Difference between revisions of "Demoman weapons (competitive)"

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* '''Critical:''' 180-354
 
* '''Critical:''' 180-354
* '''Point-Blank Minicrit:''' 92-191
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* '''Point-Blank Mini-crit:''' 92-191
* '''Over 512 units:''' Minicrit: 81-159  
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* '''Over 512 units: Mini-crit:''' 81-159  
 
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* '''Critical:''' 180-354
 
* '''Critical:''' 180-354
* '''Point-Blank Minicrit:''' 92-191
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* '''Point-Blank Mini-crit:''' 92-191
* '''Over 512 units:''' Minicrit: 81-159  
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* '''Over 512 units: Mini-crit:''' 81-159  
 
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[[File:Backpack_Sticky_Jumper.png| 100px|right]]
 
[[File:Backpack_Sticky_Jumper.png| 100px|right]]
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'''Note: This weapon is banned in some leagues for acquisition time.'''
  
 
The Sticky Jumper deals no damage to any player, and is good for performing sticky jumps across maps. However, it robs the Demoman of his main area denial weapon. A possible use of the sticky jumper is to facilitate a back-cap attempt while using the Pain Train.
 
The Sticky Jumper deals no damage to any player, and is good for performing sticky jumps across maps. However, it robs the Demoman of his main area denial weapon. A possible use of the sticky jumper is to facilitate a back-cap attempt while using the Pain Train.
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* '''Sticky Initialize:''' 0.92s  
 
* '''Sticky Initialize:''' 0.92s  
 
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'''Banned in most leagues for acquisition time.''' <br>Stores 72 reserve ammo instead of 24. <br>Stickies can be destroyed with non-explosive weapons and SR stickies. <br>Stickies can be pushed with other explosive weapons and airblast. <br>Effective for [[sticky jumping]].
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* Stores 72 reserve ammo instead of 24.
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* Functions identically to the stock Stickybomb Launcher except with regards to damage.
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* Effective for [[sticky jumping]].
 
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[[File:YellowTarge.png|100px|right]]
 
[[File:YellowTarge.png|100px|right]]
  
: '''Note:''' This weapon is either limited or banned in some Team Fortress 2 leagues. Please check your league's rule page for details on their weapon restrictions.
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'''Note: This weapon is either limited or banned in some Team Fortress 2 leagues. Please check your league's rule page for details on their weapon restrictions.'''
  
 
Part of the Demoman's "Close Combat Kit", the Chargin' Targe allows the Demoman to perform a charge for up to two seconds which grants him movement of 750 units per seconds, almost double that of the Scout. When one sixth of the way through his Charge the next melee attack will be a mini-crit and at half charge the attack will be a full crit, although these attacks must be used during the charge. Note that use of a melee attack during a charge will stop the charge. Enemies that are unfortunate to be in the way of a charge will receive damage. After impact damage, the next attack will be a critical hit.
 
Part of the Demoman's "Close Combat Kit", the Chargin' Targe allows the Demoman to perform a charge for up to two seconds which grants him movement of 750 units per seconds, almost double that of the Scout. When one sixth of the way through his Charge the next melee attack will be a mini-crit and at half charge the attack will be a full crit, although these attacks must be used during the charge. Note that use of a melee attack during a charge will stop the charge. Enemies that are unfortunate to be in the way of a charge will receive damage. After impact damage, the next attack will be a critical hit.
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* '''Shield Bash:''' 85+17x  
 
* '''Shield Bash:''' 85+17x  
 
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* '''Mini-Crit Bash:''' (Needs to be tested)
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* '''Mini-Crit Bash:''' ?
 
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* '''Charge:''' ~2s
 
* '''Charge:''' ~2s

Revision as of 13:37, 21 February 2012

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. Although there is a "close range combat kit" for the Demoman to utilize, the kit itself takes away the Demoman's main ability for areal denial and his sticky jumping function, denying him the ability to get to the front line quickly.

