Difference between revisions of "Anti-Demoman strategy"

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m (There's no real way for the defender to ensure that the Demoman ends up hitting a surface through bad aim.)
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| align="center" valign="center" style="padding:0.5em" | [[File:Demoman_badge_RED.png|40px]] '''[[Classes|Role]]'''
 
| align="center" valign="center" style="padding:0.5em" | [[File:Demoman_badge_RED.png|40px]] '''[[Classes|Role]]'''
 
|
 
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* The Demoman is great at both offense and defense. Be ready to deal with a Demoman who's defending a corridor as well as one who leads the charge.
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* The Demoman is great at both offense and defense. He is particularly good at mid-range combat.
* The Demoman is particularly good at mid-range combat. Keep close to avoid the majority of his damage.
+
* As his name implies, the Demoman is excellent as demolitions. Pay attention to where he places his explosives, especially if you can't afford to move from cover.
* As his name implies, the Demoman is excellent as demolitions. Pay attention to where he places his explosives, especially if you can't afford to move from a defensive location.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | [[File:Leaderboard_class_medic.png|40px]] '''[[Health]]'''
 
| align="center" valign="center" style="padding:0.5em" | [[File:Leaderboard_class_medic.png|40px]] '''[[Health]]'''
 
|
 
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* The Demoman has a base health of 175, so he can withstand a considerable amount of damage. Unless the situation is extreme, the Demoman is likely to stand his ground rather than retreat.
+
* The Demoman has a base health of 175, so he can withstand a considerable amount of damage.
* A Demoman has the most varying health in the entire game, as certain weapons can give him a health penalty or bonus. In addition, certain weapons can increase his maximum health or heal him each time he gets a kill. Take note of what weapons he is wielding to make an accurate assumption on his max health.
+
* Certain weapons change the Demoman's maximum health or heal him each time he gets a kill. Check what weapons he's wielding to estimate his health pool.
* A Demoman carrying the [[Chargin' Targe]] or [[Splendid Screen]] will have a large resistance to fire and explosive damage. He will be fully vulnerable to bullets and melee attacks, however.
+
* A Demoman carrying the [[Chargin' Targe]] or [[Splendid Screen]] will have a large resistance to fire and explosive damage, but is fully vulnerable to bullets and melee attacks.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]'''
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]'''
 
|
 
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* The Demoman is slower than a majority of the classes, so he is less likely to chase you down unless he is using a loadout that favors melee combat.
+
* The Demoman is slower than a majority of the classes, but if he can still chase you down if he uses a melee combat loadout.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]'''
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]'''
 
|
 
|
* The Demoman is quite deadly at range but fires all of his projectiles in an arc. This makes it somewhat difficult to aim, so take advantage by getting close and avoiding his projectiles.
+
* The Demoman is deadly at range but fires all of his projectiles in an arc. Make it difficult for him to aim by getting close and moving unpredictably.
 
* All of the Demoman's explosives can harm himself, giving you an additional advantage at close range.
 
* All of the Demoman's explosives can harm himself, giving you an additional advantage at close range.
* Certain Demomen with a shield and melee weapon will usually attempt to charge at players, killing them with the critical hit that is granted near the end of the charge. Avoid their large melee range and the charge, attacking him when he is at a normal pace.
+
* A Demoman with a shield and melee weapon can charge at you to deal critical hit damage. Avoiding his charge and staying outside his extended melee range gives you room to shoot back.
 
|}
 
|}
  
 
== Explosive loadout ==
 
== Explosive loadout ==
  
A Demoman with an explosive loadout is capable of dealing high damage over a large area. Due to the nature of his weapons, it is best to engage him at close range, something the Scout, Soldier, or Pyro excels at. While powerful, the Demoman's [[Grenade Launcher]] can be more difficult to aim than other weapons. The arming time required for his Stickybombs makes it difficult for him to respond to an attack immediately, so catching him by surprise works greatly in your favor. Both weapons also require a relatively long time to reload. As a result, he is at risk of hurting himself with splash damage when at close range. Pursuing a Demoman who is equipped with a Stickybomb Launcher can be very dangerous, and requires careful consideration of whether he will or will not be able to kill you with a stickybomb trap in the area ahead.  
+
A Demoman with an explosive loadout is capable of dealing high damage over a large area. Due to the nature of his weapons, it is best to engage him at close range, where his weapons are hard to aim and inflict self-harm. The Stickybomb Launcher, in particular, forces you to consider possible Stickybomb traps as you navigate the battlefield. The Demoman's explosive weapons have a long reloading and arming time, so catching him by surprise works favorably.
  
