Difference between revisions of "Basic Demoman strategy"

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(Half-Zatoichi: I was gonna copypaste the same things from the Soldier section, but this is legit. Reworded,)
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The Demoman is a hardy class that specializes in indirect combat and area denial. His explosive weapons possess some of the highest damage output in the game and can be used to attack opponents from behind obstacles. His [[Stickybomb Launcher]] can be used to set traps and easily destroy [[Engineer]] buildings. [[Sticky jump]]ing allows him to cover large distances quickly and reach unpredictable places. However, the Demoman is most vulnerable at close range, where his weapons are more difficult to aim and can inflict self-damage; engaging a Scout or Pyro one-on-one will spell trouble.
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{{Quotation|'''The Demoman'''|Not one of ya's going to survive this!|sound=Demoman_taunts11.wav}}
  
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The Demoman is a tough, mobile, high-damage class using explosive weapons almost exclusively. He has some of the highest damage output in the game, but he is vulnerable to foes up close. His grenades are difficult to aim and his Stickybombs have significant arming times. That said, with skill he can even outclass a [[Heavy]]'s damage, and he destroys [[Sentry Gun]] nests with ease.
  
==Primary Weapons==
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==General==
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*Use the [[Stickybombs]] to [[sticky jump]]. This is similar to the [[Soldier]]'s [[Rocket jump]] technique. It allows you to move over large distances quickly or get into hard to reach places.
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*To take out [[Sentry Gun]]s around corners, [[Stickybombs]] are often more useful than the [[Grenade Launcher]]. Simply throw a few Stickybombs next to the Sentry Gun and detonate.
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*The Demoman has the only indirect fire weapons in the game. Use this to your advantage; why face an enemy when you can hit him from out of view?
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*Use your Stickybomb Launcher as your primary weapon. Use the Grenade Launcher as a backup for foes in your face.
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*Remember that these are projectile weapons. Aim ahead!
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==Weapon Specific==
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A list of useful tidbits about the Demoman's tools.
  
 
===[[Grenade Launcher]]===
 
===[[Grenade Launcher]]===
 
{{Icon weapon|weapon=Grenade Launcher|icon-size=100x100px}}
 
{{Icon weapon|weapon=Grenade Launcher|icon-size=100x100px}}
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*Grenades explode on contact with an enemy, provided they have not bounced off of a surface first.
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*Grenades explode on a timer after they touch a surface, and they don't lose any damage with distance. These "rollers" can be spammed towards an opponent or area indiscriminately to stop an escape or to kill a foe at extreme ranges.
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*Like most other TF2 weapons, accuracy can only be relied on at close quarters. Grenades launch to the right of the cross-hair,  so you should lead to the left to compensate. This is especially important for dealing with the faster classes such as [[Pyro]]s and [[Scout]]s.
  
Grenades launch to the right of the crosshair, so lead to the left to compensate. The Grenade Launcher fires very quickly, so aim for direct hits whenever possible. Because grenades that are not direct hits will still explode after a certain amount of time, they can be fired at an area to stop an escape or to kill a foe 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.
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*Aim for direct hits whenever possible. The [[Grenade Launcher]] fires very fast and deals excellent damage, making this weapon a serious killer in very skilled hands.
  
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*If your timing is good, you can use the [[Grenade Launcher]] to boost your jumps. Fire into a corner, then jump on top of it to propel yourself upwards. Keep in mind that this method takes a great deal more skill, timing and time to set up than [[sticky jumping]], but it will damage your health less.
  
 
===[[Loch-n-Load]]===
 
===[[Loch-n-Load]]===
 
{{Icon weapon|weapon=Loch-n-Load|icon-size=100x100px}}
 
{{Icon weapon|weapon=Loch-n-Load|icon-size=100x100px}}
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*The [[Loch-n-Load]] deals more damage and has the same splash as the regular Grenade Launcher. Use it against single targets and against groups. You have a good chance of killing multiple foes.
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*Loch grenades are high velocity, but they shatter without exploding if they don't hit a foe, and you only have two shots before you'll reload. Practice your direct hits.
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*Distance is necessary. Stand too close to your enemy, and the boosted self-damage will kill you very quickly.
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*The extra damage of [[Loch-n-Load]] allows to take down a fully upgraded sentry in two direct hits.
  
