Difference between revisions of "Anti-Demoman strategy"
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{{Quotation|'''The Scout'''|Yeah, next time, try two eyes!|sound=Scout_dominationdem01.wav}} | {{Quotation|'''The Scout'''|Yeah, next time, try two eyes!|sound=Scout_dominationdem01.wav}} | ||
− | 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 changing | + | 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 == | == General == | ||
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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. | * 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 a shield | + | * A Demoman carrying a shield has significant 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 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. | * 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 | + | * All of the Demoman's explosives can harm himself, giving you an advantage if you force him to fight at close range. |
− | * A Demoman with a shield and melee weapon can charge at you to deal critical | + | * A Demoman with a shield and melee weapon can charge at you to deal critical damage. Avoiding his charge and staying outside his extended melee range gives you room to counterattack. |
|} | |} | ||
== Explosive loadout == | == Explosive loadout == | ||
− | A Demoman with an explosive loadout is capable of dealing high damage over a large area. | + | A Demoman with an explosive loadout is capable of dealing high damage over a large area. 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 take a long time to reload, so catching him by surprise leaves him at a major disadvantage. |
== Melee loadout == | == Melee loadout == | ||
− | Alternatively, a Demoman can charge with one of many dangerous melee weapons and a damage-reducing shield | + | Alternatively, a Demoman can literally charge into battle with one of many dangerous melee weapons and a damage-reducing shield; this is indicated by a shield strapped to his left arm. When equipped with a shield, the Demoman can use its charge ability to close distance very quickly 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 == | == Weapon-specific == | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Grenade Launcher}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Grenade Launcher}} + '''reskins''' | ||
| | | | ||
− | * The Grenade Launcher has a | + | * 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. | * A Demoman's grenades can bounce over cover and around corners; narrow passageways are especially dangerous, given the grenades' splash radius. | ||
* Grenades travel somewhat slowly and in a wide arc, giving you time to dodge or take cover. | * Grenades travel somewhat slowly and in a wide arc, giving you time to dodge or take cover. | ||
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| 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}} | ||
| | | | ||
− | * The Loch-n-Load has only three shots in a clip | + | * The Loch-n-Load has only three shots in a clip. This forces the Demoman to reload more often, which gives you more opportunities to fight back. |
− | * Grenades fired from the Loch-n-Load travel faster, but do not explode if they do not strike enemy players or | + | * Grenades fired from the Loch-n-Load travel faster, but do not explode if they do not strike enemy players or buildings. If you dodge his initial shots, you won't need to worry about them exploding under your feet. |
|- | |- | ||
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Ali Baba's Wee Booties}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|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 give the Demoman a 10% speed bonus and increased turning control when charging; remain in areas that offer plenty of room and obstacles to avoid a Demoman's charge. | + | * The Booties require the Demoman to give up his Grenade Launcher. Stay out of melee range and fight back with ranged weapons. |
− | + | * The Booties give the Demoman a 10% speed bonus and increased turning control when charging; remain in areas that offer plenty of room and obstacles to avoid a Demoman's charge. | |
+ | * You can try to fake out a charging Demoman by moving in one direction, then doubling back. Once the Demoman begins to turn in one direction, turning the other way becomes nearly impossible. | ||
|- | |- | ||
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Loose Cannon}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|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 | + | * 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 explosion will deal minimal damage. |
− | * The Demoman needs to time the Loose Cannon's charge so that cannonballs explode immediately after hitting you. Moving towards or away from him can affect his aim, unlike a Grenade Launcher | + | * The Demoman needs to time the Loose Cannon's charge so that cannonballs explode immediately after hitting you. Moving towards or away from him can affect his aim, unlike when he uses the Grenade Launcher. |