 
== Melee loadout ==
 
== Melee loadout ==
  
Alternatively, a Demoman can charge around the battlefield with one of many dangerous melee weapons and a damage-reducing shield, which can be seen attached to his left arm if he is carrying one. When equipped with a shield, the Demoman can use its charge ability to close a surprising distance in a short time and deal [[critical hit]] damage, dealing massive damage to any class. It is best to dodge or interrupt the charge, then attack from range while it is on cooldown. Many Demoman melee weapons also feature an extended range, skewing the odds of a melee fight in his favor. Stay in open areas where you have room to maneuver; this will give additional leeway for avoiding both his Grenade Launcher and melee attacks. Bullet-based weapons work best against this sort of Demoman, as none of his shields reduce bullet damage.
+
Alternatively, a Demoman can charge around with one of many dangerous melee weapons and a damage-reducing shield, indicated by his chosen shield attached to his left arm. When equipped with a shield, the Demoman can use its charge ability to close a surprising distance in a short time and deal [[critical hit]] melee damage. It is best to dodge or interrupt the charge, then attack from range while it is on cooldown. Many Demoman melee weapons also feature an extended range, skewing the odds of a melee fight in his favor. Bullet-based weapons work best against him, as none of his shields reduce bullet damage.
  
  
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* A Demoman's grenades can bounce over cover and around corners; narrow passageways are especially dangerous, given the grenades' splash radius.
 
* A Demoman's grenades can bounce over cover and around corners; narrow passageways are especially dangerous, given the grenades' splash radius.
 
* Grenades travel slowly and in a wide arc, giving you time to dodge or take cover.
 
* Grenades travel slowly and in a wide arc, giving you time to dodge or take cover.
* If you cannot avoid the Grenade Launcher's damage, move closer so that the Demoman suffers from the explosions as well.
+
* If you cannot avoid the Grenade Launcher's explosions, move closer so that the Demoman suffers as well.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Loch-n-Load}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Loch-n-Load}}
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* The Loch-n-Load has half the clip size of the Grenade Launcher, forcing the Demoman to reload often and giving you more windows of opportunity.
 
* The Loch-n-Load has half the clip size of the Grenade Launcher, forcing the Demoman to reload often and giving you more windows of opportunity.
 
* Grenades fired from the Loch-n-Load are very powerful and travel faster, but do not explode if they strike anything other than enemy players or buildings. If you dodge the initial shot, you won't need to worry about it exploding under your feet.
 
* Grenades fired from the Loch-n-Load are very powerful and travel faster, but do not explode if they strike anything other than enemy players or buildings. If you dodge the initial shot, you won't need to worry about it exploding under your feet.
* The Loch-n-Load deals additional self-damage to the Demoman. If you are having difficulty, stay within melee range so that his grenades damage him as well.
+
* The Loch-n-Load deals additional self-damage to the Demoman. You can stay within melee range to make him hesitate to damage himself.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{icon item|Ali Baba's Wee Booties|100px}}<br />'''[[Ali Baba's Wee Booties]] + reskins'''
 
| align="center" valign="center" style="padding:0.5em" | {{icon item|Ali Baba's Wee Booties|100px}}<br />'''[[Ali Baba's Wee Booties]] + reskins'''
 
|
 
|
 
* Ali Baba's Wee Booties give the wearer an extra 25 max health, allowing the Demoman to remain in combat longer.
 
* Ali Baba's Wee Booties give the wearer an extra 25 max health, allowing the Demoman to remain in combat longer.
* The Booties require the Demoman to give up his Grenade Launcher, making him weaker at ranged combat.
+
* The Booties require the Demoman to give up his Grenade Launcher, making him much weaker at ranged combat.
 
