Demoman

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Demoman
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Demoman.png
Basic Information
Icon: 40px
Type: Defensive
Health: 175 / Medic emblem RED.png260
(See Health below for further details)
Speed: 93%
(See Speed below for further details)
Meet the Demoman
DemomanVidSplash.png

The Demoman is a scrumpy-swilling demolitions expert from the Scottish Highlands, and is one of the more versatile members of the team. Though his weapons lack pinpoint long-range accuracy, the Demoman is a powerful if unpredictable asset, and can hold his own in just about any situation. He is a master of explosives, excelling at indirect and mid-range combat. Armed with his Grenade Launcher and Stickybomb Launcher, the Demoman uses his only good eye and knowledge of the surrounding environment for well-timed detonations that send enemies skyward, often in many pieces. Should anyone get past his explosive ordinance however, they will be shocked to learn the Demoman is also extremely proficient in Melee, being one of the deadliest melee classes in the game as he has a variety of melee unlocks in his arsenal.

The Demoman excels at swift disassembly; he can bounce his grenades in creative angles to wreak havoc on enemy Sentry Gun emplacements while remaining safely out of sight. His Stickybombs are a perfect tool for area denial, and are effective in keeping opponents away from any carts, control points and Intelligence cases he deems off-limits.

The Demoman is voiced by Gary Schwartz.

Bio

Health

Main articles: Health, Overheal
Modifier Normal Max Overhealed Max
Standard 175 260
Eyelander, HHHH or Nessie's Nine Iron equipped (no heads taken) 150 225
Eyelander, HHHH or Nessie's Nine Iron 1 head taken 165 245
Eyelander, HHHH or Nessie's Nine Iron 2 heads taken 180 270
Eyelander, HHHH or Nessie's Nine Iron 3 heads taken 195 290
Eyelander, HHHH or Nessie's Nine Iron fully charged (4 or more heads taken) 210 315
Claidheamh Mòr equipped 160 240
Ali Baba's Wee Booties equipped 200 300
Ali Baba's Wee Booties and the Eyelander, HHHH or Nessie's Nine Iron equipped (no heads taken) 175 260
Ali Baba's Wee Booties and the Eyelander, HHHH or Nessie's Nine Iron 1 head taken 190 285
Ali Baba's Wee Booties and the Eyelander, HHHH or Nessie's Nine Iron 2 heads taken 205 305
Ali Baba's Wee Booties and the Eyelander, HHHH or Nessie's Nine Iron 3 heads taken 220 330
Ali Baba's Wee Booties and the Eyelander, HHHH or Nessie's Nine Iron fully charged (4 or more heads taken) 235 350
Ali Baba's Wee Booties and the Claidheamh Mòr equipped 185 275

Speed

Main article: Speed
Modifier Speed
Standard 93%
Scotsman's Skullcutter equipped 79.33%
Eyelander, HHHH or Nessie's Nine Iron equipped with 1 head taken 100.67%
Eyelander, HHHH or Nessie's Nine Iron equipped with 2 heads taken 108%
Eyelander, HHHH or Nessie's Nine Iron equipped with 3 heads taken 115.67%
Eyelander, HHHH or Nessie's Nine Iron equipped fully charged (4 or more heads taken) 123%
Charging with the Chargin' Targe or the Splendid Screen 250%
Charging with the Chargin' Targe or the Splendid Screen with the Scotsman's Skullcutter equipped 212.5%

Demoknights

Demoknights are demomen who became kamikadze-like melee warriors. They most commonly use any melee weapon, Chargin' Targe or

Splendid Screen and Ali-Baba's Wee Booties. Their tactic is to charge towards their enemies while attacking them with melee

weapons. Demoknights do not care about health, their only goal is to attack enemies and deal maximal damage. Due to their

kamokadze-like play style, they are also sometimes called Kamikadze Bombers. These demomen are often identified by wearing melee

weapons, which are usually the Eyelander or Half-Zatoichi.

Basic strategy

Main articles: Demoman tips, Demoman strategy
Demomanava.jpg
  • Hit MOUSE1 to fire sticky bombs and then use MOUSE2 to detonate them later.
  • Press E to call for a Medic if you get hurt. Nearby Medics will be notified of your need.
  • With the Stickybomb Launcher, the longer you hold down the fire button, the farther the shot will go.
  • Set off sticky bombs beneath your feet to ‘sticky-jump' up to great heights.
  • Shoot sticky bombs onto walls and ceilings where they're hard to spot.

Weapons

Main article: Weapons

Note: Weapon damage is approximate and listed at base value. See individual weapon pages for additional figures.

