Difference between revisions of "Demoman match-ups"

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(Sorting all entries into "Relative merits / Tactics / Useful weapons." This should help out future editors with organizing their thoughts.)
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{{Match-Up|forclass=demoman
 
{{Match-Up|forclass=demoman
 
   | scout-strategy =  
 
   | scout-strategy =  
'''Relative merits:''' The Scout's mobility helps him dodge your projectiles, get in close range with his [[Scattergun]], and decide when he fights you. All of your ranged weapons are projectiles, so the Scout is considered your main counter.
+
'''Relative merits:''' The Scout's mobility helps him dodge your projectiles, get in close range with his [[Scattergun]], and decide when he fights you. The Scout is considered your main counter.
  
 
'''Tactics:''' Use your wide damage potential to control chokepoints so the Scout can't force you into a corner. Lay pairs of Stickybombs near you to deter a direct assault, then lead him with your [[Grenade Launcher]]. You may be able to bait him into moving one direction with a first grenade, then fire a second grenade into his predicted path. If you need a breather, take cover while laying Stickybombs behind you.  
 
'''Tactics:''' Use your wide damage potential to control chokepoints so the Scout can't force you into a corner. Lay pairs of Stickybombs near you to deter a direct assault, then lead him with your [[Grenade Launcher]]. You may be able to bait him into moving one direction with a first grenade, then fire a second grenade into his predicted path. If you need a breather, take cover while laying Stickybombs behind you.  
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'''Mirror match-up:''' The Demoman has two main loadout types - one with the Stickybomb Launcher, and another with the [[Chargin' Targe]] or other shield. While mirror match-ups lend themselves to playing to chosen weapons, a shielded Demoknight acts as a soft counter to a vanilla Demoman – the explosive protection offered by the shield puts the latter at a significant disadvantage, especially once the former uses the charge to enter melee range.
 
'''Mirror match-up:''' The Demoman has two main loadout types - one with the Stickybomb Launcher, and another with the [[Chargin' Targe]] or other shield. While mirror match-ups lend themselves to playing to chosen weapons, a shielded Demoknight acts as a soft counter to a vanilla Demoman – the explosive protection offered by the shield puts the latter at a significant disadvantage, especially once the former uses the charge to enter melee range.
  
'''Tactics:''' The Demoman's Stickybombs naturally fortify his position, so be cautious if you are the approacher, using your own Stickybombs to scatter the enemy's. Once you spot each other, note any obstacles your explosions can be lobbed around or explode through to take the advantage.
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'''Tactics:''' The Demoman's Stickybombs naturally fortify his position, so be cautious if you are the approacher, using your own Stickybombs to scatter the enemy's. Once you spot each other, note any obstacles your explosives can be lobbed around or explode through to take the advantage.
  
 
'''Useful weapons:'''  
 
'''Useful weapons:'''  
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   | medic-strategy =  
 
   | medic-strategy =  
'''Relative merits:''' A Medic and his patient will likely not have the means to attack you at longer ranges without separating. However, at close range, a Medic who aims his [[Syringe Gun]] well has the potential to outduel you.
+
'''Relative merits:''' A Medic and his patient will likely not have the means to attack you at longer ranges without separating. At close range, a Medic who aims his [[Syringe Gun]] well has the potential to outduel you.
  
 
'''Tactics:''' The Medic is a high priority target, especially when he is healing his teammates. Remain far enough so that you can safely attack with grenades and Stickybombs, dealing splash damage to him and his patient. Alternatively, you can [[Sticky jump]] above and past the Medic’s allies to dive-bomb him with further explosives, although its high health cost may end in your death.
 
'''Tactics:''' The Medic is a high priority target, especially when he is healing his teammates. Remain far enough so that you can safely attack with grenades and Stickybombs, dealing splash damage to him and his patient. Alternatively, you can [[Sticky jump]] above and past the Medic’s allies to dive-bomb him with further explosives, although its high health cost may end in your death.
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'''Relative merits:''' The Sniper can target you across long distances, but you are still able to fight from behind cover.
 
'''Relative merits:''' The Sniper can target you across long distances, but you are still able to fight from behind cover.
  
