Team Fortress 2

Team Fortress 2

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Demoman for Beginners
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The Demoman
Is considered to be one of the most overpowered classes in the game, known for his potential burst damage and his versatility in both Casual and Competitive settings. Even though he is the quote on quote "most overpowered class" and the on-goings of the "m1+m2", demoman does still take a lot of skill to master and it can scare most players to try him in TF2. As a way to try and introduce the class to any beginners.
This guide will be discussing the demoman's pros and cons as well as his vast variety of weapons to use from, from stock to hybrid to demoknight tf2.
This guide will also be discussing every single little detail of the class for those who want to main demoman or not.
In the end of the guide, there will be some small tips to help you get started in demo. Without further ado, let's get started!
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Introduction
Introduction


The Demoman is a scrumpy-swilling demolitions expert from the Scottish town of Ullapool, and is one of the most versatile members of the team. A master of explosives, the Demoman strategically deals massive amounts of indirect and mid-range splash damage. Armed with his Grenade Launcher and Stickybomb Launcher, the Demoman uses his one good eye and the knowledge of his surrounding environment for well-timed sticky bomb detonations that send enemies skyward, often in many pieces. Should anyone get past his explosive ordinance, however, they will be shocked to learn the Demoman is extremely proficient at melee combat, being one of the deadliest melee users in the game, with a variety of powerful melee unlocks in his arsenal.

The Demoman excels at swift destruction; he can bounce his grenades at creative angles to wreak havoc on enemy Sentry Gun emplacements while remaining safely out of sight. His sticky bombs are a perfect tool for area denial, and are effective at keeping opponents away from any carts, control points, or Intelligence that he deems off-limits.

Source

General Information and Stats
General Information
The Demoman is a deadly class to fight against, especially when the Demoman knows what he is doing.
The Demoman is considered the only class to have 2 primary weapons but we will get to that later.
The Demoman is a moderately health class and is the 3rd slowest class in the game but by a small amount.
The Demoman also has a large variety of weapons that can make the Demoman even more dangerous. There is also a very notorious subclass of the Demoman, the Demoknight

Statistics
Equipment
Health
Overheal
Default
175
260
Boot Equipped
200
300
Eyelander (Per Head)
150; 165; 180; 195; 210
225; 245; 270; 290; 315
Boots + Eyelander
175; 190; 205; 220; 235
260; 285; 305; 330; 350

Equipment\Speed
Normal
Backpedaling
Crouched
Underwater
Default
93%
84%
31%
75%
Boots + Shield
103%
92%
34%
82%
Eyelander (Per Head)
93%; 101%; 108%; 116%; 123%
84%; 91%; 97%; 104%; 111%
31%; 34%; 36%; 39%; 41%
75%; 81%; 87%; 93%; 99%
Scotsman's Skullcutter
79%
71%
26%
63%
Shield Charge
250%
N/A
N/A
200%
His Role, Pros and Cons
Class Role



The Demoman is most oftenly picked as a defensive class. But in actuality, similar to Soldier, The Demoman can be picked as a versatile combat class. Making him able to attack both offensively and defensively. To make it easier to understand, here's the pros and cons of the Demoman.

Role:
  • Defense
  • Combat Class
  • Sentry Counter
  • Picker (Demoknight)

Attacks:
  • Slow but High Damage Explosive Projectiles
  • Splash Damage
  • Explosive Traps
  • Melee Oriented (Demoknight)

Combat Range:
  • Mid Range
  • Close/Melee Range (Demoknight)
  • Indirect

Strengths:
  • Choke Points
  • Enclosed Areas
  • Grouped Enemies
  • Objective Points

Weaknesses:
  • Open Areas
  • Fast and or Far enemies
  • Close Range (Stock)

Good Against:
  • Heavy
  • Engineer and his buildings
  • Medic

Bad Against:
  • Scout
  • Sniper (When far)
  • Pyro (If they know m2)
Primary Weapons
Primary Weapons

Grenade Launcher



The Standard primary, the Grenade Launcher. Where do I begin with this weapon? It's the stock primary of the demo yet it's one of the best launcher next to the Iron Bomber. It deals 100 damage per direct hit and roughly 22~64 per roller, noted that the damage for direct hits has no damage fallout, making it dangerous if used correctly. It's the most common launcher for new players and pro players alike. Use it to do indirect damage against engineer buildings and unexpected players.

