Demoman

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The Demoman's role in competitive TF2 is area denial, choke spamming, and crowd control. He is also expected to take down sentry nests. With the Stickybomb Launcher, the Demoman can do the most damage in the game, and with multiple people in a small space, he is able to do large amounts of damage. A good demoman can hold off an entire team with well-timed spam. He is the first to the midfight because of the high damage he can do and is also the class used for most often for a kritzkrieg push because of the charge ability of the stickybomb launcher, the amount of damage he can deal without having to reload and because it does the most damage with a critical hit.

6v6

Main Article: Demoman (6v6)

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 get 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.

Highlander

Main Article: Demoman (Highlander)

In Highlander, the Demoman's main job is area denial. His weapons are great at dishing out high damage to numerous players at once but fall short when it comes to accuracy. He serves a similar role to his 6's counterpart of damage dealing and crowd control, but he is also expected to deal with sentry nests.

Primary

Grenade Launcher

Recommended for medium to close range. A single grenade (or "pill") can do 102 damage when it is a direct hit. It can vary between 102 and 99 depending on how close of a direct hit the pill is. It is often used to spam chokes when the demo already has a sticky trap set up, and because pills are tangible they can roll across the ground if they have not hit someone directly before touching the wall or floor or ceiling (these are often called rollers). Rollers can do 35 to 70 damage depending on the distance from the person they are near.

Backpack Grenade Launcher.png

ESEA 6s legal? Yes
UGC HL legal? Yes
ETF2L 6s legal? Yes
ETF2L HL legal? Yes


Ali Baba's Wee Booties

The Ali Baba's Wee Booties increase the demoman's health from 175 to 200, allowing him to take more spam and survive for longer. Many demomen wear the item because their grenade aim is off or bad, or for kritzkrieg pushes in order to stay alive longer without invulnerability.

Backpack Ali Baba's Wee Booties.png

ESEA 6s legal? Yes
UGC HL legal? Yes
ETF2L 6s legal? No
ETF2L HL legal? {{{etf2l_hl_legal}}}


Loch-n-Load

Most demomen do not use the Loch because of its required high-accuracy aim and also because of the heightened splash damage taken from a close range pill, but also because other players not hit by it do not take splash damage.

Backpack Loch-n-Load.png

ESEA 6s legal? No
UGC HL legal? Yes
ETF2L 6s legal? No
ETF2L HL legal? {{{etf2l_hl_legal}}}


Loose Cannon

The Loose Cannon is rarely used in competitive, it lacks the damage potential of a grenade launcher both up close and at long range. The cannonballs do 16-48 splash damage after they hit the ground, compared to 22-64 of the grenade launcher.

Backpack Loose Cannon.png

ESEA 6s legal? Yes
UGC HL legal? Yes
ETF2L 6s legal? No
ETF2L HL legal? {{{etf2l_hl_legal}}}


Secondary

Stickybomb Launcher

This is the most versatile weapon for the demoman, and almost all upper-level competitive demomen swear by it. It can be used for almost any range, from close to medium to far, because of its charging ability. A single stickybomb (mostly referred to as a "sticky") will do 135 damage maximum and 20 damage minimum depending on the distance of the enemy player. By holding down the left click button, the demoman can charge a sticky in order to fire it farther, proportional to the amount of time charged. Many use this for area denial by spamming long-range stickies through a choke point that is too long for pills to reach. It is also used to plant a "stickytrap", a small, packed together group of stickies on a wall outside of a choke point that is detonated when a team pushes through, dealing high amounts of damage. Some well-placed stickytraps can often go unseen and may even kill multiple enemies. It is also used for sticky-jumps, where the player places a sticky under their feet and detonates it to propel them in a certain direction at high-speeds. The minimum damage from a successful stickyjump a player can take is 45, and can do around 100 damage max (often resulting in a failed stickyjump.)

Backpack Stickybomb Launcher.png

ESEA 6s legal? Yes
UGC HL legal? Yes
ETF2L 6s legal? Yes
ETF2L HL legal? Yes


Sticky Jumper

The sticky jumper sometimes used in combination with the ullapool caber to attempt a pick on the medic or other important class at the start of payload maps on offense. It is also sometimes used as a way of flanking the other team.

Backpack Sticky Jumper.png

ESEA 6s legal? Yes
UGC HL legal? Yes
ETF2L 6s legal? No
ETF2L HL legal? Yes


Chargin' Targe

A very small portion of high-level players still use this, as it denies them the ability to arrive at midfights first and a fraction of the damage that they could do before, and with many new updates disabling some charge scripts, many find it harder to use without a clear path.

Backpack Chargin' Targe.png

ESEA 6s legal? Yes
UGC HL legal? Yes
ETF2L 6s legal? No
ETF2L HL legal? {{{etf2l_hl_legal}}}


Splendid Screen

Splendid Screen info

Backpack Splendid Screen.png

ESEA 6s legal? Yes
UGC HL legal? Yes
ETF2L 6s legal? No
ETF2L HL legal? {{{etf2l_hl_legal}}}


Scottish Resistance

ScoRes info

Backpack Scottish Resistance.png

ESEA 6s legal? Yes
UGC HL legal? Yes
ETF2L 6s legal? No
ETF2L HL legal? {{{etf2l_hl_legal}}}


Melee

Bottle

Stock melee info

Backpack Bottle.png

ESEA 6s legal? Yes
UGC HL legal? Yes
ETF2L 6s legal? Yes
ETF2L HL legal? Yes


Pain Train

The Pain Train lets you cap at 2x speed, but gives you a 10% vulnerability to bullets.

Backpack Pain Train.png

ESEA 6s legal? Yes
UGC HL legal? Yes
ETF2L 6s legal? Yes
ETF2L HL legal? Yes


Ullapool Caber

Caber info

Backpack Ullapool Caber.png

ESEA 6s legal? No
UGC HL legal? Yes
ETF2L 6s legal? No
ETF2L HL legal? Yes


Eyelander

Often used in combination with booties as the 25 health reduction is debilitating for some, the Eyelander has one of the largest melee ranges in the game. It grants an extra 15 health with each kill with it.

Backpack Eyelander.png

ESEA 6s legal? Yes
UGC HL legal? Yes
ETF2L 6s legal? No
ETF2L HL legal? {{{etf2l_hl_legal}}}


Scotsman's Skullcutter

HEAVY AXE info

Backpack Scotsman's Skullcutter.png

ESEA 6s legal? Yes
UGC HL legal? Yes
ETF2L 6s legal? No
ETF2L HL legal? {{{etf2l_hl_legal}}}


Claidheamh Mor

Claymore info

150px

ESEA 6s legal? Yes
UGC HL legal? Yes
ETF2L 6s legal? No
ETF2L HL legal? {{{etf2l_hl_legal}}}


Persian Persuader

While the ammo to health conversion may help in some situations, it becomes impossible to use stickies to spam chokes as you quickly run out.

Backpack Persian Persuader.png

ESEA 6s legal? No
UGC HL legal? Yes
ETF2L 6s legal? No
ETF2L HL legal? {{{etf2l_hl_legal}}}