone also means that colliding with an enemy will cause the Targe itself to inflict damage. (50 Damage + 10 damage for each head you have, up to 5 heads.) |
− | **You must be quick to react and time your attacks well, as the "red zone" will only be active during the last 25% of the charge. | + | ** You must be quick to react and time your attacks well, as the "red zone" will only be active during the last 25% of the charge. |
+ | ** Be aware that grenades will not Crit near the end of your charge. | ||
− | *Try to attack enemies that are unaware of your presence. Getting behind a Soldier or Medic and charging will result in an easy kill. | + | * Try to attack enemies that are unaware of your presence. Getting behind a Soldier or Medic and charging will result in an easy kill. |
− | *Charging down long hallways can force enemies back as well as give you an improved chance at getting a kill. | + | * Charging down long hallways can force enemies back as well as give you an improved chance at getting a kill. |
− | * | + | * The shield bash at the end of a full charge deals a good amount of damage; it is useful for finishing off targets you have already damaged. |
− | *The | + | * The [[Force-A-Nature]]'s knockback, the [[Flamethrower]]'s compression blast, Sentry Guns, [[Huntsman|arrows]], Natascha's speed reduction, and the explosive force of grenades, rockets, and Stickybombs will all interrupt your charge. |
− | * | + | * Don't try to charge enemies who are aware of your presence and can see the beginning of your charge. Simple strafing will help the enemy to avoid your attack and make you vulnerable. |
− | * | + | * During a Charge, you move at 750 Hammer Units per second; two and a half times faster than the Engineer, Pyro, Spy or Sniper, and 87.5% faster than the Scout. Iff you're in danger or on fire, use the charge to quickly escape from the battle and save your life. |
− | + | * In maps with areas of deep water, charging out by aiming in a vertical direction can make for very sudden surprises, as well as working well with getting up low ledges that cannot be jumped. | |
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− | *In maps with areas of deep water, charging out by aiming in a vertical direction can make for very sudden surprises, as well as working well with getting up low ledges that cannot be jumped | ||
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====[[Splendid Screen]]==== | ====[[Splendid Screen]]==== |
Revision as of 16:21, 25 February 2012
“Oh dear, I've made quite a mess.” This page has been marked for general cleanup. Reason given: none given Please see Team Fortress Wiki style guide for information on how to improve this article. |
“ | Not one of ya's going to survive this!
Click to listen
— The Demoman just before detonating his stickybombs
|
” |
This article is about the Community Demoman strategy.
One of the most powerful and versatile classes in the game, the Demoman can provide outstanding offensive and defensive support. Utilizing his Grenade or Sticky Launchers, the Demoman is able to attack without a line of sight to his target. While intended to be a defensive class with his ability to create traps of Stickybombs, the Demoman is also arguably the most effective melee class due to the long range of his melee attacks and the ability to perform charges. Like the Soldier, the Demoman is also capable of performing explosive jumps, and can reach objectives well in advance of other classes once the jumps have been mastered. The Demoman is a rewarding class to learn but challenging and difficult to master, and is an ideal class for objective oriented players.
Contents
- 1 Quick tips
- 2 Roles
- 3 Aerials
- 4 Demoman Jumps
- 5 Weapon-specific
- 5.1 Primary
- 5.2 Secondary
- 5.3 Melee
- 6 Item sets
- 7 Weapon combinations
- 8 See also
Quick tips
- Strive to place Stickybombs on places that are not obvious to enemy players; if the Stickybombs are in plain sight of the enemy they will have an opportunity to destroy the bombs before you can detonate them.
- When fleeing, leave Stickybombs in your wake; you may be able to kill pursuers with properly timed detonations. Another advantage to this strategy is that pursuers may also pause to destroy the Stickybombs or choose an alternate route giving one more time to escape to safety.
- One distinct advantage the Demoman has over alternate classes is the ability to deliver damage where others cannot reach as easily; try bouncing Grenades around corners, through windows and onto battlements.
- When defending a key target, try placing Stickybombs onto obscure areas of the objective and retreating to cover. One can then wait for an alert that the area is being captured then detonate the Stickybombs in order to neutralize the enemy threat.
- As a Demoman (especially when playing defensively), one should search for areas of the map that would make ideal Stickybomb traps for unsuspecting enemy players. Maintaining a safe distance from the trap, while keeping a clear view of it would be an ideal scenario.
- When aiming at a distant target it may be more advantageous to skip Grenades across the ground rather than lobbing them through the sky.
- The Demoman is one of the most effective Melee classes, with advantages including longer ranged melee weapons and charging capabilities. However, in order to utilize these advantages effectively, one must try to employ ambush tactics in order to launch surprise attacks on enemy players.
- Use Grenades and Stickybombs to disrupt enemy tactics such as Heavy/Medic pairs by using explosions to push the Medic away from the Heavy so each can be killed more easily. You can also use a large number of Stickybombs and detonate all at once to ensure that the Medic won't be able to heal the damage done.
- Mastering Demoman Jumps, also called sticky jumps, can allow players to easily propel themselves behind enemy lines and take out unsuspecting players, either from the rear or above.
Roles
- The Demoman has two major roles:
Defense
Defense is the traditional role a Demoman will play, and is well suited to the class.
- One of the more basic defensive strategies a Demoman will employ is placing well hidden Stickybombs on or near key strategic points on a map. When enemy players approach the target, a properly timed detonation can severely injure or kill passing enemies, and even if the stickies are spotted, they can delay and slow enemy pushes toward an objective.
- Unexpected places to set up Stickybomb traps are critical to their success. Hiding them behind escape routes and spamming grenades can deter enemies and trap them during their retreat.
- A Demoman is able to defend a lot of ground and multiple entry points through skilled use of Stickys and Grenades by setting up sticky traps and utilizing grenade spam in confined or narrow spaces. This strategy can be further extended with the use of the Scottish Resistance, allowing for multiple areas to be guarded simultaneously.
- Maintaining pressure on choke points is another core Demoman defensive strategy. Once the enemy team begins to push through a chokepoint, a Demoman can singlehandedly obstruct any enemy progress by covering the area with Stickybombs and spamming Grenades at incoming opponents.
- A Demoman can use Stickybombs to split apart or disrupt pushes and isolate enemies to allow for easy pickings.
- The Demoman is effective at assisting Engineers fight off enemy Spies. Your attacks won't harm friendly buildings, so place one or two Stickybombs near a building, then wait nearby. When an Engineer says "Spy sapping my [building]," or if an Engineer just destroyed an Electro Sapper, detonate the bombs to kill the Spy in case he is still there, then return to place more.
- Because the Stickybombs on the Scottish Resistance take a longer time to arm, it is better suited for defensive play.
Offense
- When your team's progress is denied by a strong Engineer nest, switch to an offensive role to punch through their defenses. Along with the Spy and the Pyro, the Demoman is a team's best hope in clearing enemy Sentry Guns and Heavies.
