Basic Demoman strategy
“ | Ohh, I'm gonna beat ya so hard, you'll have a twitch!
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— The Demoman
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The Demoman is a well-rounded artillery class that excels at indirect combat, crowd control, and area denial. Both his Grenade Launcher and Stickybomb Launcher are versatile weapons, able to be aimed over obstacles while staying out of sight. Additionally, the Stickybomb Launcher can be used to set traps or Sticky jump. Due to his immense damage output, the Demoman is fantastic at maintaining offensive momentum and demolishing Engineer buildings. However, the Demoman is most vulnerable at close range, where his weapons are more difficult to aim, take time to arm, and can inflict self-damage; this makes him weaker to classes such as the Scout or Pyro. Despite any of his weaknesses, a team should arguably always have at least one Demoman.
Primary weapons
Grenade Launcher + reskins
The Grenade Launcher fires powerful projectiles that deal explosive damage. Grenades travel in a heavy, arced trajectory and can be fired from behind cover, especially over terrain or around corners. In direct combat, the Grenade Launcher is the best choice against an enemy who can reliably dodge or capitalize on how long Stickybombs take to arm. Although direct hits deal the most damage, grenades that don't immediately hit enemies will still bounce and explode after a short time. Thus, you can fire at a general area to herd enemies, stop escapes, or downright kill foes 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. The Grenade Launcher excels at defensive combat when compared to its alternatives.
Loch-n-Load
The Loch-n-Load is particularly useful against the Engineer's buildings, which it deals increased damage to. Its projectiles travel 25% faster than those of the Grenade Launcher, making it easier to land strong direct hits, even against airborne targets. However, the Loch-n-Load's clip size and blast radius are both reduced by 25%, making it weaker at crowd control. In particular, its grenades shatter on surfaces, meaning that it cannot be used to suppress enemy movement.
Ali Baba's Wee Booties + reskins
Ali Baba's Wee Booties focus on mobility, granting extra health and movement speed at the cost of your Grenade Launcher. You will have to either rely on your secondary weapon or focus on melee combat. If you prefer ranged combat, the standard Stickybomb Launcher or Quickiebomb Launcher work best. If you choose a shield for melee combat, the increased charge control and charge restore on kill will help you charge more accurately and more often. In particular, the increased movement speed allows you to outrun any class aside from the Scout, even without charging.
Loose Cannon
The Loose Cannon fires cannonballs instead of grenades, which will not detonate upon contacting an enemy. Cannonballs travel 50% faster than grenades and inflict knock back, which can be used to create distance or disrupt enemy movements. Cannonballs always explode 1 second after the fire button is pressed, but are not launched until the fire button is released. Thus, you can control the explosion timer by delaying when the projectiles fire. Timing a shot carefully to inflict both impact and explosive damage in quick succession will reward you with a guaranteed "Double Donk" mini-crit. Explosions after a cannonball touches a surface will only deal 50% damage, so you want to carefully time shots to maximize damage. The ideal range for properly timing detonations is slightly farther than the range where stock Stickybombs can be immediately detonated. Overloading the fuse will deal significant damage to yourself but allow for a strong explosive jump.
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
The Iron Bomber can be used similarly to the Grenade 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 temporary 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
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
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
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. The charge is also fairly useful for moving around the battlefield.
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
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
The Tide Turner grants you full turning control during your charge, granting unparalleled melee capabilities. Additionally, kills while charging will refill your charge meter by 75%, 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
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. This weapons can destroy other Stickybombs, allowing you to disarm enemy Stickybomb traps when on the offensive. However, Stickybombs from this weapon only last two seconds after touching a surface, making it difficult to set your own traps. 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
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
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 another shield, which will 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
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
The Scotsman's Skullcutter passively reduces your movement speed while wielded 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
The Claidheamh Mòr shares the Eyelander's extended melee range. In exchange for the ability to collect heads, the Claidheamh Mòr allows you to charge farther and partly refill your Charge meter upon a kill. In particular, the Claidheamoh Mòr pairs well with the Tide Turner, as the combined bonuses from the two weapons will give you a full recharge upon a kill.
Ullapool Caber
The Ullapool Caber explodes on first impact, dealing massive damage to you and everything near your victim. Your other explosive weaponry deal great area damage and yield less risk to yourself, so try to only use the Ullapool Caber as a last resort against close foes. Using it alongside one of your shields and charging can turn you into a human missile.
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
You'll want to use the Persian Persuader alongside one of your shields to make use of how it allows you to charge more frequently. 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 committing 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, and use converted pickups to last longer at the front lines.
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