Difference between revisions of "Demoman (6v6)"
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== 6s [[Demoman]] == | == 6s [[Demoman]] == | ||
− | In | + | In 6's, Demoman holds the primary role of dealing initial damage and crowd control. He makes sure the enemy never pushes into his team without taking damage and uses his spamming abilities to funnel the enemy team so they can be cleaned up by his teammates. He is also essential for defending as his sticky traps can net him easy kills and force the enemy to retreat, and his pill spam can easy chunk the enemy teams health if they are careless with their positioning. Demo is considered one of the harder roles in 6's due to his lack of mobility, causing him to have to consider his positioning carefully if he wishes to both not die quickly in a fight and still do substantial damage to the enemy. |
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== Mid Fights == | == Mid Fights == |
Revision as of 05:21, 1 July 2013
6s Demoman
In 6's, Demoman holds the primary role of dealing initial damage and crowd control. He makes sure the enemy never pushes into his team without taking damage and uses his spamming abilities to funnel the enemy team so they can be cleaned up by his teammates. He is also essential for defending as his sticky traps can net him easy kills and force the enemy to retreat, and his pill spam can easy chunk the enemy teams health if they are careless with their positioning. Demo is considered one of the harder roles in 6's due to his lack of mobility, causing him to have to consider his positioning carefully if he wishes to both not die quickly in a fight and still do substantial damage to the enemy.
Mid Fights
Compared to all the other 6s classes, Demoman's role has a big impact on the Mid Fight's conclusion. He's the one that puts up the initial damage, and who he shoots at can affect the whole mid fight. Who the Demoman focuses at the beginning of the mid fight is usually the Scouts and the other team's Demoman.
Main Roles
The demoman's main roles are mostly about spamming areas / doing damage, but here's the more precise versions of these;
- Hold chokey areas by spamming them
- Provide initial damage with the Pocket so that your scouts can clean up
- Slowing the enemy team down while your team is falling back
That's all I can think about right now, feel free to edit ^^^^