- The Demoman has one of the highest damage outputs, and when using both the Stickybomb and Grenade Launchers, a Demoman can clear out an entire Engineer nest, as well as enemies and other obstructions. This proves particularly effective when used with Medic ÜberCharges, allowing for an entire team to move forward.
- As a Demoman can only place eight stickies down at once with the Stickybomb Launcher. Stickybombs are a very useful weapon, as their short detonation time, combined with their damage and splash range, can destroy enemy pushes and break stalemates. Multiple stickies can be used to take down slower and larger targets such as the Heavy.
- Being a support Demoman is slightly harder than concentrating on offense or defense alone. A Demoman can lay down spam to hold enemies back, as well as utilizing Stickybombs. This allows Demomen to hold ground for other teammates to advance forward.
- Using a "Demoknight" set (generally seen as one of the shield weapons paired with a sword-based melee weapon) typically sets a Demoman to being more of a 1-v-1 oriented class, as single targets will be surprised and confused by charges. During large firefights and battles, Demoknights do not fair well as their longer range damage output is reduced, making Demomen more vulnerable to long-range damage.
Aerials
- Aerial kills (commonly known as "Airshots"), are one of the Demoman's specialties. When an enemy is launched into the air, a Demoman with good prediction skills can score a direct hit with his Grenade Launcher and kill the helpless enemy. While aerials are possible with the Stickybomb Launcher, it is not recommended due to damage falloff and the arming time.
- Aerials work on pretty much any class, but the more common targets include Scouts, Demomen, and Soldiers. This is because these classes' own special abilities (Double jumping, Sticky Jumping, and Rocket Jumping respectively), make them more likely to be spotted airborne than the other classes.
Demoman Jumps
- The Demoman can use multiple weapons to perform jumps, including: Grenade Launcher, Stickybomb Launcher, and Scottish Resistance. These various weapons require different methods to execute; as explained below.
Grenade Jumping
- For smaller jumps or when having a group of stickies already deployed elsewhere, it can be beneficial to use Grenade Jumping. This inflicts slightly less damage, and placed stickies are left undetonated. YouTube video on various grenade jumps.
- Note that grenade jumps are less practical than Stickybomb jumps in situations where enemies may be nearby due to the fact that one must wait for the grenade to explode. However, Grenade Jumping is a very viable tactic with the Chargin' Targe or Splendid Screen equipped, and it can easily catch people off guard when they find a Targe-equipped Demoman in an unexpected place.
Stickybomb Jumping
- Sticky jumping is similar to rocket jump. It allows a player to jump much higher at the cost of more health (45-114 excluding fall damage). To do this, lay a Stickybomb on the ground, run over it, crouch-jump, and then detonate the bomb. As when rocket jumping, crouching in mid-air before setting off the sticky will propel the player with even more force. Multiple stickies can be used for an even greater effect, at the cost of a higher amount of self damage.
- The Stickybomb Launcher can be replaced by the Sticky Jumper which will remove all self damage when sticky jumping, allowing much farther and higher jumps. However, fall damage must still be taken into account.
Scottish Resistance
- When sticky jumping with the Scottish Resistance, any stickies directly under the Demoman will be detonated when the alternate fire is activated, so long as there are no other stickies in the reticule. However, jumps with a lot of forward momentum are difficult to achieve with the Scottish Resistance unless the Stickybomb being used for the jump is being directly looked at -- essentially the player will be facing away from the direction they wish to go when the bomb is detonated. This can take some practice to get used to.
Weapon-specific
Primary
Grenade Launcher
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | Base Damage | Splash Damage | Self Damage | Critical | ||
Stock Grenade Launcher |
4 | 16 | 84-123 | 22-64 | 42-74 | 270-330 |
An easy weapon for the inexperienced and a deadly tool of destruction in the hands of an experienced player.
- Grenades explode on contact with an enemy, provided they have not touched anything first.
- Grenades are used as an area denial tool when the Stickybomb Launcher or Scottish Resistance have no stickies loaded, or either the Sticky Jumper or Chargin' Targe is equipped. The 2.28 second timer on grenades can deter enemies from advancing forward, and therefore, grenades contribute greatly to spam.
- Grenades spin when fired which causes them to bounce unpredictably. This allows grenades to bounce around corners and randomly move after they have made surface contact.
- Grenades launch slightly to the right of the cross-hair, so lead to the left to compensate. This is especially important for dealing with faster classes such as Pyros and Scouts, especially at closer ranges.
- Keep in mind that it is very easy to avoid grenades at long and even medium range. Because of the grenade's low speed, enemies have a lot of time to react.
- High angle fire at long distances can help to hit enemies behind cover and flush Engineer nests out.
- If an enemy is about to run away, try to block his predicted escape route with some grenades. If the enemy's health is low enough to have them hesitate at running into the grenades, attempt to go for the kill.
- The Grenade Launcher's large splash damage radius is useful against large groups of enemies in small, confined spaces.
Loch-n-Load
Weapon | Kill Icon | Ammo | Damage | |||
---|---|---|---|---|---|---|
Loaded | Carried | Base Damage | Self Damage | Critical | ||
Craft Loch-n-Load |
2 | 16 | 103-147 | 53-93 | 342-388 |
The Loch-n-Load is a Grenade Launcher that does extra damage and has faster projectiles, but has less ammo, a higher self-damage penalty, and its bombs shatter on contact with the world.
- One of the more notable strengths of the Loch-n-Load is its ability to consistently deal over 100 damage at any range. Its damage output consistently reaches over 210 if both grenades hit a the target.
- Loch-n-Load Grenades shatter on impact, making them near useless for spam and area denial, but are stronger in direct combat, with their higher velocity and damage output.
- The Loch-n-Load is weaker in area control and building demolition than the standard Grenade Launcher, as standard grenades will stick around for a few seconds and then explode on a missed shot. The Loch-n-Load's grenades shatter on impact, exploding only if they hit an enemy or enemy's building.
- The Loch-n-Load's higher damage per-hit and higher splash damage, paired with the increased shot velocity, means that the Loch-n-Load is a great weapon for tunnel fighting. It proves its worth in areas like the tunnels of Turbine and Hoodoo. The Loch-n-Load is especially useful for bigger and slower targets like the Heavy, who have a natural advantage in long, narrow tunnels.
- The Loch-n-Load's grenades are somewhat better for dealing with tightly-packed crowds than the Grenade Launcher, making it extremely good at holding choke-points. If you can get enemies to cluster up (such as any of the control points on Egypt), the damage and disruption the Loch-n-Load can cause makes it extremely effective.
- The Loch-n-Load does have a small clip size (increasing the number of times you need to reload in the face of enemy aggression) and does more self-damage than the Grenade Launcher. It's a good idea to switch to your Sticky Launcher of choice for extended battles, and switch to a suitable melee weapon rather than engage them at point blank.
