Difference between revisions of "Demoman weapons (competitive)"
m |
(Templates!) |
||
Line 20: | Line 20: | ||
! class="header" | Special | ! class="header" | Special | ||
|- | |- | ||
− | ! style="background-color:#FFF4CC;" | [[Grenade Launcher]] <br> | + | ! style="background-color:#FFF4CC;" | [[Grenade Launcher]] <br>{{Item icon|Grenade Launcher}} |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''Collide:''' 91-110 | * '''Collide:''' 91-110 | ||
Line 54: | Line 54: | ||
! class="header" | Special | ! class="header" | Special | ||
|- | |- | ||
− | ! style="background-color:#FFF4CC;" | [[Loch-n-Load]] <br> | + | ! style="background-color:#FFF4CC;" | [[Loch-n-Load]] <br>{{Item icon|Loch-n-Load}} |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''Collide:''' 103-147 | * '''Collide:''' 103-147 | ||
Line 85: | Line 85: | ||
! class="header" | Special | ! class="header" | Special | ||
|- | |- | ||
− | ! style="background-color:#FFF4CC;" | [[Ali Baba's Wee Booties]] <br> | + | ! style="background-color:#FFF4CC;" | [[Ali Baba's Wee Booties]] <br>{{Item icon|Ali Baba's Wee Booties}} |
| style="background-color:#FFF4CC;" | N/A | | style="background-color:#FFF4CC;" | N/A | ||
| style="background-color:#FFF4CC;" | N/A | | style="background-color:#FFF4CC;" | N/A | ||
Line 113: | Line 113: | ||
! class="header" | Special | ! class="header" | Special | ||
|- | |- | ||
− | ! style="background-color:#FFF4CC;" | [[Stickybomb Launcher]] <br> | + | ! style="background-color:#FFF4CC;" | [[Stickybomb Launcher]] <br>{{Item icon|Stickybomb Launcher}} |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''Point-Blank:''' 68-142 | * '''Point-Blank:''' 68-142 | ||
Line 148: | Line 148: | ||
! class="header" | Special | ! class="header" | Special | ||
|- | |- | ||
− | ! style="background-color:#FFF4CC;" | [[Scottish Resistance]] <br> | + | ! style="background-color:#FFF4CC;" | [[Scottish Resistance]] <br>{{Item icon|Scottish Resistance}} |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''Point-Blank:''' 68-142 | * '''Point-Blank:''' 68-142 | ||
Line 185: | Line 185: | ||
! class="header" | Special | ! class="header" | Special | ||
|- | |- | ||
− | ! style="background-color:#FFF4CC;" | [[Sticky Jumper]] <br> | + | ! style="background-color:#FFF4CC;" | [[Sticky Jumper]] <br>{{Item icon|Sticky Jumper}} |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''All:''' 0 | * '''All:''' 0 | ||
Line 216: | Line 216: | ||
! class="header" | Special | ! class="header" | Special | ||
|- | |- | ||
− | ! style="background-color:#FFF4CC;" | [[Chargin' Targe]] <br> | + | ! style="background-color:#FFF4CC;" | [[Chargin' Targe]] <br>{{Item icon|Chargin' Targe}} |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''Shield Bash:''' 50+10x | * '''Shield Bash:''' 50+10x | ||
Line 227: | Line 227: | ||
* '''''x''''' = number of Eyelander heads collected, max 5. | * '''''x''''' = number of Eyelander heads collected, max 5. | ||
* Charges at 750 u/s (637.5 with Skullcutter); does bash damage at end. | * Charges at 750 u/s (637.5 with Skullcutter); does bash damage at end. | ||
− | * Charging gives melee Mini- | + | * Charging gives melee Mini-crits at 1/6th charge duration and Crits at 1/2 charge duration. |
* If it hits and deals impact damage, a quick melee attack will be a critical hit. | * If it hits and deals impact damage, a quick melee attack will be a critical hit. | ||
|} | |} | ||
Line 243: | Line 243: | ||
! class="header" | Special | ! class="header" | Special | ||
|- | |- | ||
− | ! style="background-color:#FFF4CC;" | [[Splendid Screen]] <br> | + | ! style="background-color:#FFF4CC;" | [[Splendid Screen]] <br>{{Item icon|Splendid Screen}} |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''Shield Bash:''' 85+17x | * '''Shield Bash:''' 85+17x | ||
Line 266: | Line 266: | ||
== Melee Weapon == | == Melee Weapon == | ||
