Difference between revisions of "Demoman"

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** From what his mother has told him, his father lost both eyes by the age of 30 and maintained 26 jobs until his death.
 
** From what his mother has told him, his father lost both eyes by the age of 30 and maintained 26 jobs until his death.
 
* The Demoman was originally going to have a pack of dynamite presumably instead of the [[Stickybomb Launcher]], as referenced to in a 2006 trailer. The mechanics were similar to those of the [[MIRV Grenade]] from Team Fortress Classic.
 
* The Demoman was originally going to have a pack of dynamite presumably instead of the [[Stickybomb Launcher]], as referenced to in a 2006 trailer. The mechanics were similar to those of the [[MIRV Grenade]] from Team Fortress Classic.
* The [[Non-player_characters#BLU_team_(original)|first BLU team]] Demoman resembled {{w|Alfred Nobel}}.
+
* The [[Non-player characters#BLU team (original)|first BLU team]] Demoman resembled {{w|Alfred Nobel}}.
* 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 Patch|November 19, 2010]]. Other ingame appearances of the logo, such as the [[119th Update|119th Medals]] or the [[Carouser's Capotain]] remain unchanged.
+
* 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 {{Patch name|11|19|2010}}. Other in-game appearances of the logo, such as the [[119th Update|119th Medals]] or the [[Carouser's Capotain]] remain unchanged.
 
** On several promotional posters, the Demoman features a blank patch without any logo on his arm. This can be seen on the [http://www.teamfortress.com/screamfortress/ Scream Fortress page], the [http://teamfortress.com/post.php?id=5104 Shogun page] and the [http://www.teamfortress.com/australianchristmas/ Australian Christmas page]. This is also apparent in [http://www.youtube.com/watch?v=rxps--huGKY Meet the Demoman].
 
** On several promotional posters, the Demoman features a blank patch without any logo on his arm. This can be seen on the [http://www.teamfortress.com/screamfortress/ Scream Fortress page], the [http://teamfortress.com/post.php?id=5104 Shogun page] and the [http://www.teamfortress.com/australianchristmas/ Australian Christmas page]. This is also apparent in [http://www.youtube.com/watch?v=rxps--huGKY Meet the Demoman].
 
*** The Demoman's alternative dynamite logo is seen on the promo pages of [http://www.teamfortress.com/pumpkinpatch/ Halloween 2009] and the Demoman's page on the [http://www.teamfortress.com/demomanupdate/ WAR! Update].
 
*** The Demoman's alternative dynamite logo is seen on the promo pages of [http://www.teamfortress.com/pumpkinpatch/ Halloween 2009] and the Demoman's page on the [http://www.teamfortress.com/demomanupdate/ WAR! Update].

Revision as of 17:08, 20 March 2012

Demoman
https://wiki.teamfortress.com/w/images/e/ec/Demoman_RED_3D.jpg?1701879328.7142653640,276,280,1,0,277,57,126,275,69,255,272,69,397,268,69,546,267,69,708,269,73,890,270,81,1079,269,92,1263,268,106,1428,267,106,1581,264,101,1720,261,97,1840,258,96,1949,254,86,2069,250,74,2201,248,64,2343,249,57,2489,254,49,2636,259,29,2795,265,13,2958,270,2,3123,274,0,3295,277,7,3464,278,27https://wiki.teamfortress.com/w/images/9/9d/Demoman_BLU_3D.jpg?1701879407.3076783640,276,280,1,0,277,57,126,275,69,255,272,69,397,268,69,546,267,69,708,269,73,890,270,81,1079,269,92,1263,268,106,1428,267,106,1581,264,101,1720,261,97,1840,258,96,1949,254,86,2069,250,74,2201,248,64,2343,249,57,2489,254,49,2636,259,29,2795,265,13,2958,270,2,3123,274,0,3295,277,7,3464,278,27https://wiki.teamfortress.com/w/images/1/19/Demoman_%C3%9CberCharged_RED_3D.jpg?1701879498.5408563640,276,280,1,0,277,57,126,275,69,255,272,69,397,268,69,546,267,69,708,269,73,890,270,81,1079,269,92,1263,268,106,1428,267,106,1581,264,101,1720,261,97,1840,258,96,1949,254,86,2069,250,74,2201,248,64,2343,249,57,2489,254,49,2636,259,29,2795,265,13,2958,270,2,3123,274,0,3295,277,7,3464,278,27https://wiki.teamfortress.com/w/images/d/dc/Demoman_%C3%9CberCharged_BLU_3D.jpg?1701879655.225733640,276,280,1,0,277,57,126,275,69,255,272,69,397,268,69,546,267,69,708,269,73,890,270,81,1079,269,92,1263,268,106,1428,267,106,1581,264,101,1720,261,97,1840,258,96,1949,254,86,2069,250,74,2201,248,64,2343,249,57,2489,254,49,2636,259,29,2795,265,13,2958,270,2,3123,274,0,3295,277,7,3464,278,27
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 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 the knowledge of his 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 extremely proficient at melee combat, being one of the deadliest melee classes in the game as he has a variety of powerful melee unlocks in his arsenal.