− | * | + | * The Loose Cannon has a smaller range than the Grenade Launcher and will usually fire slower. |
− | + | * The Demoman may use the cannonball's knockback to push you away from your team or into a hazard. Position yourself properly to stop him from landing an easy kill. | |
− | |||
|- | |- | ||
| align="center" valign="center" style="padding:0.5em" | {{Table icon|B.A.S.E. Jumper}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|B.A.S.E. Jumper}} | ||
| | | | ||
− | * Keep in mind that a Demoman gives his Grenade Launcher to use the B.A.S.E. Jumper, making him weaker in direct combat. | + | * Keep in mind that a Demoman gives up his Grenade Launcher to use the B.A.S.E. Jumper, making him weaker in direct combat. |
− | * A paratrooping Demoman will typically try to bomb you with his Stickybomb Launcher. If the Demoman stays hovering in the air, he becomes an easy target - shoot him down before he can kill you, or blast jump up to him to avoid his explosives. | + | * 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 - shoot him down before he can kill you, or blast jump up to him to avoid his explosives. |
** His other, less practical option is to [[charge]] at you from the air using one of his [[shield]]s. 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. | ** His other, less practical option is to [[charge]] at you from the air using one of his [[shield]]s. 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. | * 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. | ||
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* Stickybombs can be destroyed by bullets and melee attacks (the latter option is not recommended, for obvious reasons). 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 not recommended, for obvious reasons). 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, but not destroy enemy Stickybombs. Try to scatter them in a direction where they won't harm teammates. | * Firing an explosive or a [[compression blast]] around corners can dislodge, but not destroy enemy Stickybombs. Try to scatter them in a direction where they won't harm teammates. | ||
− | * The Demoman will often watch over his Stickybomb traps, which may leave him | + | * The Demoman will often watch over his Stickybomb traps, which may leave him distracted and vulnerable to flanking. |
* Killing a Demoman will automatically remove all his Stickybombs. If your team is unable to push forward because of them, try to take out the Demoman first. | * Killing a Demoman will automatically remove all his Stickybombs. If your team is unable to push forward because of them, try to take out the Demoman first. | ||
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* A Demoman may use the Stickybomb Launcher to fight directly at medium range, but will have trouble at close range due to the lengthy arm time. | * A Demoman may use the Stickybomb Launcher to fight directly at medium range, but will have trouble at close range due to the lengthy arm time. | ||
− | * The Stickybomb Launcher takes a long time to reload. Attack the Demoman before he can regain a full clip. | + | * The Stickybomb Launcher takes a very long time to reload. Attack the Demoman before he can regain a full clip. |
− | * Stickybombs are typically placed in hard-to-see spots as traps. Be | + | * Stickybombs are typically placed in hard-to-see spots as traps. Be wary of these spots and check your surroundings; the best trap is the one you do not expect. |
* Once the Demoman detonates his Stickybombs, your team has a prime opportunity to advance and overwhelm him before he can lay another trap. | * Once the Demoman detonates his Stickybombs, your team has a prime opportunity to advance and overwhelm him before he can lay another trap. | ||
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* 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 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 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, | + | * A Demoman with the Sticky Jumper will still have access to the Grenade Launcher and his melee weapon, so he can still put up a decent fight. |
|- | |- | ||
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Quickiebomb Launcher}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Quickiebomb Launcher}} | ||
| | | | ||
− | * | + | * The Quickiebomb Launcher fires Stickybombs that arm quickly and are thus hard to dodge. It can be used in direct combat similarly to the Grenade Launcher. |
− | * The Quickiebomb Launcher | + | * The Quickiebomb Launcher holds only four shots and deals 15% less damage. Although the initial assault may be difficult to avoid, you only need to hold out for a little while before the Demoman must reload. |
− | |||
* The Quickiebomb Launcher charges its shots 70% faster. Don't assume that a faraway Demoman can’t hit you. | * The Quickiebomb Launcher charges its shots 70% faster. Don't assume that a faraway Demoman can’t hit you. | ||
− | |||
|- | |- | ||
|} | |} | ||
==== Shields ==== | ==== Shields ==== | ||