The Iron Bomber



  • Grenades have very little bounce and roll
  • Grenades Explodes Quicker by 30%
  • -15% Explosive Radius

The most used launcher for competitive players due to it having little to no roll and bounce, making it consistent. The Iron Bomber is a perfect alternative to the Stock grenade Launcher as they share the same damage, reload and firing speed. The only difference being that it doesn't roll as much. There's not much to say about this weapon other than being able to zone out certain areas after firing it, making it good to condition yourself into a better position.

The Loch-n-Load



  • Deals 20% more Damage against buildings
  • Has 25% faster projectile speed
  • Grenades do not tumble when fired
  • 25% less clip size
  • 25% less explosive radius
  • Grenades shatter when landed on any surfaces

Many people argue that this weapon is a crutch which is arguable with the faster projectile speed, and yes, it makes airshots easier, we get it. The Loch-n-Load is not a bad weapon to start with as the grenades do not tumble, which actually makes a difference considering that the tumble slows the grenades' speed. It makes so that you have a wider effective range than stock and the Iron Bomber. Plus it can 2 shot level 3 sentries and his other buildings, making it a good choice for a sentry counter weapon. But we all know we use it as a crutch that one time and not for it's intended purpose.

The Loose Cannon



  • Cannonballs push enemies back on impact
  • Ability to Double Donk
  • Do not explode on impact
  • Must have 0.10 seconds charged for it to Double Donk

This weapon is mostly a meme weapon, paired with hybrid knights and demojumpers. The Loose Cannon deals less damage than stock by 50-70 damage on direct hits and roughly 17 less on rollers, but this is where the Double Donk feature begins. The Double Donks is rewarded if you timed your shots to impact and explode on the enemy at the same time, dealing up to 130 damage to the enemy. Making it able to one shot light classes like scout and snipers. However it takes time and practice to master it, which is why it's a meme status to most demo players due to how ridiculous it is.

Ali Baba's Wee Booties and Bootlegger




  • Increases HP by 25 points
  • Increases turning speed while charging by 200%
  • Melee kills grants 25% shield charge back
  • 10% increased movement speed *Must have shield*

The Boots are usually used for buffed sticky demos or pure demoknights. It is the essential weapon for demoknight as it increases HP, speed and shield turning speed as well as grants shield charge from melee kills. It can be used on buffed sticky demos too but it's not recommended as you lose your primary for more health only.

B.A.S.E Jumper



  • Allows player to activate a parachute whilst midair, slowing their descent.

*sigh* Do I have to do this? This weapon is useless for demo! ...., fine. The B.A.S.E Jumper allows you to use the parachute to slowly fall down in midair. That's it. You'll easily get headshot by snipers and airshot by every other class. There's not much viability after the TF2 Team nerfed it to only open once and having little to no strafing due to it's lower turning speed. Don't ever use this weapon. EVER.
Secondary Weapons
Secondary Weapons
Sticky Launchers

The Demoman has 4 launcher and each has it's specific uses in TF2, some out weighing others in practical use but I would say every Demoman sticky launcher has its' own uses in game. And you maybe wondering why I am separating the Shields with the Sticky Launchers? Well, there's a lot to discuss on that

The Stickybomb Launcher



Ahhh.... The O' so reliable Stickybomb Launcher, the second "Primary" of the Demoman. There's a reason why people call this a second "Primary". The Stickybomb Launcher is a projectile launcher that shoots out stickies which can be used in multiple ways:
  1. Traps
  2. Zoning
  3. Finishing off enemies
  4. Consistent Damage
  5. Sticky Jumping
  6. Pressuring
  7. Deterrent
It is the 3rd best burst damage weapon behind Spy's backstabs and Sniper's headshots, so please use it wisely since the reloading time takes a while to do. Stickies are infamous for "m2+m1", which yes, it is how it should be used when playing offensively. But there's a reason for sticky spams, to pressure the enemy from pushing/holding, as well as to finish off weak enemies. The Stickies are also famous for it's defensive uses in traps in tight choke points and corridors, which can surprise cocky and oblivious enemies. It can also be used as a deterrent when you are in a tight position. Sticky jumping.... we'll get into that later in the guide. I can continue on making a literal essay for the Stickybomb Launcher only but there's a lot to cover on the other secondaries. If you want to deal reliable and consistent damage? The Stickybomb Launcher is for you!

