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The Demoman (often said as "demo") is a core member of the standard competitive lineup, valued for his damage output and area denial capabilities.
Information
Health
Scout
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125
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185
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158
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With the Sandman equipped
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110
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165
|
139
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Soldier
|
200
|
300
|
251
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With the Battalion's Backup equipped
|
220
|
330
|
276
|
Pyro
|
175
|
260
|
220
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Demoman
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175
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260
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220
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With weapon slot boots equipped
|
200
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300
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251
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With a head-taking melee weapon equipped with 0 heads
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150
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225
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189
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With a head-taking melee weapon equipped with 1 head
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165
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245
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208
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With a head-taking melee weapon equipped with 2 heads
|
180
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270
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226
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With a head-taking melee weapon equipped with 3 heads
|
195
|
290
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245
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With a head-taking melee weapon with 4 or more heads
|
210
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315
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264
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With weapon slot boots and a head-taking melee weapon equipped with 0 heads
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175
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260
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220
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With weapon slot boots and a head-taking melee weapon equipped with 1 head
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190
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285
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239
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With weapon slot boots and a head-taking melee weapon equipped with 2 heads
|
205
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305
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258
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With weapon slot boots and a head-taking melee weapon equipped with 3 heads
|
220
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330
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276
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With weapon slot boots and a head-taking melee weapon equipped with 4 or more heads
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235
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350
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295
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Heavy
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300
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450
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376
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Under the effects of the Dalokohs Bar or Fishcake
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350
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500†
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426
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With the Fists of Steel equipped
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300
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390
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346
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With the Fists of Steel equipped and while under the effects of the Dalokohs Bar or Fishcake
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350
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440
|
396
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Engineer
|
125
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185
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158
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With the Gunslinger equipped
|
150
|
225
|
189
|
Medic
|
150
|
225
|
189
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With the Vita-Saw equipped
|
140
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210
|
176
|
Sniper
|
125
|
185
|
158
|
Spy
|
125
|
185
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158
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With the Big Earner equipped
|
100
|
150
|
126
|
With Conniver's Kunai equipped
|
70
|
105
|
89
|
Maximum overheal from Conniver's Kunai backstabs
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N/A
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210
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N/A
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†Theoretical value. Overheal does not exceed 150% of the classes' maximum health.
Speed
Demoman
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|
|
|
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With weapon slot boots and a shield equipped
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|
|
|
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With a head-taking melee weapon equipped with 0 heads
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|
|
|
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With a head-taking melee weapon equipped with 1 head
|
|
|
|
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With a head-taking melee weapon equipped with 2 heads
|
|
|
|
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With a head-taking melee weapon equipped with 3 heads
|
|
|
|
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With a head-taking melee weapon equipped with 4 or more heads
|
|
|
|
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With weapon slot boots, a shield, and a head-taking melee weapon equipped with 0 heads
|
|
|
|
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With weapon slot boots, a shield, and a head-taking melee weapon equipped with 1 head
|
|
|
|
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With weapon slot boots, a shield, and a head-taking melee weapon equipped with 2 heads
|
|
|
|
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With weapon slot boots, a shield, and a head-taking melee weapon equipped with 3 heads
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|
|
|
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With weapon slot boots, a shield, and a head-taking melee weapon equipped with 4 or more heads
|
|
|
|
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Wielding the Scotsman's Skullcutter
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|
|
|
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Wielding the Scotsman's Skullcutter with weapon slot boots and a shield equipped
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|
|
|
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Charging with a shield
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N/A
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N/A
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Charging with a shield and wielding the Scotsman's Skullcutter
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N/A
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N/A
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Charging with a shield and wielding the Scotsman's Skullcutter with weapon slot boots equipped
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N/A
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N/A
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Weapons
The Demoman's main strength is from his stickybomb launchers. The ability to set traps, deal strong damage at range, and move extremely quickly around the map make the Demoman the most versatile and agressive class. His grenade lauchers allow him to deal damage while he has a trap laid down, and also can contribute very heavily to spam. The Demoman has a few interesting melee weapons, which can boost his overall speed and health, or simply be a good source of non-explosive damage.
Secondary
Stock Stickybomb Launcher
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8
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24
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Base: 103—138
Crit: 353
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Primary fire launches the bombs, secondary fire (with any weapon deployed) makes all armed stickybombs explode at once. Holding primary fire launches the bomb farther.