The Demoman excels at swift disassembly; he can bounce his grenades at 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 at keeping opponents away from any carts, control points, or Intelligence that 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 175 260
Ali Baba's Wee Booties or Bootlegger equipped 200 300
Ali Baba's Wee Booties or Bootlegger and the Eyelander, HHHH or Nessie's Nine Iron equipped (no heads taken) 175 260
Ali Baba's Wee Booties or Bootlegger and the Eyelander, HHHH or Nessie's Nine Iron 1 head taken 190 285
Ali Baba's Wee Booties or Bootlegger and the Eyelander, HHHH or Nessie's Nine Iron 2 heads taken 205 305
Ali Baba's Wee Booties or Bootlegger and the Eyelander, HHHH or Nessie's Nine Iron 3 heads taken 220 330
Ali Baba's Wee Booties or Bootlegger and the Eyelander, HHHH or Nessie's Nine Iron fully charged (4 or more heads taken) 235 350
Ali Baba's Wee Booties or Bootlegger and the Claidheamh Mòr equipped 200 300

Speed

Main article: Speed
Modifier Speed
Standard
93 .00%
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 .00%
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 .00%
Charging with the Chargin' Targe or the Splendid Screen with the Scotsman's Skullcutter equipped
212 .50%
Charging with the Chargin' Targe or the Splendid Screen
250 .00%

Basic strategy

Main articles: Demoman tips, Demoman strategy
Demomanava.jpg
  • Hit MOUSE1 to fire Stickybombs and then press 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 Stickybombs beneath your feet to sticky jump up to great heights.
  • Shoot Stickybombs 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

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: 100
Crit: 300


After bounce:

Base: 22–64
Crit: 190

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 3 16 On direct hit:

Base: 100
Crit: 300


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

Pictogram info.png Grenades explode only on contact with an enemy player or building.
Pictogram plus.png Deals 20% more damage vs buildings.
Pictogram plus.png Has 25% faster grenade travel speed.
Pictogram plus.png Grenades do not tumble when fired.
Pictogram minus.png -25% less clip size.
Pictogram minus.png -25% less explosion radius.
Pictogram minus.png Launched bombs shatter on surfaces.

Ali Baba's Wee Booties
Craft
Ali Baba's Wee Booties
N/A N/A N/A N/A Pictogram plus.png Increases maximum health by 25.

Pictogram plus.png Increases turning speed while charging by 200%.
Pictogram plus.png Melee kills refill 25% of your charge meter.
Pictogram plus.png +10% faster move speed on wearer with Chargin' Targe, Tide Turner or Splendid Screen.
Pictogram info.png Grants its abilities passively, does not need to be selected.

Bootlegger
Craft
Bootlegger
Loose Cannon
Craft
Loose Cannon
Killicon loose cannon.png 4 16 On direct hit:

Base: 30-50
Crit: 150


After bounce:

Base: 29-47
Crit: 90-140

Pictogram info.png Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key.

Pictogram info.png Holding down the fire key for too long will cause a misfire.
Pictogram plus.png Cannonballs push players back on impact.
Pictogram plus.png +20% faster projectile speed.
Pictogram plus.png Double-Donk: If a cannonball deals both impact and explosive damage to an enemy within half a second, explosive damage will be a mini-crit.
Pictogram minus.png Cannonballs do not explode on impact.
Pictogram minus.png Cannonballs must be charged for at least 0.10 seconds for Double-Donks.