The Scottish Resistance



  • Can destroy other stickies
  • +6 more stickies out at once max
  • +50% more ammo carried
  • 25% faster firing speed
  • 0.8 seconds longer to arm
  • Visible through walls
  • Detonates when right click and mouse crosshair is over the stickies
The Scottish Resistance is a very underappreciated weapon. It encourages defensive play, planning, and timing to use to it's full potential. But it gets outshadowed by the 2 other more popular options, the Stickybomb Launcher and Quickiebomb Launcher for it's lack of offensive play. I would argue that the Scottish Resistant is overpowered in a way in MvM as you can put 6 more stickies than stock and the increased firing speed, which makes a big difference when fighting giant robots and tanks. Shredding them when crits is on. The Scottish Resistance overall is not a bad weapon, it's just underutilized.

The Quickiebomb Launcher



  • Can destroy other stickies
  • 0.2 seconds less to arm
  • Max Charge time decreased by 70%
  • Up to 35% more damage based on charge
  • 15% Damage penalty
  • 50% less clip size

The Quickiebomb Launcher is a more offensive alternative to the Stickybomb Launcher as it takes less time to charge, deals more damage based on charge, arms faster and can destroy other stickies similar to the Scottish Resistance. The drawback to this weapon is that you have less shots to utilize, giving you less opportunities to use as well as it's much lower base damage. The Quickiebomb Launcher does make it easier to disrupt players from afar like Snipers. And you see that demoman over there? The one that keeps making those stupid traps? Yeah, you want to make him suffer? Here's the weapon for you if you still don't want to play pyro.

The Sticky Jumper



  • 200%+ Max secondary ammo
  • No self damage
  • No damage
  • Unable to carry the Intelligence and PASS Time JACK
  • -6 Stickybombs out

Most people think the Sticky Jumper is a meme weapon like soldier's Rocket Jumper, but they're actually wrong. Because the Sticky Jumper is actually an excellent utility for the Demoman. The Sticky Jumper trades damage for mobility which is a big part of the game, allowing you to maneuver anywhere in said map, granted if you have a decent pipe aim. The Sticky Jumper also allows you to do the risky double sticky jumps as it deals no damage to you whatsoever, making flanking plays viable. The Sticky Jumper's main purpose was for sticky jumping after all but Valve failed to realize that Demo has 2 primaries so can't blame on them to be honest.

Shields

Now, earlier I said that I would separate the Shields from the Sticky Launchers. Here's a reason why, demoknight. There will be more details on demoknight later on in detail. The Shields are a passive weapon that allows the demoman to charge into enemies, dealing roughly a melee hit worth of damage(55 Damage) to almost a Direct Hit worth of damage(119 Damage). The charge bar will indicate how much time you have left in your charge as well as when it will crit and mini crit depending on the color (Green = No crit, Yellow = Mini crit, Red = Crit). Shield Charge also removes certain buffs like Jarate, Mad Milk, Bleed and On Fire!. There are up to 3 shields as of now and each has their own unique uses.

The Chargin' Targe



  • +50% resistance against fire damage
  • +30% resistance against explosive damage

The Chargin' Targe grants the Demoman a huge amount of resistance towards fire and explosive damage, making you harder to kill for Pyros, Soldiers and Demoman alike. It is most commonly used for hybridknight *further details below* and tanky pure demoknights. With 4 heads from the eyelander, this shield and overheal, you can take up to 525 fire damage and 455 explosive damage. That's more than a overhealed Heavy! You know how ridiculous that sounds? Yeah. The Chargin' Targe is a good option if you want to tank the damage and focus on survival.

The Splendid Screen



  • +20% resistance against fire damage
  • +20% resistance against explosive damage
  • +70% more charge impact damage
  • +50% faster recharge rate

The Splendid Screen grants the Demoman a sizable amount of resistance towards fire and explosive damage, gives the shield more charge impact damage and has a faster recharge time. It is most oftenly used by pure demoknights only due to it's faster recharge and impact damage. As for the impact damage, combined with a critical hit from the Scotsman's Skullcutter or with 5 head max Eyelander critical hit can one shot heavies in one sweep. One shot. It takes a lot to one shot a 300 health class. The Splendid Screen is a good option if you want a more offensive play.

