Demoman

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Demoman

Basic Info
Class: Demoman
Type: Defensive
Health: 175
Speed: 93%


Contents

Information

The Demoman is one of the more complex classes available. With no weapons (outside his melee weapon, the Scrumpy bottle) suitable for close-quarters combat, the Demoman excels at indirect combat. Armed with a Grenade launcher and Sticky bombs, the Demoman is capable of taking out enemies using clever tricks with the game's physics engine.

The Grenade launcher is very powerful, capable of taking out classes with smaller health-pools (Scouts, Medics, Spies) in one or two grenades. The Grenade launcher is perfect for taking out Sentry guns that are around tight corners. Sticky bombs are the perfect tool for defending Intelligence or Control points. Fire a few in some hard -to-see spots, and wait for some prey.

Bio

Voice actor: Gary Schwartz

AKA: 'Demo', 'Black Scottish Cyclops', 'A Grim Bloody Fable'

Country of Origin: Ullapool, Scotland, United Kingdom

Job: House Cleaning

Motto: "Boom Boom Baby"

A fierce temper, a fascination with all things explosive, and a terrible plan to kill the Loch Ness Monster cost the six year old Demoman both natural parents. Later, at the Crypt Grammar School for Orphans near Ullapool in the Scottish Highlands, the boy's bomb-making skills improved dramatically. His disposition and total number of intact eyeballs, however, did not.

Taunts

  • Grenade launcher
    • The Demoman lifts up his body armor to show a smiley face taped onto the crotch of his pants while shouting, "KA-BOOM!"
  • Scrumpy bottle
    • The Demoman says "Cheers, mate!", takes a swig from his bottle, and belches loudly in one of two different ways.

