Difference between revisions of "Basic Demoman strategy"

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{{icon item|Loose Cannon|100px}}
 
{{icon item|Loose Cannon|100px}}
  
The Loose Cannon fires cannonballs instead of grenades, which travel 20% faster than grenades, do not explode on contact, and inflict [[knock back]] on a direct hit. This can be used to create distance or disrupt enemy movements, especially useful against [[Übercharged]] targets like the Heavy. Cannonballs always explode 1 second after the fire button is pressed, but are not launched until it is released, meaning you can control the explosion timer by delaying when the [[projectiles]] fire. Timing a shot carefully to inflict both impact and explosive damage in quick succession will reward you with a guaranteed "Double Donk" [[Critical hits#Mini-crits|mini-crit]]. Explosions after a cannonball touches a surface will only deal 50% damage, so you want to carefully time shots to maximize damage, especially since the cannonballs already deal reduced damage on contact. The ideal range for properly timing detonations is slightly farther than the range where stock Stickybombs can be immediately detonated, although adjusting your shot by cooking the fuse for a few moments is important to efficiently use this weapon at close range. Overloading the fuse will deal significant damage to yourself but allow for a strong explosive jump. Overall, the Loose Cannon trades immediate slaying power for utility: while you may not be able to deal large amount of damage quickly, you will be able to pester approaching enemies with knock back while accuracy is rewarded with a Double Donk that deals roughly as much damage as a Grenade Launcher grenade.  
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The Loose Cannon fires cannonballs instead of grenades, which travel 20% faster than grenades, do not explode on contact, and inflict [[knock back]] on a direct hit. This can be used to create distance or disrupt enemy movements, especially useful against [[Übercharge]]d targets like the Heavy. Cannonballs always explode 1 second after the fire button is pressed, but are not launched until it is released, meaning you can control the explosion timer by delaying when the [[projectiles]] fire. Timing a shot carefully to inflict both impact and explosive damage in quick succession will reward you with a guaranteed "Double Donk" [[Critical hits#Mini-crits|mini-crit]]. Explosions after a cannonball touches a surface will only deal 50% damage, so you want to carefully time shots to maximize damage, especially since the cannonballs already deal reduced damage on contact. The ideal range for properly timing detonations is slightly farther than the range where stock Stickybombs can be immediately detonated, although adjusting your shot by cooking the fuse for a few moments is important to efficiently use this weapon at close range. Overloading the fuse will deal significant damage to yourself but allow for a strong explosive jump. Overall, the Loose Cannon trades immediate slaying power for utility: while you may not be able to deal large amount of damage quickly, you will be able to pester approaching enemies with knock back while accuracy is rewarded with a Double Donk that deals roughly as much damage as a Grenade Launcher grenade.
  
 
===[[B.A.S.E. Jumper]]===
 
===[[B.A.S.E. Jumper]]===

Revision as of 10:30, 14 March 2016

Demomantaunt1.PNG

The Demoman is a well-rounded artillery class that excels at indirect combat, crowd control, and area denial. Both his Grenade Launcher and Stickybomb Launcher are versatile weapons, able to be aimed over obstacles while staying out of sight. Additionally, the Stickybomb Launcher can be used to set traps or Sticky jump. Due to his immense damage output, the Demoman is fantastic at maintaining offensive momentum and demolishing Engineer buildings. However, the Demoman is most vulnerable at close range, where his weapons are more difficult to aim, take time to arm, and can inflict self-damage; this makes him weaker to classes such as the Scout or Pyro. If equipped with a Shield and Sword, the Demoman sacrifices his huge damage output for high survivability and becomes a powerful pick class, being able to charge at high speeds into the fray to single out any target he desires while being very difficult to kill with explosives and fire. Despite any of his weaknesses, a team should arguably always have at least one Demoman.

Primary weapons

Grenade Launcher + reskins

Grenade Launcher Festive Grenade Launcher Australium Grenade Launcher

The Grenade Launcher fires powerful projectiles that deal explosive damage. Grenades travel in a heavy, arced trajectory and can be fired from behind cover, especially over terrain or around corners. In direct combat, the Grenade Launcher is the best choice against an enemy who can reliably dodge or capitalize on how long Stickybombs take to arm, and in a situation where the player is using a shield and sword, it becomes their primary way of dealing ranged damage while tanking explosive and fire damage. Although direct hits deal the most damage, grenades that don't immediately hit enemies will still bounce and explode after a short time. Thus, you can fire at a general area to herd enemies, stop escapes, or downright kill foes at extreme range. If you want to conserve health for a smaller explosive jump, fire a grenade into a corner, then jump on top of it to propel yourself upwards. The Grenade Launcher excels at defensive combat when compared to its alternatives.