The Tide Turner



  • +15% resistance against fire damage
  • +15% resistance against explosive damage
  • Full control turning of the shield charge
  • Grants 75% shield charge back from melee kills
  • Taking damage reduces shield charge duration

The Tide Turner grants the Demoman a minor amount of resistance towards fire and explosive damage but in exchange for full shield charge turning control and an almost full shield charge back. This shield is majorly used by hybridknights for it's abiltiy to full control over shield charge turnings. It is also used for trimping too.*more info below*
Melee Weapons
Melee Weapons

Bottle (and Reskins)



Your good ol' scrumpy, the Bottle. The Bottle is well, a bottle of whiskey. It has a lot of friends like The Scottish Handshake, The Ham Shank and the very well known Frying Pan.
The Demoman's stock melee deals 65 damage per hit. That's it for the stock melee......or it is? Melee weapons have 15% chance to get a random crit but can go up to 60% chance to get a random crit if you have done 800 damage recently! That's almost 1 out of 3 hits to get a guaranteed kill on light to medium classes and guaranteed low health for soldiers and heavies! This is why random crits should have been removed for a long time. #RemoveRandomCrits

Ullapool Caber



  • Deals only melee damage after the first strike
  • 20+% slower firing speed
  • No random crits
  • 100% slower switch-to-speed

The Ullapool Caber was the go to weapon for terrorizing snipers back before the Gun Mettle update. Now it's just a husk of it's prime, sad really. It could have been made into a demoman's version of the Market Gardener but oh well... I wouldn't recommend using the caber without crits as it deals not enough to kill a light class, which is a shame really. If you're running it with the boots and shield, then maybe it's viable, but really, it's still a bad weapon.

Pain Train



  • 10+% bullet vulnerability
  • +1 capture rate

The Pain Train is a very niche weapon as you take more damage from bullet but you gain an extra capture rate like Scout. It is really not worth using it unless you are in medieval, since it's a direct upgrade from the bottle if used in medieval.

Swords

The Sword attribute was implemented after people said the Eyelander and it's reskins were too powerful with the hybridknight. The Sword attribute gives any melee weapon to holster and deploy slower by a notable amount, to counteract that, they added a 37% longer range so that it can hit at a much longer range. There's 5 sword weapons as of today and there will be 3 types of swords to differentiate the five swords which is:
  1. Basic (Scotsman's Skullcutter)
  2. Restore (HZ, CM, PP)
  3. Buff (Eyelander and it's reskins)
Basic
It's pretty much just a melee weapon with the sword attribute. Only the Scotsman's Skullcutter is in the category.
Restore
A sword that restores a certain stat like health and shield charge from a hit or a melee kill. There's three swords that are in this category which are:
  1. The Half Zatoichi (Restores 50% of your base health per kill)
  2. The Persian Persuader (Restores +20% Shield Charge per hit/based on ammo pack)
  3. The Claidheamh Mòr (Restores +25% Shield Charge per kill)
Buff
A sword that buffs the Demoman with certain stats like health and speed per kill. Only the Eyelander and it's reskins are in this category

Scotsman's Skullcutter



  • Deals 20% more damage
  • Lowers speed by 20% when active

The Scotsman's Skullcutter is a very very deadly weapon when random crits are enabled which is the default in Casual. The Scotsman's Skullcutter deals 78 hp per hit and 234 hp per critical hit, which is enough to kill 8 out of 9 classes in the game! However, when active, it lowers your speed by 20%, which makes it worse as demo is the 3rd slowest class. The reason why this is deadly is that, if you can land a crit after a Splendid Screen shield impact at max charge, you can one shot a heavy. That is well enough to tell you how dangerous this weapon can be, even with such a detrimental penalty.

The Half Zatoichi



  • Restores 50% of your base health per kill
  • No random crits
  • This weapon is honorbound: Holstering the weapon before a kill will deal 50 hp to self
  • HIDDEN: Any player that wields the weapon can one hit kill you as well as themselves

The Half Zatoichi is a health restoring sword as a kill will grant you 50% of your base health back. The Half Zatoichi can also give you overheal if you are at max health which can help immensely. It also can make very fun 1v1 melee duels against another Half Zatoichi user.

