Basic Demoman strategy

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Revision as of 11:05, 28 April 2011 by InShane (talk | contribs) (Half-Zatoichi: So basically, "Kill them before they kill you." I'd move it to the community strategy section.)
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The Demoman is a hardy class that specializes in indirect combat and area denial. His explosive weapons possess some of the highest damage output in the game and can be used to attack opponents from behind obstacles. His Stickybomb Launcher can be used to set traps and easily destroy Engineer buildings. Sticky jumping allows him to cover large distances quickly and reach unpredictable places. However, the Demoman is most vulnerable at close range, where his weapons are more difficult to aim and can inflict self-damage; he'll be in trouble if he engages a Scout or Pyro alone.


Primary Weapons

Grenade Launcher

Item icon Grenade Launcher.png

Grenades launch to the right of the crosshair, so lead to the left to compensate. The Grenade Launcher fires very quickly, so aim for direct hits whenever possible. Because grenades that are not direct hits will still explode after a certain amount of time, they can be fired at an area to stop an escape or to kill a foe at extreme range. If you want to conserve health for a smaller explosive jump, fire a grenade into a corner, then jump on top of it to propel yourself upwards.

Loch-n-Load

Item icon Loch-n-Load.png

The Loch-n-Load rewards players who can score direct hits with greater damage output. However, because the clip size is so low and the grenades shatter on surfaces, you cannot use it to suppress an area as easily as with the Grenade Launcher. Continue to keep a distance from your foes, as you'll find that the increased self-damage is very significant.

Secondary Weapons

Stickybomb Launcher

Item icon Stickybomb Launcher.png

Stickybombs have a very large splash radius and deal excellent damage. Firing and detonating Stickybombs rapidly can turn the Stickybomb Launcher into your primary weapon. Use this weapon to place Sticky traps in unexpected locations, such as around corners, above doorways, or even on ceilings. This is the weapon you'll want to use when dealing with Sentry Guns, as detonating multiple Stickybombs at one time will prevent the Engineer from performing any repairs. Additionally, you can use Stickybombs to sticky jump to the battlefield very quickly. As planting more than eight Stickybombs destroys those that were planted earlier, firing more can allow you to strategically detonate individual ones.

Scottish Resistance

Item icon Scottish Resistance.png

The Scottish Resistance is best suited to defensive gameplay. Use it to eliminate enemy Stickybombs and set multiple sticky traps for maximum area control. The weapon's slower bomb arm time makes it less effective in direct combat, however. While you cannot detonate all of your Stickybombs at once, you can detonate them in rapid succession by holding down the detonate key and swinging your view across all of your Stickybombs.

Chargin' Targe

Item icon Chargin' Targe.png

The Chargin' Targe turns the Demoman into a more melee-oriented class. Use it to quickly rush in or out of battle and catch foes off guard. The guaranteed melee critical hit can be used to instantly eliminate a dangerous enemy. Because you cannot change direction during a charge, predict where your target will be at the end and line yourself up accordingly. Charging still does not make you invincible, however, especially against tough classes like the Soldier or Heavy. You are still vulnerable to bullets and any source of knock back will immediately cancel your charge.

Melee Weapons

Bottle / Frying Pan

Item icon Bottle.png Item icon Frying Pan.png

At close range, you'll probably damage yourself if you use explosive weaponry. Use the Bottle when enemies are too close to reliably kill with the Grenade Launcher. Unlike your other melee weapons, the Bottle has no drawbacks, so use it if you don't plan on engaging in melee combat often.

Eyelander / Horseless Headless Horsemann's Headtaker

Item icon Eyelander.png Item icon Horseless Headless Horsemann's Headtaker.png

You should not use the Eyelander without also using the Chargin' Targe. Its longer melee range lets you excel in melee combat. However, until you have a clear opportunity to decapitate an enemy, attack from range using your Grenade Launcher to reduce the chance of dying and losing your accumulated heads.

Pain Train

Item icon Pain Train.png

Only use the Pain Train when actively capturing objectives; it is useless when playing Capture the Flag or in any defensive scenario.

Scotsman's Skullcutter

Item icon Scotsman's Skullcutter.png

The Scotsman's Skullcutter reduces your movement speed and makes chasing enemies difficult, so pair it with the Chargin' Targe. It possesses the same melee range as the Eyelander, so use it in confined areas where enemies can't flee as easily.

Claidheamh Mòr

Item icon Claidheamh Mòr.png

Pair the Claidheamh Mòr with the Chargin' Targe to make use of the extra charging time. It will provide a significant amount of additional distance when chasing a foe. If you do not expect to be in a situation where you can acquire or make use of multiple heads, choose this sword over the Eyelander.

Ullapool Caber

Item icon Ullapool Caber.png

Even against clustered foes, you have other explosives which are better and are less likely to inflict self-damage. Thus, the Ullapool Caber is best used as a last resort. Although it deals severe damage, the explosion is likely to kill you along with your enemy. Using it alongside the Chargin' Targe can turn you into a living bomb.

Half-Zatoichi

Item icon Half-Zatoichi.png

The Half-Zatoichi pairs well with the Chargin' Targe. The increased mobility lets you quickly approach and execute foes to regain health.

Item sets

The Expert's Ordnance

Loch-n-Load Ullapool Caber

The weapons required for the set effect require you to be very precise when firing. Despite the increased fire resistance, you are still weak against enemy Pyros.