Primary Weapon

Grenade Launcher

Grenade Launcher.png

The Grenade Launcher is the only available primary weapon for the Demoman besides the Loch-n-Load. The weapon itself is quite powerful being able to seriously cripple enemies if they are hit directly with it. The weapon also can be used effectively to injure enemies within a confined space, such as on a control point or taking up defensive positions at a choke point, such as Badlands choke which is quite a popular position to see Demomen spam grenades in order to discourage his enemy from attempting to hold the choke point.

Despite it's power, the launcher requires a great deal of aim and prediction -- more so than with the rocket launcher. Also, like the rocket launcher, if fired at an enemy point blank the Demoman will receive damage as well making this weapon very good at medium to long range but ineffective and counterproductive, at times, in close quarter combat.

Weapon Damage Critical Damage Function Times Special
Grenade Launcher
Grenade Launcher.png
  • Collide: 91-110
  • Roller: 35-65
  • Collide Backlash: 42-80
  • Roller Backlash: 25-50
  • Collide Crit: 280-333
  • Roller Crit: 100-194
  • Collide Minicrit: 122-144
  • Roller Minicrit: 47-88
  • Attack: 0.6s
  • Reload Start: 1.24s
  • Reload More: 0.6s
  • Explosion Wait: 2.28s
  • Has no damage ramp-up or falloff.
  • Ricochet directions are random even with disablespread on.


Loch-n-Load

LochnLoad.png

The Loch-n-Load is the only other grenade launcher for the Demoman. It does slightly more damage than the Grenade Launcher and only holds two shots instead of four giving you an immense disadvantage. The weapon itself is quite powerful being able to seriously cripple enemies if they are hit directly with it. Unlike the Grenade Launcher the Loch-n-Load's grenades will shatter harmlessly upon hitting anything other than an enemy player or building, causing no damage whatsoever. The grenades deal additional damage to the Demoman who fired them, making close combat risky, and making this weapon more favorable in mid to long range combat.

Weapon Damage Function Times Special
Loch-n-Load
LochnLoad.png
  • Collide: 103-147
  • Collide Crit: 342-388
  • Collide Minicrit: 138-198
  • Attack: 0.6s
  • Reload Start: 1.24s
  • Reload More: 0.6s
  • Grenades shatter harmlessly upon anything other than an enemy player or building.
  • Grenades deal increased self-damage to Demoman who fired them.


Primary Weapon Usage

Since the Lock-n-Load is banned, the grenade launcher is the only usable primary weapon. It is generally considered better, since one of the major powers of the grenade launcher is to leave grenades on the ground, preventing enemies from passing over them without taking damage.

Secondary Weapon

The demoman's secondary weapons are his main power, as they form his strongest area-denial weapons.

Stickybomb Launcher

Sticky IMG.png

The Demoman's secondary weapon is arguably the weapon that makes him a very versatile class. The sticky bomb launcher's main use is 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. It can also be used to quickly take out engineer nests, making the Demoman a viable target for an Übercharge in Highlander.

As well as its area-denial capability, the Stickybomb Launcher is also very useful for sticky jumps. By damaging himself with a planted stickybomb, the Demoman can launch himself very far forward at the cost of health, at such a pace as to beat scouts to the middle control point on some maps. Despite its increased self damage from the Grenade Launcher, it is quite popular at close-range, due to the ability to control the path of the enemy.

Weapon Damage Critical Damage Function Times Special
Stickybomb Launcher
Sticky IMG.png
  • Point-Blank: 68-142
  • 512 units: 60-118
  • Over 1024 units: 32-62
  • Backlash: 45-88
  • Critical: 180-354
  • Point-Blank Mini-crit: 92-191
  • Over 512 units: Mini-crit: 81-159
  • Attack: 0.6s
  • Reload Start: 0.77s
  • Reload More: 0.67s
  • Sticky Initialize: 0.92s
  • Stickies stop getting falloff and ramp-up after 5 seconds of life.
  • Stickies can be destroyed with non-explosive weapons and Scottish Resistance stickies.
  • Stickies can be pushed with other explosive weapons and airblast.
  • Effective for sticky jumping.