* Check to see if the Demoman is holding a shield or not; this will let you determine if he has a Stickybomb Launcher or melee-only loadout.
 
* Check to see if the Demoman is holding a shield or not; this will let you determine if he has a Stickybomb Launcher or melee-only loadout.
 
* The Booties give the Demoman increased turning control when charging; remain in areas that offer plenty of room and obstacles to avoid a Demoman's charge.
 
* The Booties give the Demoman increased turning control when charging; remain in areas that offer plenty of room and obstacles to avoid a Demoman's charge.
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* Stickybombs can be destroyed by bullets and melee attacks (the latter option is rarely advised). If you come across a Stickybomb trap, shoot them before they explode to minimize damage.
 
* Stickybombs can be destroyed by bullets and melee attacks (the latter option is rarely advised). If you come across a Stickybomb trap, shoot them before they explode to minimize damage.
* Firing an explosive or a compression blast around corners can dislodge enemy Stickybombs, revealing them before it's too late.
+
* Firing an explosive or a compression blast around corners can dislodge and reveal enemy Stickybombs.
* Demomen must often watch over the Stickybomb traps they lay; focusing on the traps leaves them more vulnerable to ambushes and long-distance attacks.
+
* The Demoman must often watch over his Stickybomb traps, which leaves them more vulnerable to ambushes and long-distance attacks.
 
* Killing a Demoman will automatically remove all his Stickybombs, which can instantly give your team some breathing room.
 
* Killing a Demoman will automatically remove all his Stickybombs, which can instantly give your team some breathing room.
  
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|}
 
|}
  
==== Charge Weapons ====
+
==== Shields ====
 
Instead of using a Stickybomb Launcher, the Demoman can employ a shield that gives him the ability to rush at opponents every 12 seconds, granting him a guaranteed critical hit near the end of the charge. The shield also provides the Demoman added resistance to certain types of damage.
 
Instead of using a Stickybomb Launcher, the Demoman can employ a shield that gives him the ability to rush at opponents every 12 seconds, granting him a guaranteed critical hit near the end of the charge. The shield also provides the Demoman added resistance to certain types of damage.
 
* A Charge can be delayed or nullified by using weapons with [[Stun]], [[Slowdown]] and/or [[Knockback]].
 
* A Charge can be delayed or nullified by using weapons with [[Stun]], [[Slowdown]] and/or [[Knockback]].
* When a Demoman charges, he can only rush forward. Dodge the charge by strafing to the side or around cover, as backing up may not create enough distance.
+
* When the Demoman charges, he can only rush forward. Dodge the charge by strafing to the side or around cover, as backing up may not create enough distance.
  
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Chargin' Targe}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Chargin' Targe}}
 
|
 
|
* The Chargin' Targe gives the Demoman resistance to fire and explosion damage, and immunity to afterburn. If possible, use bullets on him or attack from outside his melee range.
+
* The Chargin' Targe gives the Demoman resistance to fire and explosion damage, and immunity to afterburn. If possible, attack with bullets from outside his melee range.
 
* If you cannot avoid a charge, move up close and end the charge early, before the Demoman travels far enough to bash you with the Chargin' Targe and land a Critical Hit with his melee weapon.
 
* If you cannot avoid a charge, move up close and end the charge early, before the Demoman travels far enough to bash you with the Chargin' Targe and land a Critical Hit with his melee weapon.
 
|-
 
|-
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| align="center" valign="center" style="padding:0.5em" | {{icon item|Eyelander|100px}} <br />'''[[Eyelander]] + reskins'''  
 
| align="center" valign="center" style="padding:0.5em" | {{icon item|Eyelander|100px}} <br />'''[[Eyelander]] + reskins'''  
 
|
 
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* Kill an Eyelander-wielding Demoman from a distance as soon as possible; if left unchecked, they may ambush unaware teammates and become faster and sturdier with each head they take.
+
* A Demoman will often use the Eyelander with a shield and charge at unaware foes to gain on-kill bonuses to his speed and health. Take advantage of this behavior by kiting him or luring him into traps.
* Demomen will often use the Eyelander with a shield, to rush unsuspecting foes and kill them with the critical hit the charge can provide. Strafe away from a charge, as backing up may not be enough to escape the extended melee range of this weapon.
+
* If a Demoman using the Eyelander forces you into close combat, fighting back may be more beneficial than trying to escape; the weapon's range, head bonuses, and his shield's charge ability often make retreat impossible.
* If a Demoman using the Eyelander forces you into close combat, fighting back may be more beneficial than trying to escape; the weapon's range, its kill bonus, and his shield's charge ability often make retreat impossible.
 