Stickybombs stick to most surfaces and remain ready until the player either detonates them or dies.
Can lay up to 8 stickybombs at once.
Stickybombs may be attacked and destroyed with any bullet firing weapon, direct strike from a melee weapon, an enemy Scottish Resistance sticky, or an enemy Quickiebomb Launcher sticky detonating near it.
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Unlock Chargin' Targe
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N/A
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N/A
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Full charge:
- 50 + 5 per head (up to 5 heads)
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Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line (turning is limited to very slight angles to the left or right). During the charge, the next melee swing is a guaranteed mini-crit at 25% charge or a critical hit at 60% charge. Any enemy hit by only the shield charge takes up to 50 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.
Charging removes debuffs.
+50% resistance to fire damage.
+30% resistance to explosive damage.
Grants its abilities passively, does not need to be selected.
Does not grant resistance to self-inflicted damage.
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Unlock Scottish Resistance
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8
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36
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Base: 103—138
Crit: 353
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Primary fire launches the bombs, secondary fire (with any weapon deployed) makes all armed stickybombs under the crosshair, and directly under your feet, explode at once. Holding primary fire launches the bomb farther.
Stickybombs stick to most surfaces and remain ready until the player either detonates them or dies.
Stickies are visible through walls and any obstacle, and can be selectively detonated by aiming at them and pressing the secondary fire button.
Stickybombs may be attacked and destroyed with any bullet firing weapon, direct strike from a melee weapon, an enemy Scottish Resistance sticky, or an enemy Quickiebomb Launcher sticky detonating near it.
Can destroy enemy stickies.
+6 more stickybombs out at once (max is 14).
+50% more ammo carried (max is 36).
+25% faster firing speed.
Stickybombs have 0.8 second longer priming time.
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Craft Sticky Jumper
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N/A
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8
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72
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Base: 0
Crit: 0
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Primary fire launches the bombs, secondary fire (with any weapon deployed) makes all armed stickybombs explode at once. Holding primary fire launches the bomb farther.
Stickybombs stick to most surfaces and remain ready until the player either detonates them or dies.
Stickybombs may be attacked and destroyed with any bullet firing weapon, direct strike from a melee weapon, or an enemy Scottish Resistance sticky, or an enemy Quickiebomb Launcher sticky detonating near it.
+200% max secondary ammo.(max is 72)
No self inflicted blast damage taken.
-100% damage penalty.
Unable to carry the intelligence and the PASS Time JACK.
-6 stickybombs out.(max is 2)
No random critical hits (purely cosmetic, as they don't inflict any damage either).
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Craft Splendid Screen
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N/A
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N/A
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Full charge:
- 85 + 8.5 per head (up to 5 heads)
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Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line (turning is limited to very slight angles to the left or right). During the charge, the next melee swing is a guaranteed mini-crit at 25% charge or a critical hit at 60% charge. Any enemy hit by only the shield charge takes up to 85 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.
Charging removes debuffs.
+20% resistance to fire damage.
+20% resistance to explosive damage.
+70% more charge impact damage.
+50% charge recharge rate.
Grants its abilities passively, does not need to be selected.
Does not grant resistance to self-inflicted damage.
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Craft Tide Turner
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N/A
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N/A
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Full charge:
- 50 + 5 per head (up to 5 heads)
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Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line. During the charge, the next melee swing is a guaranteed mini-crit at 25% charge. Any enemy hit by only the shield charge takes up to 50 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.
Charging removes debuffs.
+15% resistance to fire damage.
+15% resistance to explosive damage.
Full turning control while charging.
Melee kills refill 75% of charge meter.
Taking damage while shield charging reduces charge time.
Grants its abilities passively, does not need to be selected.
Does not grant resistance to self-inflicted damage.
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Craft Quickiebomb Launcher
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|
4
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24
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Base: 88-117/109-147
Crit: 300/375
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Primary fire launches the bombs, secondary fire (with any weapon deployed) makes all armed stickybombs explode at once. Holding primary fire launches the bomb farther.
Stickybombs stick to most surfaces and remain ready until the player either detonates them or dies.
Stickybombs may be attacked and destroyed with any bullet firing weapon, direct strike from a melee weapon, or an enemy Scottish Resistance sticky, or an enemy Quickiebomb Launcher sticky detonating near it.