Killicon loose cannon pushed.png
B.A.S.E. Jumper
Craft
B.A.S.E. Jumper
N/A N/A N/A N/A Pictogram info.png Allows player to activate a parachute whilst midair, slowing their descent.
Iron Bomber
Craft
Iron Bomber
Killicon iron bomber.png 4 16 On direct hit:

Base: 100
Crit: 300


After bounce:

Base: 29-47
Crit: 90-140

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.
Pictogram plus.png Grenades have very little bounce and roll.
Pictogram plus.png Grenades explode 30% faster.
Pictogram minus.png -15% explosion radius.


Secondary

Secondary

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
Stickybomb Launcher
Stock
Stickybomb Launcher
Killicon stickybomb launcher.png 8 24 Base: 103—138

Crit: 353

Pictogram info.png Primary fire launches the bombs, secondary fire (with any weapon deployed) makes all armed stickybombs 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, an enemy Scottish Resistance sticky, or an enemy Quickiebomb Launcher sticky detonating near it.

Chargin' Targe
Unlock
Chargin' Targe
Killicon chargin' targe.png N/A N/A Full charge: 50
+ 5 per head (up to 5 heads)
Pictogram info.png Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line (turning is limited to very slight angles to the left or right). During the charge, the next melee swing is a guaranteed mini-crit at 25% charge or a critical hit at 60% charge. Any enemy hit by only the shield charge takes up to 50 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.

Pictogram plus.png Charging removes debuffs.
Pictogram plus.png +50% resistance to fire damage.
Pictogram plus.png +30% 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 Base: 103—138

Crit: 353

Pictogram info.png Primary fire launches the bombs, secondary fire (with any weapon deployed) makes all armed stickybombs under the crosshair, and directly under your feet, 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 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, an enemy Scottish Resistance sticky, or an enemy Quickiebomb Launcher sticky detonating near it.
Pictogram plus.png Can destroy enemy stickies.
Pictogram plus.png +6 more stickybombs out at once (max is 14).
Pictogram plus.png +50% more ammo carried (max is 36).
Pictogram plus.png +25% faster firing speed.
Pictogram minus.png Stickybombs have 0.8 second longer priming time.

Sticky Jumper
Craft
Sticky Jumper
N/A 8 72 Base: 0

Crit: 0

Pictogram info.png Primary fire launches the bombs, secondary fire (with any weapon deployed) makes all armed stickybombs 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 Stickybombs may be attacked and destroyed with any bullet firing weapon, direct strike from a melee weapon, or an enemy Scottish Resistance sticky, or an enemy Quickiebomb Launcher sticky detonating near it.
Pictogram plus.png +200% max secondary ammo.(max is 72)
Pictogram plus.png No self inflicted blast damage taken.
Pictogram minus.png -100% damage penalty.
Pictogram minus.png Unable to carry the intelligence and the PASS Time JACK.
Pictogram minus.png -6 stickybombs out.(max is 2)
Pictogram info.png No random critical hits (purely cosmetic, as they don't inflict any damage either).

Splendid Screen
Craft
Splendid Screen
Killicon splendid screen.png N/A N/A Full charge: 85
+ 8.5 per head (up to 5 heads)
Pictogram info.png Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line (turning is limited to very slight angles to the left or right). During the charge, the next melee swing is a guaranteed mini-crit at 25% charge or a critical hit at 60% charge. Any enemy hit by only the shield charge takes up to 85 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.

Pictogram plus.png Charging removes debuffs.
Pictogram plus.png +20% resistance to fire damage.
Pictogram plus.png +20% resistance to explosive damage.
Pictogram plus.png +70% more charge impact damage.
Pictogram plus.png +50% charge recharge rate.
Pictogram info.png Grants its abilities passively, does not need to be selected.
Pictogram info.png Does not grant resistance to self-inflicted damage.

Tide Turner
Craft
Tide Turner
Killicon tide turner.png N/A N/A Full charge: 50
+ 5 per head (up to 5 heads)
Pictogram info.png Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line. During the charge, the next melee swing is a guaranteed mini-crit at 25% charge. Any enemy hit by only the shield charge takes up to 50 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.