Primary

Weapon Kill Icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
Grenade Launcher
Stock
Grenade Launcher
Killicon grenade launcher.png 4 / 6 16 / 30 On direct hit:
Base: 84–123
Crit: 270–330

After bounce:

Base: 22–64
Crit: 1901

Pictogram info.png Grenades have zero range falloff on a direct hit.

Pictogram info.png Grenades explode on contact with an enemy player or building, provided they have not bounced first.

Loch-n-Load
Craft
Loch-n-Load
Killicon loch-n-load.png 2 16 On direct hit:
Base: 103–147
Crit: 342–388

Pictogram info.png Grenades have zero range falloff on a direct hit.

Pictogram info.png Grenades explode on contact with an enemy.

Pictogram plus.png Deals 20% more damage.

Pictogram plus.png Has 25% faster grenade speed.

Pictogram minus.png Launched grenades shatter on surfaces.

Pictogram minus.png Has a 60% smaller clip size.

Pictogram minus.png Deals 25% extra self-damage.

Ali Baba's Wee Booties
Craft
Ali Baba's Wee Booties
N/A N/A N/A

Pictogram plus.png Increases maximum health by 25.

Pictogram plus.png Increases turning speed while charging by 100%.

Pictogram info.png Grants its abilities passively, does not need to be selected.

Secondary

Weapon Kill Icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
Stickybomb Launcher
Stock
Stickybomb Launcher
Killicon stickybomb launcher.png 8 24 Directly underneath:
Base: 103–138
Crit: 3531

Pictogram info.png Primary fire launches the bombs, secondary fire makes them all explode at once. Holding primary fire launches the bomb farther.

Pictogram info.png Stickybombs stick to most surfaces and remain ready until the player either detonates them or dies.

Pictogram info.png Can lay up to 8 stickybombs at once.

Pictogram info.png Stickybombs may be attacked and destroyed with any bullet firing weapon, direct strike from a melee weapon, or an enemy Scottish Resistance sticky detonating near it.

Chargin' Targe
Unlock
Chargin' Targe
Killicon chargin' targe.png N/A N/A Full charge:
50 + 10 per head (up to 5)

Pictogram info.png Secondary fire makes the player charge forward at high speed, adding mini-crits at half charge or critical hits at full charge to any melee attack. Any enemy hit by only the shield charge takes 50 or more damage.

Pictogram plus.png Adds 50% resistance to fire damage.

Pictogram plus.png Adds 40% resistance to explosive damage.

Pictogram info.png Grants its abilities passively, does not need to be selected.

Pictogram info.png Does not grant resistance to self-inflicted damage.

Scottish Resistance
Unlock
Scottish Resistance
Killicon scottish resistance.png 8 36 Directly underneath:
Base: 103–138
Crit: 3531

Pictogram info.png Stickies are visible through walls and any obstacle, and can be selectively detonated by aiming at them and pressing the secondary fire button.

Pictogram info.png Stickybombs may be attacked and destroyed with any bullet firing weapon, direct strike from a melee weapon, or an enemy Scottish Resistance sticky detonating near it.

Pictogram plus.png Can destroy enemy stickies.

Pictogram plus.png Can lay up to 14 stickybombs at once.

Pictogram plus.png Has 12 more ammo carried.

Pictogram plus.png Has 25% higher firing speed.

Pictogram minus.png Has 0.8 sec. longer priming time.

Sticky Jumper
Craft
Sticky Jumper
8 72 Directly underneath:
Base: 0
Crit: 0

Pictogram plus.png Grants the player 200% extra max primary ammo.

Pictogram plus.png No self inflected blast damage taken.

Pictogram minus.png Unable to damage enemies.

Pictogram minus.png Raises explosive vulnerability by 100%.

Pictogram minus.png Raises bullet vulnerability by 100%.

Pictogram minus.png Raises fire vulnerability by 100%.

Splendid Screen
Craft
Splendid Screen
Killicon splendid screen.png N/A N/A On charge:
85 + 17 per head (up to 5)
Pictogram info.png Secondary fire makes the player charge forward at high speed, adding critical hits at any point of charge to any melee attack. Any enemy hit by only the shield charge takes 85 or more damage.

Pictogram plus.png Adds 20% resistance to fire damage.

Pictogram plus.png Adds 15% resistance to explosive damage.

Pictogram plus.png Ability to deal charge impact damage at any range.

Pictogram plus.png Has 70% more charge impact damage.

Pictogram info.png Grants its abilities passively, does not need to be selected.

Pictogram info.png Does not grant resistance to self-inflicted damage.