Scottish Resistance

Scottishresistancetransparent.png

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, and can lay 6 additional stickybombs. Since stickybombs can be detonated separately, these additional stickies allow for multiple, powerful traps. Since the Scottish Resistance can destroy enemy stickybombs, it can be used to quickly destroy opposing sticky traps. However, it takes much more time to arm stickies, requiring more foresight to sticky jump properly.

Weapon Damage Critical Damage Function Times Special
Scottish Resistance
Scottishresistancetransparent.png
  • Point-Blank: 68-142
  • 512 units: 60-118
  • Over 1024 units: 32-62
  • Backlash: 45-88
  • Critical: 180-354
  • Point-Blank Mini-crit: 92-191
  • Over 512 units: Mini-crit: 81-159
  • Attack: 0.45s
  • Reload Start: 1.09s
  • Reload More: 0.67s
  • Sticky Initialize: 1.72s
  • Stickies stop getting falloff and ramp-up after 5 seconds of life.
  • Stickies can be destroyed with non-explosive weapons and Scottish Resistance stickies.
  • Stickies can be pushed with other explosive weapons and airblast.
  • Effective for sticky jumping.


Sticky Jumper

Backpack Sticky Jumper.png

Note: This weapon is banned in some leagues for acquisition time.

The Sticky Jumper deals no damage to any player, and is good for performing sticky jumps across maps. However, it robs the Demoman of his main area denial weapon. A possible use of the sticky jumper is to facilitate a back-cap attempt while using the Pain Train.

Weapon Damage Critical Damage Function Times Special
Sticky Jumper
Backpack Sticky Jumper.png

All: 0

All: 0

  • Attack: 0.6s
  • Reload Start: 0.77s
  • Reload More: 0.67s
  • Sticky Initialize: 0.92s
  • Stores 72 reserve ammo instead of 24.
  • Functions identically to the stock Stickybomb Launcher except with regards to damage.
  • Effective for sticky jumping.


Chargin' Targe

YellowTarge.png

Note: This weapon is either limited or banned in some Team Fortress 2 leagues. Please check your league's rule page for details on their weapon restrictions.

Part of the Demoman's "Close Combat Kit", the Chargin' Targe allows the Demoman to perform a charge for up to two seconds which grants him movement of 750 units per seconds, almost double that of the Scout. When one sixth of the way through his Charge the next melee attack will be a mini-crit and at half charge the attack will be a full crit, although these attacks must be used during the charge. Note that use of a melee attack during a charge will stop the charge. Enemies that are unfortunate to be in the way of a charge will receive damage. After impact damage, the next attack will be a critical hit.

The shield has 40% explosive resistance and 50% fire damage resistance, which helps the demoman fight other Soldiers, Demomen, and Pyros.

Weapon Damage Critical Damage Function Times Special
Chargin' Targe
YellowTarge.png
  • Shield Bash: 50+10x
  • Mini-Crit Bash: 68+13.5x
  • Charge: ~2s
  • Refill: 10s
  • x = number of Eyelander heads collected, max 5.
  • Charges at 750 u/s (637.5 with Skullcutter); does bash damage at end.
  • Grants 50% fire resist and 40% blast resist.
  • Charging gives melee Mini-Crits at 1/6 charge and Crits at 1/2 charge.


Splendid Screen

Backpack Splendid Screen.png

Another part of the Demoman's "Close Combat Kit". Mechanically, it is the same as the Chargin' Targe, but has reduced damage reductions. However, it can deal impact damage at any range, and deals a significantly larger quantity of damage when impacting an enemy.