- The Loch-n-Load removes your ability to grenade jump, since the grenades only explode on impact with an enemy or enemy building. This means you will need to use sticky jumps to get to hard-to-reach areas.
- The Loch-n-Load is particularly devastating against the low-HP classes: the Sniper, Engineer, Scout, and Spy. A direct hit will leave these classes with critical health - and often kill them through falling damage alone if it knocks them into the air.
- Reload often: with only two shots, you don't want to get caught with empty chambers in the middle of a firefight.
- The downside of destructible grenades can be used to your advantage if an enemy Pyro is good with the airblast. Should the Pyro airblast the grenade but miss you and/or your teammates, the reflected grenade will shatter without any explosion whatsoever.
- The Loch-n-Load is part of the Expert's Ordnance set, which grants you resistance to fire damage when you equip it with the Ullapool Caber.
- In summary, this weapon is one that takes skill, timing, and good accuracy to make the most of. Practice making direct hits from various ranges and angles if you intend to use it; your time will be well-spent.
Ali Baba's Wee Booties / Bootlegger
Weapon | Effect | ||
---|---|---|---|
Passive Effect | |||
Craft Ali Baba's Wee Booties |
+25 maximum health. Allows you to turn while charging. | ||
Craft Bootlegger |
- Used in conjunction with either the Chargin' Targe or the Splendid Screen and a Melee weapon, you can become a melee-based offensive powerhouse.
- However, in doing so, you will completely lose all ranged damage, which can be particularly hazardous. Plan your engagements and avoid conflict when appropriate.
- This is particularly helpful in Medieval Mode, where you're forced to only use melee only anyway.
- If the Grenade Launcher isn't your cup of tea, you can use the Booties to give you an added edge with the extra health.
Secondary
Stickybomb Launcher/Festive Stickybomb Launcher
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | Base Damage | Splash Damage | Self Damage | Critical | ||
Stock Stickybomb Launcher |
8 | 32 | 120 | 60-124 | 45-114 | 261 | |
Uncrate Festive Stickybomb Launcher |
The Stickybomb is one of the defining features of Demoman play. Stickybombs are detonated by using your alternative fire (default key Mouse2), no matter which weapon is currently out.
Some basic pointers for planting Stickybombs are:
- When guarding capture points or the Intelligence, you can create a larger blast radius by spreading out your Stickybomb carpet.
- After planting Stickybombs around the intelligence or a control point, the Demoman is free to leave the area. Look at the Capture the Flag or Capture Point HUD elements, or listen for the announcements of "The enemy has taken our Intelligence" or "Our Control point is being captured" and detonate the Stickybombs. Make sure to keep an eye on the total number of fired stickies, as the enemy could be destroying them before stepping onto the point.
- When guarding other strategic locations, place Stickybombs that are either out of sight until it's too late, or in well hidden/odd places (such as on ceilings, under stairs, above automatic doors etc.). You can also place stickies directly on the Objectives, where they will be hidden by them.
- Never forget that Stickybombs can be launched across the visible distance of most open maps. Aim for windows, Sniper ledges and other populated areas. When the trajectory is right, lob in a few bombs and detonate them to clear the room.
- If Stickybombs are clustered too closely, enemy Demomen can clear them away with a single sticky. Demomen using the Scottish Resistance can destroy Stickybombs outright. To counter this, spread your stickies out across the area.
- Don't stand still when placing a lot of stickies near objectives like the Payload cart or a control point. Doing so will make the Demoman susceptible to headshots, backstabs, and any other form of damage.
- Place Stickybombs around Health packs if you feel like killing your enemies ironically. This does not work well with small Health packs, due to being almost as small as the stickies themselves.
- If it is too dangerous to pop out of cover to set Stickybombs onto a Sentry Gun, try shooting them as close to Sentry Gun as you can without revealing yourself. The splash damage will take out the Sentry Gun just fine, but it may require a few more stickies as an alert Engineer will be able to destroy them. The Scottish Resistance can counter-act this problem with its increased rate-of-fire.
- If an enemy is on the control point, wait a moment before detonating, as they may have seen the Stickybombs and might try to trick you into detonating too early.
- Do not underestimate the power of air-detonated stickies. The ability to detonate stickies in midair allows one to attack with great precision for high damage.
- To use stickies in an offensive battle, constantly launch stickies and detonate them as soon as possible. The constant flow of damage can add up very quickly, along with the fact that the Demoman may have an easier time laying them out in the heat of a battle in which they are not the only target. This method can be very effective, easily killing bigger classes such as Heavy/Medic combos.
- While holding down the detonate button will detonate stickies as soon as they are primed, it also prevents the sticky launcher from beginning to auto-reload. It may be advisable simply to tap the detonate button repeatedly.
- Holding down the fire key will charge your shots, enabling you to shoot stickies much farther then normal. This can be used to great effect when engaged by far away enemies such as Snipers.
Scottish Resistance
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | Base Damage | Splash Damage | Self Damage | Critical | ||
Unlock Scottish Resistance |
8 | 36 | 120 | 60-124 | 45-114 | 261 |
The Scottish Resistance is an unlockable Stickybomb Launcher that is intended primarily for defensive play. It allows the user to detonate Stickybombs in groups, at a cost of reduced offensive potential.
- The Scottish Resistance is far more effective for creating and managing Stickybomb traps than the normal sticky launcher because of the large number of bombs it can place and the ability to detonate individual groups of bombs.
- Although primarily used for defense, the Scottish Resistance can still be an effective offensive weapon. Its fast rate of fire can be used in direct combat, but not in the same way as the normal Stickybomb Launcher. One tactic is to launch Stickybombs behind enemies and then attack using the Grenade Launcher. This can cause enemies to retreat, thereby causing them to move backwards through the newly-created sticky trap. This technique helps to offset the longer priming time of the Scottish Resistance. When under the effects of an ÜberCharge, the technique can be used just as effectively without using the Grenade Launcher, as enemies will often retreat when confronted by an ubered player. It's important to consider the speed of enemy players when using this technique, as the Stickybombs should be placed close behind slower classes such as the Soldier and the Heavy, but further behind faster classes such as the Scout. This will ensure that the Stickybombs have time to prime before the enemy reaches them.
- When defending anywhere, especially places like tunnels, having 2-3 distinct groups of main bombs (2-4 per group) on the corner/doorway and 1-2 secondary groups (1-2 bombs) hidden along a retreat route can help you single-handily hold a position. Detonate individual main groups to take out incoming enemies, and if an enemy gets past, lure them into the secondary traps.
- The longer arming time prevents the Scottish Resistance from being used to deal damage as quickly as the normal Sticky Launcher. It also is much harder to perform airblasts using the Scottish Resistance. While the bombs arm slower, the faster firing can be used to create "offensive" carpets. Instead of creating a trap and waiting for enemies to walk near it, it is possible to place bombs around enemy players quickly and then detonate once several stickies are out. This has the effect of rapidly denying enemies room to maneuver, and enemies in the area being carpeted will usually take at least some damage once the carpet is detonated. This technique works best in chokepoints.