Loch-n-Load

Loch-n-Load

The Loch-n-Load is particularly useful against the Engineer's buildings, which it deals increased damage to. Its projectiles travel 25% faster than those of the Grenade Launcher, giving it a longer range compared to the Grenade Launcher, and makes it easier to land strong direct hits even against airborne targets. Its range also lets you "snipe" buildings at longer range. However, the Loch-n-Load's clip size and blast radius are both reduced by 25%, making it weaker at crowd control. In particular, its grenades shatter on surfaces, meaning that it cannot be used to suppress enemy movement.

Ali Baba's Wee Booties + reskins

Ali Baba's Wee Booties Bootlegger

Ali Baba's Wee Booties focus on mobility, granting extra health and movement speed at the cost of your Grenade Launcher. You will have to either rely on your secondary weapon or focus on melee combat. If you prefer ranged combat, the standard Stickybomb Launcher or Quickiebomb Launcher work best, as they allow you to be mobile and detonate a volley of stickybombs as you move. If you choose a shield for melee combat, the increased charge control and charge restore on kill will help you charge more accurately and more often. In particular, the increased movement speed allows you to outrun any class aside from the Scout, even without charging, while the resistances granted by your shields will allow you to tank oncoming damage while swinging at your enemies.

Loose Cannon

Loose Cannon

The Loose Cannon fires cannonballs instead of grenades, which travel 20% faster than grenades, do not explode on contact, and inflict knock back on a direct hit. This can be used to create distance or disrupt enemy movements, especially useful against Übercharged targets like the Heavy. Cannonballs always explode 1 second after the fire button is pressed, but are not launched until it is released, meaning you can control the explosion timer by delaying when the projectiles fire. Timing a shot carefully to inflict both impact and explosive damage in quick succession will reward you with a guaranteed "Double Donk" mini-crit. Explosions after a cannonball touches a surface will only deal 50% damage, so you want to carefully time shots to maximize damage, especially since the cannonballs already deal reduced damage on contact. The ideal range for properly timing detonations is slightly farther than the range where stock Stickybombs can be immediately detonated, although adjusting your shot by cooking the fuse for a few moments is important to efficiently use this weapon at close range. Overloading the fuse will deal significant damage to yourself but allow for a strong explosive jump. Overall, the Loose Cannon trades immediate slaying power for utility: while you may not be able to deal large amount of damage quickly, you will be able to pester approaching enemies with knock back while accuracy is rewarded with a Double Donk that deals roughly as much damage as a Grenade Launcher grenade.

B.A.S.E. Jumper

B.A.S.E. Jumper

The B.A.S.E. Jumper allows you to deploy a parachute while in midair, slowing your descent. For general purposes, you can combine this with Sticky jumping to maintain a vertical advantage over opponents or travel further horizontally. Should you use a Stickybomb Launcher alongside the B.A.S.E. Jumper, you can freely plant a carpet of Stickybombs over a wide area as you float down. If you favor melee combat and use a shield, charging in midair lets you approach enemies from varying vertical angles. Although it keeps you in midair and attacking longer, try not to linger in the sights of enemies who appreciate slow targets, like the Heavy or Sniper. As with other utility items, taking the B.A.S.E. Jumper means having no Grenade Launcher, leaving you less effective at medium range.

Iron Bomber

Iron Bomber

The Iron Bomber can be used similarly to the Grenade Launcher in direct combat. However, its grenades have very little bounce and roll, so they'll remain close to their landing site. With good aim, this trait is useful for creating a temporary hazard that opponents won't want to pass over. Grenades have a 15% smaller blast radius if they explode on timer, so precision with your traps is rewarded.

Secondary weapons

Stickybomb Launcher + reskins

Stickybomb Launcher Festive Stickybomb Launcher Silver Botkiller Stickybomb Launcher Australium Stickybomb Launcher

Stickybombs have a very large splash radius and deal excellent explosive damage, making it the perfect weapon for area denial. Stickybombs can be either fired and detonated in rapid succession to deal lower consistent damage, or placed as traps to instantly take out an unlucky enemy. If using the Stickybomb Launcher to lay traps, place the explosives in unexpected locations, such as around corners, above doorways, or even on ceilings. The Stickybomb Launcher is one of the best weapons for dealing with Sentry Guns, as detonating multiple Stickybombs at one time will prevent the Engineer from performing any repairs. Additionally, you can use Stickybombs to Sticky Jump around the battlefield swiftly at the cost of a significant part of your health. As planting more than eight Stickybombs destroys those that were planted earlier, firing more can allow you to strategically detonate individual ones. Be wary of the weapon's projectile nature, as Stickybombs are harmless until you detonate them and will only explode after a certain distance, so keep combat at medium range for optimum play. For any enemies brave enough to charge at you in melee range, run backwards and shoot Stickybombs at your feet to deter them.