− | The Demoman boasts a wide range of melee weapons, which can transform his class significantly. The Eyelander, its reskins, the Persian Peruader, and the Claidheamh Mor provide the [[Decapitation]] taunt. | + | The Demoman boasts a wide range of melee weapons, which can transform his class significantly. The [[#Eyelander|Eyelander]], its reskins, the [[#Persian Peruader|Persian Persuader]], the [[#Half-Zatoichi|Half-Zatoichi]], and the [[#Claidheamh Mor|Claidheamh Mor]] provide the [[Decapitation]] taunt. |
=== Bottle === | === Bottle === | ||
Line 281: | Line 281: | ||
! class="header" | Special | ! class="header" | Special | ||
|- | |- | ||
− | ! style="background-color:#FFF4CC;" | [[Bottle]] <br> | + | ! style="background-color:#FFF4CC;" | [[Bottle]] <br>{{Item icon|Bottle}} |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''Melee:''' 65 | * '''Melee:''' 65 | ||
Line 307: | Line 307: | ||
! class="header" | Special | ! class="header" | Special | ||
|- | |- | ||
− | ! style="background-color:#FFF4CC;" | [[Eyelander]] <br> | + | ! style="background-color:#FFF4CC;" | [[Eyelander]] <br>{{Item icon|Eyelander}} |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''Melee:''' 65 | * '''Melee:''' 65 | ||
Line 337: | Line 337: | ||
! class="header" | Special | ! class="header" | Special | ||
|- | |- | ||
− | ! style="background-color:#FFF4CC;" | [[Claidheamh Mòr]] <br> | + | ! style="background-color:#FFF4CC;" | [[Claidheamh Mòr]] <br>{{Item icon|Claidheamh Mòr}} |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''Melee:''' 65 | * '''Melee:''' 65 | ||
Line 366: | Line 366: | ||
! class="header" | Special | ! class="header" | Special | ||
|- | |- | ||
− | ! style="background-color:#FFF4CC;" | [[Persian Persuader]] <br> | + | ! style="background-color:#FFF4CC;" | [[Persian Persuader]] <br>{{Item icon|Persian Persuader}} |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''Melee:''' 65 | * '''Melee:''' 65 | ||
Line 394: | Line 394: | ||
! class="header" | Special | ! class="header" | Special | ||
|- | |- | ||
− | ! style="background-color:#FFF4CC;" | [[Pain Train]] <br> | + | ! style="background-color:#FFF4CC;" | [[Pain Train]] <br>{{Item icon|Pain Train}} |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''Melee:''' 65 | * '''Melee:''' 65 | ||
Line 419: | Line 419: | ||
! class="header" | Special | ! class="header" | Special | ||
|- | |- | ||
− | ! style="background-color:#FFF4CC;" | [[Scotsman's Skullcutter]] <br> | + | ! style="background-color:#FFF4CC;" | [[Scotsman's Skullcutter]] <br>{{Item icon|Scotsman's Skullcutter}} |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''Melee:''' 78 | * '''Melee:''' 78 | ||
Line 444: | Line 444: | ||
! class="header" | Special | ! class="header" | Special | ||
|- | |- | ||
− | ! style="background-color:#FFF4CC;" | [[Half-Zatoichi]] <br> | + | ! style="background-color:#FFF4CC;" | [[Half-Zatoichi]] <br>{{Item icon|Half-Zatoichi}} |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''Melee:''' 65 | * '''Melee:''' 65 | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * '''Critical:''' 195 | + | * '''Critical:''' 195 |
* '''Mini-Crit:''' 88 | * '''Mini-Crit:''' 88 | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
Line 455: | Line 455: | ||
* Restores the Demoman to 100% Health on kill. | * Restores the Demoman to 100% Health on kill. | ||
* Cannot be switched away from unless a kill is made or touching a resupply cabinet. | * Cannot be switched away from unless a kill is made or touching a resupply cabinet. | ||
+ | * Will deal 500 damage to an enemy Soldier or Demoman wielding the Half-Zatoichi. | ||
|} | |} | ||
<br> | <br> | ||
Line 471: | Line 472: | ||
! class="header" | Special | ! class="header" | Special | ||
|- | |- | ||
− | ! style="background-color:#FFF4CC;" | [[Ullapool Caber]] <br> | + | ! style="background-color:#FFF4CC;" | [[Ullapool Caber]] <br>{{Item icon|Ullapool Caber}} |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''Melee:''' 35 | * '''Melee:''' 35 |
Revision as of 02:57, 14 May 2012
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 |
---|---|---|---|---|
Grenade Launcher |
|
|
|
|
Loch-n-Load
- Note: The Loch-n-Load is banned in some leagues.