- Some enemies may panic as the area around them rapidly becomes covered in stickies, and cause them to either rush forward blindly (into a trap) or run away; if they charge, be prepared to hit them with your Grenade Launcher. This method of attack also works wonders against unaware opponents, since many players are oblivious to stickies being placed around them until it's too late.
- While the Scottish Resistance does require the user to be looking in the general direction of the bombs they set, they do not have to have line of sight to the bombs in question. This allows you to be detonate them no matter what their location is on the map, provided the crosshair is fixated on the general area of your trap(s). This can prove invaluable if someone begins capturing a Control Point or takes the Intelligence while the rest of the team is preoccupied elsewhere.
- Remember that the Scottish Resistance can destroy enemy Stickybombs. This is quite useful on offense despite the Scottish Resistance's obvious defensive applications. This is especially true on Attack/Defend maps and Payload maps where enemy Demomen often lay Stickybombs outside the starting gates.
- The Scottish Resistance is useful for defending Engineer nests. Since it can destroy enemy Stickybombs, it can be useful if 3-5 stickies are put around the buildings of the Engineer. Activate them if a Demoman tries to destroy it with the Sticky Launcher.
Sticky Jumper
Weapon | Ammo | Damage | ||||
---|---|---|---|---|---|---|
Loaded | Carried | Base Damage | Splash Damage | Self Damage | Critical | |
Craft Sticky Jumper |
8 | 72 | N/A | N/A | N/A | N/A |
The Sticky Jumper is a craftable sticky launcher that allows you to create Stickbombs that deal no damage, allowing you to jump without losing health. Though it is very useful for practicing Sticky jumping, there are also some situational uses in real matches.
- The Sticky Jumper is incapable of dealing damage to enemies, so it cannot be used to launch enemies. Keep this in mind when using it.
- Using the Sticky Jumper with the Pain Train can make be an effective method for point capturing. However, the Pain Train will make you vulnerable to bullets. It's best to use this combo against unguarded points or right after the previous point was captured.
- Due to the 100% reduction on self-damage, Demomen can perform multibomb Sticky Jumps without the need of a Medic. This can be used as a hasty retreat method or as a means to get behind enemy lines.
- In open Arena maps, the Sticky Jumper allows you to propel yourself and land behind the enemy team at the beginning of a round, when all players are packed together. This allows you to surprise them and perhaps even get the First Blood buff to deal even greater damage.
Chargin' Targe
Weapon | Kill Icon | Damage | Effect | ||
---|---|---|---|---|---|
Charge Damage | Charge Speed | Recharge Time | Resistances | ||
Unlock Chargin' Targe |
50+10 per head (up to 5) | 750 Hammer units/sec (638 Hammer units/sec with Scotsman's Skullcutter) | 12 seconds (6 with Persian Persuader) | 50% fire resistance and 40% explosive resistance. |
The Chargin' Targe is an unlockable secondary for the Demoman that allows him to make forward charges, and grants him partial damage resistance at the cost of his Stickybomb Launcher.
- The Chargin' Targe is a shield: just equipping it gives the Demoman resistance to both explosions and fire. A Demoman at full health (even with items that reduce health, such as the Eyelander or the Claidheamh Mòr can survive a critical rocket if they have the Targe equipped.
- Keep an eye on your Charge meter, as its color will tell you the effects of the Targe - white is recharging or charged, green is a recently-activated charge (less than 50% used); yellow means your next attack will be a Mini-crit, and red means that your next melee attack will be a full strength Critical hit. The red zone also means that colliding with an enemy will cause the Targe itself to inflict damage. (50 Damage + 10 damage for each head you have, up to 5 heads.)
- You must be quick to react and time your attacks well, as the "red zone" will only be active during the last 25% of the charge.
- Be aware that grenades will not Crit near the end of your charge.
- Try to attack enemies that are unaware of your presence. Getting behind a Soldier or Medic and charging will result in an easy kill.
- Charging down long hallways can force enemies back as well as give you an improved chance at getting a kill.
- The shield bash at the end of a full charge deals a good amount of damage; it is useful for finishing off targets you have already damaged.
- The Force-A-Nature's knockback, the Flamethrower's compression blast, Sentry Guns, arrows, Natascha's speed reduction, and the explosive force of grenades, rockets, and Stickybombs will all interrupt your charge.
- Don't try to charge enemies who are aware of your presence and can see the beginning of your charge. Simple strafing will help the enemy to avoid your attack and make you vulnerable.
- During a Charge, you move at 750 Hammer Units per second; two and a half times faster than the Engineer, Pyro, Spy or Sniper, and 87.5% faster than the Scout. Iff you're in danger or on fire, use the charge to quickly escape from the battle and save your life.
- In maps with areas of deep water, charging out by aiming in a vertical direction can make for very sudden surprises, as well as working well with getting up low ledges that cannot be jumped.
Splendid Screen
Weapon | Kill Icon | Damage | Effect | ||
---|---|---|---|---|---|
Charge Damage | Charge Speed | Recharge Time | Resistances | ||
Craft Splendid Screen |
85+17 per head (up to 5) | 750 Hammer units/sec (638 Hammer units/sec with Scotsman's Skullcutter) | 12 seconds (6 with Persian Persuader) | 20% fire resistance and 15% explosive resistance. |
- The Splendid Screen does more bash damage and can do it at any range, at the cost of less fire and explosive resistance. For this reason, it is better to use it in close quarters.
- When you hit an enemy with a charge, a loud sound will play; right after that, you can hit the enemy with your melee weapon to still get a critical hit. This kills most classes before they can react.
- The Splendid Screen is better when used on offense; the greater defensive boost can be much more viable on defense.
- Like the Targe, it is particularly useful for escaping tricky situations.
- Like the Targe, you can use some points on the maps, like rocks or hill, to make shortcuts to your desired target.
- Keep in mind that because the Screen offers less fire and explosive resistance than the Targe, it will still be fairly easy for Pyros, Soldiers, and other Demomen to do away with you if you're not careful.
Melee
Bottle / Frying Pan / Saxxy / Conscientious Objector / Scottish Handshake
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
Stock Bottle |
0.8 seconds | 65 | 195 | |
Promotional Frying Pan |
||||
Promotional Saxxy |
||||
Craft Conscientious Objector |
||||
Craft Scottish Handshake |
The Demoman's Melee weapon, a Bottle of Whiskey, is valuable as an emergency fall-back, and is the only weapon you can use in close-combat without injuring yourself.
- The Bottle should be used in the same way as most other melee weapons: when enemies are too close or too fast to hit with a Grenade (or if you don't have time to reload the Grenade Launcher).