* Because of the added bonus with each head the Demoman takes with the Eyelander, he will sometimes be willing to do anything to earn heads. Consider luring the Demoman into traps.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Scotsman's Skullcutter}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Scotsman's Skullcutter}}
 
|
 
|
* The Scotsman's Skullcutter reduces the Demoman's speed, making him an easier target. However, this weapon has an increased melee range and deals more damage. Attack the Demoman from afar.
+
* The Scotsman's Skullcutter reduces the Demoman's speed, making him an easier target. However, this weapon has an increased melee range and deals more damage, so attack the Demoman from afar.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Claidheamh Mòr}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Claidheamh Mòr}}
 
|
 
|
* A Demoman wielding the Claidheamh Mòr will likely equip a shield as well, to make use of the weapon's only positive attribute of extending charges by half a second. It becomes even more important to strafe or take cover from a charging Demoman.
+
* A Demoman wielding the Claidheamh Mòr will likely equip a shield as well, to make use of the weapon's only positive attribute that extends charge time by half a second. It becomes even more important to strafe or take cover when he charges.
* Unlike the Eyelander, the Claidheamh Mòr only subtracts 15 from a Demoman's max health. Take note of the increased survivability.
+
* Unlike the Eyelander, the Claidheamh Mòr only subtracts 15 from a Demoman's max health.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Pain Train}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Pain Train}}
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Ullapool Caber}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Ullapool Caber}}
 
|
 
|
* The Ullapool Caber explodes on contact with the world along with enemies. Stay well away from a Demoman wielding this, as its huge explosion damage can damage you even if the Demoman hits a nearby surface instead.
+
* The Ullapool Caber explodes on contact with enemies or objects. Stay well away from a Demoman wielding this, as its huge explosion damage can damage you even if the Demoman hits a nearby surface instead.
 
* Do not cluster near teammates in close quarters, as this and the Demoman's other explosive weapons can punish you all.
 
* Do not cluster near teammates in close quarters, as this and the Demoman's other explosive weapons can punish you all.
 
* A Demoman might use the Ullapool Caber as a suicidal last resort; kill him before he reaches you.
 
* A Demoman might use the Ullapool Caber as a suicidal last resort; kill him before he reaches you.
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Half-Zatoichi}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Half-Zatoichi}}
 
|
 
|
* If the Demoman switches to the Half-Zatoichi, he is Honorbound to leave it active until he obtains a kill. Stay out of his melee range to prevent him from switching weapons, and watch out for a shield charge.
+
* If the Demoman switches to the Half-Zatoichi, he is Honorbound to leave it active until he obtains a kill. Stay out of his melee range to prevent him from switching weapons and watch out for a shield charge.
 
* If a Demoman recently scored a kill with the Half-Zatoichi, he will be at full health; treat him as if he were fresh out of spawn.
 
* If a Demoman recently scored a kill with the Half-Zatoichi, he will be at full health; treat him as if he were fresh out of spawn.
 
* Wielders of the Half-Zatoichi can instantly slay each other; if you're confident in your samurai skills, you can quickly eliminate the enemy Demoman.  
 
* Wielders of the Half-Zatoichi can instantly slay each other; if you're confident in your samurai skills, you can quickly eliminate the enemy Demoman.  