The Loch-n-Load is the only other Grenade Launcher for the Demoman. It deals more damage than the stock Grenade Launcher, but has half the ammo. Grenades fired from the Loch-n-Load will shatter harmlessly on surfaces, and will deal increased damage to the Demoman who fired them.
Weapon | Damage | Function Times | Special |
---|---|---|---|
Loch-n-Load |
|
|
|
Ali Baba's Wee Booties
Ali Baba's Wee Booties are a primary weapon which provides the Demoman with 25 additional health, as well as increased turning control at the cost of the lack of a Grenade Launcher.
The Bootlegger has the same stats as Ali Baba's Wee Booties.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Ali Baba's Wee Booties |
N/A | N/A | N/A |
|
Primary Weapon Usage
The Loch-n-Load can deal significant damage, but due to a reduced clip, increased self-damage, and the inability to contribute to spam, the stock Grenade Launcher frequently preferred. Ali Baba's Wee Booties can be of great use if used in conjuction with the Splendid Screen or Chargin' Targe, but are rarely used, since it restricts the Demoman too heavily.
Secondary Weapon
The Demoman's secondary weapons are his main power, as they form 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. Stickybombs deals the Demoman who fired them more damage than the Grenade Launcher at close range.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Stickybomb Launcher |
|
|
|
|
Scottish Resistance
The Scottish Resistance, often abbreviated as "SR", 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, can lay 6 additional stickybombs, all of which can be separately detonated, allowing for more and faster traps.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Scottish Resistance |
|
|
|
|
Sticky Jumper
- Note: The Sticky Jumper is banned in some leagues.
The Sticky Jumper deals no damage to any player, but provides identical stickyjump distance.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Sticky Jumper |
|
|
|
|
Chargin' Targe
The Chargin' Targe provides the Demoman with a charge, having him run in a nearly straight line at extreme speeds. It provides damage on-hit, increased damage when meleeing while charging, but will stop once a melee attack is fired, or if it hits a wall. It provides 40% explosive resistance and 50% fire damage resistance.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Chargin' Targe |
|
|
|
|
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.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Splendid Screen |
|
|
|
|
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 and Splendid Screen require a much more agressive Demoman, but remove 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 |
---|---|---|---|---|
Bottle |
|
|
|
|
Eyelander
The Eyelander has an increased melee range, and will deal increased damage as well as grant increased 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 |
---|---|---|---|---|
Eyelander |
|
|
|
|
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.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Claidheamh Mòr |
|
|
|
|
Persian Persuader
- Note: The Persian Persuader is banned in many leagues.
The Persian Persuader grants health for ammo pickups. It also doubles the recharge rate of a charge. Ammo can be restored only from a resupply cabinet.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Persian Persuader |
|
|
|
|
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 |
---|---|---|---|---|
Pain Train |
|
|
|
|
Scotsman's Skullcutter
The Scotsman's Skullcutter reduces the Demoman's speed, but provides more melee damage.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Scotsman's Skullcutter |
|
|
|
|
Half-Zatoichi
Once the Half-Zatoichi has been made active, it can only be put away once a kill is made or when touching a resupply cabinet. On kill, it restores all of the Demoman's health.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Half-Zatoichi |
|
|
|
|
Ullapool Caber
- Note: The Ullapool Caber is banned in most leagues.
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 |
---|---|---|---|---|
Ullapool Caber |
|
|
|
|
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, 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. Overall, the Bottle is considered the safest and best option, as it allows for consistant damage without downsides.
See also
|