Difference between revisions of "Anti-Demoman strategy"

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(Trap weapons)
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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 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.
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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 dramatically. 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 will have a large resistance to fire and explosive damage, but is fully vulnerable to bullets and melee attacks.
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* A Demoman carrying a shield will have a significant resistance to fire and explosive damage, but be 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, giving you an additional advantage at close range.
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* All of the Demoman's explosives can harm himself should they hit you at point-blank range, 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.
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* 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 counterattack.
 
|}
 
|}
  
 
== 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, 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.
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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 take a long time to reload so catching him by surprise will leave him at a major disadvantage.
  
 
== Melee loadout ==
 
== 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.
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Alternatively, a Demoman can charge 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 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 long reload time and a small clip. Attack the Demoman while he is reloading.
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* The Grenade Launcher has a relatively long small clip and takes a while to reload. Attack the Demoman before he regains a full clip.
 
* 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.
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* Grenades travel somewhat 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.
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* If you cannot avoid the Grenade Launcher's explosions, move closer so that the Demoman takes damage 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}}
 
|
 
|
* The Loch-n-Load has only 75% of the clip size of Grenade Launcher, forcing the Demoman to reload often and giving you more windows of opportunity.
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* The Loch-n-Load has only three shots in a clip, forcing the Demoman to reload more often, which gives you more windows of opportunity to surprise him.
* 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.
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* Grenades fired from the Loch-n-Load travel faster, but do not explode if they do not strike enemy players or enemy buildings. If you dodge his initial shots, you won't need to worry about it 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.
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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, but require the Demoman to give up his Grenade Launcher, making him much weaker at ranged combat. Stay out of melee range and fight back with ranged weapons.
* The Booties require the Demoman to give up his Grenade Launcher, making him much weaker at ranged combat.
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* 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. If caught out in the open, pretend to move in one direction, then double back - once the Demoman begins to turn in one direction, turning the other way becomes nearly impossible.
* 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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* The Booties also causes the Demoman's shields to refill 25% of its charge meter upon a melee kill, allowing near-constant charges if he manages to land multiple kills with the [[Tide Turner]] equipped.
* The Booties gives a 10% speed bonus when paired with a shield, making retreats harder.
 
* The Booties also causes the Demoman's shields to refill 25% of it's charge meter upon a melee kill, allowing near-constant charges if he manages to row kills.
 
 
|-
 
|-
 
| 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 follow-up explosion will deal minimal damage.
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* 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 mid-air 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.
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* 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 wielding Demoman.
* 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.
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**He may use the cannonball's knockback to push you away from your team or into a hazard. Position yourself accordingly to stop him from landing an easy kill.
* Avoid being hit by both the cannonball's impact and its explosion, as this results in bonus "Double Donk" [[Critical hits#Mini-crits|mini-crit]] damage.
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* Avoid being hit by both the cannonball's impact and its explosion, as this results in bonus "Double Donk" [[Critical hits#Mini-crits|mini-crit]] damage, which will instantly kill classes with low base health.
 +
*The Loose Cannon has a smaller range than the Grenade Launcher, and will usually fire slower. Stay away and pick the Demoman off with your ranged weapons.
 
|-
 
|-
 
| 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 trades in his Grenade Launcher to use the B.A.S.E. Jumper, making him weaker in direct combat.
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* Keep in mind that a Demoman gives 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.
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* 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.
 
** 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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|
 
|
 
* The grenades launched by the Iron Bomber do not roll or bounce very much. The Demoman may count on the timed explosion to act as a temporary trap if he misses you with it directly, like a timed Stickybomb.
 
* The grenades launched by the Iron Bomber do not roll or bounce very much. The Demoman may count on the timed explosion to act as a temporary trap if he misses you with it directly, like a timed Stickybomb.
* Although the Iron Bomber has a greater margin of error on missed grenades, its grenades have a 15% smaller radius than the regular grenades. If the Demoman is shooting grenades at the ground, you don't need to move as far away to avoid the explosion.
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* Although the Iron Bomber has a greater margin of error on missed grenades, its grenades have a 15% smaller blast radius than the regular grenades. If the Demoman is shooting grenades at the ground, you don't need to move as far away to avoid the explosion.
 