Scottish Resistance

Scottish Resistance

The Scottish Resistance can place up to fourteen Stickybombs that can each be manually detonated. However, the weapon's slower bomb arm time makes it less effective in direct combat. Thus, it is best suited to defensive gameplay, where there are multiple possible entrances to defend. Its ability to eliminate enemy Stickybombs and place several traps at once make it useful for controlling key areas. You can detonate your Stickybombs in rapid succession by holding down the detonate key and swinging your view across all of your Stickybombs.

Chargin' Targe + reskins

Chargin' Targe Festive Chargin' Targe

Equipping the Chargin' Targe takes away the Demoman's trademark Stickybomb Launcher, turning him into a more melee-oriented class. The shield's charge ability can be used to quickly move around the battlefield or escape a difficult battle, and it also removes debuffs such as afterburn and Jarate. Melee attacks performed while charging cancel the charge and have increased damage based on distance traveled, while contact with an enemy cause a shield bash, which also scales based on distance. Because it is difficult to maneuver during a charge, predict where your target will be at the end and line yourself up accordingly: a correctly spaced charge will cause both a damaging shield bash and critical hit, which can eliminate all classes but the Heavy. As a bonus, the Chargin' Targe offers high defensive power against fire and some defensive bonuses against explosions, allowing you to fearlessly charge at Pyros while being a harder target to kill with explosives. Note that you are still fully vulnerable to bullets, so be wary of Heavies and Snipers.

Sticky Jumper

Sticky Jumper

While the Sticky Jumper is intended for harmless Sticky jumping practice, one of the main factors that restricts your Sticky jumping when using the standard Stickybomb Launcher is the high self-damage. While the Sticky Jumper is equipped, all self-damage that would be taken from your own Stickybombs is nullified. Without healing, you can make multiple Sticky jumps to rapidly cover massive distances for a particularly mobile and reckless playstyle. While your Stickybombs won't harm enemies, you still have your Grenade Launcher to deal reliable damage, and can pick off unaware targets from around the map using your Eyelander. Given the immense damage of standard Stickybombs, the Sticky Jumper is generally not as useful in serious combat.

Splendid Screen

Splendid Screen

The Splended Screen works more like an offensive version of the Chargin' Targe, dealing more shield bash damage and allowing the Demoman to charge twice as often, but offers less defensive bonuses. The Splendid Screen's increased shield bash damage lets you to use your charge as a consistent, significant source of damage, which pairs well with the Eyelander for a risky playstyle: if you manage to get five heads, a shield bash will do 127 damage, which is enough to kill a Scout, Sniper or Spy in one hit. The Splendid Screen offers less defensive bonuses than the Chargin' Targe, so run into battle with caution. Like the Chargin' Targe, combo your shield bash immediately into a critical melee hit to deal massive damage, and charge away from harm to remove debuffs like afterburn, which is especially useful due to the shield's frequent charges.

Tide Turner

Tide Turner

The Tide Turner grants you full turning control during your charge, although unlike other shields it only deals mini-crits instead of critical hits on a full expended charge, essentially sacrificing melee power for unparalleled melee mobility. Melee kills while charging will refill your charge meter by 75%, allowing you to rampage from enemy to enemy if you time your attacks well. Charging after escaping enemies becomes significantly easier with the Tide Turner, so look out for opponents who are running for health or into safety, as they can help you begin your melee streak. When compared to your other shields, the Tide Turner has less resistances than both the Chargin' Targe and Splendid Screen, its shield bash is weaker than the latter, and taking damage while charging will reduce the overall charging time, so exercise caution when charging into a firefight and utilize the Tide Turner's maneuverability to charge in from unexpected locations. The Claidheamh Mòr and Persian Persuader synergize well with the Tide Turner, as both swords grant you charge upon kill or hit, letting you charge almost all the time with luck.

Quickiebomb Launcher

Quickiebomb Launcher

The Quickiebomb Launcher arms and charges its Stickybombs much faster than the standard Stickybomb Launcher. Rapidly firing and detonating Stickybombs is a standard fighting style that this weapon amplifies, so keep a distance from your opponents and pelt them with quick detonations and backpedal against approaching enemies while detonating Stickybombs at your feet. This weapons can destroy other Stickybombs, allowing you to disarm enemy Stickybomb traps when on the offensive. It also has a much faster charge time that makes your Stickybombs stronger the longer you charge them, making long range "sniping" a viable option. However, Stickybombs from this weapon only last four seconds after touching a surface, making traps temporary as best. Additionally, the Quickiebomb Launcher suffers a 15% damage penalty and a 25% smaller clip size, making it less suitable for longer fights.