The Loch-n-Load rewards players who can direct hits with greater damage output. However, because its magazine size is so low and its grenades shatter on surfaces, you cannot use it to suppress an area as easily as with the Grenade Launcher. Continue to keep a distance from your foes, as you'll find that the increased self-damage is very significant.
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===[[Stickybomb Launcher]]===
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{{Icon weapon|weapon=Stickybomb Launcher|icon-size=100x100px}}
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*The [[Stickybomb Launcher]] has a very large splash and deals excellent damage. Furthermore, you can charge your shots to launch them further. Use this weapon like a remotely detonated [[Rocket Launcher]] with a huge clip, but with a charge up effect.
  
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*When setting Sticky traps, you should hide them in unusual positions like around a corner, above a doorway, to one side of the doorjamb, on the ceiling, just below the edge of a cliff, and so forth. If your enemy can't see the trap, you have a better chance of killing them.
  
==Secondary Weapons==
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*Three stickies will destroy any [[Sentry Gun]] not affected by the [[Wrangler]]. You can often kill the [[Engineer]] and destroy any other nearby buildings at the same time.
  
===[[Stickybomb Launcher]]===
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*If an enemy engages you in close quarters, you may retreat by moving backward, dropping Stickybombs at your feet. If he continues pursuit, detonate.
{{Icon weapon|weapon=Stickybomb Launcher|icon-size=100x100px}}
 
  
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*Stickies can herd a foe. Cover their retreat, then fire Stickies directly at them. They'll either take the Stickies under their feet or retreat into your trap.
  
Stickybombs have a very large splash radius and deal excellent damage. Firing and detonating Stickybombs rapidly can turn the Stickybomb Launcher into your primary weapon. Use this weapon to place Sticky traps in unexpected locations, such as around corners, above doorways, or even on ceilings. This is the weapon you'll want to use when dealing with [[Sentry Gun]]s, as detonating multiple Stickybombs at one time will prevent the Engineer from performing any repairs. Additionally, you can use stickybombs to [[sticky jump]] to the battlefield very quickly.  
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*If you know you're about to die, detonate what stickies you have. You might catch someone in the blast. It is better to have a small chance of killing an enemy than no chance at all if you die and lose your placed Stickybombs.
 
 
  
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*If you are Übered and are being airblasted in the air, shoot Stickybombs downwards as you'll have a good chance to kill the Pyro who is airblasting you.
  
 
===[[Scottish Resistance]]===
 
===[[Scottish Resistance]]===
 
{{Icon weapon|weapon=Scottish Resistance|icon-size=100x100px}}
 
{{Icon weapon|weapon=Scottish Resistance|icon-size=100x100px}}
  
The Scottish Resistance is best suited to defensive gameplay. Use it to eliminate enemy Stickybombs and set multiple sticky traps for maximum area control. The weapon's slower bomb arm time makes it less effective in direct combat, however. While you cannot detonate all of your Stickybombs at once, you can detonate them in rapid succession by holding down the detonate key and swinging your view across all of your Stickybombs.
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Defense:
  
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*The [[Scottish Resistance]] is most effective on defense because you can place a large number of Stickies very quickly and selectively detonate only some of them.
  
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*Don't let the long arming delay discourage you. The weapon's high firing rate allows you to carpet an area with Stickies, and they still explode fast enough to pose a threat in direct combat.
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*When defending, especially in places like tunnels, set up multiple traps and detonate them as foes approach. Set fallback traps but don't stand near them while setting off other bombs.  Stickies near your feet will explode.
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*Just one or two bombs placed on a friendly Sentry can protect it from sapping Spies and enemy Stickies.
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*While you cannot detonate all of your Stickybombs at once, you can detonate them in rapid succession by holding down the detonate key (Right-Mouse Button by default) and swinging your view across all of your Stickybombs.
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*Remember that the [[Scottish Resistance]] can destroy enemy Stickybombs. Wipe out enemy Demomen Stickybomb traps!
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*The [[Scottish Resistance]] is the best to control large areas at once, just keep an eye where your stickies are.
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Offense:
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*The [[Scottish Resistance]] isn't restricted to just defensive gameplay, on offense try to be ahead of your teammates and cut off the enemy team's reinforcements by laying some stickies in the main hallways of the enemies, that will help your team and allow them to capture a control point easily and will ease the way for your teammates to advance and achieve the objective (try being stealthy and catch the enemies by surprise).
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*The long arming time of the stickies may be a problem but as long as you shoot the stickies to the back of your enemies and make them retreat, just blow the stickies while they are on top of them (use this strategy with some teammates, other players always run from big crowds of enemies).
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*With Scottish Resistance and when ubercharged try to use the tactic above mentioned, it's a good way to advance in direction to the objective and achieve it but be careful with Pyros because they might confuse you with the airblast and you lose sense of what you are doing.
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*Try to cut important or dangerous reinforcements like medics, heavys and demomans.
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*Acting like a team is important, without your teammates, it's almost impossible to do something with this weapon.
  