− | Instead of using a Stickybomb Launcher, the Demoman can employ a shield that gives him the ability to rush at opponents every few seconds | + | Instead of using a Stickybomb Launcher, the Demoman can employ a shield that gives him the ability to rush at opponents every few seconds. Charging instantly removes debuffs and grants him a guaranteed Critical Hit near the end of the charge. The shield also provides the Demoman added resistance to explosive and fire damage. |
− | * A Charge can be delayed or nullified by using weapons with [[ | + | * A Charge can be delayed or nullified by using weapons with [[stun]], [[slowdown]], and [[knockback]]. |
− | * | + | * The Demoman's charge goes forward. Dodge the charge by strafing to the side instead of backpedaling. |
{| 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|Splendid Screen}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Splendid Screen}} | ||
| | | | ||
− | * The Splendid Screen doesn't provide as much resistance to fire and explosions as the Chargin' Targe does, but allows him to charge more often | + | * The Splendid Screen doesn't provide as much resistance to fire and explosions as the Chargin' Targe does, but allows him to charge more often. Damage him with bullets and be ready to dodge at all times. |
* The Splendid Screen deals considerably more impact damage and can do so at any range; try not to engage him in close combat. | * The Splendid Screen deals considerably more impact damage and can do so at any range; try not to engage him in close combat. | ||
|- | |- | ||
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Tide Turner}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Tide Turner}} | ||
| | | | ||
− | |||
− | |||
* Like the other shields, the Tide Turner provides resistance to fire and explosions, albeit not as much as the Chargin' Targe. Use bullets for maximum damage. | * Like the other shields, the Tide Turner provides resistance to fire and explosions, albeit not as much as the Chargin' Targe. Use bullets for maximum damage. | ||
− | * | + | * Unlike the other shields, the Tide Turner provides full turning control while charging. However, every point of damage he takes drains his charge meter by 1%. Landing a solid hit on him will stop his charge instantly. |
+ | * If the Demoman lands a melee kill, he instantly refills 75% of his charge meter. If he kills a nearby teammate, know that he can almost immediately charge at you. | ||
|- | |- | ||
|} | |} | ||
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* 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. | * 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. | ||
− | |||
|- | |- | ||
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Eyelander}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|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. | * 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 with the Eyelander forces you into close combat, fighting back may be more beneficial than trying to escape; the weapon's | + | * If a Demoman with the Eyelander forces you into close combat, fighting back may be more beneficial than trying to escape; the weapon's boosts combined with his shield's charge make retreat very difficult. |
|- | |- | ||
| 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 when active, making him an easier target. However, this weapon has an increased melee range and deals more damage, so attack the Demoman from afar | + | * The Scotsman's Skullcutter reduces the Demoman's speed when active, making him an easier target. However, this weapon has an increased melee range and deals more damage, so attack the Demoman from afar and be ready to dodge if he has a shield equipped. |
|- | |- | ||
| 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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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Pain Train}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Pain Train}} | ||
| | | | ||
− | * The Pain Train grants the Demoman an increased capture rate, | + | * The Pain Train grants the Demoman an increased capture rate. By Stickybomb jumping, the Demoman can quickly get to and contest objectives. Be prepared if you see an enemy Demoman flying through the air. |
− | * The Demoman suffers 10% more damage from bullets while the Pain Train is in his loadout. | + | * The Demoman suffers 10% more damage from bullets while the Pain Train is in his loadout. The Scout and Heavy, classes typically found contesting objectives, gain a significant advantage over him. |
− | + | . | |
|- | |- | ||
| 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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* Do not cluster near teammates, as this and the Demoman's other explosive weapons can punish you all. | * Do not cluster near teammates, as this and the Demoman's other explosive weapons can punish you all. | ||
* If you cannot avoid being struck by the Ullapool Caber, fight back so that the Demoman dies from the blast or resulting fall damage. | * If you cannot avoid being struck by the Ullapool Caber, fight back so that the Demoman dies from the blast or resulting fall damage. | ||