'''Tactics:''' If you must attack an enemy Sniper directly, harass them with grenades and charged Stickybombs while moving erratically to avoid being [[headshot]]. Otherwise, use a using a [[sticky jump]] or shield charge to quickly approach from a route that the Sniper is not immediately overlooking, as both of these methods have predictable trajectories. Once you get inside medium range, your projectiles or melee weapon will make short work of him.
+
'''Tactics:''' If you must attack an enemy Sniper directly, harass them with grenades and charged Stickybombs while moving erratically to avoid being [[headshot]]. Otherwise, use a [[Sticky jump]] or shield charge to quickly approach from a route that the Sniper is not immediately overlooking, as both of these methods have predictable trajectories. Once you get inside medium range, your projectiles or melee weapon will make short work of him.
  
 
   | spy-strategy =  
 
   | spy-strategy =  
 
'''Relative merits:''' Your massive area damage can suppress enemy movement, making you an important target for their Spy. His [[Revolver]] is deceptively strong at close range, where you are weakest, but you still outdamage him at all ranges.
 
'''Relative merits:''' Your massive area damage can suppress enemy movement, making you an important target for their Spy. His [[Revolver]] is deceptively strong at close range, where you are weakest, but you still outdamage him at all ranges.
  
'''Tactics:''' You have a tough time dealing with the Spy's tools. Your non-melee weapons are all explosive, making Spy-checking for [[disguise]]s hazardous, and the Spy's [[Cloak]] lets him pass over your Stickybombs unseen. However, your Stickybombs can cover multiple entrances and be detonated without you looking. Place Stickybombs in anticipation and detonate them if things look suspicious.
+
'''Tactics:''' You have a tough time dealing with the Spy's tools. Your non-melee weapons are explosive, making Spy-checking for [[disguise]]s hazardous, and the Spy's [[Cloak]] lets him pass over your Stickybombs unseen. However, your Stickybombs can cover multiple entrances and be detonated without you looking. Place Stickybombs in anticipation and detonate them if things look suspicious.
  
 
'''Useful weapons:'''  
 
'''Useful weapons:'''  

Revision as of 15:03, 16 May 2021

Oh, I'm goin' to liquefy ya...
The Demoman on his battle plan
Class Strategy
Demoman.png
Demoman
vs. Scout.png
Scout
Relative merits: The Scout's mobility helps him dodge your projectiles, get in close range with his Scattergun, and decide when he fights you. The Scout is considered your main counter.

Tactics: Use your wide damage potential to control chokepoints so the Scout can't force you into a corner. Lay pairs of Stickybombs near you to deter a direct assault, then lead him with your Grenade Launcher. You may be able to bait him into moving one direction with a first grenade, then fire a second grenade into his predicted path. If you need a breather, take cover while laying Stickybombs behind you.

Useful weapons:

  • If you trade the Stickybomb Launcher for a Demoknight loadout, your shield's charge lets you catch up to and execute the Scout with your melee weapon.
Demoman.png
Demoman
vs. Soldier.png
Soldier
Relative merits: You will often fight the Soldier at the frontlines. His explosives are more accurate and his rocket jumps give mobility, but you have greater range and can reliably deal damage even if the Soldier takes high ground.

Tactics: On the ground, use grenades or charged Stickybombs to directly fight. If the Soldier rocket jumps into the air, land precise Grenade Launcher shots, lay Stickybombs where he will land, or detonate Stickybombs midair to catch him with their splash damage. Don't hesitate to take cover, as you can bounce grenades around corners or prepare Stickybomb traps if the Soldier pursues. Avoid being caught at close range, where his rockets and Shotgun are easier to land than your explosives.

Demoman.png
Demoman
vs. Pyro.png
Pyro
Relative merits: You never want to let a Pyro get close to you, where his assortment of strong fire and melee weapons will scorch you. Fortunately, you have ways to overpower his compression blast with proper gameplay.

Tactics: As when dealing with the Scout, lay Stickybomb traps in anticipation of a surprise Pyro. If the Pyro charges directly at you, fire charged Stickybombs, which are hard to reflect, or multiple grenades, which fire faster than he can reflect, all while watching out for whatever is actually reflected. Reflected grenades deal mini-crit damage to you, while reflected Stickybombs will not yet detonate.

Equipping one of your shields changes the matchup significantly, as they reduce fire damage taken and can extinguish afterburn by charging, preventing powerful critical hits from the Axtinguisher and Flare Gun; if the Pyro doesn't have the Shotgun equipped, his best option becomes his melee weapon. The Pyro's compression blast can interrupt any charges you attempt, which keeps this playing field even.