 
===[[Chargin' Targe]]===
 
===[[Chargin' Targe]]===
 
{{Icon weapon|weapon=Chargin' Targe|icon-size=100x100px}}
 
{{Icon weapon|weapon=Chargin' Targe|icon-size=100x100px}}
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*Keep an eye on your Charge meter during your attack. Its color will tell you the effects of the Targe. Green is a recently-activated charge (less than 50% used), yellow means your next attack will be a [[Critical hits#Mini Crits|Mini-Crit]], and red means that your next melee attack will be a full strength Critical hit. The red zone also means that colliding with an enemy will cause the Targe itself to inflict damage.
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*You must react quickly, as the 'Red Zone' will only be active during the last 25% of the Charge.
  
The Chargin' Targe turns the Demoman into a more melee-oriented class. Use it to quickly rush in or out of battle and catch foes off guard. The guaranteed melee hit can be used to instantly eliminate a dangerous enemy. Because you cannot change direction during a charge, predict where your target will be at the end and line yourself up accordingly. Charging still does 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.  
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*If you're in danger or on fire, use the charge to quickly move out of the battle zone to find a Medic or Health pack.
  
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*Do not attempt to charge Heavies unless they are distracted or heavily damaged. They are your most dangerous foe at melee range.
  
==Melee Weapons==
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*The [[Force-A-Nature]]'s knockback, the [[Flamethrower]]'s [[compression blast]], [[Sentry Gun]]s, [[arrows]], [[Natascha]]'s speed reduction and the explosive force of grenades, rockets and Stickybombs will all interrupt your charge. Use your [[Grenade Launcher]] exclusively until the opportunity arises to make a clean attack. Then charge!
  
 
===[[Bottle]] / [[Frying Pan]]===
 
===[[Bottle]] / [[Frying Pan]]===
 
{{Icon weapon|weapon=Bottle|icon-size=100x100px}} {{Icon weapon|weapon=Frying Pan|icon-size=100x100px}}
 
{{Icon weapon|weapon=Bottle|icon-size=100x100px}} {{Icon weapon|weapon=Frying Pan|icon-size=100x100px}}
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*The Bottle should be used when enemies are too close to reliably kill with the Grenade Launcher.
  
At close range, you'll probably damage yourself if you use explosive weaponry . Use the Bottle when enemies are too close to reliably kill with the Grenade Launcher. Unlike your other melee weapons, the Bottle has no drawbacks, so use it if you don't plan on engaging in melee combat often.
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*The Bottle's model will break on a Critical hit. This is purely visual and has no game effect.
  
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*The Bottle has no drawbacks, so if you don't have a specific purpose, don't use a different melee weapon.
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*The Frying Pan is significantly louder than the Bottle and could draw more attention to yourself than wanted.
  
 
===[[Eyelander]] / [[Horseless Headless Horsemann's Headtaker]]===
 
===[[Eyelander]] / [[Horseless Headless Horsemann's Headtaker]]===
 
{{Icon weapon|weapon=Eyelander|icon-size=100x100px}} {{Icon weapon|weapon=Horseless Headless Horsemann's Headtaker|icon-size=100x100px}}
 
{{Icon weapon|weapon=Eyelander|icon-size=100x100px}} {{Icon weapon|weapon=Horseless Headless Horsemann's Headtaker|icon-size=100x100px}}
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*In most cases, the [[Eyelander]] should not be used without the [[Chargin' Targe]].
  
You should not use the [[Eyelander]] without also using the [[Chargin' Targe]]. Its longer melee range lets you excel in melee combat. However, until you have a clear opportunity to decapitate an enemy, attack from range using your Grenade Launcher to reduce the chance of dying and losing your accumulated heads.
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*A Demoman with stored decapitations can switch loadouts as long as he doesn't switch out the [[Eyelander]]. A smart Demoman can use the [[Chargin' Targe]] until he accumulates 4 heads (or at least 2 to offset the initial health penalty), then return to a resupply cabinet and switch to the [[Stickybomb Launcher]].
  
