Basic Demoman strategy

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Demoman is a generally applicable artillery class that excels in area denial, crowd controlling, and indirect combat. The Stickybomb Launcher is more versatile and reliable than the Grenade Launcher and operates as a primary weapon even though it isn't located in the primary slot. He is a top priority uber target for medics in public games, and is the strongest class at demolishing Engineer buildings, and keeping offensive inertia due to having the highest potential damage output per game. A team should always consist of 1 Demoman with a Stickybomb Launcher or the Quickiebomb Launcher. Due to a 0.8 armtime on the Stickybomb Launcher Demomen struggle at close range fights and classes such as Scout, Soldier, and Pyro should capitalize on this weakness when there is an opening.


Primary weapons

Grenade Launcher + reskins

Grenade Launcher Festive Grenade Launcher Australium Grenade Launcher

The Grenade Launcher generally operates as secondary artillery tool for a Demoman in a competent environment and is mostly used to bottle players movement, fire over props/terrain and prevent the opposition from entering chokepoints unscathed. In certain situations the Grenade Launcher must be used for self defense when out of ammunition for the Stickybomb Launcher or when opponents capitalize on the armtime for stickies, and will do a static 100 damage per direct on servers with Random Damage Spread disabled. When placing sticky traps a Demoman should switch to the Grenade Launcher to spam check, deter, and weaken opponents attempting to muscle through confined areas. Keep in mind grenades have a timer of 2.3 seconds before automatically detonating and should be fired at angles to get the most out of them. There is a time and place to intentionally use rollers so use them wisely to aid your team.

Loch-n-Load

Loch-n-Load

The Loch-n-Load essentially operates as a strong 1v1 secondary for the Demoman. The projectile velocity is 25% faster than stock grenades which allows more reliable, harder hitting shots (If you're having trouble utilizing the Grenade Launcher then the Loch-n-Load is a good starter weapon as it's easier to get direct hits with, but also has no roller which forces players to get directs). It has no applicable use for bottling players movements, or slowing down the opposition as the weapon is unable to produce rollers, and it also has less crowd controlling ability due to the 25% smaller blast radius. Sentry Guns that are not being wrangled or being shot with the Rescue Ranger can be destroyed quicker with the Loch-n-Load or harassed at safer ranges than stock. The Loch-n-Load can output damage faster than stock, has a longer effective range, generally better for Demoknights, easier for airshots, and the best 1v1 secondary for the Demoman

Ali Baba's Wee Booties + reskins

Ali Baba's Wee Booties Bootlegger

Trading your Grenade Launcher for Ali Baba's Wee Booties will remove one of your sources of ranged damage, forcing you to rely on the Stickybomb Launcher for your main damage output. If you are also using the Chargin' Targe or Splendid Screen, you must dedicate yourself to melee combat and utilize the increased self-control when charging. The health bonus offered by the Booties can offset the negative aspects of melee weapons such as the Eyelander or Claidheamh Mòr.

Loose Cannon

Loose Cannon

The Loose Cannon is the most reliable secondary for the Demoman due to a 50% faster projectile velocity, and the ability to "Cannon Burst" due to a 1 second detonation time and the ability to prime the fuse. Direct hits deal a static 60 damage on a direct hit assuming random damage spread is disabled, knock opponents back, but do not detonate upon impact. If a player primes cannonballs to explode 0.5 seconds or less after a direct hit then he/she is rewarded with what is known as a Double Donk (which deals a static 141 when random damage spread is disabled). The ideal range for cannon bursting is slightly farther than the range where stock stickybombs can be immediately detonated, and should be used as an offensive utility weapon with any Stickybomb Launcher compared to the stock Grenade Launcher which is geared more towards a defensive, and movement bottling playstyle. Overloading the fuse will cause approximately 70 points of HP to be lost, but it also grants the user to ability to "Cannon Jump".