Can lay up to 8 stickybombs at a time.
Able to destroy enemy stickybombs.
-0.2 sec faster bomb arm time.
Max charge time decreased by 70%.
Up to +35% damage based on charge.
-15% damage penalty.
-50% clip size.
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Usage
Demo is one of two classes (the other being Medic) limited to 1 per team in all major leagues, largely because of his ability to spam and deny chokes. Because of how useful he is in these areas, demo is played the entire round on both teams in almost all games regardless of strategy or team lineup (again, similarly to Medic).
Common Tactics
There are two great benefits a Demoman can provide to his team: damage and area denial. Both of the Demoman's standard weapons, the Grenade Launcher and the Sticky Bomb Launcher, have very high damage outputs. The Sticky Bomb Launcher in particular possesses the ability to inflict massive amounts of damage to enemies reliably and efficiently. In addition, the Demoman's Sticky Bomb Launcher is capable of completely stopping an enemy advance from one direction, forcing them to take another route, waste time destroying the stickies, or risk losing a key player. The Grenade Launcher is useful for softening up a position or dealing spam damage, especially to opponents around corners.
The Demoman is a very effective mid-long range damage dealer. However, a Demoman is much less capable at defending from close threats, with his only option is to usually attempt to land direct hits with the Grenade Launcher, attempt to set sticky bombs while retreating and possibly taking self-damage, or attempting a melee hit. Therefore, he should be wary of opposing team members getting too close to him, especially Scouts. Because a team's Demoman is perhaps the best class for area denial, a team should try to keep their Demoman alive as much as possible. The Demoman should try and stick near the main bulk of the team, including the combo, so that they can provide protection from enemy Scouts.
A general strategy for Demomen on the defense is to leave sticky traps. By placing sticky bombs at choke points but out of sight from the enemy team, the Demoman can take out unaware members of the opposite team. Often, a skilled Demomen will wait until more valuable members of the opposing team, such as Medics, pass through the choke point before detonating the trap for maximum damage.
The vast majority of competitive Demomen stick with the standard Grenade Launcher and Sticky Bomb Launcher, though a few prefer the Loch-n-Load and some Demomen switch to the Scottish Resistance for specific points on defense. The use of melee weapons is a bit more varied, but the Pain Train is somewhat common to see on attacking Demomen on control point style maps due to the increase capture rate. A demoknight loadout focused on melee attacks is very rare in the competitive world, due to the loss of the damage-dealing potential at long range.
5-CP Push Strategies
A skilled Demoman can be the first player to arrive at the mid point of some 5-CP maps. His Sticky jumping technique allows him to travel more quickly than even the Scouts on these maps, provided that he receives enough healing from his team's Medic. If a team's Demoman is fast enough, he should use the extra time to seal off the enemy team's path with stickies, forcing them to waste valuable time and giving his own team a significant advantage in the fight for the center point. A Demoman arriving quickly to the middle point should beware of Scouts, as they will arrive at the mid point around the same time that he does, before the team's Soldiers can help him fend them off.
During the mid fight, a Demoman can contribute greatly to the team's ability to spam projectiles at the enemy. Grenades from the Demoman's Grenade Launcher will deal significant damage and present a threat to the enemy team even if the Demoman does not land a direct hit, and a few sticky bombs will force the enemy to either retreat or suffer massive damage. If the opportunity arises, aggressive Demomen have the option of sticky-jumping over the enemy, planting sticky bombs along the way and using his weapons to deal massive damage to the enemy team, usually aiming to kill the enemy Medic. While often a risky tactic that places the Demoman in the midst of the enemy team, in the right situation, this technique can cripple an enemy team due to the Demoman's high damage output.
Once the mid fight is over, if a team has lost, a Demoman will usually stick with his team and try to hold a chokepoint. This option allows the team's Medic to build his ÜberCharge, and buy time to allow key players who were killed during the mid fight to respawn. The Demoman's primary weapons, especially the Sticky bomb launcher, are ideal for holding chokepoints, allowing him to keep an enemy team occupied with spam and block off a route.
King of the Hill
King of the Hill maps are much smaller than 5 CP maps, so Demomen will most likely arrive at the mid point with the rest of their teams. Most of the usual 5 CP map tactics still apply to KoTH, but due to the small size of many KoTH maps and the longer mid fights, Demoman should always join the battle buffed by Medic.