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:*This strategy will not work if "Automatically respawn after loadout changes in respawn zones" is checked in Options-> Multiplayer-> Advanced, as changing weapons respawns the player and resets the player's head count.
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*The [[Eyelander]] has a very long range for a melee weapon. Get comfortable with its area of effect and take this into account when going for a critical charge.
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*Don't try to use the [[Eyelander]] all the time. Stick with the [[Grenade Launcher]] until the opportunity arises for a clean kill. You should avoid dying with heads whenever possible.
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*Be aware that the [[Eyelander]] 'hits' near the beginning of the swing animation, rather than at the middle. Keep this in mind so you don't accidentally 'under-shoot' an attack, especially when using the sword in conjunction with the [[Chargin' Targe]].
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*Decapitating an enemy Demoman who also has the [[Eyelander]] or [[Horseless Headless Horsemann's Headtaker]] equipped allows you to steal any Heads he has accumulated.
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*You will receive 1 head when you attack a Spy and activate his [[Dead Ringer]].
  
 
===[[Pain Train]]===
 
===[[Pain Train]]===
 
{{Icon weapon|weapon=Pain Train|icon-size=100x100px}}
 
{{Icon weapon|weapon=Pain Train|icon-size=100x100px}}
 
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*The [[Pain Train]] is situational, so unequip this item if you're playing defense or a game mode without capturing. Its ability will be useless and you'll take more damage from bullets.
Only use the Pain Train when actively capturing objectives; it is useless when playing Capture the Flag or in any defensive scenario.  
 
 
 
  
 
===[[Scotsman's Skullcutter]]===
 
===[[Scotsman's Skullcutter]]===
 
{{Icon weapon|weapon=Scotsman's Skullcutter|icon-size=100x100px}}
 
{{Icon weapon|weapon=Scotsman's Skullcutter|icon-size=100x100px}}
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*The [[Scotsman's Skullcutter]] is best used with the [[Chargin' Targe]] or in closed environments.
  
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*It has range equal to the [[Eyelander]]. Learn the distance and you'll rarely miss.
  
The Scotsman's Skullcutter reduces your movement speed and makes chasing enemies difficult, so pair it with the [[Chargin' Targe]]. It possesses the same melee range as the Eyelander, so use it in confined areas where enemies can't flee as easily.
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*Keep in mind your reduced movement speed. Running foes will be nearly impossible to chase. Also note that your charge speed with the [[Chargin' Targe]] is also affected, reducing your charge distance.
  
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*The [[Scotsman's Skullcutter]] does significantly more damage. Its Critical hit can kill a [[Soldier]] or a fully overhealed [[Medic]] in one hit.
  
 
===[[Claidheamh Mòr]]===
 
===[[Claidheamh Mòr]]===
 
{{Icon weapon|weapon=Claidheamh Mòr|icon-size=100x100px}}
 
{{Icon weapon|weapon=Claidheamh Mòr|icon-size=100x100px}}
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*The [[Claidheamh Mòr]] is designed for the [[Chargin' Targe]]. The extra 0.5s of Charge will extend your charge distance by 25%. With no random Crits, rely on your charge for a guaranteed Critical hit. Without the Targe, this sword is almost useless.
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*It has extended melee range like the [[Eyelander]]. Use it to your advantage.
  
Pair the [[Claidheamh Mòr]] with the [[Chargin' Targe]] to make use of the extra charging time. It will provide a significant amount of additional distance when chasing a foe. If you do not expect to be in a situation where you can acquire or make use of multiple heads, choose this sword over the Eyelander.
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*You can use the extra 0.5s of Charge to help you get a slight bit further with Intelligence or get to a Point earlier than a regular [[Eyelander]] user.
  
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*You can activate your Charge slightly before the charge meter is full.
  
 
===[[Ullapool Caber]]===
 
===[[Ullapool Caber]]===
 
{{Icon weapon|weapon=Ullapool Caber|icon-size=100x100px}}
 
{{Icon weapon|weapon=Ullapool Caber|icon-size=100x100px}}
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*The [[Ullapool Caber]] is useful as a last ditch weapon. The explosion often deals enough damage to kill your enemy.
  