* As when dealing with Stickybombs, be wary of a retreating Demoman, as he may use the Iron Bomber to lay traps too.  
 
* As when dealing with Stickybombs, be wary of a retreating Demoman, as he may use the Iron Bomber to lay traps too.  
 
* The Iron Bomber has a 30% shorter fuse time, giving you less time to avoid the Demoman's grenades.
 
* The Iron Bomber has a 30% shorter fuse time, giving you less time to avoid the Demoman's grenades.
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=== Secondary ===
 
=== Secondary ===
  
==== Trap weapons ====
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==== Stickybomb Launchers ====
  
* 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 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 might leave them more distracted.
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* The Demoman will often watch over his Stickybomb traps, which may leave him more distracted. Try to flank him and catch him by surprise.
* Killing a Demoman will automatically remove all his Stickybombs and instantly give your team some breathing room.
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* 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.
  
 
{| 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|Stickybomb Launcher}} + '''reskins'''  
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Stickybomb Launcher}} + '''reskins'''  
 
|
 
|
* A Demoman may use the Stickybomb Launcher to fight directly at medium range, but 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 has a very long reload time. Attack the Demoman when he needs to reload.
+
* The Stickybomb Launcher takes a 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 aware of these spots and your surrounding in general; the best trap is the one you do not expect.
+
* Stickybombs are typically placed in hard-to-see spots as traps. Be aware 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.
+
* 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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* The Scottish Resistance can be used to set up multiple traps. If you encounter Stickybombs from this weapon, they are likely not the only trap you will have to deal with.
 
* The Scottish Resistance can be used to set up multiple traps. If you encounter Stickybombs from this weapon, they are likely not the only trap 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.
 
* 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.
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* 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 Grenade Launcher or melee weapon when confronted.
 
* The Scottish Resistance is one of two Stickybomb Launchers which can destroy enemy Stickybombs. This means that it can be used to disable other sticky traps laid by enemy Demomen.
 
* The Scottish Resistance is one of two Stickybomb Launchers which can destroy enemy Stickybombs. This means that it can be used to disable other sticky traps laid by enemy Demomen.
 
|-
 
|-
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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, so expect a decent fight.
+
* A Demoman with the Sticky Jumper will still have access to the Grenade Launcher and his melee weapon, allowing him to 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}}
 
|
 
|
* Stickybombs launched from the Quickiebomb Launcher can detonate quickly and are thus more difficult to avoid while fighting.
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* Stickybombs launched from the Quickiebomb Launcher can detonate quickly, allowing it to act as a secondary grenade launcher.
* The Quickiebomb Launcher has a 50% smaller clip than the other Stickybomb launchers. Although the initial assault may be difficult to avoid, you only needs to hold out for a little while before the Demoman must reload.
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* The Quickiebomb Launcher has only four shots, compared to the other Stickybomb launchers’ 8 and 14. Although the initial assault may be difficult to avoid, you only need to hold out for a little while before the Demoman must reload.
* Stickybombs from this launcher do 15% less damage. Enduring the damage from one Stickybomb can usually be survived.
+
* Stickybombs from this launcher do 15% less damage. This is often offset by their shorter arming time, making them far harder to dodge.
* The Quickiebomb Launcher charges its shots 70% faster. Don't assume that a Demoman who isn't attacking also isn't charging a shot to fire at you.
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* The Quickiebomb Launcher charges its shots 70% faster. Don't assume that a faraway Demoman can’t hit you.
* Unlike other Stickybomb launchers, the Quickiebomb Launcher's charge can increase damage inflicted by stickies. Do your best to avoid the stickies and close the gap between you and the Demoman to make his job harder.
+
* Unlike other Stickybomb launchers, charging the Quickiebomb Launcher will increase its damage. Do your best to avoid the stickybombs get close to the Demoman to force him to use his melee weapon, or take heavy self-damage.
 
|-
 
|-
 
|}
 
|}
  
 
==== Shields ====
 
==== 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. Also, charging removes debuffs instantly.
+
Instead of using a Stickybomb Launcher, the Demoman can employ a shield that gives him the ability to rush at opponents every few seconds, removing debuffs instantly and granting 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/or [[Knockback]].
 