The Claidheamh Mòr



  • Restores 25% Shield Charge per kill
  • +0.5 second increase shield charge duration
  • No random crits
  • 15% increased damage vulnerability

The Claidheamh Mòr is a shield charge restoring sword as it restores 25% shield charge per kill and it also increases the shield charge duration by 0.5 second which makes a big difference. To counteract this, it also has a 15% increased damage vulnerability which can be a bit off putting. The Claidheamh Mòr is commonly used by hybridknights as it can restore your shield charge almost instantly paired with the Tide Turner. The Claidheamh Mòr overall is an ok weapon but there are other options to choose too.

The Persian Persuader



  • Ammo can recharge charge
  • Restore 20% Shield Charge per hit
  • No random crits
  • -80% max primary & secondary ammo.
  • Cannot refill ammo from ammo boxes unless charge meter is full.

Before the Tough Break Update, the Persian Persuader was the meta Demoknight weapon for it's prime. As it used to heal your health after a kill as well as from picking up ammo packs which made it too overpowered. After the update, the Persian Persuader is rarely used unless they are going through a nostalgic moment or is actually using the very broken ammo pack shield charge feature/bug/exploit(?). Speaking of that, by holding right click with any shield and the Persian Persuader, you can actually use the newly restored charge while charging, making it able to pick class given the circumstances. It is best as a flanking demoknight as it can instantaneously recharge back to full.

The Eyelander (and it's Reskins)



  • Collects heads (max 4), every head increases speed by 7.5% and health by 15 points (Dead Ringer Spy kill counts)
  • Per head, increases shield charge damage by 5/8 (max 5)
  • Takes heads from Bazaar Bargain, Air Strike and Eyelander users
  • Upon death, loses all heads and bonuses
  • Lowers health by 25 points
  • No random crits

The Eyelander and it's numerous reskins are a sword that buffs the Demoman with each kill. It is arguably the best demoknight weapon as of now as it makes the Demoman very tanky and fast. I would say that this is the most fun weapon in the demoknight's arsenal, it rewards good play and punishes if you make a mistake. I would recommend using it with the Chargin' Targe as the resistances from the shield can make the Demoknight even more tanky. Definitely a fun weapon to play with.





Strategies
Strategies
In this section, we will be discussing on certain strats to aid you in your fights against other enemies. There's nine possible enemies you can come across in the battlefield and all have their strengths and weaknesses against you, the Demoman. WARNING: Not all of the strategies that I explain will work on every enemy as everyone has a certain level of skill and game sense so please take a grain of salt as I am not a pro myself.

Scout:



Strengths:
  • The fastest class in game
  • Deadly close range burst damage
  • Has double jump
Weaknesses:
  • Light class (125 HP)
  • After double jump, very predictable

Scouts can be your free strange food or your worst nightmare. It depends on how good they are at being unpredictable and movement, use stickies to zone out his movable areas and close him down with pipes. Do not engage in close range combat, unless you are demoknight, then happily take his head. I would recommend dealing with him with your team on your side so that they can support you from the back.

Soldier:



Strengths:
  • Splash damage
  • Decent burst damage
  • Good Mid to Close range damage
  • Has an advantage when at high grounds
  • Has very high potential mobility
Weaknesses:
  • 2nd Slowest class (Not based on Rocket Jumping)
  • Has an disadvantage at low grounds
  • Weak when from afar

Soldiers, your old friend during the WAR! Update. Soldiers can be dangerous when he has the high ground and can potentially kill you when up close at mid to close range. If the soldier is on high grounds, use stickies or pipes to wither or push him down of the high grounds, and if the soldier is on low ground, use stickies to kill him. From afar, he's pretty weak so use your charged stickies to land some damage before close encounters.

Pyro:



Strengths:
  • Can airblast projectiles
  • Deadly close range
Weaknesses:
  • After airblast, is vulnerable
  • Weak at mid to long ranges
  • No airblasts if phlogistinator is used

Pyroes can be an annoyance but usually it's very easy to deal with them. Stay a notable distance from the pyro and use stickies to slowly wither them down or bait their airblast for a chunky pipe direct hit.