Melee

Weapon Kill Icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
Bottle
Stock
Bottle
Killicon bottle.png N/A N/A Base: 65

Crit: 195

Pictogram info.png The Bottle will break upon a successful Critical hit (purely cosmetic feature).

Eyelander
Unlock
Eyelander
Killicon eyelander.png N/A N/A Base: 65

Crit: 195

Pictogram plus.png Has 37% longer melee range.

Pictogram plus.png Every killing blow decapitates the enemy, increasing its head counter. Every head taken raises user's speed (7.5%) and health points (15) to a maximum of 4 times each life.

Pictogram minus.png Lowers maximum health by 25 points.

Pictogram minus.png No random Critical hits.

Pain Train
Craft
Pain Train
Killicon pain train.png N/A N/A Base: 65

Crit: 195

Pictogram plus.png Doubles capture power for points and carts.

Pictogram minus.png Raises bullet vulnerability by 10%.

Scotsman's Skullcutter
Craft
Scotsman's Skullcutter
Killicon scotsman's skullcutter.png N/A N/A Base: 78

Crit: 234

Pictogram plus.png Has 37% longer melee range.

Pictogram plus.png Deals 20% more damage.

Pictogram minus.png Lowers speed by 15% on wearer.

Frying Pan
Promotional
Frying Pan
Killicon frying pan.png N/A N/A Base: 65

Crit: 195

Pictogram info.png Same as the Bottle's attributes.

Horseless Headless Horsemann's Headtaker
Craft
Horseless Headless Horsemann's Headtaker
Killicon horseless headless horsemann's headtaker.png N/A N/A Base: 65

Crit: 195

Halloween item.

Pictogram info.png Same as the Eyelander's attributes.

Claidheamh Mòr
Craft
Claidheamh Mòr
Killicon claidheamh mòr.png N/A N/A Base: 65

Crit: 195

Pictogram plus.png Has 37% longer melee range.

Pictogram plus.png Charge duration is increased by 0.5 second.

Pictogram minus.png Decreases max health by 15.

Pictogram minus.png No random Critical hits.

Ullapool Caber
Craft
Ullapool Caber
Killicon ullapool caber.png N/A N/A Base: 35 + 149 1

Crit: 105 + 300 1

Pictogram info.png On hit the grenade's 'head' will explode dealing melee damage to the enemy and explosive damage to the user and all enemies around him. The explosion can be triggered also by hitting solid parts of the map and will launch the user upward. Afterwards, it will show signs of damage and will be able to deal only the melee damage and won't explode again until the user respawns or visits a resupply cabinet.

Pictogram minus.png No random Critical hits.

Killicon ullapool caber explode.png
Half-Zatoichi
Promotional / Craft
Half-Zatoichi
Killicon half-zatoichi.png N/A N/A Base: 65

Crit: 195

Pictogram plus.png On kill, restores the player to full health.

Pictogram minus.png This weapon is Honorbound and once drawn cannot be sheathed until it kills.

Pictogram info.png A single successful hit will kill an enemy wielding the same weapon.

Saxxy
Distributed
Saxxy
Killicon saxxy.png N/A N/A Base: 65

Crit: 195

Limited item from the Replay Update.
Pictogram info.png Killed enemies freeze into solid Australium statues (purely cosmetic feature).

Persian Persuader
Craft
Persian Persuader
Killicon persian persuader.png N/A N/A Base: 65

Crit: 195

Pictogram plus.png Halves the time required to recharge a charge.

Pictogram minus.png No random Critical hits.

Pictogram info.png All ammo collected converts into health.

Nessie's Nine Iron
Craft
Nessie's Nine Iron
Killicon nessie's nine iron.png N/A N/A Base: 65

Crit: 195

Pictogram info.png Same as the Eyelander's attributes.

1 Explosion damage is determined by the distance from the explosion.

Taunt Attack

Demoeyelander.png Associated items DescriptionKill icon
Main article: Decapitation
The Demoman swings his sword around, gathering momentum, and then slashes in front of him, cleaning the blade with his hand afterwards.
  • Killicon barbarian swing.png

Item sets

Main article: Item sets
The Expert's Ordnance
Backpack The Expert's Ordnance Bundle.png
Effect

No effect

Main article: Item sets
One Thousand and One Demoknights
Item icon Timbuk-Tuesday Bundle.png
Effect

No effect

Hats

Main article: Hats


Official class avatars

Official class avatars
Original set RED ÜberCharged set BLU ÜberCharged set
Demomanava.jpg Buffed red demoman.jpg Buffed blu demoman.jpg
Get TF2 avatars on Steam: Original