Revision as of 20:02, 25 September 2014

I feel like every bone in me body's broke!
Yeah, next time, try two eyes!
The Scout

The Demoman is a versatile class, sporting above-average health and devastating weaponry. When formulating tactics, you can usually depend on the roles of most classes not dramatically changing. This does not apply to the Demoman, who can opt for an explosive-oriented playstyle with a Stickybomb Launcher or a melee-oriented playstyle with a shield like the Chargin' Targe. Each style has its own evident strengths and weaknesses, so pay attention to his loadout to avoid being caught off guard

General

Attributes Anti-Demoman strategy
Demoman emblem RED.png Role
  • The Demoman is great at both offense and defense. He is particularly good at mid-range combat.
  • As his name implies, the Demoman is excellent as demolitions. Pay attention to where he places his explosives, especially if you can't afford to move from cover.
Leaderboard class medic.png Health
  • The Demoman has a base health of 175, so he can withstand a considerable amount of damage.
  • Certain weapons change the Demoman's maximum health or heal him each time he gets a kill. Check what weapons he's wielding to estimate his health pool.
  • A Demoman carrying the Chargin' Targe or Splendid Screen will have a large resistance to fire and explosive damage, but is fully vulnerable to bullets and melee attacks.
Leaderboard class scout.png Speed
  • The Demoman is slower than a majority of the classes, but if he can still chase you down if he uses a melee combat loadout.
Leaderboard class soldier.png Power
  • The Demoman is deadly at range but fires all of his projectiles in an arc. Make it difficult for him to aim by getting close and moving unpredictably.
  • All of the Demoman's explosives can harm himself, giving you an additional advantage at close range.
  • A Demoman with a shield and melee weapon can charge at you to deal critical hit damage. Avoiding his charge and staying outside his extended melee range gives you room to shoot back.

Explosive loadout

A Demoman with an explosive loadout is capable of dealing high damage over a large area. Due to the nature of his weapons, it is best to engage him at close range, where his weapons are hard to aim and inflict self-harm. The Stickybomb Launcher, in particular, forces you to consider possible Stickybomb traps as you navigate the battlefield. The Demoman's explosive weapons have a long reloading and arming time, so catching him by surprise works favorably.

Melee loadout

Alternatively, a Demoman can charge around with one of many dangerous melee weapons and a damage-reducing shield, indicated by his chosen shield attached to his left arm. When equipped with a shield, the Demoman can use its charge ability to close a surprising distance in a short time and deal critical hit melee damage. It is best to dodge or interrupt the charge, then attack from range while it is on cooldown. Many Demoman melee weapons also feature an extended range, skewing the odds of a melee fight in his favor. Bullet-based weapons work best against him, as none of his shields reduce bullet damage.


Weapon-specific

Main article: Demoman weapons

Primary

Weapon Anti-Demoman strategy
Grenade Launcher
Grenade Launcher + reskins
  • The Grenade Launcher has a long reload time and a small clip. Attack the Demoman while he is reloading.
  • A Demoman's grenades can bounce over cover and around corners; narrow passageways are especially dangerous, given the grenades' splash radius.
  • Grenades travel slowly and in a wide arc, giving you time to dodge or take cover.
  • If you cannot avoid the Grenade Launcher's explosions, move closer so that the Demoman suffers as well.
Loch-n-Load
Loch-n-Load
  • The Loch-n-Load has half the clip size of the Grenade Launcher, forcing the Demoman to reload often and giving you more windows of opportunity.
  • Grenades fired from the Loch-n-Load are very powerful and travel faster, but do not explode if they strike anything other than enemy players or buildings. If you dodge the initial shot, you won't need to worry about it exploding under your feet.
  • The Loch-n-Load deals additional self-damage to the Demoman. You can stay within melee range to make him hesitate to damage himself.
Ali Baba's Wee Booties
Ali Baba's Wee Booties + reskins
  • Ali Baba's Wee Booties give the wearer an extra 25 max health, allowing the Demoman to remain in combat longer.
  • The Booties require the Demoman to give up his Grenade Launcher, making him much weaker at ranged combat.
  • Check to see if the Demoman is holding a shield or not; this will let you determine if he has a Stickybomb Launcher or melee-only loadout.
  • The Booties give the Demoman increased turning control when charging; remain in areas that offer plenty of room and obstacles to avoid a Demoman's charge.
Loose Cannon
Loose Cannon
  • The Loose Cannon's cannonballs do not explode upon a direct hit with a player and deal significantly less damage upon hitting a surface. If you dodge a cannonball, you can assume the follow-up explosion will deal minimal damage.
  • The Demoman needs to time the Loose Cannon's charge so that cannonballs explode on top of you. Unlike when dealing with his Grenade Launcher, moving to or away from him can affect his aim.
  • The Demoman may use the cannonball's knockback to push you away from your team or into a hazard. Position yourself accordingly to stop this from happening.
  • Avoid being hit by both the cannonball's impact and its explosion, as this results in bonus "Double Donk" mini-crit damage.