* 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.
+
* When the Demoman charges, he can only rush forward. Dodge his charge by strafing to the side or ducking behind cover - backpedalling will seldom save you.
  
 
{| 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}} + '''reskins'''
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Chargin' Targe}} + '''reskins'''
 
|
 
|
* The Chargin' Targe gives the Demoman resistance to fire and explosion damage. If possible, attack with bullets from outside his melee range.
+
* The Chargin' Targe gives the Demoman heavy resistance to fire and explosion damage. 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, run towards the Demoman and end his charge early before he travels far enough to land a Critical Hit.
 
|-
 
|-
 
| 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. Still, damage him with bullets for maximum effectiveness.
+
* 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, and deal more damage. Damage him with bullets, but 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 at all.
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* 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's cooldown is 50% shorter, allowing him to charge a lot more often. Try to attack him between his charges.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Tide Turner}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Tide Turner}}
 
|
 
|
* Unlike the other shields, the Tide Turner provides full turning control while charging. Avoiding the charge will be much more difficult.
+
* Unlike the other shields, the Tide Turner provides full turning control while charging. Avoiding the charge will be much more difficult. However, while he charges every point of damage he takes will drain his charge meter by 1%. Landing a solid hit on him will stop his charge instantly.
* If the Demoman obtains a kill during his charge, he instantly refills 75% of his charge meter. Kill the Demoman or cancel his charge to prevent him from scoring more kills.
+
* If the Demoman lands a melee kill, he instantly refills 75% of his charge meter. Cancel his charge with damage 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.
+
* 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 other shields, the Tide Turner's charge time will decrease if taking damage during a charge. Deal damage to the Demoman to prematurely stop his charge.
+
* When paired with Ali Baba’s Wee Booties, a melee kill will instantly refill the Demoman’s charge meter, allowing him to rapidly kill multiple enemies. Landing a decent hit will be difficult, but will stop him in his tracks.
 
|-
 
|-
 
|}
 
|}
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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.
* The Demoman's slightly slow speed does not hinder him greatly, especially when combined with his above average health.
+
* The Demoman's slightly slower speed does not hinder his melee combat, especially when combined with his above average health.
 
|-
 
|-
 
| 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 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 with the Eyelander forces you into close combat, fighting back may be more beneficial than trying to escape; the weapon's range and speed boost 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.
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* 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}}
 
|
 
|
* A Demoman wielding the Claidheamh Mòr will likely equip a shield as well, to make use of how the weapon extends charge time by half a second. It becomes even more important to strafe or take cover when he charges.
+
* A Demoman wielding the Claidheamh Mòr will likely equip a shield to take advantage of the weapon’s bonuses. It becomes even more important to strafe or take cover when he charges.
 
* The Claidheamh Mòr inflicts a flat 15% damage vulnerability on the Demoman, making him weaker to direct attacks.
 
* The Claidheamh Mòr inflicts a flat 15% damage vulnerability on the Demoman, making him weaker to direct attacks.
 
* The Claidheamh Mòr refills 25% of his charge meter upon a kill. Expect him to charge soon after a kill.
 
* The Claidheamh Mòr refills 25% of his charge meter upon a kill. Expect him to charge soon after a kill.
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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, at the cost of increased bullet damage. Shoot him down before he can assist his team.
 
* The Demoman suffers 10% more damage from bullets while the Pain Train is in his loadout. Use weapons that fire bullets for extra damage.
 
* 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.
+
* Even without the Pain Train, a Demoman can sticky jump onto a control point and try to capture it. Be prepared if you see an enemy Demoman flying through the air above your team.
 
|-
 
|-
 
| 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 creates a huge explosion on contact with enemies or objects. A Demoman might use the Ullapool Caber as a suicidal last resort; kill him before he reaches you.
+
* The Ullapool Caber creates an explosion on contact with enemies or objects. A Demoman might use it as a suicidal last resort; kill him before he reaches you.
 