B.A.S.E. Jumper

B.A.S.E. Jumper

The B.A.S.E. Jumper allows you to deploy a parachute while in midair, slowing your descent. For general purposes, you can combine this with Sticky jumping to maintain a vertical advantage over opponents or travel further horizontally. Should you use a Stickybomb Launcher alongside the B.A.S.E. Jumper, you can freely plant a carpet of Stickybombs over a wide area as you float down. If you favor melee combat and use a shield, charging in midair lets you approach enemies from varying vertical angles. Although it keeps you in midair and attacking longer, try not to linger in the sights of enemies who appreciate slow targets, like the Heavy or Sniper. As with other utility items, taking the B.A.S.E. Jumper means having no Grenade Launcher, leaving you less effective at medium range.

Iron Bomber

Iron Bomber

The Iron Bomber can be used similarly to the Grenande Launcher in direct combat. However, its grenades have very little bounce and roll, so they'll remain close to their landing site. With good aim, this trait is useful for creating a temporarily hazard that opponents won't want to pass over. Grenades have a smaller blast radius and deal less damage if they explode on timer, so precision with your traps is rewarded.

Secondary weapons

Stickybomb Launcher + reskins

Stickybomb Launcher Festive Stickybomb Launcher Silver Botkiller Stickybomb Launcher Australium Stickybomb Launcher

Stickybombs have a very large splash radius and deal excellent explosive damage, making it the perfect weapon for area denial. Stickybombs can be either fired and detonated in rapid succession to deal lower consistent damage, or placed as traps to instantly take out an unlucky enemy. If using the Stickybomb Launcher to lay traps, place the explosives in unexpected locations, such as around corners, above doorways, or even on ceilings. The Stickybomb Launcher is one of the best weapons for 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 around the battlefield swiftly. As planting more than eight Stickybombs destroys those that were planted earlier, firing more can allow you to strategically detonate individual ones.

Scottish Resistance

Scottish Resistance

The Scottish Resistance can place up to fourteen Stickybombs that can each be manually detonated. However, the weapon's slower bomb arm time makes it less effective in direct combat. Thus, it is best suited to defensive gameplay, where there are multiple possible entrances to defend. Its ability to eliminate enemy Stickybombs and place several traps at once make it useful for controlling key areas. You can detonate your Stickybombs in rapid succession by holding down the detonate key and swinging your view across all of your Stickybombs.

Chargin' Targe + reskins

Chargin' Targe Festive Chargin' Targe

Equipping the Chargin' Targe takes away the Demoman's trademark Stickybomb Launcher, turning him into a more melee-oriented class. The shield's charge ability can be used to quickly rush in and out of battle, while the guaranteed melee critical hit upon finishing the charge can deal heavy damage to an enemy. Because it is difficult to maneuver during a charge, predict where your target will be at the end and line yourself up accordingly. Additionally, the Chargin' Targe significantly increases your fire resistance and grants immunity to afterburn damage, evening the playing ground between you and the Pyro at close range. The Chargin' Targe's defensive bonuses do 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.

Sticky Jumper

Sticky Jumper

While the Sticky Jumper is intended for harmless Sticky jumping practice, one of the main factors that restricts your Sticky jumping when using the standard Stickybomb Launcher is the high self-damage. While the Sticky Jumper is equipped, all self-damage that would be taken from your own Stickybombs is nullified. Without healing, you can make multiple Sticky jumps to rapidly cover massive distances for a particularly reckless playstyle. While your Stickybombs won't harm enemies, you still have your Grenade Launcher to deal reliable damage. Given the immense damage of standard Stickybombs, the Sticky Jumper is generally not as useful in serious combat.

Splendid Screen

Splendid Screen

When compared to the Chargin' Targe, the Splendid Screen allows you to utilize the charge's shield bash as a consistent, significant source of damage. However, it offers less than half of the Chargin' Targe's resistances and no afterburn immunity, leaving you slightly more vulnerable once your charge is expended. You can combo your shield bash immediately into a critical melee hit to instantly deal massive damage.