Weapon Damage Critical Damage Function Times Special
Splendid Screen
Backpack Splendid Screen.png
  • Shield Bash: 85+17x
  • Mini-Crit Bash: ?
  • Charge: ~2s
  • Refill: 10s
  • x = number of Eyelander heads collected, max 5.
  • Charges at 750 u/s (637.5 with Skullcutter); does bash damage at any range.
  • Grants 20% fire resist and 15% blast resist.
  • Charging gives melee Mini-Crits at 1/6 charge and Crits at 1/2 charge.


Secondary Weapon Usage

It is common for the Demoman to use the standard Stickybomb Launcher as their secondary weapon. The ability to sticky jump, lay traps, fire airburst stickies, and to attack and defend choke points make it an effective weapon overall. The Scottish Resistance is usually used by defensive Demoman, usually at last point on a five control point map, or on an attack-defend map.

The use of the Chargin' Targe is not unheard of in competitive play, but because the previous two weapons compliment the Demo's area denial capabilities it is rarely used. The Chargin' Targe is banned in many leagues, as is the splendid screen.

Melee Weapon

The Demoman boasts a wide range of melee weapons, from standard weapons to ones which can transform his class entirely.

Bottle

BottleScreen.png

The Bottle is the Demoman’s standard melee weapon. Like other standard melee weapons, it deals moderate damage. It is seen as a last resort in close range combat although some Demos prefer to use it rather than the Grenade Launcher and Stickybomb Launcher as it can deal decent damage but has no backlash.

The Frying Pan and the Scottish Handshake are reskins of the Bottle and therefore have the same stats as the Bottle.

Weapon Damage Critical Damage Function Times Special
Bottle
BottleScreen.png
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • Completely standard melee weapon.


Eyelander

Eyelandertransparent.png
Note: This weapon is either limited or banned in some Team Fortress 2 leagues. Please check your league's rule page for details on their weapon restrictions

Another part of the close combat kit, the Eyelander enjoys a much larger attack range than any other melee weapon. Kills with the Eyelander will result in a health and speed boost, capped at 210hp and 369 u/s. With the Targe, heads collected will also increase the damage the shield's attack will do, capped at 100. When the Demoman dies the kills with the Eyelander will be reset. The drawback to using the Eyelander is the Demos will start on 150hp, 25 less than normal, and only after two kills will he have increased health.

The Horseless Headless Horsemann's Headtaker and the Nessie's Nine Iron are reskins of the Eyelander and therefore have the same stats as the Eyelander.

Weapon Damage Critical Damage Function Times Special
Eyelander
Eyelandertransparent.png
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • Increased attack radius
  • Changes health based on heads collected.
  • Move speed changes based on heads collected.


Claidheamh Mòr

Backpack Claidheamh Mòr.png

Like the Eyelander, the Claidheamh Mòr has an increased melee range. However, it extends charge time by 0.5 seconds, and only reduces health by 15, contrary to the 25 health reduction of the Eyelander. The only downside with comparison to the Eyelander is that it does not collect heads and increase stats, in the fashion of the Eyelander.

Weapon Damage Critical Damage Function Times Special
Claidheamh Mòr
Backpack Claidheamh Mòr.png
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • Increased attack radius
  • Does not collect heads
  • Only 15 health reduction
  • Additional 0.5 seconds of charge


Persian Persuader

Backpack Persian Persuader.png

The Persian Persuader, like the other swords, does not deal crits, and unlike the other swords, has the default weapon range. However, all collected ammo becomes health. It also doubles the recharge rate of charge. In the end, the wielder cannot resupply the other weapons with ammo boxes unless going to the resupply cabinet, while on the other side, being able to collect health easier.