- The Bottle will break on a critical hit. This is purely visual and has no game effect.
- The Bottle has no drawbacks, unlike the Eyelander and the Pain Train, so if you aren't planning on being primarily melee based, it is best to go with this.
- Keep in mind that an enemy hit with a Frying Pan will be very quick to know what's going on: the Frying Pan makes an incredibly loud and distinctive noise upon hitting anything solid.
Eyelander / Horseless Headless Horsemann's Headtaker / Nessie's Nine Iron
Weapon | Kill Icon | Attack Interval | Damage | Healing | |
---|---|---|---|---|---|
Point Blank | Critical | From Kill | |||
Unlock Eyelander |
0.8 seconds | 65 | 195 | 15 | |
Craft Horseless Headless Horsemann's Headtaker |
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Craft Nessie's Nine Iron |
The Eyelander is an unlockable melee weapon that gives you extended melee range, as well as allowing you to become stronger with each melee kill you earn. It has the downside of -25 base health.
- In most cases, the Eyelander should not be used without the Chargin' Targe. However, a Demoman with 4 decapitations and a Sticky Launcher is a massive threat. Head count is not reset until death, so a smart Demoman can use the Chargin' Targe until he accumulates 4 heads, then return to a resupply cabinet and switch to the sticky launcher of his choice. With over 200 HP and the second fastest run speed in the game, an Eyelander Demoman using the Sticky Launcher can be a very powerful enemy and one to avoid at all costs, especially if he has a Medic.
- Another option would be to switch to the Splendid Screen. With 5 heads, your charge bash will do 170 damage, enough to kill 5 out of the 9 classes, and your follow-up Crit melee swing will do a total of 365 damage, enough to kill anything besides an overhealed Heavy.
- This strategy will not work if "Automatically respawn after loadout changes in respawn zones" is checked in Options->Multiplayer->Advanced, as changing weapons respawns the player and resets the player's head count.
- The Eyelander has a very long range for a melee weapon. Get comfortable with its area of effect and take this into account when going for a critical charge.
- Don't try to use the Eyelander all the time: you should have the Grenade Launcher out and be proficient with it. Use the Eyelander when you can get your enemy by surprise or once your charge meter is full again.
- If possible, weaken the enemy with the Grenade Launcher first before killing him with the Eyelander.
- Be aware that the Eyelander 'hits' near the beginning of the swing animation, rather than at the middle. Keep this in mind so you don't accidentally 'under-shoot' an attack, especially when using the sword in conjunction with the Chargin' Targe.
- Decapitating an enemy Demoman who also has the Eyelander equipped allows you to steal any heads he has accumulated.
- The Horseless Headless Horsemann's Headtaker is much larger than the Eyelander (Purely Cosmetic, no effect on range), but is otherwise statistically identical. Similarly, Nessie's Nine Iron appears differently from the Eyelander, so newer players may not recognize it, despite the face that it shares all its statistics with the Eyelander.
- When determining whether to equip the Eyelander, ask yourself whether you intend to do much in the way of Melee combat. It will take at least two melee kills per life to make up for the health penalty the Eyelander suffers. It may be wise to avoid using the Eyelander if survival is a priority and opportunities for safe melee combat are lacking.
- Without any heads, Sticky Jumping becomes a much more risky endeavor. If you intend to utilize sticky jumping, it may be wise to equip a different melee weapon.
- Inattentive Snipers are an excellent target for Eyelander-wielding Demomen seeking to collect heads-- it will take only two successful hits to decapitate a Sniper, three if they are wielding the Darwin's Danger Shield. If possible, take an alternate route to catch Snipers off-guard, as a single headshot or fully-charged bodyshot will be enough to kill you if you have not collected any heads in that life.
- Upon collecting several heads, your eye will glow radiantly as a sign of your increased speed and health. This can result in enemies intentionally aiming for you to bring an end to your rampage-- but it may also cause enemies to retreat.
Decapitation
Kill Icon | Weapons | Damage | Duration | Details | |
---|---|---|---|---|---|
Barbarian Swing |
Eyelander, Horseless Headless Horsemann's Headtaker, Claidheamh Mòr, Half-Zatoichi, Persian Persuader, Nessie's Nine Iron | 500 | 5 seconds | With a twirl behind his back, leading to a horizontal slash to the neck, the Demoman beheads anyone unfortunate to be in his path. The Demoman concludes his short swipe by bringing his blade back and wiping down its length with his fingers. Adds one head to the counter if using the Eyelander, Horseless Headless Horsemann's Headtaker, or Nessie's Nine Iron. |
- This taunt kill can be used to kill enemies with one hit. It can be used for very distracted enemies such as Snipers looking down scopes or Engineers working on their buildings, but like most taunt kills leaves you vulnerable during the animation.
- If you catch up to a Heavy about to eat a Sandvich, it's a better idea to use the Decapitation taunt rather than start wailing on them with the Eyelander as they will out-heal the damage and proceed to kill you.
Pain Train
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
Craft Pain Train |
0.8 seconds | 65 | 195 |
The Pain Train is a findable melee weapon that allows you to have a double cap rate, but makes you weaker to bullet damage.
- The Pain Train is situational. It's best used on capture point and Payload, especially when the enemy defenses are about to fall or when your team needs to close the distance on a Payload Race. It can also prove extremely handy on King of the Hill maps, but it is useless in Capture the Flag or when defending on an Attack/Defend Control Point map. Equip another melee weapon instead.
- You should not equip the Pain Train if you are having trouble with Heavies and Scouts, as the increased bullet damage makes these already annoying enemies nearly impossible to beat in some situations. If you're using the Chargin' Targe as well, Pyros and Soldiers might forgo their primary weapons for the Shotgun to kill you faster.
- For standard melee tactics, see the Scrumpy Bottle/Frying Pan entry, as they both do the same damage and attack at the same rate, and see the Chargin' Targe entry for using melee weapons with it. It's worth noting that the Pain Train makes a different (and quieter) sound when it hits something.
- The Pain Train is also effective for back-capping, as it gives the Demoman a Scout's capturing capabilities. This works well with the Chargin' Targe for getting to an enemy point fast, and Stickybomb jumping for wide open/raised points (like Badlands 2nd and 4th capture points, or Gravel Pit C). The weakness to bullets it grants makes Scouts, Heavies and Snipers all the more dangerous for you, so it's best to keep alert when attempting to do this and use stickies and grenades to lock down the point's entrances.
- Stay sharp and be aware of attempts by enemies to ambush you or Sentry Guns that are set up in difficult areas, seeing as how they will be able to take you out faster.
- The Pain Train is useful in Medieval Mode when attacking, due to the fact that bullet-based weapons are not allowed.
Scotsman's Skullcutter
Weapon | Kill Icon | Attack Interval | Damage | Effect | |
---|---|---|---|---|---|
Point Blank | Critical | Move Speed | |||
Craft Scotsman's Skullcutter |
0.8 seconds | 78 | 234 | 280 Hammer units/sec |
The Scotsman's Skullcutter is a craftable melee weapon the increases the Demoman's melee damage and range at the cost of movement speed.