Demoman:



Strengths:
  • Depends on Skill
Weaknesses:
  • Depends on Skill

Demomen fights only takes one thing to know how to fight them, their skill and game sense. If one's better than the other then the superior one wins. The only strat you need to know is if they know the mechanics of Demoman better than you. Up to skill and game sense to decide the victor. Take MGE and competitive matches to increase your skill and game sense.

Heavy:



Strengths:
  • Heavy Class (300 Hp)
  • Deadly mid to close range
  • Already revved up heavy can shred you
Weaknesses:
  • The slowest class
  • Very easily predictable
  • Unrevved heavy can make it easier to kill

Heavies are one of the easier ones to fight against if you know what you are dealing with. As a former heavy main myself, a tomislav heavy at a corner can shred any class that accidentally meets up with him. Always check corners for tomislav heavies. As for every other situation, use pipes/stickies to kill the heavy as he is very predictable for he is the slowest class.

Engineer:



Strengths:
  • Can be an annoyance if using mini sentry, wrangler and or Short Circuit
  • Has a shotgun. Just please don't think an engi is defenseless.
Weaknesses:
  • Sentries and his buildings are stationary, easily dealt with stickies
  • Light Class (125/150 Hp)
  • Very vulnerable without a sentry
  • Weak at long ranges

Engineers were born to hate demomen because us demos can easily destroy their buildings.
Use stickies or pipes to destroy his buildings and deal with him personally. If he is using a short circuit, wait till he finishes his metal and you're good to go. Mini sentries aren't that big of a deal since a pipe can destroy it. For wrangler engies, kill the engi first then the sentry.

Medic:



Strengths:
  • Can go invulnerable with Ubercharge
  • Crossbow medics can be a pain when from afar
  • Vaccinator.
  • 2nd fastest class
Weaknesses:
  • Light Class (150 Hp)
  • Can't defend himself most of the time

Medics are a prime target for anyone anyway, but they are easy prey for you when you're at your effective range. Beware that some may know how to surf damage so be sure to kill them as soon as possible. If you encounter a vaccinator medic with healing target, do not engage, you are sure to die unless you are demoknight then it can be doable.

Snipers:



Strengths:
  • Deadly when from afar
  • Can headshot you midair if he is good enough
  • Beware of huntsman snipers
Weaknesses:
  • Weak when up close (Stock)
  • Light Class (125 Hp)
  • Can be oblivious at times (Depends on experience)

Snipers can be annoying at times, you will have to know how experience he is. If he is a pro player, don't try engaging from the front as they may headshot you before you even notice, best to take the back route and kill them from behind. If they are new to the game then enjoy terrorizing the guy. Use charged stickies to jug their aim, it can prove helpful if he is not good under pressure.

Spy:



Strengths:
  • Dead Ringer. (Free heads though)
  • Can trickstab you if good enough when close range
  • Can Headshot you if good enough at mid range
  • Stabby stab stab your back
  • 2nd fastest class
Weaknesses:
  • Light Class (125 Hp)
  • Weak when at mid range to long range if they are not good
  • If caught while cloaked, can be easily killed

Spies can be a big deal if they are good at spy, so best not let your guard down when you meet one. If you knwo he's a good spy, be alert as possible. Know that if you catch him while he's cloaked, he's pretty much dead meat.
Tips and Tricks
Tips and Tricks
In this section, i'll be giving some helpful tips for those who are not aware of them. Some are very trivial while some are pretty unknown to a lot of people.

Sticky Pipe Combo
This tip is pretty simple to execute. When encountering an enemy, place 1-2 stickies down front or behind him, shoot 1-2 direct pipes, then detonate after that. This is very effective against predictable enemies and light classes like Scout and Medic in tight corridors.

Juggling
Juggling is when you launch the enemy in the air, making them unable to move. Pipes and stickies are great at doing this and can make the fight easier. To do this, shoot a pipe at their lower half, around the feet to leg area. It will send them flying helplessly and make them easy kills. For the stickies, 1 to 2 stickies can send any class up into the air when almost on top of them.

Example

Sticky Jumping
Sticky jumping is pretty easy to learn but hard to master. Similar to rocket jumping, it is very useful for rollouts as it can quickly get you to the objective faster.
There are multiple types of jumps that can be used by the demo. I won't be explaining much but TooftyTF2 has made a very nice guide to the arts of sticky jumping. The video link will be right here

Trimping



Trimping is when you shield charge up against an incline, sending you flying up into the sky. Most of the common trimps are the rocks in DeGroot Keep and the bridge in 2fort. The majority of the trimps are only achievable using the Tide Turner with or without the Claidheamh Mor, though some are achievable using the other shields. Nate Fox has a very insightful look into how to trimp, so please watch the video if you are interested. Link to the video here.

