Demoman weapons (competitive)
The community competitive scene changes frequently. Some or all info may be outdated.
The arsenal at the disposal of the Demoman is arguably the largest damage dealing of the standard competitive lineup. This with the ability to deny access to choke points; blocking enemy retreats and being able to get on the front line potentially quicker than Scouts also makes him a very versatile class: being extremely useful on offense and defense.
One of the main issues with the Demoman is the inability to defend himself at close quarters, with both his standard weapons resulting in damaging himself as well as his target if set off within close proximity.
Primary Weapon
The Demoman's primary weapon contributes to space control via spam, but is generally used when stickies are down and should not be wasted to give the Demoman an airshot.
Grenade Launcher
The stock Grenade Launcher deals large quantities of damage on a direct shot. However, if the shot misses, the grenade will fall and roll around, exploding after a short time. Grenades will damage the Demoman who fired them if they explode for any reason too close.
Weapon | Damage | Critical Damage | Function Times | Special |
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Grenade Launcher |
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Below is a table displaying the availability of the Grenade Launcher in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Grenade Launcher |
Allowed |
Loch-n-Load
The Loch-n-Load is the only other Grenade Launcher for the Demoman. It deals more damage to buildings than the stock Grenade Launcher, but has a reduced clip size. Grenades fired from the Loch-n-Load will shatter harmlessly on surfaces, and will have a decreased explosion radius.
Weapon | Damage | Function Times | Special |
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Loch-n-Load |
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Below is a table displaying the availability of the Loch-n-Load in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Loch-n-Load |
Allowed |
Ali Baba's Wee Booties
Ali Baba's Wee Booties are a primary weapon which provides the Demoman with 25 additional health, 10% faster movement speed, as well as increased turning control at the cost of the lack of a Grenade Launcher. Kills made with a melee weapon will refill the charge meter by 25%.
The Bootlegger has the same stats as Ali Baba's Wee Booties.
Weapon | Damage | Critical Damage | Function Times | Special |
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Ali Baba's Wee Booties |
N/A | N/A | N/A |
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Below is a table displaying the availability of the Ali Baba's Wee Booties in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Ali Baba's Wee Booties |
Allowed |
The Loose Cannon
The Loose Cannon is very rarely used in competitive play, as it lacks the damage output of the Grenade Launcher, at close and far ranges. The Loose Cannons cannonballs do 60 damage with a direct hit, and 29-52 splash damage, whereas the Grenade Launcher deals 100 on a direct hit and 25-64 splash.
Weapon | Damage | Function Times | Special |
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Loose Cannon |
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Below is a table displaying the availability of the Loose Cannon in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Loose Cannon |
Allowed |
Iron Bomber
The Iron Bomber does identical damage to the Grenade Launcher. However, grenades fired will have severely reduced bounce and roll capabilities. In addition, the Iron Bomber has a 15% explosion radius penalty.
Weapon | Damage | Critical Damage | Function Times | Special |
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Iron Bomber |
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Below is a table displaying the availability of the Iron Bomber in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Iron Bomber |
Allowed |
B.A.S.E Jumper
The B.A.S.E. Jumper allows the user to deploy a parachute mid-air, slowing their descent. Air control is reduced while the parachute is deployed and it replaces the Demoman's primary weapon. It is rarely used in competitive play, since slower gliding is often not worth the big damage tradeoff.
Weapon | Damage | Critical Damage | Function Times | Special |
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B.A.S.E. Jumper |
N/A | N/A | N/A |
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Below is a table displaying the availability of the B.A.S.E. Jumper in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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B.A.S.E. Jumper |
Banned |
Primary Weapon Usage
The Loch-n-Load deals the same damage to players as stock but more damage to buildings, but due to a reduced clip, increased self-damage, and the inability to contribute to spam, the stock Grenade Launcher is frequently preferred. Ali Baba's Wee Booties can be useful if combined with the Splendid Screen or Chargin' Targe, but are rarely used, since it restricts the Demoman's area-denial abilities too heavily. The Loose Cannon is rather useless and for this reason, rarely used, as the damage compared to the Grenade Launcher is considerably smaller. The Iron Bomber helps with area denial, as the grenades usually stay where they land.