- The Skullcutter is generally of good use in two situations: in conjunction with the Chargin' Targe, or when playing defensively, and confining yourself to a specific area (such as the Flag Room of a CTF map.)
- Think twice before equipping Scotsman's Skullcutter. Ask yourself: "Am I going to melee as Demoman?". The slowdown of this weapon may be a problem when retreating or running for Health. The range and damage of the Skullcutter, however, is extremely useful when attacking enemies that would otherwise be capable of range heckling you (such as Scouts that insist on getting close).
- When combined with the guaranteed critical hit of the Chargin' Targe, the Skullcutter is capable of killing almost any class (due to a critical hit doing 234 damage), save perhaps for an Overhealed Soldier/Pyro/Demoman, in a single blow. However, the Skullcutter does not collect 'Heads' as the Eyelander does despite the Decapitation animation it triggers, and as such will not add to your speed, health, or the impact damage of the Targe's shield-bash attack.
- The charge speed when the Skullcutter is equipped is reduced to 638 hammer units, which is still fairly fast but makes it easier for faster or more alert enemies to evade your charge. Because of this, it becomes a larger priority to choose your targets carefully, and maintain the element of surprise as often as possible (guaranteeing a higher success rate if you do).
- With the Skullcutter, it becomes possible to charge and kill Heavies, due to the fact that a critical hit and another hit will do over 300 damage. However, if they have a Medic, this is inadvisable; an overhealed Heavy will still have over 200 health after the initial hit and be able to mow you down with relative ease.
- Players who prefer the raw power should still consider the Skullcutter, despite its speed disadvantage. A Demoman with it's still faster than a Heavy, roughly as fast as a Soldier, and can still score random critical hits with it, making it a valued weapon at close-range, somewhere the Demoman is normally at a distinct disadvantage. Just bear in mind that it will reduce your ability to flee or get into close-combat.
- Sticky jumps can help a Demoman with the Skullcutter into combat range, though this is very risky.
- The Skullcutter's lowered speed generally is less-suitable for teams on offense and is generally better on defensive assignments .
Ullapool Caber
Weapon | Kill Icon | Attack Interval | Damage | ||||
---|---|---|---|---|---|---|---|
Point Blank | Explosion | Total | Self-Damage | Critical | |||
Craft Ullapool Caber |
0.8 seconds | 35 | 149 | 185 | 100 | 405 | |
0.8 seconds | 35 | N/A | 35 | 0 | 105 |
The Ullapool Caber is a melee weapon for the Demoman that causes his weapon to explode on contact with an enemy or the world. The downside of this effect is a large amount of self damage and the destruction of his melee weapon.
- Upon a successful hit to an enemy or a wall the grenade will explode, dealing high splash damage to enemies and yourself. In general, this means that it is a last-resort weapon, one best-used to take an enemy down with you. One direct hit, however, will kill any class other than a Soldier or Heavy, barring Overheal.
- The explosion will launch you particularly high in the air. It's quite possible to use this, either on its own or in conjunction with a Stickybomb jump, to reach otherwise inaccessible locations.
- This functions especially well on DeGroot Keep, allowing you to jump up to the battlements atop the castle. This is useful for killing especially annoying Snipers, as most of them will find attacks at melee range a surprise.
- If you find yourself falling off a cliff or getting pushed into a death pit, this weapon can be used to blast yourself back into the playing field—with a little luck.
- After the grenade explodes the weapon will still function as a melee weapon, but does far less damage than other melee weapons, such as the Bottle. It also retains its inability to cause critical hits without a boost.
- Your Ullapool Caber will be repaired when you visit a Resupply Cabinet.
- This is a powerful Spy checking weapon, as it is an instant kill if you make contact with a Spy. However, its explosion also affects you greatly, so make sure to use it in a place where you can be healed. Try to do this in the safety of your base or where a Dispenser is nearby. However, bear in mind the Dead Ringer invalidates its benefits and severely weakens you, making it easier for the Spy to kill you and leaves you with a drastically less powerful weapon.
- This weapon can be very useful for enemies that run away in a melee battle and don't let you hit them with the grenade: because the grenade explodes if you hit any hard surface with it, you can strike the floor or a wall and the resulting explosion will hit them in a very large range. For weaker classes (such as Engineers) the explosion alone is quite capable of killing them outright if they're in range.
- This weapon is very useful for suicidal picking, as you could sticky jump or charge into an important target (like an enemy Medic) and kill him with it. Be wary of your health if you survive, as the combined sticky jump, explosion and fall damage will leave you with very little health. You will, however, likely die unless you are at full health or overhealed in advance.
- The Ullapool Caber is even more effective with the Chargin' Targe—with a critical boost the Caber can inflict more damage in one hit than any other melee weapon and kill any class in one shot barring overheals. Unfortunately, the Targe's explosion resistance does not apply to the Caber's self-damage, and ergo this tactic is usually best-suited to suicide runs, for getting in quickly and picking a priority target such as a Heavy or Soldier with the Tank Buster set.
- Due to its high damage, the Ullapool Caber is a perfect ambush weapon, and can even one hit a Heavy if used with the Chargin' Targe.
- The more enemies in range of your explosion, the better. Remember, though, that each enemy that sees you is another enemy that might survive long enough to take you down. If possible, situate yourself so that your ambush will propel you onto a ledge and out of harm's way.
- Do not forget that the Ullapool Caber is a one-shot-only weapon. With the stick-and-metal-fragments weapon you have left after striking being significantly less effective, so use it with caution.
- If you are very low on health and an enemy is within range, it may be best to hit the ground with the Ullapool Caber instead of them since they may kill you before you do any damage to them.
- This weapon can be also used as a stealth weapon. With the Sticky Jumper, you can sneak up on to higher platforms and kill enemies quickly without having to rush right in front of them with the Chargin' Targe. This tactic works well on maps like Turbine, Hydro, Gold Rush, and other maps with big skyboxes and places to hide.
Claidheamh Mòr
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
Craft Claidheamh Mòr |
0.8 seconds | 65 | 195 |
The Claidheamh Mòr is a melee weapon for Demoman that gives longer melee range and increased charge distance at the cost of 15 health.
- You should almost always equip the Chargin' Targe or Splendid Screen when using this weapon, as its largest bonus only works with a shield equipped.
- The biggest advantage to the Claidheamh Mòr is its mobility enhancement capabilities, which are considerable. It's possible to use the Claidheamh Mòr's improved dash distance to cover enormous distances in one go: you can easily cross the bridge on 2Fort, for example, with one use, and can likewise go from one end of a sewer tunnel to the other with one dash. This makes the Claidheamh Mòr a great weapon for both quickly engaging enemies and getting away.