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]] can turn you into a living bomb.
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*It's not usually a good strategy to use it with the [[Chargin' Targe]], but it can be very useful in [[Medieval Mode]]. Enemies are likely to cluster on a point, the Caber is this mode's only splash-damage weapon, and using the [[Chargin' Targe]] will guarantee critical damage.
  
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*The [[Ullapool Caber]] when combined with the [[Chargin' Targe]] charge can help to remove a troublesome Heavy/Medic pair. A Critical hit from the Caber will do ~410 damage, and if you can connect with the shield at the end of the charge you'll do an additional 50 damage, guaranteeing a kill on even a fully-overhealed Heavy.
  
===[[Half-Zatoichi]]===
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*You can grenade jump with the Caber by crouch-jumping while you strike the ground or a wall.
{{Icon weapon|weapon=Half-Zatoichi|icon-size=100x100px}}
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**In addition, on [[Degroot Keep]], this weapon allows a player to Launch over the Castle wall by crouching and smacking the ground. While this leaves the player with barely any health, it allows one to take any Snipers on the wall by surprise.
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**Similarly, a player can Charge, Crouch, and smack the ground with correct timing to launch over the wall and land on the capture point.
  
The Half-Zatoichi pairs well with the [[Chargin' Targe]]. The increased mobility lets you quickly approach and execute foes to regain health.
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*Don't be afraid to use the grenade against clustered foes, but remember that you have other explosives which are far better and won't hurt you in the process.
  
==Item sets==
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*Once the explosion is used, its melee power drops drastically, only allowing you to deal about 35 damage per hit. Never rely on it in a close combat situation.
  
===[[Item sets#Demoman|The Expert's Ordnance]]===
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*If planning a Kamikaze approach, try Sticky Jumping or Charging in on a group of enemies before using the [[Ullapool Caber]] as a finisher.
  
[[File:Backpack Demoman Bundle.png|100px|The Expert's Ordnance]]
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*Although risky, using the [[Sticky Jumper]] in conjunction with the [[Ullapool Caber]] can allow a Demoman to ambush enemy players with ease, as the [[Sticky Jumper]] negates all explosive self damage.
  
The weapons required for the set effect require you to be very precise when firing. Despite the increased fire resistance, you are still weak against enemy Pyros.
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*Attacking enemies with the Caber with low health isn't always a good idea. Hitting an enemy with the Caber will reduce your health to 75 HP with full health, along with additional fall damage if you are out in the open and the Caber launches you into the air.
  
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== See also==
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*[[Team strategy]]
  
 
{{Class strategy}}
 
{{Class strategy}}

Revision as of 12:40, 12 March 2011

Not one of ya's going to survive this!
The Demoman

The Demoman is a tough, mobile, high-damage class using explosive weapons almost exclusively. He has some of the highest damage output in the game, but he is vulnerable to foes up close. His grenades are difficult to aim and his Stickybombs have significant arming times. That said, with skill he can even outclass a Heavy's damage, and he destroys Sentry Gun nests with ease.

General

  • The Demoman has the only indirect fire weapons in the game. Use this to your advantage; why face an enemy when you can hit him from out of view?
  • Use your Stickybomb Launcher as your primary weapon. Use the Grenade Launcher as a backup for foes in your face.
  • Remember that these are projectile weapons. Aim ahead!

Weapon Specific

A list of useful tidbits about the Demoman's tools.

Grenade Launcher

Item icon Grenade Launcher.png

  • Grenades explode on contact with an enemy, provided they have not bounced off of a surface first.
  • Grenades explode on a timer after they touch a surface, and they don't lose any damage with distance. These "rollers" can be spammed towards an opponent or area indiscriminately to stop an escape or to kill a foe at extreme ranges.
  • Like most other TF2 weapons, accuracy can only be relied on at close quarters. Grenades launch to the right of the cross-hair, so you should lead to the left to compensate. This is especially important for dealing with the faster classes such as Pyros and Scouts.
  • Aim for direct hits whenever possible. The Grenade Launcher fires very fast and deals excellent damage, making this weapon a serious killer in very skilled hands.
  • If your timing is good, you can use the Grenade Launcher to boost your jumps. Fire into a corner, then jump on top of it to propel yourself upwards. Keep in mind that this method takes a great deal more skill, timing and time to set up than sticky jumping, but it will damage your health less.