* 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.
* Pairing the Ullapool Caber with a shield allows a Demoman to execute a {{botignore|kamikaze}} playstyle. As always, dodge to the side to avoid his charge.
+
* Pairing the Ullapool Caber with a shield allows him to deal on-demand critical explosions, which will usually kill any class instantly. Stay away from your teammates in order to avoid the explosion, 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}}
 
|
 
|
 
* 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 be quite healthy; treat him as if he were fresh out of spawn.
+
* 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 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 kill each other; if you also have it equipped, try to catch the Demoman off guard to minimize the risk of dying instantly.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Persian Persuader}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|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 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; remove any nearby ammo sources 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 cautious.
+
* The Persian Persuader reduces the Demoman's max ammo by 80% for both his primary and secondary weapons. If he is using a grenade launcher with this sword, expect him to run out of ammo very quickly and force him to engage into melee combat, giving you an advantage.
* The Persian Persuader reduces the Demoman's max ammo by 80% for both his primary and secondary weapons. If he is using a launcher with this sword, expect him to run out of ammo very quickly and force him to engage into melee combat, giving you an advantage.
 
 
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Revision as of 21:26, 8 February 2019

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 changing dramatically. 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 move from cover.
  • A Demoman using a shield instead of a trap secondary weapon will always have the shield visible. If you can see a shield on the Demoman's left arm, you can be certain that his loadout has no secondary weapon and will be melee-oriented.
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 a shield will have a significant resistance to fire and explosive damage, but be fully vulnerable to bullets and melee attacks.
Leaderboard class scout.png Speed
  • The Demoman is slower than a majority of the classes, but 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 should they hit you at point-blank range, 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 counterattack.

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 take a long time to reload so catching him by surprise will leave him at a major disadvantage.

Melee loadout

Alternatively, a Demoman can charge 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 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

Main article: Demoman weapons

Primary

Weapon Anti-Demoman strategy
Grenade Launcher
Grenade Launcher + reskins
  • The Grenade Launcher has a relatively long small clip and takes a while to reload. Attack the Demoman before he regains a full clip.
  • 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.
  • If you cannot avoid the Grenade Launcher's explosions, move closer so that the Demoman takes damage as well.
Loch-n-Load
Loch-n-Load
  • The Loch-n-Load has only three shots in a clip, forcing the Demoman to reload more often, which gives you more windows of opportunity to surprise him.
  • Grenades fired from the Loch-n-Load travel faster, but do not explode if they do not strike enemy players or enemy buildings. If you dodge his initial shots, you won't need to worry about it exploding under your feet.
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, but require the Demoman to give up his Grenade Launcher, making him much weaker at ranged combat. 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. If caught out in the open, pretend to move in one direction, then double back - once the Demoman begins to turn in one direction, turning the other way becomes nearly impossible.
  • The Booties also causes the Demoman's shields to refill 25% of its charge meter upon a melee kill, allowing near-constant charges if he manages to land multiple kills with the Tide Turner equipped.
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 mid-air 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 wielding Demoman.
    • He may use the cannonball's knockback to push you away from your team or into a hazard. Position yourself accordingly to stop him from landing an easy kill.
  • Avoid being hit by both the cannonball's impact and its explosion, as this results in bonus "Double Donk" mini-crit damage, which will instantly kill classes with low base health.
  • The Loose Cannon has a smaller range than the Grenade Launcher, and will usually fire slower. Stay away and pick the Demoman off with your ranged weapons.
B.A.S.E. Jumper
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.
  • 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.
    • 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.
  • The B.A.S.E. Jumper cannot be deployed again once retracted until he touches the ground. Harass him in midair or force him to retract his parachute, potentially taking fall damage.
Iron Bomber
Iron Bomber
  • The grenades launched by the Iron Bomber do not roll or bounce very much. The Demoman may count on the timed explosion to act as a temporary trap if he misses you with it directly, like a timed Stickybomb.
  • Although the Iron Bomber has a greater margin of error on missed grenades, its grenades have a 15% smaller blast radius than the regular grenades. If the Demoman is shooting grenades at the ground, you don't need to move as far away to avoid the explosion.
  • As when dealing with Stickybombs, be wary of a retreating Demoman, as he may use the Iron Bomber to lay traps too.
  • The Iron Bomber has a 30% shorter fuse time, giving you less time to avoid the Demoman's grenades.