− | * | + | * A Demoman can pair the Ullapool Caber with a shield to execute a {{botignore|kamikaze}} playstyle. Dodge to the side to avoid his charge, then counterattack. |
|- | |- | ||
| 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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* A Demoman with the Half-Zatoichi is Honorbound to obtain a kill before switching weapons; he loses 50 health otherwise. Stay out of his melee range to force him to switch weapons and suffer the penalty. | * A Demoman with the Half-Zatoichi is Honorbound to obtain a kill before switching weapons; he loses 50 health otherwise. Stay out of his melee range to force him to switch weapons and suffer the penalty. | ||
* If a Demoman scores a kill with the Half-Zatoichi, he will regain about 100 health; treat him as if he had recently spawned. | * If a Demoman scores a kill with the Half-Zatoichi, he will regain about 100 health; treat him as if he had recently spawned. | ||
− | * Wielders of the Half-Zatoichi can instantly kill each other; if you also have it equipped, | + | * Wielders of the Half-Zatoichi can instantly kill each other; if you also have it equipped, catching the Demoman off-guard will make for a quick kill. |
|- | |- | ||
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Persian Persuader}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Persian Persuader}} | ||
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* The Persian Persuader allows the Demoman to get his charge earlier by collecting ammo; steal any nearby ammo boxes while fighting the Demoman. | * The Persian Persuader allows the Demoman to get his charge earlier by collecting ammo; steal any nearby ammo boxes while fighting the Demoman. | ||
* The Persian Persuader gives 20% charge for every hit. Paired with the Splendid Screen, the Demoman will almost always have a charge ready - be ready to dodge. | * The Persian Persuader gives 20% charge for every hit. Paired with the Splendid Screen, the Demoman will almost always have a charge ready - be ready to dodge. | ||
− | * The Persian Persuader reduces the Demoman's max ammo by 80% for both his primary and secondary weapons. If he is using | + | * The Persian Persuader reduces the Demoman's max ammo by 80% for both his primary and secondary weapons. If he is using the Grenade Launcher, expect him to run out of ammo very quickly and enter melee combat. |
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|} | |} |
Revision as of 03:34, 11 February 2019
“ | 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 |
---|---|
Role |
|
Health |
|
Speed |
|
Power |
|
Explosive loadout
A Demoman with an explosive loadout is capable of dealing high damage over a large area. 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 take a long time to reload, so catching him by surprise leaves him at a major disadvantage.
Melee loadout
Alternatively, a Demoman can literally charge into battle with one of many dangerous melee weapons and a damage-reducing shield; this is indicated by a shield strapped to his left arm. When equipped with a shield, the Demoman can use its charge ability to close distance very quickly 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 |
---|---|
Grenade Launcher + reskins |
|
Loch-n-Load |
|
Ali Baba's Wee Booties + reskins |
|
Loose Cannon |
|
B.A.S.E. Jumper |
|
Iron Bomber |
|
Secondary
Stickybomb Launchers
- Stickybombs can be destroyed by bullets and melee attacks (the latter option is not recommended, for obvious reasons). 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, but not destroy enemy Stickybombs. Try to scatter them in a direction where they won't harm teammates.
- The Demoman will often watch over his Stickybomb traps, which may leave him distracted and vulnerable to flanking.
- Killing a Demoman will automatically remove all his Stickybombs. If your team is unable to push forward because of them, try to take out the Demoman first.
Weapon | Anti-Demoman strategy |
---|---|
Stickybomb Launcher + reskins |
|
Scottish Resistance |
|
Sticky Jumper |
|
Quickiebomb Launcher |
|
Shields
Instead of using a Stickybomb Launcher, the Demoman can employ a shield that gives him the ability to rush at opponents every few seconds. Charging instantly removes debuffs and grants him a guaranteed Critical Hit near the end of the charge. The shield also provides the Demoman added resistance to explosive and fire damage.
- A Charge can be delayed or nullified by using weapons with stun, slowdown, and knockback.
- The Demoman's charge goes forward. Dodge the charge by strafing to the side instead of backpedaling.
Weapon | Anti-Demoman strategy |
---|---|
Chargin' Targe + reskins |
|
Splendid Screen |
|
Tide Turner |
|
Melee
Weapon | Anti-Demoman strategy |
---|---|
Bottle + reskins |
|
Eyelander + reskins |
|
Scotsman's Skullcutter |
|
Claidheamh Mòr |
|
Pain Train |
. |
Ullapool Caber |
|
Half-Zatoichi |
|
Persian Persuader |
|
See also
|