Attack-Defend Strategies
Due to the minute of setup time that exists before a round on an Attack/defend map, the defending Demoman can plant sticky bombs and score a pick or two on a careless team right when the round starts, which can easily add a minute to a team's Stopwatch time if he kills the Medic. The defending Demoman will find it much easier to set up deadly sticky bomb traps, as the defending team controls the entire map at the start of each round. The offensive Demoman is a key player, as defending teams on Attack/defend maps often run static or slow-moving defenders, such as Sentry Guns and Heavies. These defenders are very vulnerable to spam, as they are unable to avoid explosives sent at them by a Demoman. Demomen with sufficient support from their teammates are also quite adept at clearing Control points of enemies.
Capture-the-Flag Strategies
Demoman can be extremely valuable players for both attacking and defending the Intelligence in a Capture-the-flag game. Sticky bomb traps surrounding the Intelligence can prevent enemy Scouts from touching it and resetting the timer, allowing a team to return the Intelligence to their base much more easily. In addition, Engineers are not an uncommon sight in a competitive CTF game, making the Demoman's destructive capabilities a valuable asset in attacking the enemy's Intelligence room. In fact, a team's Demoman is the most common ÜberCharge target when the team pushes into the enemy Intelligence room, due to his ability to easily take out a Sentry Gun. If a team's Demoman picks up the enemy Intelligence himself, he should either drop it (default key "l") and allow a less easily harassed team member to take it back to the Intelligence room, or, if there appear to be no enemies around to attack him on his way back, utilize his ability to sticky jump to quickly reach his team's Intelligence room. Keep in mind that Demomen cannot carry the Intelligence with the Sticky Jumper equipped.
Demomen weaknesses
Demomen are really weak to scouts when they get up-close. Demomen are not good against players up-close. They tend to miss there shots and freak out when there is a person point blank. Espically scouts, scouts can 2 shot a demoman when up-close. Scouts would usally go to the side of the demo since demomen are not use dto shooting up-close and even if the demoman gets the shots up-close he could kill himself because of his grenade launcher. One shot in a enemy point blank will cost you half of your health. Scouts get demomen when they have the chance to kill you. As a demoman you want that space to do your damage and have a view of the battlefield. Point-blank fights will usually cost the demoman to die, the demoman really only has his melee to fight in point blank even if you do use the melee on a scout or soldier a gun fight to a melee, the winner would be the gun depends on the amount of health both the players have. Even if you a demoman, buffed you can still get 2 shotted or 3. A regular demoman buff fully is 260 health. A scout point blank damage is 90-104, so a scout can do 208 damage just in 2 shots in 3 shots you will be dead by then, the total damage of 3 shots of a scattergun is close to 300-317. Soldiers can easily jump a demoman by rocket jumping from above. A high-skilled demoman will maybe airshot you but a low-skilled demoman might not be able to land the airshot. So a soldier can do massive splash damage and avoid demomen with his rocket launcher. A roaming soldier can inflict tons of damage from above if he uses 2-3 shots. When buffed you might have a chance to survive but might cost you very low health. Soldier rockets can hurt a bit if taken up-close, rockets from far away do 24-50 damage depends if it is a direct shot or splash damage. When playing soldier, soldiers like to have a height advantage on other players. So when playing demoman you want to shoot your stickys and pipes at players who are ontop of a higher platform. You are not that great with horizontal fights when you are below as a demoman. The demoman has a somewhat slow reload speed then the other classes. His grenade launcher has 4 pipes so reloading all of them are 0.6 seconds and 1 second in FPS games are really a lot of time espcially in tf2. Tf2 is all about time. His stickybomblauncher has 8 bombs and it reloads all of the bombs it is 0.67 seconds. With the slow reload speed you need cover to avoid any damage when reloading because if any player goes to attack you, you might not have enough stickys to kill the player. Usually in competitive your teammates can help you when in need like a medic. Rememeber that demoman are slow so be wary of any snipers from afar. In Highlander( HL for short) pyros,snipers,heavies,spies can be a pain if they know what you are doing. Pyros can airblast your sticky traps and pipes, snipers can headshot you from afar when you are walking somewhat slowly, heavies can do massive damage to you in point-blank so be wary of them and spies can easily backstab you when falling back from a push or when you land from a sticky jump. NOTE:Demoman are the 3rd slowest in the game.
See also