Achievements

Achieved.png
Main article: Demoman achievements

Update History

September 27, 2007 Patch
  • Fixed prediction error that caused jittery sticky bomb launcher behavior

September 28, 2007 Patch

  • Demoman's grenades (not stickybombs) no longer explode on contact after the first bounce

October 9, 2007 Patch

  • Demomen grenades now collide with players and Engineer buildings after the first bounce, but still won't explode on contact

October 25, 2007 Patch

  • Fixed some edge cases where grenades could go through player or buildings
  • Fixed grenade explosions being able to impart damage through thin ceilings

December 20, 2007 Patch

  • Dustbowl
    • Prevented Demomen being able to launch grenades into the stage three alleys while standing at the final cap point

February 14, 2008 Patch

  • Made some small changes to the Demoman viewmodel that were causing performance problems
  • Dustbowl
    • Fixed a few places where Demoman pipes could pass through non-solid models

February 28, 2008 Patch

March 6, 2008 Patch

  • Fixed Demoman grenades not hurting the shooter if fired at point blank range against a target

April 29, 2008 Patch (Gold Rush Update)

  • Added new speech

July 1, 2008 Patch

  • Fixed bug that caused Demoman to take a small amount of extra damage from their own grenades and fly farther using them

July 29, 2008 Patch

  • Fixed grenades being able to fire through grates at round starts

December 11, 2008 Patch

  • Any weapons that fire bullets can now break apart the Demoman's stickybombs

February 16, 2009 Patch

  • Sticky bombs now get a reduced close range damage ramp up (like Rocket Launcher & Syringe Gun)
    • Ultimately reduces damage done by sticky bombs to enemies <512 units from the Demoman
  • [Undocumented] Demoman's bottle taunt has received a new `burp` sound.
  • [Undocumented] Demoman's secondary weapon has been renamed to Stickybomb Launcher

March 5, 2009 Patch

  • Fixed exploit that allowed players to circumvent the force-fire timeout on the Grenade Launcher

March 13, 2009 Patch

  • Fixed rocket & grenade jumps not propelling players as far as they're supposed to

May 21, 2009 Patch (Sniper vs. Spy Update)

August 13, 2009 Patch (Classless Update)

August 14, 2009 Patch

  • Fixed pipebombs sticking to saw blades
  • Fixes Demoman taking too much damage from their pipebombs

August 21, 2009 Patch

  • Restored LOD for the Demoman player model

September 15, 2009 Patch

  • Compensated by increasing the radius of grenades, pipes, and rockets to 50% of what they lost at the corners of the OBB
  • Grenades/Pipes radius change: 132->159

December 10, 2009 Patch

  • Added counters to the HUDs of Demomen to keep count of how many of either demomen killed as soldier or soldiers killed as demoman that person has contributed to the War

December 17, 2009 Patch (WAR! Update)

December 18, 2009 Patch

  • Fixed a server crash caused by the Demoman's taunt kill
  • Fixed "Bloody Merry" and "Second Eye" achievements being achieved incorrectly
  • Updated the description of the "Bravehurt" achievement

December 22, 2009 Patch

  • Fixed the motion blur on charging Demoman not always drawing
  • Fixed the Chargin' Targe's Crit not working on servers with tf_weapon_criticals 0
  • Capped the amount of overhealing from taking heads to the player's max buffed health
  • Updated the Scottish Resistance to detonate bombs near the player's feet (in addition to what it normally detonates). This enables sticky jumping with this weapon

January 6, 2010 Patch

  • Achievement fixes
    • Fixed the "Second Eye" Demoman achievement
    • Updated description for the "Blind Fire" Demoman achievement to better explain the requirements

January 13, 2010 Patch

  • Added backstab death animation
  • Reduced the explosive damage resistance on the Chargin' Targe to 50%
  • Recoil/Reload force added for the Scottish Resistance sticky bomb launcher
  • More defined flesh hit/world hit force added for the Eyelander sword
  • Added swing forces for Eyelander sword

January 27, 2010 Patch

  • Changed the main menu background to randomly use the Red, Blue, and Demoman background images
  • Fixed stickies being destructible before they're stuck to something

February 23, 2010 Patch

  • Fixed pipebombs not being removed if they explode in a func_nogrenades zone

February 24, 2010 Patch

  • Fixed pipebombs not colliding correctly with players

March 18, 2010 Patch (First Community Contribution Update)

April 28, 2010 Patch

  • The Chargin' Targe changes
    • Direct charge hit now does 50 damage + 10 per head (up to 5 heads).
    • Capped the turn rate from +left and +right while charging.