Pictogram plus.png Charging removes debuffs.
Pictogram plus.png +15% resistance to fire damage.
Pictogram plus.png +15% resistance to explosive damage.
Pictogram plus.png Full turning control while charging.
Pictogram plus.png Melee kills refill 75% of charge meter.
Pictogram minus.png Taking damage while shield charging reduces charge time.
Pictogram info.png Grants its abilities passively, does not need to be selected.
Pictogram info.png Does not grant resistance to self-inflicted damage.

Quickiebomb Launcher
Craft
Quickiebomb Launcher
Killicon quickiebomb launcher.png 4 24 Base: 88-117/109-147

Crit: 300/375

Pictogram info.png Primary fire launches the bombs, secondary fire (with any weapon deployed) makes all armed stickybombs 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 Stickybombs may be attacked and destroyed with any bullet firing weapon, direct strike from a melee weapon, or an enemy Scottish Resistance sticky, or an enemy Quickiebomb Launcher sticky detonating near it.
Pictogram info.png Can lay up to 8 stickybombs at a time.
Pictogram plus.png Able to destroy enemy stickybombs.
Pictogram plus.png -0.2 sec faster bomb arm time.
Pictogram plus.png Max charge time decreased by 70%.
Pictogram plus.png Up to +35% damage based on charge.
Pictogram minus.png -15% damage penalty.
Pictogram minus.png -50% clip size.


Melee

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

Scottish Handshake
Craft
Scottish Handshake
Killicon scottish handshake.png
Frying Pan
Promotional
Frying Pan
Killicon frying pan.png
Conscientious Objector
Craft
Conscientious Objector
Killicon conscientious objector.png
Freedom Staff
Promotional / Craft
Freedom Staff
Killicon freedom staff.png
Bat Outta Hell
Drop
Bat Outta Hell
Killicon bat outta hell.png
Memory Maker
Distributed
Memory Maker
Killicon memory maker.png
Ham Shank
Promotional
Ham Shank
Killicon ham shank.png
Necro Smasher
Unlock
Necro Smasher
Killicon necro smasher.png
Crossing Guard
Uncrate
Crossing Guard
Killicon crossing guard.png
Prinny Machete
Promotional
Prinny Machete
Killicon prinny machete.png
Saxxy
Distributed
Saxxy
Killicon saxxy.png Limited item from the Replay Update.

Pictogram info.png Killed enemies freeze into solid Australium statues (purely cosmetic feature).

Golden Frying Pan
Distributed
Golden Frying Pan
Killicon golden frying pan.png Limited item from the Two Cities Update.

Pictogram info.png Killed enemies freeze into solid Australium statues (purely cosmetic feature).

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

Crit: 195

Pictogram plus.png Has 50% 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.

Pictogram plus.png If a shield is equipped, every head taken raises shield damage by 5 to a maximum of 5 times.

Pictogram plus.png If you kill an enemy that has the Eyelander, any of its reskins, the Bazaar Bargain, or the Air Strike equipped, you steal their heads (or kills).
Pictogram minus.png Upon death: heads, and their bonuses, reset.
Pictogram minus.png 75% slower deploy and holster time.
Pictogram minus.png Lowers maximum health by 25 points.
Pictogram minus.png No random Critical hits.

Horseless Headless Horsemann's Headtaker
Craft
Horseless Headless Horsemann's Headtaker
Killicon horseless headless horsemann's headtaker.png
Nessie's Nine Iron
Craft
Nessie's Nine Iron
Killicon nessie's nine iron.png
Pain Train
Craft
Pain Train
Killicon pain train.png N/A N/A Base: 65

Crit: 195

Pictogram plus.png Increases user's capture rate by 1 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 50% longer melee range.

Pictogram plus.png Deals 20% more damage.
Pictogram minus.png 75% slower deploy and holster time.
Pictogram minus.png Lowers speed by 15% when active.

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

Crit: 195

Pictogram plus.png Has 50% longer melee range.

