Difference between revisions of "Anti-Demoman strategy"
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. | + | * 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. | |
− | * 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 | ||
|- | |- | ||
| 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 | + | * 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 | + | * 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, | + | * 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]]''' | ||
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− | * The Demoman is | + | * 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. | ||
− | * | + | * 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, | + | 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 | + | 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 | + | * 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. | + | * 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''' | ||
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* 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 | + | * 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. | * Killing a Demoman will automatically remove all his Stickybombs, which can instantly give your team some breathing room. | ||
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− | ==== | + | ==== 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 | + | * 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}} | ||
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− | * The Chargin' Targe gives the Demoman resistance to fire and explosion damage, and immunity to afterburn. If possible, | + | * 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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− | * | + | * 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. | |
− | * 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, | ||
− | |||
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| 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}} | ||
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− | * 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 | + | * 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}} | ||
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− | * A Demoman wielding the Claidheamh Mòr will likely equip a shield as well, to make use of the weapon's only positive attribute | + | * 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 | + | * 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}} | ||
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− | * The Ullapool Caber explodes on contact | + | * 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}} | ||
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− | * 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 | + | * 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
“ | Yeah, next time, try two eyes!
Click to listen
— 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
Contents
General
Attributes | Anti-Demoman strategy |
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Role |
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Health |
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Speed |
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Power |
|
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
Primary
Weapon | Anti-Demoman strategy |
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Grenade Launcher + reskins |
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Loch-n-Load |
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Ali Baba's Wee Booties + reskins |
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Loose Cannon |
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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 |
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Stickybomb Launcher + reskins |
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Scottish Resistance |
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Sticky Jumper |
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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 |
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Chargin' Targe |
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Splendid Screen |
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Tide Turner |
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Melee
Weapon | Anti-Demoman strategy |
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Eyelander + reskins |
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Scotsman's Skullcutter |
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Claidheamh Mòr |
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Pain Train |
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Ullapool Caber |
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Half-Zatoichi |
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Persian Persuader |
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See also
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