Melee weapons

Bottle + reskins

Bottle Frying Pan Saxxy Scottish Handshake Conscientious Objector Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard

At close range, you'll probably damage yourself if you use explosive weaponry. Thus, the Bottle is particularly useful when enemies are too close to reliably kill with the Grenade Launcher. Unlike your other melee weapons, the Bottle has no drawbacks, so equip it if you don't plan on engaging in melee combat often.

Eyelander + reskins

Eyelander Horseless Headless Horsemann's Headtaker Nessie's Nine Iron Australium Eyelander Festive Eyelander

The Eyelander reduces your maximum health and makes drawing and storing the weapon more sluggish, but comes with an extended attack range, allowing you to fight most enemies from outside the standard melee range. It works best with the Chargin' Targe or another shield, which will allow you to quickly enter and exit melee range. Additionally, slaying an enemy with the Eyelander will allow you to accumulate heads; each head slightly increases your maximum health and movement speed up to four times, making you a very resistant and mobile target especially with the benefits of a shield. Because dying will cause you to lose all of your heads, play conservatively; without any heads, you can be taken down by an uncharged headshot, and your reduced weapon draw and holster speed will put you at a disadvantage against weapon heckling. Until you have a clear opportunity to decapitate an enemy, attack from range using your Grenade Launcher and stay near sources of health.

Pain Train

Pain Train

Only use the Pain Train when actively capturing control points or pushing Payload carts; the increased capture rate is useless when playing Capture the Flag or in any defensive scenario and will simply make you more vulnerable to bullets. If you have a reliable source of health, you can equip it when actively Sticky jumping around the map to give yourself the mobility and capture rate of the Scout.

Scotsman's Skullcutter

Scotsman's Skullcutter

The Scotsman's Skullcutter passively reduces your movement speed while wielded but does significantly more damage compared to your other melee weapons and can still deal random critical hits. The reduction in speed makes chasing enemies difficult, so consider pairing it with one of your shields and boots for maximum effectiveness; with this combination, you can be a terror at close range, as you will have resistances and extremely powerful swings. In particular, critical hits from the Scotsman's Skullcutter will be able to kill any non-overhealed class in one swing apart from the Heavy. Note that due to the speed penalty, the total distance your charge covers will be reduced as well. The Skullcutter possesses the same melee range as the Eyelander, so it's best in confined areas, where enemies can't flee as easily. If bringing another weapon with the Scotsman's Skullcutter, remember that it takes longer to draw and holster, so be wary when you change weapons.

Claidheamh Mòr

Claidheamh Mòr

The Claidheamh Mòr shares the Eyelander's extended melee range. In exchange for the ability to collect heads, the Claidheamh Mòr restores 25 health and 25% of your charge meter upon a kill. In particular, the Claidheamoh Mòr pairs well with the Tide Turner, as the combined bonuses from the two weapons will give you a full recharge upon a kill. You take increased damage while this sword is out, so place it away if you can't charge at anyone. This is especially significant since it takes much longer to take or put this weapon away, so be careful when you switch weapons.

Ullapool Caber

Ullapool Caber

The Ullapool Caber explodes on first impact, dealing massive damage to you and everything near your victim. It takes a significant amount of time to switch to this weapon, giving your opponents ample time to create some distance. Your other explosive weaponry deal great area damage and yield less risk to yourself, so try to only use the Ullapool Caber as a last resort against close foes. Using it alongside one of your shields and charging can turn you into a human missile.

Half-Zatoichi

Half-Zatoichi

The Half-Zatoichi allows you to heal 50% of your health upon a kill, which might be worth fighting at melee range, especially since you can pair it with one of your shields. Chaining several kills together will keep your health over maximum for an extended period of time, allowing you to rampage or get out of situations that would otherwise kill you. Make sure you can obtain a kill before unsheathing it, as switching weapons without getting a kill results in you taking 50 damage; this is less of a detriment if there is a Medic on your team, and you can use the self-damage to help build his Ubercharge. As with all swords, be careful with weapon switching as it takes a while to take out or holster the weapon.

Persian Persuader

Persian Persuader

The Persian Persuader converts ammo pickups to charge and replenishes charge with each successful melee hit, so you'll want to use it alongside one of your shields. It also significantly reduces the maximum ammunition for your ranged weapons, so consider committing to melee combat. Its ability to fill up your charge meter in many different ways allow you to charge into the fray, get a few melee hits, and charge out, making you quite a slippery target. So long as your charge meter is lacking, all ammo pickups are converted into charge, so be sure to pick up ammunition with a full charge meter if you want to refill your Grenade or Stickybomb Launcher.