Team Fortress 2
Kate Jul 8, 2019 @ 9:37am
What's the best strategy to use as demoknight in MvM?
I've been messing around with demoknight in mvm with some of my friends (we often just have fun with stupid strategies not really taking everything seriously so they're OK with it), is there really any actual consistently working strategy as demoknight? In your opinion what is the best loadout to use if any?
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Showing 1-15 of 16 comments
76561198199727671 Jul 8, 2019 @ 10:19am 
Personally I play like Pyro sort of, and hardly ever charge, using Zatoichi overheal to eat damage if needed.
Kate Jul 8, 2019 @ 10:21am 
Usually when i play, the first thing I upgrade is crits on kill and health on kill for the eyelander if possible, over time I try to get all the upgrades on it so it's easier to take out all the small robots really easily especially with swinging speed
Originally posted by Mettaur:
and hardly ever charge
*laughs in persian persuader*
76561198199727671 Jul 8, 2019 @ 12:55pm 
Originally posted by (っ● ‿ ●)っ:
Originally posted by Mettaur:
and hardly ever charge
*laughs in persian persuader*
laughs in more damage
Radioactive Panda Jul 8, 2019 @ 12:58pm 
If the game doesn't have much money I use zatoichi. If im swimming in it the I use eyelander. But I favor eyelander way more.
Inner Sight Jul 8, 2019 @ 9:12pm 
I don't demoknight much but it was fun.

2 seconds of Crits on melee kills can make strings of one instant-kill after another.
Melee attack speed makes those instant kills faster.

With Eyelander his speed and attack would beef up pretty well with fighting so many wimpy fighters but you kinda have to start over each time you die which can be a buzzkill sometimes.

I wasn't particularly great as a demoknight but there was something satisfying about constantly one-chopping everyone down
Kate Jul 8, 2019 @ 11:03pm 
Originally posted by Aasha:
I wasn't particularly great as a demoknight but there was something satisfying about constantly one-chopping everyone down
this is precisely why I play demoknight too lol
Craftwork Jul 9, 2019 @ 5:00am 
In my Opinion, focus on the resistance first, don't get movement speed ups since you get Heads that increase your speed and HP

Imo
Focus on these:

>All Resistances
Begin with: Fire (don't max immediately)
And then crits, then Bullet or Explosion your choice

>Attack Speed + Gain Health on kill (your sword)

>HP Regen

Hope this helps

Edit: I prefer using Eyelander or any other melee that has a "HEADS" Counter
Last edited by Craftwork; Jul 9, 2019 @ 5:01am
Originally posted by smarty warty:
In my Opinion, focus on the resistance first, don't get movement speed ups since you get Heads that increase your speed and HP

Imo
Focus on these:

>All Resistances
Begin with: Fire (don't max immediately)
And then crits, then Bullet or Explosion your choice

>Attack Speed + Gain Health on kill (your sword)

>HP Regen

Hope this helps

Edit: I prefer using Eyelander or any other melee that has a "HEADS" Counter
Even if I don't play Demoknight myself, I know you are giving bad tips here.

When you start with resistances, it means you have no idea how bot aggro works. Even worst in your case : you are advising specific resistances without taking in account wave composition (why should I upgrade Fire resist if there's no Pyro ?)

OP, don't listen to what he said.
Dayal Jul 9, 2019 @ 2:55pm 
Credits go more towards Hell-met for this one, but I really enjoy the Booties, Tide Turner and Skullcutter loadout. Due to how much damage you'll deal and the absurd rate of melee random crits, you don't really need the crits from charging and the crit on kill upgrade.

I usually go for health on kill and move speed first for. Later I either fully upgrade attack speed first, or damage, depending on how I feel. I'm sure there's an optimal upgrade path to go for regarding this, but I don't really care about that. I often don't bother with crit on kill unless I have too much money. Maybe I also prefer this loadout since it's less annoying when people steal your initial kill for the crit buff, since you don't rely on it. But that's just me.
Originally posted by Dayal:
Credits go more towards Hell-met for this one, but I really enjoy the Booties, Tide Turner and Skullcutter loadout. Due to how much damage you'll deal and the absurd rate of melee random crits, you don't really need the crits from charging and the crit on kill upgrade.

I usually go for health on kill and move speed first for. Later I either fully upgrade attack speed first, or damage, depending on how I feel. I'm sure there's an optimal upgrade path to go for regarding this, but I don't really care about that. I often don't bother with crit on kill unless I have too much money. Maybe I also prefer this loadout since it's less annoying when people steal your initial kill for the crit buff, since you don't rely on it. But that's just me.
Saw that as well and it makes more sense.
Gubernator, M.D. Jul 10, 2019 @ 4:19am 
My personal demoknight build consists of booties, targe and eyelander BUT first 1 or 2 waves I play with unupgraded scottish resistance. I swap scores for targe after having enough cash to get 1 point in crits, 2 HoK and few swing speeds. Additionally having 1 point in damage allows for 2-shotting ubermeds without them popping and killing soldierbots with a single crit swing. Works great for Metro Malice, where only first wave has ubermeds. Knockback resistance is underrated when attacking groups of soldiers or demomen. Heavies will shred you once their aggro is on you, even with maxed bullet resistance.
loose cannon for pitting the bomb and cannon jumping works too
Hell-met Jul 11, 2019 @ 2:39pm 
Originally posted by Dayal:
Credits go more towards Hell-met for this one, but I really enjoy the Booties, Tide Turner and Skullcutter loadout. Due to how much damage you'll deal and the absurd rate of melee random crits, you don't really need the crits from charging and the crit on kill upgrade.

I usually go for health on kill and move speed first for. Later I either fully upgrade attack speed first, or damage, depending on how I feel. I'm sure there's an optimal upgrade path to go for regarding this, but I don't really care about that. I often don't bother with crit on kill unless I have too much money. Maybe I also prefer this loadout since it's less annoying when people steal your initial kill for the crit buff, since you don't rely on it. But that's just me.

typed my post out then saw yours dam it

but ya, most importantly tide gives almost infinite charging. charge is often your entry and exit ticket.

saving 350 x2 of ♥♥♥ really helps for early resis. randoms crits is literally ♥♥♥ but at 60% chance which is reasonable.

meleeman is the opposite of spy. you feed on commons and giants give you cancer
Last edited by Hell-met; Jul 11, 2019 @ 2:49pm
broken condom Jul 23, 2019 @ 11:57pm 
i've found that in the last wave, if backed by a med, a heavy, and an engi, a demoknight with the targe and skullcutter, (and booties, but there's no upgrades) can 2 shot steel fisters and tank giants. he can be overwhelmed, but that's what the rest of the team is for. unless there's a tank, then all bets are off.
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Date Posted: Jul 8, 2019 @ 9:37am
Posts: 16