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+ | == 6v6 Demoman == | ||
In 6v6, 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. Demoman 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. | In 6v6, 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. Demoman 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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[[Glossary#Rollout|Rollouts]] are an important aspect of a Demoman's play, and they usually have a big effect on the outcome of the midfight. Usually, the first Demoman that gets to mid and deals initial damage to the other Demoman and/or Scouts gains positional and heal advantages for his team. Practicing rollouts is essential for a Demoman as it comes down to muscle memory. Demoman rollouts are also usually very punishing and demanding as a simple mistake can completely ruin a team's mid fight and strategy, therefore it is also advised to have a backup rollout plan if something happens. | [[Glossary#Rollout|Rollouts]] are an important aspect of a Demoman's play, and they usually have a big effect on the outcome of the midfight. Usually, the first Demoman that gets to mid and deals initial damage to the other Demoman and/or Scouts gains positional and heal advantages for his team. Practicing rollouts is essential for a Demoman as it comes down to muscle memory. Demoman rollouts are also usually very punishing and demanding as a simple mistake can completely ruin a team's mid fight and strategy, therefore it is also advised to have a backup rollout plan if something happens. | ||
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+ | === Rollout Tutorials === | ||
+ | *[http://www.youtube.com/watch?v=6L30_coSIuw Gullywash demo rollout tutorial by b4nny] | ||
+ | *[http://www.youtube.com/watch?v=EuUgjydRiew Badlands demo rollout tutorial by b4nny] | ||
+ | *[http://www.youtube.com/watch?v=wBxobGj_JoM Coldfront demo rollout tutorial by b4nny] | ||
+ | *[http://www.youtube.com/watch?v=1bny8efUidA Process demo/solly rollout POV by MightyMe] | ||
+ | *[http://www.youtube.com/watch?v=O2xQpCedi-s ETF2L S13 official map list demoman rollout POV] | ||
+ | *[http://www.youtube.com/watch?v=Z6g1mDPClik ETF2L S15 Demoman Rollouts by kr4tos] | ||
+ | *[http://www.youtube.com/watch?v=xj_m4YJbUYk ETF2l S16 Metalworks Demoman Rollout by kr4tos] | ||
+ | **Includes | ||
+ | ***Badlands - 0:26 | ||
+ | ***Granary - 1:19 | ||
+ | ***Gullywash - 2:28 | ||
+ | ***Snakewater - 3:20 | ||
+ | ***Turbine - 4:16 | ||
+ | ***Process - 4:38 | ||
==Playstyles== | ==Playstyles== | ||
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=== The Demoknight === | === The Demoknight === | ||
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[http://www.youtube.com/watch?v=Sx7D7X6hY5w] - Example of a medic pick in a ESEA match while playing as a demoknight | [http://www.youtube.com/watch?v=Sx7D7X6hY5w] - Example of a medic pick in a ESEA match while playing as a demoknight | ||
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== See Also == | == See Also == | ||
*[[Demoman]] | *[[Demoman]] | ||
*[[Demoman (Highlander)]] | *[[Demoman (Highlander)]] | ||
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[[Category:Classes in 6v6]] | [[Category:Classes in 6v6]] |