Secondary Weapon
The Demoman's secondary weapons are often his main form of attack, as they consist of his strongest area-denial weapons.
Stickybomb Launcher
The stock Stickybomb Launcher has many uses, but is mainly used for traps. Traps take two forms: Hidden stickies designed to kill an unsuspecting foe, or visible traps, designed to discourage or slow classes from pushing through a choke or capturing a point. Stickies can also be fired at an Engineer nest to quickly take it out before he can repair his buildings.
Weapon | Damage | Critical Damage | Function Times | Special |
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Stickybomb Launcher |
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Below is a table displaying the availability of the Stickybomb Launcher in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Stickybomb Launcher |
Allowed |
Scottish Resistance
The Scottish Resistance favors defense more than offense. Due to increased bomb arm time, it cannot be used to launch airburst stickies. However, it fires stickybombs faster than its counterpart, and can lay 6 additional stickybombs. All of the stickies can be detonated separately, thus allowing the Demoman to place more traps than usual and detonate them faster.
Weapon | Damage | Critical Damage | Function Times | Special |
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Scottish Resistance |
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Below is a table displaying the availability of the Scottish Resistance in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Scottish Resistance |
Allowed |
Sticky Jumper
The Sticky Jumper deals no damage to any player, but produces identical sticky jump distance.
Weapon | Damage | Critical Damage | Function Times | Special |
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Sticky Jumper |
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Below is a table displaying the availability of the Sticky Jumper in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Sticky Jumper |
Allowed |
Chargin' Targe
The Chargin' Targe provides the Demoman with the ability to charge, having him run in a nearly straight line at very high speeds. Starting the charge removes any negative debuffs from the user. It deals damage on colliding with an enemy, and provides guaranteed melee mini-crits for 1/6th of the charge duration and crits at 1/2 of the charge duration. The charge will stop once a melee attack is fired, a wall is hit, or when the charge meter runs out. The Chargin' Targe provides the wearer with a 50% fire damage resistance and a 30% explosive damage resistance.
Weapon | Damage | Critical Damage | Function Times | Special |
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Chargin' Targe |
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Below is a table displaying the availability of the Chargin' Targe in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Chargin' Targe |
Allowed |
Splendid Screen
The Splendid Screen functions identically to the Chargin' Targe, but deals increased impact damage at any range, at the cost of reduced damage resistance and afterburn immunity.
Weapon | Damage | Critical Damage | Function Times | Special |
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Splendid Screen |
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Below is a table displaying the availability of the Splendid Screen in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Splendid Screen |
Allowed |
Tide Turner
The Tide Turner functions identically to the above shields, but allows full turning control whilst charging. In addition, any kills made with a melee weapon will refill the charge meter by 75%. In comparison to the other shields, this shield has less damage resistance than the Chargin' Targe and less damage output than the Splendid Screen.
Weapon | Damage | Critical Damage | Function Times | Special |
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Tide Turner |
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Below is a table displaying the availability of the Tide Turner in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Tide Turner |
Allowed |
Secondary Weapon Usage
The stock Stickybomb Launcher is the most versatile Stickbomb Launcher. The Scottish Resistance has merit when defending, but is much harder to land an airshot with. The Chargin' Targe, Splendid Screen and Tide Turner require a much more aggressive Demoman, but allow the Demoman to pick off important classes easier, especially when using the Tide Turner. However, this removes the team's option of sticky traps, and make Engineer nests scarier. The Sticky Jumper can be used to facilitate a back-cap with the Pain Train, but is otherwise useless. The stock Stickybomb Launcher is the most common choice.
Melee Weapon
The Demoman boasts a wide range of melee weapons, which can transform his class significantly. The Eyelander, its reskins, the Persian Persuader, the Half-Zatoichi, and the Claidheamh Mor provide the Decapitation taunt.
Bottle
The Bottle is the Demoman’s stock melee weapon. Like other standard melee weapons, it deals moderate damage. It deals decent damage at close range, and is useful if the Demoman is low on health, or has a sticky trap down and is low on ammo. The Frying Pan and the Scottish Handshake have the same stats as the Bottle.