Weapon Damage Critical Damage Function Times Special
Persian Persuader
Backpack Persian Persuader.png
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • +100% increase in charge recharge rate
  • All ammo collected becomes health
  • No random critical hits


Pain Train

Paintrain.png
Note: This weapon is either limited or banned in some Team Fortress 2 leagues. Please check your league's rule page for details on their weapon restrictions

The Pain Train is designed for the more offensive Demoman. The item doubles his capture rate allowing him to support Scouts capping points and can be used to fool enemies that a Scout is capping one of their points when it is a Demoman. The downside is that the Demoman is 10% more susceptible to bullet damage. Demos should take care in trying not to reveal his item and also should remember his extra vulnerability to Scouts and stickies covering his back maybe an option.

The Pain Train is the only viable alternative melee weapon for the competitive Demoman as it allows him to keep the same speed and starting health but gives him a quicker cap speed. The 10% extra bullet damage is only really a problem if the enemy Scouts are better than yours and are running amok.

Attack wise, the Pain Train is a standard melee weapon. Dealing moderate damage at the usual 0.8 seconds a swing.

Weapon Damage Critical Damage Function Times Special
Pain Train
Paintrain.png
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • Gives user double capture rate.
  • Increases taken damage from hitscan by 10%.


Scotman's Skullcutter

Scotsman's skullcutter.png
Note: This weapon is either limited or banned in some Team Fortress 2 leagues. Please check your league's rule page for details on their weapon restrictions

At the sacrifice of movement speed, now decreased by 15% to 238 u/s, the Skullcutter has increased damage output. Apart from this, the Skullcutter has a standard swing rate and radius.

Weapon Damage Critical Damage Function Times Special
Scotman's Skullcutter
Scotsman's skullcutter.png
  • Melee: 78
  • Critical: 234
  • Minicrit: 105
  • Attack: 0.8s
  • Decreases movement speed by 15%


Half-Zatoichi

Half Zatoichi.png
Note: Half-Zatoichi is banned in some leagues for acquisition time.

Once the Half-Zatoichi has been selected it is impossible to change to another weapon until you kill an enemy. When you have killed someone you regain all of your lost health. If you encounter an enemy Demoman or Soldier also using this weapon then it is a one hit kill.

Weapon Damage Critical Damage Function Times Special
Half-Zatoichi
Half Zatoichi.png
Melee: 65 Critical: 195/Instant
Mini-Crit: 88
Attack: 0.8s Banned in some leagues for acquisition time.
On kill: restores you to 100% health
This weapon is Honorbound and once drawn cannot be sheathed until it kills.


Ullapool Caber

Backpack Ullapool Caber.png

While the Ullapool Caber deals less damage than other melee weapons, and does not deal random crits, it explodes upon contact, dealing in excess of 170 damage, useful for clearing a small area. The explosion also provides an alternate method of sticky jumping, just in case the user is equipped with a Chargin' Targe or a Splendid Screen.

Weapon Damage Critical Damage Function Times Special
Ullapool Caber
Backpack Ullapool Caber.png
  • Melee: 35
  • Melee w/ explosion: 182
  • Critical: 105
  • Critical w/ explosion: 405
  • Minicrit: 46
  • Minicrit w/ explosion: 243
  • Attack: 0.8s
  • Explodes upon contact with enemy (once only)
  • No random critical hits


Melee Weapon Usage

The use of the different melee weapons is limited by the unlocks that the different leagues use, mostly they choose to ban the following: the Scotmans Skullcutter, the Eyelander and the Half-Zatoichi. This only leaves the Demoman with a choice of two melee weapons: the vanilla Bottle, or the Pain Train. This is largely a matter of playstyle and how the other team are. If your Scouts have their opposite numbers under control and you aren't being completely focused by the enemy team then the Pain Train is a viable choice. However, if you find over the course of the match that you need the extra health because the enemy scouts are attacking you a lot then the Bottle is a safer choice.

It also depends on whether you cap a lot of points or not, if you don't then it's silly to be taking more damage against bullets when you don't use it enough. In this case the Bottle is also your best choice.

See Also