May 5, 2010 Patch

  • Fixed deflected remote-detonate pipebombs becoming Mini-Crits when detonated
  • Fixed deflected remote-detonate pipebombs becoming full Crits if the Pyro is critboosted

May 20, 2010 Patch (Second Community Contribution Update)

June 10, 2010 Patch (Mac Update)

  • [Undocumented] The Eyelander now collects the heads inside Eyelanders of Demomen it decapitates

June 11, 2010 Patch

  • The Demoman's battleaxe now sounds like a sword

July 8, 2010 Patch (Engineer Update)

September 30, 2010 Patch (Mann-Conomy Update)

October 6, 2010 Patch

October 12, 2010 Patch

October 20, 2010 Patch

  • Trading changes
  • [Undocumented] Removed the ability to craft the Frying Pan using the "Fabricate Class Weapons" blueprint

October 27, 2010 Patch (Scream Fortress)

October 28, 2010 Patch

  • Fixed the Sticky Jumper doing damage to enemies
  • [Undocumented] Equipping the Sticky Jumper no longer multiples the Grenade Launcher's carried ammo instead of the Sticky Jumper's ammo

November 19, 2010 Patch

December 2, 2010 Patch

December 17, 2010 Patch (Australian Christmas)

December 21, 2010 Patch

January 10, 2011 Patch

January 19, 2011 Patch

February 3, 2011 Patch

February 14, 2011 Patch

February 28, 2011 Patch

March 10, 2011 Patch (Shogun Pack)

March 11, 2011 Patch

  • Fixed the Demoman not using the correct animations for some of his weapons

March 15, 2011 Patch

March 21, 2011 Patch

  • Updated honor-bound weapons so they can be holstered within a second of touching a supply cabinet
  • [Undocumented] Updated Demoman two-handed melee weapon 3rd-person views in the loadout screen

April 7, 2011 Patch

April 14, 2011 Patch (Hatless Update)

April 15, 2011 Patch

April 18, 2011 Patch

April 20, 2011 Patch

May 31, 2011 Patch

June 3, 2011 Patch

June 8, 2011 Patch

  • [Undocumented] New laughing taunt animations have been added but are currently unused

June 10, 2011 Patch

  • Fixed a problem with honorbound weapons not allowing themselves to be holstered after killing a Spy using the Dead Ringer

June 14, 2011 Patch

  • Updated The Conjurer's Cowl so it can be crafted and traded
  • [Undocumented]The Conjurer's Cowl could now be found in random drops and can be uncrated with Unusual quality

June 23, 2011 Patch (Uber Update)

June 27, 2011 Patch

June 28, 2011 Patch

  • Fixed a bug where Demoman kept their leftover charge amount when self-aborting charges (you'll still keep leftovers when stopped by enemy airblasts)
  • Fixed the problem that was causing Strange Demoman shields to not accumulate kills.

July 1, 2011 Patch

July 18, 2011 Patch

July 22, 2011 Patch

July 26, 2011 Patch

July 29, 2011 Patch

Bugs

  • The Demoman's head slightly clips through his own collar.

Trivia

  • The Demoman's voice actor, Gary Schwartz, also voices the Heavy class.
  • The beta prototype of the Demoman was supposed to have a stereotypically Scottish appearance, consisting of pale skin and red hair. It was later dropped for a black Scottish character both because the former lacked originality and because the latter was easier to differentiate from the other classes. [1]
  • According to his biography, the Demoman lost his eye before being found by his real parents, but in the WAR! comic, there is a portrait of him with both eyes and his parents.
    • The seal in the background of the portrait states "In Regionem Caecorum Rex Est Luscus." In English, this is translated to "In the land of the blind, the one-eyed man is king".
  • Template:W was hired as the first BLU Demoman.
  • The emblem on the Demoman's arm was originally a bomb, which was later changed to a stick of dynamite. It is currently a sticky bomb as of November 19, 2010. Other ingame appearences of the logo, such as the 119th Medals or the Carouser's Capotain remain unchanged.
  • In Poker Night at the Inventory, an image of the RED Demoman makes a cameo as the Jack card for the red suits, hearts and diamonds, in the "TF2" card deck.
  • The Demoman's eyepatch and beanie make an appearance in Worms: Reloaded as one of the hats selectable for the player's worms.
  • The Assault class in Monday Night Combat has a promo item with the Demoman's eyepatch and beanie named "Eye Lad".

Gallery


Related merchandise

See also

Reference

  1. a b Team Fortress 2 Trailer 2, released in September 2006.

External links