Fun tips
-You can get free heads from dead ringer spies
-Shield charge at a wall in a 45 degree angle doesn't cancel charge
-You can charge your stickies by holding left click (Don't ask why I include this, a lot of people don't know this for some reason.)
-Holding right click while charging into ammo packs using Persian Persuader can extend the charge duration without canceling
-Putting all your stickies into the same small place can deny pyro from airblasting all the stickies at once
-Demoman's melee weapons is overpowered, use it.
-Utilize the high five taunt on corners, so that you can detonate without you in sight
-Shoot the dropped ammo box towards you, can prove useful when the ammo pack is far from you
-Use props to your advantage as you can hide stickies inside them
Loadouts
Loadouts
In this section, I will be recommending several loadouts for you to use in game. A lot of them are common and meta but some are very fun and unique.

Stock Demoman



  • Grenade Launcher/ Iron Bomber
  • Stickybomb Launcher
  • Bottle (and its reskins)

The Stock Demoman is the meta loadout of the Demoman in both Casual and Competitive due to how versatile the loadout is even though it is just the default loadout of Demoman. Both the Grenade Launcher/Iron Bomber and Stickybomb Launcher deal a very immense amount of damage about roughly 1200-1600 damage combined. It is also a common loadout in MvM for a more offensive combat oriented Demoman. A definite must for every single demoman main. It's crazy that this loadout has been nerfed multiple times in for it's entire life in TF2 and yet it is still very good.

Demoknight



  • The Boots *Ali Baba's Wee Booties or Bootlegger*
  • Any shield
  • Any sword

The Demoknight needs no introduction, you know exactly what a demoknight is and you are guaranteed to have at least met one in casual. The Demoknight is a flanking and picking type of loadout that rewards timing, predictions and positioning. There's a wide variety of swords and shields to pick but I won't be getting too much into that as you can check the melee info up above. However, the Demoknight has multiple types of play styles which will take almost a secondary English test essay to explain. Fortunately, Zesty Jesus made a wonderful video about demoknight loadouts and it's uses in game. The link will be provided here.

Demojumper

  • Any primary *preferably Stock/Iron Bomber*
  • The Sticky Jumper
  • Any melee *preferably Bottle or Scotsman's Skullcutter*

The Demojumper is a very fun flanking type of loadout. You sacrifice high amounts of damage for a high amount of mobility given how well you can sticky jump. It is ideal that you use this for a flanking type of playstyle as you don't have the Stickybomb Launcher to deal damage, instead you have to utilize your pipe aim and melee weapons to deal damage. I would recommend this to any demoman mains as it can notably improve your pipe aim as you only have your Primary and Melee weapons to deal damage. If you pair this with the Loose Cannon, I guarantee you it will be satisfying when you lay double donks behind oblivious snipers.

Hybridknight

  • Any primary *preferably Stock and Iron Bomber*
  • Chargin' Targe/Tide Turner
  • Any sword *preferably Eyelander or Scotsman's Skull Cutter*

The Hybridknight is a mix between a Demoman and Demoknight, you have the damage of the primaries and you have the resistance/mobility of a Demoknight. Running this with the Chargin' Targe can make you a hard target to kill, especially when you have collected several heads. Using it with the Tide Turner, you can quickly escape from danger or finish off already weak enemies. It is very fun when you know how to trimp and have amazing aim.

MvM Demoman



  • Grenade Launcher/Iron Bomber
  • The Scottish Resistance
  • Any melee *preferably Eyelander or Bottle*

This is where the Scottish Resistance shines, in a very old gamemode called MvM Mann Up. The MvM Demoman is not to be underestimated, as it is arguably the best Demoman loadout for MvM. The Scottish Resistance lets you places 6 more stickies, fires faster than Stock and lets you detonate specific areas when the crosshair is over the stickies. Pair this with the Kritzkreig and you basically can kill every Giant Robot in one go! Though the 0.8 second longer arming time can be off putting for some, it is definitely not the case in MvM as you are most likely going to favor instant Giant Robot kills then constant spam damage. Take your time to play this loadout in MvM, you will surely receive great results.