Useful weapons:

  • Stickybombs detonated in mid-air are difficult for the Pyro to reflect.
Demoman.png
Demoman
vs. Demoman.png
Demoman
Mirror match-up: The Demoman has two main loadout types - one with the Stickybomb Launcher, and another with the Chargin' Targe or other shield. While mirror match-ups lend themselves to playing to chosen weapons, a shielded Demoknight acts as a soft counter to a vanilla Demoman – the explosive protection offered by the shield puts the latter at a significant disadvantage, especially once the former uses the charge to enter melee range.

Tactics: The Demoman's Stickybombs naturally fortify his position, so be cautious if you are the approacher, using your own Stickybombs to scatter the enemy's. Once you spot each other, note any obstacles your explosives can be lobbed around or explode through to take the advantage.

Useful weapons:

Demoman.png
Demoman
vs. Heavy.png
Heavy
Relative merits: At medium range your damage output, especially from your Stickybombs, can match the Heavy's. Never try to fight a Heavy at close range, where his Minigun will shred you.

Tactics: The Heavy's weapons suffer significant damage falloff over distances while yours do not. Stay away and take high ground or other cover, using a Sticky jump if necessary. Then, barrage him with grenades or lay multiple Stickybombs at his feet for one massive detonation.

Useful weapons:

  • The damage from multiple Stickybombs can break through even an overhealed Heavy-Medic combo.
Demoman.png
Demoman
vs. Engineer.png
Engineer
Relative merits: Your explosives make you one of the best choices for destroying an Engineer's Sentry Gun. The Engineer's Shotgun and Pistol give him the advantage at close range if you meet each other.

Tactics: Arc your projectiles safely from behind obstacles to destroy an Engineer's Sentry Gun. If the Engineer is repairing his Sentry Gun, you can arm multiple Stickybombs at once nearby before detonating, as the Sentry Gun will not target your bombs.

If the Engineer is using the Gunslinger, the extra health it provides makes him tougher in a direct fight. Expect to have to destroy at least one Mini-Sentry Gun while dueling him.

Useful weapons:

  • Equipping a shield will rob you of the Stickybomb Launcher and make you weaker against Sentry Guns. Equipping the Loch-n-Load can help negate this, as it can destroy any of the Engineer's buildings in up to two shots.
Demoman.png
Demoman
vs. Medic.png
Medic
Relative merits: A Medic and his patient will likely not have the means to attack you at longer ranges without separating. At close range, a Medic who aims his Syringe Gun well has the potential to outduel you.

Tactics: The Medic is a high priority target, especially when he is healing his teammates. Remain far enough so that you can safely attack with grenades and Stickybombs, dealing splash damage to him and his patient. Alternatively, you can Sticky jump above and past the Medic’s allies to dive-bomb him with further explosives, although its high health cost may end in your death.

Useful weapons:

  • A shield's charge can be used to chase and pick off a fleeing Medic.
Demoman.png
Demoman
vs. Sniper.png
Sniper
Relative merits: The Sniper can target you across long distances, but you are still able to fight from behind cover.

Tactics: If you must attack an enemy Sniper directly, harass them with grenades and charged Stickybombs while moving erratically to avoid being headshot. Otherwise, use a Sticky jump or shield charge to quickly approach from a route that the Sniper is not immediately overlooking, as both of these methods have predictable trajectories. Once you get inside medium range, your projectiles or melee weapon will make short work of him.

Demoman.png
Demoman
vs. Spy.png
Spy
Relative merits: Your massive area damage can suppress enemy movement, making you an important target for their Spy. His Revolver is deceptively strong at close range, where you are weakest, but you still outdamage him at all ranges.

Tactics: You have a tough time dealing with the Spy's tools. Your non-melee weapons are explosive, making Spy-checking for disguises hazardous, and the Spy's Cloak lets him pass over your Stickybombs unseen. However, your Stickybombs can cover multiple entrances and be detonated without you looking. Place Stickybombs in anticipation and detonate them if things look suspicious.

Useful weapons:

  • The Scottish Resistance's Stickybombs can be used for Spy-checking without detonating all Stickybombs at once.
  • A Demoknight's long melee range and shield charge are nearly impossible to flee from for a Spy.
  • The Eyelander can harvest multiple heads from a Spy who uses the Dead Ringer to feign his death.


See also