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 more distracted. Try to flank him and catch him by surprise.
  • 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
Stickybomb Launcher + reskins
  • 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.
  • Stickybombs are typically placed in hard-to-see spots as traps. Be aware 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.
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 trap 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 Grenade Launcher or melee weapon when confronted.
  • The Scottish Resistance is one of two Stickybomb Launchers which can destroy enemy Stickybombs. This means that it can be used to disable other sticky traps laid by enemy Demomen.
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, allowing him to put up a decent fight.
Quickiebomb Launcher
Quickiebomb Launcher
  • Stickybombs launched from the Quickiebomb Launcher can detonate quickly, allowing it to act as a secondary grenade launcher.
  • The Quickiebomb Launcher has only four shots, compared to the other Stickybomb launchers’ 8 and 14. Although the initial assault may be difficult to avoid, you only need to hold out for a little while before the Demoman must reload.
  • Stickybombs from this launcher do 15% less damage. This is often offset by their shorter arming time, making them far harder to dodge.
  • The Quickiebomb Launcher charges its shots 70% faster. Don't assume that a faraway Demoman can’t hit you.
  • Unlike other Stickybomb launchers, charging the Quickiebomb Launcher will increase its damage. Do your best to avoid the stickybombs get close to the Demoman to force him to use his melee weapon, or take heavy self-damage.

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, removing debuffs instantly and granting 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/or Knockback.
  • When the Demoman charges, he can only rush forward. Dodge his charge by strafing to the side or ducking behind cover - backpedalling will seldom save you.
Weapon Anti-Demoman strategy
Chargin' Targe
Chargin' Targe + reskins
  • The Chargin' Targe gives the Demoman heavy resistance to fire and explosion damage. If possible, attack with bullets from outside his melee range.
  • If you cannot avoid a charge, run towards the Demoman and end his charge early before he travels far enough to land a Critical Hit.
Splendid Screen
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, and deal more damage. Damage him with bullets, but 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.
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. However, while he charges every point of damage he takes will drain 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. Cancel his charge with damage 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. Use bullets for maximum damage.
  • When paired with Ali Baba’s Wee Booties, a melee kill will instantly refill the Demoman’s charge meter, allowing him to rapidly kill multiple enemies. Landing a decent hit will be difficult, but will stop him in his tracks.

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.
  • The Demoman's slightly slower speed does not hinder his melee combat, 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 with the Eyelander forces you into close combat, fighting back may be more beneficial than trying to escape; the weapon's range and speed boost combined with his shield's charge make retreat very difficult.
Scotsman's Skullcutter
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, and be ready to dodge if he has a shield equipped.
Claidheamh Mòr
Claidheamh Mòr
  • A Demoman wielding the Claidheamh Mòr will likely equip a shield to take advantage of the weapon’s bonuses. It becomes even more important to strafe or take cover when he charges.
  • The Claidheamh Mòr inflicts a flat 15% damage vulnerability on the Demoman, making him weaker to direct attacks.
  • The Claidheamh Mòr refills 25% of his charge meter upon a kill. Expect him to charge soon after a kill.
Pain Train
Pain Train
  • The Pain Train grants the Demoman an increased capture rate, at the cost of increased bullet damage. Shoot him down before he can assist his team.
  • 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 control point and try to capture it. Be prepared if you see an enemy Demoman flying through the air above your team.
Ullapool Caber
Ullapool Caber
  • The Ullapool Caber creates an explosion on contact with enemies or objects. A Demoman might use it as a suicidal last resort; kill him before he reaches you.
  • 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.
  • Pairing the Ullapool Caber with a shield allows him to deal on-demand critical explosions, which will usually kill any class instantly. Stay away from your teammates in order to avoid the explosion, then counterattack!
Half-Zatoichi
Half-Zatoichi
  • 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.
  • Wielders of the Half-Zatoichi can instantly kill each other; if you also have it equipped, try to catch the Demoman off guard to minimize the risk of dying instantly.
Persian Persuader
Persian Persuader
  • 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 reduces the Demoman's max ammo by 80% for both his primary and secondary weapons. If he is using a grenade launcher with this sword, expect him to run out of ammo very quickly and force him to engage into melee combat, giving you an advantage.

See also