Demopirate



  • Loose Cannon
  • Tide Turner
  • Any melee *preferably Bottle or Caber*

The Demopirate is a very fun alternative meme loadout to the Hybridknight and you are sure to like it as well. The Loose Cannon allows you to do loose cannon jumps which can be super fun when paired with Tide Turner as you can gain very fast horizontal and vertical speed at a rapid pace. Combined with the Tide Turner's ability to trimp, you can basically fly everywhere in the map. It is definitely not viable as the Loose Cannon can be a downgrade to the Stock/Iron Bomber if you can't land Double Donks but I can tell you that, Double Donks are stupid fun to pull off and trimping is a whole beast by itself.

Demopan



  • Ali Baba's Wee Booties
  • Chargin' Targe
  • The Frying Pan

The Demopan. If you have played TF2 for at least awhile, you know what a Demopan is. The Demopan is a pseudo version of the Demoknight for most people but never underestimate a Demopan. As you may know, random crit has always been broken for Demoman's and Sniper's melee weapons and the Bottle or in this case The Frying Pan has a crit chance of 15% at start until you have a max of 60% crit chance. The chance of you not dying to a Demopan crit is pretty slim chance. The loadout can be super fun to play when you just want to mess around in Casual, I wouldn't recommend playing Demopan in medieval as the rest of the melee weapons are often superior than the Pan, mainly the Scotsman's Skullcutter's damage and Eyelander's head buffs.

=====Will be adding more in the future!======
Credits
I would like to credit TooftyTF2 for the Demoman 101 videos as well as Delfy and ZestyJesus for the Demoman tips and mistakes as well as the Demoman loadouts, very insightful and easy to understand.
Not to mention Nate Fox for a guide on how to do trimping using the Tide Turner and Solarlight TF2[www.youtube.com] for the demoknight montage and the demoknight tf2 meme
I would also like to credit Lyra and nameinfotext as inspirations for my take on a demoman guide.
And thank you for reading through the guide, hopefully you get to improve and main demoman!
Remember lads! GUTS AND GLORY!!!! <3



Sources:
https://wiki.teamfortress.com/wiki/
https://www.deviantart.com/biggreenpepper/art/TF2-Demoman-322716919
https://www.reddit.com/r/tf2/comments/2szfpp/demoman_trimping_tutorial/
https://www.youtube.com/playlist?list=PLPbsSZfgtsaQu1fPZ84XlMBtbF_ryi2eo
https://www.youtube.com/watch?v=han3AfjH210
https://www.youtube.com/watch?v=HCZf_mM9xz0
https://www.youtube.com/watch?v=rY-QSp3wymw
https://www.youtube.com/watch?v=0d0yXFQBt1M
https://www.youtube.com/watch?v=yEmKinwsY-c
https://steamcommunity.com/sharedfiles/filedetails/?id=230280139
https://steamcommunity.com/sharedfiles/filedetails/?id=1542520097
40 Yorum
Bleno 23 Nis 2022 @ 1:37 
Helped a lot
kfc eater tf2 4 Oca 2022 @ 10:11 
nice, thanks
Flanxi  [yaratıcı] 24 Ara 2021 @ 8:43 
No problem
solzy 24 Ara 2021 @ 7:03 
thanks flanxi very awesome
Selo 5 Eyl 2020 @ 13:43 
Hell of a guide for refreshing someones mind on demo's abilities and introducing newer players to his reign of blood. From a demo main, this is an awesome as fuck guide.
Jalex 21 Tem 2020 @ 0:53 
9/10 its a good guide i dont need it since im good but i like looking at the guides even tho im not bad at the class
Flanxi  [yaratıcı] 20 Tem 2020 @ 23:10 
I mean, every guide is "obvious shit" if you know the game already. This is mostly for newer or less experienced players
MightyMitch618 20 Tem 2020 @ 17:05 
Very nice my dude
Blessed 808 20 Tem 2020 @ 16:37 
Why dont you just label this "obvious shit"
★ ƎNA! 19 Tem 2020 @ 8:15 
i skimmed the guide,didnt read the whole thing but this has effort put into it 10/10 good job