Tide Turner

Tide Turner

The Tide Turner grants you full turning control during your charge, granting unparalleled melee capabilities. Additionally, kills while charging will instantly refill your charge meter, allowing you to rampage from enemy to enemy if you time your attacks well. Thus, take a bit of time to ensure that each of your charges results in a kill. When compared to your other shields, the Tide Turner has less resistances than the Chargin' Targe and its shield bash is weaker than the Splendid Screen.

Quickiebomb Launcher

Quickiebomb Launcher

The Quickiebomb Launcher arms its Stickybombs much faster than the standard Stickybomb Launcher. Rapidly firing and detonating Stickybombs is a standard fighting style that this weapon amplifies. However, Stickybombs from this weapon only last two seconds after touching a surface, making it difficult to set Sticky traps or Sticky jump. Additionally, the Quickiebomb Launcher suffers a 15% damage penalty and a 25% smaller clip size, making it less suitable for longer fights.

Melee weapons

Bottle + reskins

Bottle Frying Pan Saxxy Scottish Handshake Conscientious Objector Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard

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

Eyelander + reskins

Eyelander Horseless Headless Horsemann's Headtaker Nessie's Nine Iron Australium Eyelander Festive Eyelander

The Eyelander reduces your maximum health but comes with an extended attack range, allowing you to fight most enemies from outside the standard melee range. It works best with the Chargin' Targe or Splendid Screen, items which allow you to quickly enter and exit melee range. Additionally, slaying an enemy with the Eyelander will allow you to accumulate heads; each head slightly increases your maximum health and movement speed up to four times. Because dying will cause you to lose all of your heads, play conservatively; until you have a clear opportunity to decapitate an enemy, attack from range using your Grenade Launcher and stay near sources of health.

Pain Train

Pain Train

Only use the Pain Train when actively capturing control points or pushing Payload carts; the increased capture rate is useless when playing Capture the Flag or in any defensive scenario. If you have a reliable source of health, you can equip it when actively Sticky jumping around the map to give yourself the mobility and capture rate of the Scout.

Scotsman's Skullcutter

Scotsman's Skullcutter

The Scotsman's Skullcutter passively reduces your movement speed but does significantly more damage compared to your other melee weapons. The reduction in speed makes chasing enemies difficult, so consider pairing it with one of your shields for maximum effectiveness. Note that due to the speed penalty, the total distance your charge covers will be reduced as well. The Skullcutter possesses the same melee range as the Eyelander, so it's best in confined areas, where enemies can't flee as easily.

Claidheamh Mòr

Claidheamh Mòr

The Claidheamh Mòr shares the Eyelander's extended melee range but does not allow you to acquire heads upon decapitating an enemy. Its health penalty is less than that of the Eyelander, so choose this sword if you do not expect to be in a situation where you can acquire or make use of multiple heads. Always pair the Claidheamh Mòr with one of your shields to make use of the extra charging time, as it provides a significant amount of additional distance when chasing a foe.

Ullapool Caber

Ullapool Caber

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 or Splendid Screen can turn you into a speeding explosive.

Half-Zatoichi

Half-Zatoichi

The healing the Half-Zatoichi provides on a kill just might be worth fighting at melee range, especially since you can pair it with one of your shields. Try to ensure you can obtain a kill before unsheathing it; you don't want to be stuck Honorbound in melee combat against a stronger or faster foe. Unlike your other swords, the Half-Zatoichi has the standard melee range.

Persian Persuader

Persian Persuader

You'll want to use the Persian Persuader alongside the Chargin' Targe or Splendid Screen to make use of the increased charge recharge rate. Because it converts ammunition pickups into health, you'll only be able to restock at a Supply Cabinet. The Grenade Launcher burns through ammunition quickly, so you may consider using Ali Baba's Wee Booties and commiting to pure melee combat. Alternatively, use the Persian Persuader alongside the Stickybomb Launcher, which does not run out of ammunition as quickly as the Grenade Launcher.