- The aforementioned longer dashes means that the Claidheamh Mòr is a phenomenal weapon for getting the Demoman to and from where he needs to go ASAP. On Payload missions it lets him get closer to the cart on either offense or defense. It truly shines, however, on Capture the Flag maps, where the Demoman can easily grab the briefcase and run like hell, the charge enabling him to outpace and escape even enemy Scouts.
- The Claidheamh Mòr is the offensive counterpart to the Scotsman's Skullcutter; whereas the Skullcutter does a lot of damage and is well-suited to defensive missions, the Claidheamh Mòr is fairly ineffective outside of charging attacks and is far more useful on offensive missions.
- The extra charge time is also used offensively; the extra half-second of dashing means that you have that much longer mini-crit and critical boost time.
- Remember, however, that the Claidheamh Mòr does not collect heads like the Eyelander or Horseless Headless Horsemann's Headtaker.
- The Claidheamh Mòr makes an excellent combination with the Ali Baba's Wee Booties/Bootlegger: the increased charge time lets you have even more turning control and the increased health of the Booties negate the health penalty of the Claidheamh Mòr.
Half-Zatoichi
Weapon | Kill Icon | Attack Interval | Damage | Healing | |
---|---|---|---|---|---|
Point Blank | Critical | From Kill | |||
Promotional/Craft Half-Zatoichi |
0.8 seconds | 65 | 195/Instant | 175 (200 with Ali Baba's Wee Booties) |
The Half-Zatoichi is a melee weapon for the Demoman that restores his health on a kill, but forces him to score a kill once the weapon is drawn.
- The Half-Zatoichi heals you fully if you score a kill with it. This means it can be used to ambush otherwise-weakened enemies when you're low on health for a quick health boost.
- The Half-Zatoichi has good synergy with the Chargin' Targe. The Targe can be used even with the Half-Zatoichi drawn, enabling you to easily approach or flee, and the Half-Zatoichi's ability to score random critical hits makes it an impressive weapon for Demomen seeking close-combat.
- The Half-Zatoichi cannot be re-sheathed until you have killed an enemy or been killed yourself, meaning that it will leave you functionally without a ranged weapon should you switch to it at an inopportune moment, especially if you lack the Chargin' Targe.
- Should you have your TF2 settings to remember your last equipped weapon upon respawn, you will wind up equipped with it and unable to switch. Be sure to change your settings appropriately, lest you be stuck with only the Half-Zatoichi during a fight! This can be negated by touching the resupply and switching weapons within a second.
- If you encounter an enemy equipped with the Half-Zatoichi, any hit you cause with this weapon will be instantly fatal, and vice-versa. Because of this, enemies using this weapon are both more vulnerable and more dangerous to you should you have the Half-Zatoichi equipped.
- Due to the instant kill mechanic, you can also use Half-Zatoichi as a counter to charging Demomen using a Half-Zatoichi even if you don't have a Chargin' Targe or Splendid Screen of your own. The Targe crit is meaningless in a Half-Zatoichi vs Half-Zatoichi battle.
- On a similar note, prioritize other Half-Zatoichi wielders in battle, either for a quick kill/health boost or simply to protect yourself from their one-hit kills.
- This weapon is superb for Medieval Mode. Because you can only use melee weapons anyway (and the Chargin' Targe does not need to be selected to use it), the drawback of the Zatoichi becomes utterly moot.
Persian Persuader
Weapon | Kill Icon | Attack Interval | Damage | Healing | |||||
---|---|---|---|---|---|---|---|---|---|
Point Blank | Critical | From Weapons | From Engineer Wrenches | From Small Ammo Boxes | From Medium Ammo Boxes | From Large Ammo Boxes | |||
Craft Persian Persuader |
0.8 seconds | 65 | 195 | 120 | 25-Max | 10 | 20 | 40 |
The Persian Persuader is a melee weapon for the Demoman that allows him to use ammo packs as healing source. However, he is incapable if regaining ammo through any means other than Resupply Cabinet.
- A highly offensive melee weapon, the Persian Persuader effectively doubles the charge rate when using a Chargin' Targe or Splendid Screen. Keep in mind, however, that you cannot benefit from random critical hits and that the bonus is not applied if no shield is equipped.
- Picking up ammo with the Persian Persuader equipped will restore your health. This is especially useful for survival. This does not apply to resupply cabinets.
- Effective in Medieval Mode, where only melee weapons are allowed. Defeated enemies and allies will drop their weapons upon death, giving the Demoman more opportunities to heal himself.
- With the Persian Persuader equipped and not in use, you can still pick up weapons as health. You can go in and attack using the Stickybomb Launcher or Grenade Launcher and survive longer, but you will run out of ammo more quickly than before.
- Be careful when using this weapon, especially when playing on defense. It lowers the Demoman's already small ammo pool, and you don't won't to run out of explosives right as the other team begins to make another push.
Item sets
The Expert's Ordnance
The Expert's Ordnance | |
---|---|
Effect |
No effect |
- With the 10% fire damage resistance provided by the set, you can take on Pyros more easily.
- If combined with the Chargin' Targe, a 55% Resistance to Fire damage is applied, instead of 50%, due to the way the Set bonus is calculated.
- The two weapons of this set excel at fighting large groups of enemies: the Loch-n-Load's increased damage and projectile speed allows you to deal massive damage to chokepoints and the Ullapool Caber can deliver an explosion that deals splash damage to enemies.
- This set is recommended to Demomen with good aim. Remember that you have a small clip size and that your grenades shatter on surfaces, so you have to be careful at aiming both grenades or else you will be caught with an empty clip.
- This set lets you pick your secondary weapon; the Caber is poorly optimized for play with shields, so your choice should be one of the Stickybomb Launchers, unless you are experienced enough to make this "Kamikaze" set work.
- The Caber can be used for "explosive jumps" very similar to rocket jumps. If you crouch and strike the ground with the weapon, it will explode, damaging you and sending you flying, usually directly upwards, a good distance. This can be used to access high ledges and certain other areas, but keep in mind that doing so will damage you.
One Thousand and One Demoknights
One Thousand and One Demoknights | |
---|---|
Effect |
No effect |
- This weapon set is entirely focused on melee combat, thus it removes all your ranged weaponry. Be careful not to be caught in an open area, because you are very vulnerable.
- Killing an enemy with this set relies on a combination of charge impact damage dealt by the Splendid Screen and critical melee damage dealt by the Persian Persuader. These two damages, when dealt together, are capable of killing any non-overhealed class except the Heavy.
- Usually the best tactic is to charge at the enemy, hitting him with the Splendid Screen and then deal a critical hit with the Persian Persuader. Remember that, when you kill an enemy, his dropped weapon will be a source of health, as the Persian Persuader converts ammo into health.
- Plan your attacks carefully and be sneaky. Since you don't have any ranged weaponry, you have to rely on getting close to the enemy to kill him.
