Demoman match-ups
Class | Strategy | ||
---|---|---|---|
Demoman |
vs | Scout |
At high level play, a Scout is your main counter. A Scout is difficult to hit and can easily get in your face with his Scattergun. Predict their actions; lay Stickybombs where you think he will cross and lead him with your Grenade Launcher. Even if the Scout gets close, taking out your melee weapon is not recommended, as his speed lets him easily dodge your swings. |
Demoman |
vs | Soldier |
Keep your distance when fighting a Soldier; if you allow him to get too close, he’ll have the advantage – his Shotgun and Equalizer still outdamage your strong melee weapons. Shell him with grenades and charged Stickybombs while avoiding his rockets. Lay carpets of Stickybombs in front of him to stop his approach. If the Soldier actively rocket jumps in combat, try to land aerials with your grenades or place Stickybombs where he will land. |
Demoman |
vs | Pyro |
You never want to let a Pyro get close to you. Like with a Scout, lay Stickybombs where you think he will cross and lead him with your Grenade Launcher. Unlike the Scout, he can use his compression blast to reflect your projectiles back at you. Although you can fire faster than he can reflect, avoid shooting in predictable patterns. While the Chargin’ Targe reduces the amount of fire damage you take, don’t zealously fight a Pyro with your melee weapon; he can still switch to the Shotgun or Axtinguisher to easily kill you. |
Demoman |
vs | Demoman |
Against another Demoman at any range, fire grenades and Stickybombs while dodging his. You can use one of your own Stickybombs to scatter an enemy Sticky trap. A Demoman with the Chargin’ Targe acts as a soft counter to a vanilla Demoman – the explosive protection offered by the shield puts the latter at a significant disadvantage, especially once the former uses the charge to enter melee range. |
Demoman |
vs | Heavy |
Your damage output, especially from your Stickybombs, can match that of a Heavy. Pretty much never try to fight a Heavy at close range, since his Minigun will shred you. However, his weapons suffer significant damage falloff over distances while yours do not. Stay away and use high ground or cover to harass him with your explosives. His slow speed makes him an easy target to land direct hits on. |
Demoman |
vs | Engineer |
You are highly unlikely to survive in a head-to-head battle against a Sentry Gun (unless you're ÜberCharged or outside of their range). Your grenades and stickies are excellent at taking them out where they don't have line of sight or sufficient range. An added advantage is that your weapons will often take out the Engineer trying to repair them, too: your launchers are capable of inflicting damage through buildings. Three stickies or more will destroy both the Engineer and any building. Engineers who are aware may shoot and destroy your stickies with their Shotgun or Pistol, if you see this detonate immediately because they cannot fix their buildings since their Wrench isn't out.
If you're using the Chargin' Targe, Sentry Guns are more threatening since you don't have your sticky launcher and you're more prone to running into their line of sight. Learn to shell positions indirectly using the Grenade Launcher. Even without direct hits, grenades can easily destroy a sentry nest. |
Demoman |
vs | Medic |
Medics are pretty quick, which makes them a little more difficult to kill. Try and hit them with your grenades, or juggle them with a few Stickybombs. Since they run slightly faster than you, it's not advisable to run after them with your melee weapon since they can just shoot you full of needles. Try using your Eyelander against distracted Medic's, as you can get a free head with 2-3 hits. If he has a Medic buddy, stay out of sight and take out his buddy with stickies. Your Stickybombs are powerful enough to kill even overhealed targets in clusters of four or more. |
Demoman |
vs | Sniper |
Snipers can kill you with ease at long range. Try to get close enough to lob grenades and stickies at them from where they can't see you. This has the added advantage of allowing your team-mates to rush past without fear as they make for cover. Alternatively, use the long range launch of your stickies to lob them onto distant Sniper decks and wait for the Sniper to walk into blast range. Snipers are an easy enemy to defeat if you can corner or sneak up on them with the Eyelander, or even with the ordinary bottle. It only requires two hits or one Crit to kill a Sniper at full health.
A base level Eyelander Demoman can be killed at full health by one fully charged bodyshot or a non-charged headshot. Most Snipers will easily kill you if you charge directly at them. On the other hand, if you manage to flank them, their necks are delightfully stationary. |
Demoman |
vs | Spy |
Spies can Cloak to pass over your stickies and so can lead to an unexpected death for you if you don't stay alert. Luckily, they usually place greater priority on Medics, Heavies, Engineers, and Snipers. Simply watch your back, especially when you stand still to place Stickybombs or lay down fire and Spy check suspicious team-mates occasionally. Most of the time, Spies will attempt to get in close to fight you. Bring out your bottle and scrumpy them to death, or glory in their slaughter with your Eyelander. Two hits or one Critical hit should do it, with either weapon. You can also use your Ullapool Caber to Spy check teammates, as the grenade will explode only on contact with an enemy and will kill the Spy in one hit (unless they are using the Dead Ringer).
If you have the Eyelander equipped, you should consider using it to Spy check regularly, as killing a Spy who is using the Dead Ringer will still add to your head count. This effectively gives you the chance to gain two heads from a single player. |
See also
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