Weapon | Damage | Critical Damage | Function Times | Special |
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Bottle |
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Below is a table displaying the availability of the Bottle in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Bottle |
Allowed |
Eyelander
The Eyelander has an increased melee range, and will raise the Demoman's base health and shield impact damage as well as grant increased movement speed for every kill made with it. However, it lowers the Demoman's base health by 25.
The Horseless Headless Horsemann's Headtaker and the Nessie's Nine Iron have the same stats as the Eyelander.
Weapon | Damage | Critical Damage | Function Times | Special |
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Eyelander |
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Below is a table displaying the availability of the Eyelander in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Eyelander |
Allowed |
Claidheamh Mòr
Like the Eyelander, the Claidheamh Mòr has an increased melee range. However, it extends charge time by 0.5 seconds, and reduces the Demoman's health by 15, but grants 25% of the charge meter on a melee kill..
Weapon | Damage | Critical Damage | Function Times | Special |
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Claidheamh Mòr |
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Below is a table displaying the availability of the Claidheamh Mòr in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Claidheamh Mòr |
Allowed |
Persian Persuader
The Persian Persuader grants charge for ammo pickups. It also refills 20% of the charge meter on melee hits. This comes at the cost of -80% max ammo on the wearer's primary and secondary weapons.
Weapon | Damage | Critical Damage | Function Times | Special |
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Persian Persuader |
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Below is a table displaying the availability of the Persian Persuader in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Persian Persuader |
Allowed |
Pain Train
The Pain Train is designed for the more offensive Demoman. It doubles his capture rate, allowing for back-caps and increased capture times, but leaves him more vulnerable to Scouts and Shotgun shots.
Weapon | Damage | Critical Damage | Function Times | Special |
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Pain Train |
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Below is a table displaying the availability of the Pain Train in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Pain Train |
Allowed |
Scotsman's Skullcutter
The Scotsman's Skullcutter reduces the Demoman's speed while active, but provides more melee damage.
Weapon | Damage | Critical Damage | Function Times | Special |
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Scotsman's Skullcutter |
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Below is a table displaying the availability of the Scotsman's Skullcutter in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Scotsman's Skullcutter |
Allowed |
Half-Zatoichi
Once the Half-Zatoichi has been deployed, it can only be put away once a kill has been made or by touching a resupply cabinet. On kill, the Demoman gains 50% of his base health (can overheal).
Weapon | Damage | Critical Damage | Function Times | Special |
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Half-Zatoichi |
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Below is a table displaying the availability of the Half-Zatoichi in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Half-Zatoichi |
Allowed |
Ullapool Caber
The Ullapool Caber deals reduced melee damage, but will explode upon first usage to deal explosion damage to surrounding targets and 100 damage to the wiedler.
Weapon | Damage | Critical Damage | Function Times | Special |
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Ullapool Caber |
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Below is a table displaying the availability of the Ullapool Caber in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
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Ullapool Caber |
Allowed |
Melee Weapon Usage
The Demoman's variety comes from his melee weapon choice. The stock Bottle offers a good and non-explosive alternative for close-range damage. The Eyelander is useful for a Demoman who expects to stay alive for a longer time. The Scotsman's Skullcutter allows for faster kills at close range, but slows the Demoman down overall. The Persian Persuader allows for more frequent charge attacks and more frequent health packs, but prevents obtaining additional ammo for the Demoman's primary and secondary weapons. The Pain Train makes the Demoman more vulnerable to Scouts, but allows him to facilitate captures faster. The Half-Zatoichi allows for healing far from a Medic, but leaves the Demoman overly vulnerable if he fails to get a kill. The Ullapool Caber works well as a last resort, but may cause unintentional suicide. The Claidheamh Mór paired with the Tide Turner can be used to charge from a long distance to kill an important class by surprise, such as a fully charged Medic, but the lowered base health may make the Demoman more vulnerable. Overall, the Bottle is considered the safest and best option, as it allows for consistent damage without any downsides.
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