- Any slowdown or stun effect will stop your charge. This means that Heavies with Natascha and Scouts with Force-A-Nature or Sandman pose a lot more of a threat when you have this set.
Swashbuckler's Swag
Swashbuckler's Swag | |
---|---|
Effect |
No effect |
- The item set is composed of weapons statistically identical to Ali Baba's Wee Booties and the standard Bottle.
- This set is best used with the Stickybomb Launcher, which can be used to either kill enemies or decrease their health so they can be killed using the Scottish Handshake.
- While using a shield with this set is possible, bear in mind that your melee weapon possesses no positive attributes for melee fights; you have no extended range, no damage boosts, and no health gains.
- The Scottish Resistance can be used to place in various points so as to supply an advantage in melee combat.
- This set lacks a reliable source of mid-range damage, so it is best to keep your distance unless you are planning on killing someone with the Scottish Handshake.
- Skilled melee users could use this set with a shield (the Splendid Screen is recommended), and use their shield bash to deal a large amount amount of damage so as to kill the enemy or reduce his health to finish him off with the bottle.
Weapon combinations
Example Combinations | |||
---|---|---|---|
Combo | Usage | ||
or | or |
A good setup for offensive Demomen. The Stickybomb Launcher's decreased bomb arm time, compared to that of the Scottish Resistance, allows the Demoman to quickly bombard choke points or turtling enemies with stickies. The Stickybomb Launcher can also be used to surround ground-level threats with a sticky carpet. Fast bomb arm times also allow the Demoman to quickly sticky-jump to the objective and quickly capture it with the Pain Train's increased capture rate. If your team already has players focused on the points/cart, or if you are playing CTF, feel free to switch to the Bottle to rid yourself of increased bullet vulnerability. Choosing Loch-n-Load you may be able to quickly dispatch the sentry nest without having your Stickybombs destroyed or airblasted in a long range. | |
A second loadout for an offensive Demoman: by using the Chargin' Targe, you will be able to rush to positions faster and allow for easier getaways, as well as boosted melee effectiveness, at the cost of your Sticky Launcher. That may be affordable if you don't use the Sticky Launcher offensively. You get the added benefit of being more resistant to explosions and fire as well, so it may be worthwhile if the enemy team has Soldiers, other Demomen and Pyros. Keep in mind that while the Targe charge will make your Pain Train do more damage, it cannot collect heads and doesn't have the same melee range that the Eyelander or Scotsman's Skullcutter do. The Pain Train does the same base damage as Eyelander, so a critical hit will still have the killing power that the Eyelander does.
| |||
For Demomen that desire to do a high amount of damage as well as defense. The Scottish Resistance's higher Stickybomb amount and the ability to detonate groups of Stickybombs will come in handy when defending multiple chokepoints or destroying a bunch of Sentry Guns. The lessened speed from the Scotsman's Skullcutter will only reduce the Demoman to a Soldier's speed, but the extra damage and range can be useful when dealing with further threats. The Loch-n-Load provides a good support for your team in long distance while defending. It might shatter on surfaces, but it's lethal against a group of enemies.
| |||
The Expert's Ordnance - w/ Splendid Screen
As its name indicated, this setup is optimal for Demomen with good positioning and good aim, as it's not good for direct confrontation due to Loch-n-Load high self damage. Instead, use careful aim to destroy your opponent, and use the set bonus to run away from close range combat that Pyros are skilled at. In Medieval Mode, this Demoknight variant provides protection from flaming arrows and is the only class that can deliver splash damage, making it useful when clearing a point filled with enemies. Use the Screen to deal impact damage to the enemy with the shield bash before creating a critical explosion that may kill several enemies, making this combination excellent for a Kamikaze playstyle. | |||
or |
This combination can be a quite deadly in a Stickybomb expert. The Stickybomb Launcher not only allow the Demoman to block off choke points, but in medium and long range, the launcher can easily destroy sentry farms or large quantity of heavies; combined with ability to airshot, the demo can virtually destroy any foes, provided he is not fighting close range combats. The extra health generated by the booties allow the demo to survive longer, as well as allow the Demoman to survive the explosion of Ullapool Caber. Do note that this combination, due to lack of Grenade Launcher, is extremely poorly suited to close range combat. | ||
or or or
Eyelander or Nessie's Nine Iron or Horseless Headless Horsemann's Headtaker Claidheamh Mòr |
One of the most balanced setups in Medieval Mode. Charging towards enemies and decapitating them with the Eyelander is especially effective when dealing with slower enemies that are alone, and the longer melee range and high mobility gives it a legs up to most class except Snipers and Medics. The Chargin' Targe provides a much better defense against fire attacks (from Sharpened Volcano Fragments and fire arrows) and explosive damage (from the Ullapool Caber). Replacing the Eyelander with the Scotsman's Skullcutter allows higher damage at the cost of speed, which could be crucial when playing defense. Similarly, the Claidheamh Mòr allows the Demoman to charge longer, which aside from granting longer critical hits duration also allows the Demoman to reach a destination faster. | ||
A Thousand and One Demoknights
This is the A Thousand and One Demoknights set if combined with the Sultan's Ceremonial Hat. Ali Baba's Wee Booties will help you survive longer, and be able to unexpectedly turn to catch your enemies off guard. The Splendid Screen works well with the boots: while there is less damage resistance than with the Chargin' Targe, Ali Baba's Wee Booties' health benefit will allow you to slaughter your enemies without being killed quickly. The increased charging damage also works well with the ability to turn while charging. The Persian Persuader is good for destroying enemies in close combat. Since you don't use ammo with this set, all weapons dropped normally would be useless, but the Persuader allows you to gain health easier. The reduced charging time helps you to escape quickly or to run into the fray. | |||
The Persuader and Grenade Launcher can make an interesting combination, giving you better mid-to-long range capability while still allowing you to operate well in melee range. On top of that, the Persuader's decreased charge regen time allows the user to utilize the charge as a mobility tactic, letting them control range, escape, or charge in for a quick burst of damage on impact. The downside, however, is your inability to get more ammo for the Launcher: this can be remedied by using a supply cabinet. | |||
or or or or
Pain Train or Eyelander or Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron or Ullapool Caber |
This is the 'Sticky Jumper' weapon set. The Grenade Launcher is preferred over the Loch-n-Load as the rolling grenades allow you to 'bomb' foes more easily during a sticky jump. The extreme mobility granted by the Sticky Jumper allows you to land near unsuspecting or busy enemies (such as Snipers) and kill them freely with the Eyelander, easily earning one or two heads in the process. You can also use the Pain Train with the Jumper to quickly reach and capture control points (this is particularly effective on open and/or vertical maps). When combined with the Ullapool Caber's raw power, the Sticky Jumper allows you to reach a tactical target (such as a Medic) and attack it with the Caber before jumping back to heal and resupply the Caber. |
See also
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