B.A.S.E. Jumper
B.A.S.E. Jumper

  • Keep in mind that a Demoman trades in his Grenade Launcher to use the B.A.S.E. Jumper, making him weaker in direct combat.
  • A paratrooping Demoman will typically try to carpet bomb you with his Stickybomb Launcher. If the Demoman stays hovering in the air, he becomes an easy target.
    • His other, less practical option is to charge at you from the air using one of his shields. A Demoman with the B.A.S.E. Jumper and a shield is locked into melee combat, so avoid the charge and stay out of melee range.
  • A Demoman with the B.A.S.E. Jumper is much weaker while grounded. Take the opportunity to damage him after he lands or before he can launch into the sky.
  • The B.A.S.E. Jumper is ineffective in indoor areas with low ceilings. Retreat to a different venue if the Demoman's aerial assault becomes a problem.

Secondary

Trap weapons

  • Stickybombs can be destroyed by bullets and melee attacks (the latter option is rarely advised). If you come across a Stickybomb trap, shoot them before they explode to minimize damage.
  • Firing an explosive or a compression blast around corners can dislodge and reveal enemy Stickybombs.
  • The Demoman must often watch over his Stickybomb traps, which leaves them more vulnerable to ambushes and long-distance attacks.
  • Killing a Demoman will automatically remove all his Stickybombs, which can instantly give your team some breathing room.
Weapon Anti-Demoman strategy
Stickybomb Launcher
Stickybomb Launcher + reskins
  • The Stickybomb Launcher is more difficult to use at close range due to the lengthy arming time.
  • The Stickybomb Launcher has a very long reload time. Attack the Demoman when he needs to reload.
  • Stickybombs are typically placed in hard-to-see spots as traps. Once the Demoman detonates them, your team has a prime opportunity to advance and overwhelm him.
  • A Demoman may use the Stickybomb Launcher to fight directly at medium range. Move away from the blast radius and kill him between shots.
Scottish Resistance
Scottish Resistance
  • The Scottish Resistance can be used to set up multiple traps. If you encounter Stickybombs from this weapon, they are likely not the only cluster you will have to deal with.
  • A Demoman can see his Scottish Resistance Stickybombs through walls, allowing him to detonate individual traps even when he can't see them.
  • The Scottish Resistance is not suited for direct combat because of its Stickybombs' longer arming time. A Demoman using the weapon will likely switch to his other ones when confronted.
Sticky Jumper
Sticky Jumper
  • A resourceful Demoman might use the Sticky Jumper to get reach higher ground or cover long distances to ambush enemies, all while remaining in good health.
  • A Demoman with the Sticky Jumper can retreat as quickly as he arrives. If he lays Stickybombs as if to retreat, weaken him enough so that fall damage can kill him.
  • A Demoman with the Sticky Jumper will still have access to the Grenade Launcher and his melee weapon, so expect a decent fight.

Shields

Instead of using a Stickybomb Launcher, the Demoman can employ a shield that gives him the ability to rush at opponents every 12 seconds, granting him a guaranteed critical hit near the end of the charge. The shield also provides the Demoman added resistance to certain types of damage.