Loch-n-Load

Item icon Loch-n-Load.png

  • The Loch-n-Load deals more damage and has the same splash as the regular Grenade Launcher. Use it against single targets and against groups. You have a good chance of killing multiple foes.
  • Loch grenades are high velocity, but they shatter without exploding if they don't hit a foe, and you only have two shots before you'll reload. Practice your direct hits.
  • Distance is necessary. Stand too close to your enemy, and the boosted self-damage will kill you very quickly.
  • The extra damage of Loch-n-Load allows to take down a fully upgraded sentry in two direct hits.

Stickybomb Launcher

Item icon Stickybomb Launcher.png

  • The Stickybomb Launcher has a very large splash and deals excellent damage. Furthermore, you can charge your shots to launch them further. Use this weapon like a remotely detonated Rocket Launcher with a huge clip, but with a charge up effect.
  • When setting Sticky traps, you should hide them in unusual positions like around a corner, above a doorway, to one side of the doorjamb, on the ceiling, just below the edge of a cliff, and so forth. If your enemy can't see the trap, you have a better chance of killing them.
  • Three stickies will destroy any Sentry Gun not affected by the Wrangler. You can often kill the Engineer and destroy any other nearby buildings at the same time.
  • If an enemy engages you in close quarters, you may retreat by moving backward, dropping Stickybombs at your feet. If he continues pursuit, detonate.
  • Stickies can herd a foe. Cover their retreat, then fire Stickies directly at them. They'll either take the Stickies under their feet or retreat into your trap.
  • If you know you're about to die, detonate what stickies you have. You might catch someone in the blast. It is better to have a small chance of killing an enemy than no chance at all if you die and lose your placed Stickybombs.
  • If you are Übered and are being airblasted in the air, shoot Stickybombs downwards as you'll have a good chance to kill the Pyro who is airblasting you.

Scottish Resistance

Item icon Scottish Resistance.png

Defense:

  • The Scottish Resistance is most effective on defense because you can place a large number of Stickies very quickly and selectively detonate only some of them.
  • Don't let the long arming delay discourage you. The weapon's high firing rate allows you to carpet an area with Stickies, and they still explode fast enough to pose a threat in direct combat.
  • When defending, especially in places like tunnels, set up multiple traps and detonate them as foes approach. Set fallback traps but don't stand near them while setting off other bombs. Stickies near your feet will explode.
  • Just one or two bombs placed on a friendly Sentry can protect it from sapping Spies and enemy Stickies.
  • While you cannot detonate all of your Stickybombs at once, you can detonate them in rapid succession by holding down the detonate key (Right-Mouse Button by default) and swinging your view across all of your Stickybombs.
  • Remember that the Scottish Resistance can destroy enemy Stickybombs. Wipe out enemy Demomen Stickybomb traps!
  • The Scottish Resistance is the best to control large areas at once, just keep an eye where your stickies are.

Offense:

  • The Scottish Resistance isn't restricted to just defensive gameplay, on offense try to be ahead of your teammates and cut off the enemy team's reinforcements by laying some stickies in the main hallways of the enemies, that will help your team and allow them to capture a control point easily and will ease the way for your teammates to advance and achieve the objective (try being stealthy and catch the enemies by surprise).
  • The long arming time of the stickies may be a problem but as long as you shoot the stickies to the back of your enemies and make them retreat, just blow the stickies while they are on top of them (use this strategy with some teammates, other players always run from big crowds of enemies).
  • With Scottish Resistance and when ubercharged try to use the tactic above mentioned, it's a good way to advance in direction to the objective and achieve it but be careful with Pyros because they might confuse you with the airblast and you lose sense of what you are doing.
  • Try to cut important or dangerous reinforcements like medics, heavys and demomans.
  • Acting like a team is important, without your teammates, it's almost impossible to do something with this weapon.

Chargin' Targe

Item icon Chargin' Targe.png

  • Keep an eye on your Charge meter during your attack. Its color will tell you the effects of the Targe. Green is a recently-activated charge (less than 50% used), yellow means your next attack will be a Mini-Crit, and red means that your next melee attack will be a full strength Critical hit. The red zone also means that colliding with an enemy will cause the Targe itself to inflict damage.
  • You must react quickly, as the 'Red Zone' will only be active during the last 25% of the Charge.
  • If you're in danger or on fire, use the charge to quickly move out of the battle zone to find a Medic or Health pack.
  • Do not attempt to charge Heavies unless they are distracted or heavily damaged. They are your most dangerous foe at melee range.