Strategy

Main article: Demoman strategy
Classes such as the Heavy make slow moving targets for your Sticky bombs.
Classes such as the Heavy make slow moving targets for your Sticky bombs.
  • The Grenade launcher rounds explode on contact with an enemy player or Sentry, but only before they bounce.
  • Use the Sticky bombs to propel yourself into the air, similarly to the Soldier's Rocket jump technique. This can allow you to move over large distances quickly, or get into hard to reach places.
  • Sticky bombs can travel great distances (hold MOUSE1 to launch them further). In 2fort, you can fire them all the way across the map, and easily kill anyone coming out the lower doors or standing on the upper Sniper-ledge. However, a Sniper can pick you off, so watch out for their laser sights.
  • In tunnels, prefer placing your Sticky Bombs on the ceiling, ideally between details, like support beams, not only it will hide them until the enemy come quite close, but players are more used to scan floors than ceilings for dangers.
  • To take out Sentry guns around corners, the Sticky bombs are often more useful than the Grenade launcher, since you don't have to use accurate rebounds. Simply throw a few Sticky bombs next to the Sentry gun and detonate: the blast radius will kill the turret with ease, and perhaps injure a nearby enemy Engineer tending to that turret.
    • Three sticky bombs right next to a fully upgraded enemy sentry will destroy it.
  • The Demoman has two main roles:
    • Defense: The classic role for the Demoman is defense. Throw Sticky bombs on the point you wish to defend, then switch to your Grenade launcher to keep enemies at bay. As soon as an enemy walks over (or under) your mines, detonate them with your alternate fire button for an easy kill, then replant your minefield.
    • Offense: When your team's progress is denied by a strong Engineer-led defense, switch to offense to punch through the defenses. Along with the Spy and the Soldier, you are your team's best hope in clearing enemy Sentry guns and Heavies. A good teammate for you is the Scout, who can capture a point or the intelligence after you clear the enemy defenses, and help you battle enemy Engineers who will want to confront you directly.
  • While it is certainly both effective and necessary to Sticky-camp certain choke points in a map, this typically requires your active attention; you have to watch the area constantly to see if enemies pass within range of your Stickies. If you want to Sticky bomb something while still retaining the flexibility of being able move all around the map, try Sticky bombing objectives. While this seems obvious, the bonus is that the game automatically alerts you (one way or another) when your objective is under attack or being captured. When this happens, simply right-click and you'll often kill one or more enemies.
  • The Demoman has the only indirect fire weapon in the game meaning that he does not have to be able to see the enemy in order to hit him. Use this to your advantage!
  • On maps with doorways, place 4-5 Sticky bombs around the inside frame. If there are 2 doors, 4 on each will suffice. When someone walks through, detonate the bombs and boom, the enemy is gone.
  • When enemies see a heap of Sticky bombs piled at the end of a tunnel, they'll tend to avoid it. However, if you place your Sticky bombs all right on top of each other, less experienced enemies won't notice that it is actually multiple Stickies, not just one.
  • Try luring enemies into your Sticky bombs. Engage a lone enemy and, if the fight isn't going well, retreat around a corner (preferably a tunnel or narrow passage) where you have placed your Sticky bombs. Often times your opponent, sensing victory, will chase you down. As soon as they walk around the corner, detonate your Sticky Bombs. Pyros are especially notorious for being all-too-eager to chase their enemies down. This technique is very effective when employed near a health and ammo spawn. Retreat back to the health box, detonate your enemy, reset your Stick bombs, rinse, repeat.
  • The Grenade Launcher is very useful as a fire-support weapon. Instead of getting up in the enemies' face at the front of an assault, try hanging back near (but a little ahead of) the snipers on your team. Fire your Grenade Launcher high into the air (45 degrees or higher) and launch all 4 shots in a row with a little bit of spread. Do this continually, using ammo boxes or Dispensers to maintain your ammo supply. This technique, dubbed "artillery," often results in extra kills and assists for Demomen while keeping him well out of the way of harm.
  • Grenades linger on the ground after bouncing. Keep in mind that just because an enemy isn't near where your grenades first bounce, doesn't mean an enemy won't run over them and take damage. In chaotic fights involving a lot of people, enemies often tend to ignore less immediate threats likes Demoman Grenades and instead focus on charging Pyros and Heavies. Punish them for it.
  • If your initial attack doesn't kill the enemy, your Grenade launcher and Sticky bombs will often launch them away from you, giving you time to set up for another attack, while also forcing them to adjust their aim.
  • Your own Sticky bombs can be used to scatter enemy Sticky bomb carpets. Just plant a Sticky bomb or two in center of the minefield and detonate them. The enemy mines will scatter, making them less effective.
  • Remember that when shooting at moving opponents with the Grenade launcher, you should aim ahead of where they are going in order to hit them dead on. Depending on distance, you should also aim up a little to account for the grenades' ballistic trajectory.
  • The Sticky bombs are one of the few weapons where you can see a Critical hit before it's taken. As you place them occasionally you will get an extra sparkly one. This causes a Critical hit. You can often use fewer stickies in one location if there's a critical sticky there.
  • In addition to being a good offense against Sentries, Demomen are also good at assisting Engineers fight off enemy spies. Place one or two sticky bombs near a building, then wait nearby. If you hear the Engineer say "Spy sapping my [building]," or if you see in the corner that an Engineer just knocked off multiple sappers, then detonate the bombs and run back to set them back up.
  • A Demoman is the best counter for an ÜberCharge pair. Place a string of Sticky bombs on the ground to create a mine field. You can either detonate them just before the pair reaches the bombs, hoping to push them backward, or just after the first one crosses the bombs, hoping to separate the Medic from his ÜberCharge target. Even if they manage to regroup, they have lost precious seconds. You can also place Sticky bombs on walls or edges of bridges hoping to push them into corners or off bridges; use advance planning and creativity here.
  • You can place sticky bombs under an ÜberCharge pair, wait for the charge to wear off, and then immediately blow them up. This is especially useful for defending control points from an enemy breaking through with an ÜberCharge.
  • As a Demoman can only place eight stickies down at once, previously shot stickies blow up after you have gone passed this limit. The "self-detonating" stickies can still damage opponents, and could be a useful tactic for taking out incoming enemies while still attacking other enemies with new stickies.
  • Neither of the Demoman's ranged weapons suffer from falloff damage. Only one other weapon in the game, the Sniper Rifle, has this property. This means that your weapons are deadly at all ranges, and should be used to your advantage. For example, a soldier has similar damage output and more health than you up close, but at long range his damage falls off to less than half of his point blank damage, while yours stays the same. As such it's ideal to get some range on soldiers when fighting them.

Weapons

Note: Weapon damage is approximate and measured at point blank range. See individual weapon pages for details.

Categorization Name Clip size Carry capacity Damage
Primary Grenade launcher 4 16 65-125 (295 crit)
Secondary Sticky grenade launcher 8 24 108-160 (336-353 crit) [slow reload]

Self damage: 45-114 (45-114 crit)

Melee Bottle N/A N/A 43-87 (195 "broken bottle" crit) [a little more than 1 hit per second]

See also


Classes
ScoutSoldierPyroDemomanHeavyEngineerMedicSniperSpy

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