  • A Charge can be delayed or nullified by using weapons with Stun, Slowdown and/or Knockback.
  • When the Demoman charges, he can only rush forward. Dodge the charge by strafing to the side or around cover, as backing up may not create enough distance.
Weapon Anti-Demoman strategy
Chargin' Targe
Chargin' Targe
  • The Chargin' Targe gives the Demoman resistance to fire and explosion damage, and immunity to afterburn. If possible, attack with bullets from outside his melee range.
  • If you cannot avoid a charge, move up close and end the charge early, before the Demoman travels far enough to bash you with the Chargin' Targe and land a Critical Hit with his melee weapon.
Splendid Screen
Splendid Screen
  • The Splendid Screen doesn't provide as much resistance to fire and explosions as the Chargin' Targe does. Still, damage him with bullets for maximum effectiveness.
  • The Splendid Screen can deal impact damage at any range; try not to engage him in close combat at all.
Tide Turner
Tide Turner
  • Unlike the other shields, the Tide Turner provides full turning control while charging. Avoiding the charge will be much more difficult.
  • If the Demoman obtains a kill during his charge, he can immediately charge again. Kill the Demoman or cancel his charge to prevent him from scoring more kills.
  • Like the other shields, the Tide Turner provides resistance to fire and explosions, albeit not as much as the Chargin' Targe. Continue using bullets for maximum effectiveness.

Melee

Weapon Anti-Demoman strategy
Bottle


Bottle + reskins

  • A Demoman may resort to his Bottle at close range, where his other weapons can damage himself. Since his movement speed is below average, most classes will have an easy time outrunning the Demoman while retaliating with ranged weapons.
  • In close quarters, the Demoman's slightly slow speed does not hinder him greatly, especially when combined with his above average health.
Eyelander
Eyelander + reskins
  • A Demoman will often use the Eyelander with a shield and charge at unaware foes to gain on-kill bonuses to his speed and health. Take advantage of this behavior by kiting him or luring him into traps.
  • If a Demoman using the Eyelander forces you into close combat, fighting back may be more beneficial than trying to escape; the weapon's range, head bonuses, and his shield's charge ability often make retreat impossible.
Scotsman's Skullcutter
Scotsman's Skullcutter
  • The Scotsman's Skullcutter reduces the Demoman's speed, making him an easier target. However, this weapon has an increased melee range and deals more damage, so attack the Demoman from afar.
Claidheamh Mòr
Claidheamh Mòr
  • A Demoman wielding the Claidheamh Mòr will likely equip a shield as well, to make use of the weapon's only positive attribute that extends charge time by half a second. It becomes even more important to strafe or take cover when he charges.
  • Unlike the Eyelander, the Claidheamh Mòr only subtracts 15 from a Demoman's max health.
Pain Train
Pain Train
  • The Demoman suffers 10% more damage from bullets while the Pain Train is in his loadout. Use weapons that fire bullets for extra damage.
  • Even without the Pain Train, a Demoman can sticky jump onto a capture point and try to take it. Be prepared if you see a Demoman flying through the air past your team.
Ullapool Caber
Ullapool Caber
  • The Ullapool Caber explodes on contact with enemies or objects. Stay well away from a Demoman wielding this, as its huge explosion damage can damage you even if the Demoman hits a nearby surface instead.
  • Do not cluster near teammates in close quarters, as this and the Demoman's other explosive weapons can punish you all.
  • A Demoman might use the Ullapool Caber as a suicidal last resort; kill him before he reaches you.
  • If you cannot avoid being struck by the Ullapool Caber, do as much damage as you can before he hits you so that he dies from the blast or resulting fall damage.
  • Pairing the Ullapool Caber with a shield allows a Demoman to create deadly ambushes in open spaces. As always, dodge to the side to avoid his charge.
Half-Zatoichi
Half-Zatoichi
  • If the Demoman switches to the Half-Zatoichi, he is Honorbound to leave it active until he obtains a kill. Stay out of his melee range to prevent him from switching weapons and watch out for a shield charge.
  • If a Demoman recently scored a kill with the Half-Zatoichi, he will be at full health; treat him as if he were fresh out of spawn.
  • Wielders of the Half-Zatoichi can instantly slay each other; if you're confident in your samurai skills, you can quickly eliminate the enemy Demoman.
Persian Persuader
Persian Persuader
  • The Persian Persuader doubles the recharge rate of the Demoman's shield charges. Try to attack from outside his charge range, which will force him to waste it on getting in range.
  • The Persian Persuader converts all ammo into health; remove any nearby ammo sources while fighting the Demoman.
    • This also means the Demoman can't replenish his ammo; make him waste his shots to steadily decrease his effectiveness, especially in Arena.

See also