Bottle / Frying Pan

Item icon Bottle.png Item icon Frying Pan.png

  • The Bottle should be used when enemies are too close to reliably kill with the Grenade Launcher.
  • The Bottle's model will break on a Critical hit. This is purely visual and has no game effect.
  • The Bottle has no drawbacks, so if you don't have a specific purpose, don't use a different melee weapon.
  • The Frying Pan is significantly louder than the Bottle and could draw more attention to yourself than wanted.

Eyelander / Horseless Headless Horsemann's Headtaker

Item icon Eyelander.png Item icon Horseless Headless Horsemann's Headtaker.png

  • A Demoman with stored decapitations can switch loadouts as long as he doesn't switch out the Eyelander. A smart Demoman can use the Chargin' Targe until he accumulates 4 heads (or at least 2 to offset the initial health penalty), then return to a resupply cabinet and switch to the Stickybomb Launcher.
  • This strategy will not work if "Automatically respawn after loadout changes in respawn zones" is checked in Options-> Multiplayer-> Advanced, as changing weapons respawns the player and resets the player's head count.
  • The Eyelander has a very long range for a melee weapon. Get comfortable with its area of effect and take this into account when going for a critical charge.
  • Don't try to use the Eyelander all the time. Stick with the Grenade Launcher until the opportunity arises for a clean kill. You should avoid dying with heads whenever possible.
  • Be aware that the Eyelander 'hits' near the beginning of the swing animation, rather than at the middle. Keep this in mind so you don't accidentally 'under-shoot' an attack, especially when using the sword in conjunction with the Chargin' Targe.
  • You will receive 1 head when you attack a Spy and activate his Dead Ringer.

Pain Train

Item icon Pain Train.png

  • The Pain Train is situational, so unequip this item if you're playing defense or a game mode without capturing. Its ability will be useless and you'll take more damage from bullets.

Scotsman's Skullcutter

Item icon Scotsman's Skullcutter.png

  • It has range equal to the Eyelander. Learn the distance and you'll rarely miss.
  • Keep in mind your reduced movement speed. Running foes will be nearly impossible to chase. Also note that your charge speed with the Chargin' Targe is also affected, reducing your charge distance.

Claidheamh Mòr

Item icon Claidheamh Mòr.png

  • The Claidheamh Mòr is designed for the Chargin' Targe. The extra 0.5s of Charge will extend your charge distance by 25%. With no random Crits, rely on your charge for a guaranteed Critical hit. Without the Targe, this sword is almost useless.
  • It has extended melee range like the Eyelander. Use it to your advantage.
  • You can use the extra 0.5s of Charge to help you get a slight bit further with Intelligence or get to a Point earlier than a regular Eyelander user.
  • You can activate your Charge slightly before the charge meter is full.

Ullapool Caber

Item icon Ullapool Caber.png

  • The Ullapool Caber is useful as a last ditch weapon. The explosion often deals enough damage to kill your enemy.
  • It's not usually a good strategy to use it with the Chargin' Targe, but it can be very useful in Medieval Mode. Enemies are likely to cluster on a point, the Caber is this mode's only splash-damage weapon, and using the Chargin' Targe will guarantee critical damage.
  • The Ullapool Caber when combined with the Chargin' Targe charge can help to remove a troublesome Heavy/Medic pair. A Critical hit from the Caber will do ~410 damage, and if you can connect with the shield at the end of the charge you'll do an additional 50 damage, guaranteeing a kill on even a fully-overhealed Heavy.
  • You can grenade jump with the Caber by crouch-jumping while you strike the ground or a wall.
    • In addition, on Degroot Keep, this weapon allows a player to Launch over the Castle wall by crouching and smacking the ground. While this leaves the player with barely any health, it allows one to take any Snipers on the wall by surprise.
    • Similarly, a player can Charge, Crouch, and smack the ground with correct timing to launch over the wall and land on the capture point.
  • Don't be afraid to use the grenade against clustered foes, but remember that you have other explosives which are far better and won't hurt you in the process.
  • Once the explosion is used, its melee power drops drastically, only allowing you to deal about 35 damage per hit. Never rely on it in a close combat situation.
  • If planning a Kamikaze approach, try Sticky Jumping or Charging in on a group of enemies before using the Ullapool Caber as a finisher.
  • Attacking enemies with the Caber with low health isn't always a good idea. Hitting an enemy with the Caber will reduce your health to 75 HP with full health, along with additional fall damage if you are out in the open and the Caber launches you into the air.

See also