Pictogram plus.png Melee kills refill 25% of your charge meter.
Pictogram plus.png 0.5 sec increase in charge duration
Pictogram minus.png 75% slower deploy and holster time.
Pictogram minus.png No random Critical hits.
Pictogram minus.png +15% damage vulnerability while active.

Ullapool Caber
Craft
Ullapool Caber
Killicon ullapool caber.png N/A N/A Base: 55 + 75


Crit: 165 + 225


Pictogram info.png The initial hit against an enemy or a solid object triggers an explosion that damages the user, who will also be propelled in the air, and every enemy standing in the explosion radius.

Pictogram minus.png Deals only melee damage if the head is destroyed.
Pictogram minus.png 20% attack speed penalty.
Pictogram minus.png No random Critical hits.
Pictogram minus.png 100% slower switch-to speed.

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 Has 50% longer melee range.

Pictogram plus.png On kill: heals you 50% base health.
Pictogram minus.png No random critical hits.
Pictogram minus.png 75% slower deploy and holster time.
Pictogram minus.png This weapon is Honorbound and once drawn will be holstered for -50 HP unless it kills.
Pictogram info.png A single successful hit will kill an enemy wielding the same weapon.

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

Crit: 195

Pictogram plus.png Has 50% longer melee range.

Pictogram plus.png Ammo can recharge charge.
Pictogram plus.png On Hit: +20% charge refilled.
Pictogram minus.png No random critical hits.
Pictogram minus.png -80% max primary & secondary ammo.
Pictogram minus.png Cannot refill ammo from ammo boxes unless charge meter is full.
Pictogram minus.png 75% slower deploy and holster time.


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

Main article: Item sets
Swashbuckler's Swag
Item icon Swashbuckler's Swag.png
Effect

No effect

Main article: Item sets
The Highland Hound
Item icon Highland Hound.png
Effect

Allows the Demoman to perform the Wolf Howl taunt.

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

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)

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

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

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 Demomen 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

  • Refined the Demoman's Stickybomb Launcher/Pipe Bomb Launcher reload forces.
  • [Undocumented] Changed Half-Zatoichi Description "This weapon is Honorbound and once drawn cannot be sheathed until it kills." is now "Honorbound: Once drawn cannot be sheathed until it kills".

July 26, 2011 Patch

  • Fixed a rare crash bug with the Demoman TFBot laying stickybomb traps.

July 29, 2011 Patch

September 16, 2011 Patch

  • Fixed the Demoman not being able to charge while in the air.

October 13, 2011 Patch (Manniversary Update & Sale)

October 27, 2011 Patch (Very Scary Halloween Special)

November 22, 2011 Patch

  • Fixed the Loch-n-Load death notice icon not being displayed correctly.

December 15, 2011 Patch (Australian Christmas 2011)

December 16, 2011 Patch

December 21, 2011 Patch

  • Fixed missing forces for Demoman swords

December 23, 2011 Patch

  • [Undocumented] Updated the Festive Stickybomb Launcher's backpack icon to now show white lights

January 11, 2012 Patch

January 17, 2012 Patch

January 26, 2012 Patch

February 9, 2012 Patch

February 14, 2012 Patch

February 23, 2012 Patch

March 1, 2012 Patch

Unused Content

  • There was an unused texture for the Demoman's beta BLU head; his beanie had a blue hue and his facial hair was noticably low quality and blocky. It was listed as demoman_head_blue. Both teams now use the same head. It is unknown which patch removed this.


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.
    • According to Bombinomicon, the Demoman lost his eye due to a magical spell to stop the Bombinomicon from possessing him. As this event occurred due to his mother asking him to get a job, it's likely this incident happened after he met his real parents.
  • The seal in the the portrait of the aforementioned comic 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".
    • From what his mother has told him, his father lost both eyes by the age of 30 and maintained 26 jobs until his death.
  • The Demoman was originally going to have a pack of dynamite presumably instead of the Stickybomb Launcher, as referenced to in a 2006 trailer. The mechanics were similar to those of the MIRV Grenade from Team Fortress Classic.
  • The first BLU team Demoman resembled Template:W.
  • 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 Patch. Other in-game appearances 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 Demoman makes a cameo as the Jack of Hearts & Diamonds in the "Team Fortress 2" 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