Team Fortress 2

Team Fortress 2

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How to Caber-jump Charge as a Demoman/Demoknight
By An Odd Xerneas In Robes
The worst strategy one can possibly do as a Caber Demoman/Demoknight but is incredibly satisfying to pull off if done right at the sacrifice of your Caber's single explosion. If you already know how to pull this off, feel that it is truly unnecessarily not worth doing, or have a better idea in mind, then ignore. If you however are curious how to pull this terrible trick off and either surprise/humor people or die trying, then follow me on a journey into the rarely heard art of the Caber-jump charge.
   
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Step 1. Having the tools for the job.
The first and most important step is possessing the weapons needed for this trick. What you will need is the following.

-One intact Ullapool Caber. You can either buy one from a store, get one from an item drop, or harvest a killed Demoman's Caber in-game (it MUST be intact!!).
-One shield of any type. Most players attempting to do this trick will be best off with the Tide Turner as they can more accurately charge at opponents via tighter turning or even "Trimp" much easier getting to even more places.

An optional choice is equipping either a Grenade Launcher primary or the Ali Baba's Wee Booties or the Bootlegger depending if you are running a Hybridknight or full Demoknight set.


Step 2. A location suitable for the jump.
Demomen wanting to perform this trick will want a high perch to start on as well as a good area to land in. Examples of these perches may be the following.

-Starting from your team's Battlements on 2fort and landing onto the bridge, the opposing Battlements, the lead-filled sewer, or the yard in front of their base.
-Standing perched on the huge rock, the tower, the Sniper balconies, or even the crates on Hightower and spotting a wounded enemy far away.
-Having a bird's eye view while on one of the many roofs on Harvest and seeing a good ambush on a Medic or Sniper.
-Starting on one of the shipping crates on Turbine and your target is a Sniper on their vent balcony, or being in one of Turbine's choke point hallways and an Engineer is attempting to set up a nest on the ledges.

Many other locations are suitable but if I were to name them all off we would be here all day, these few are the ones that worked for me in the past. You can practice on any location you wish.
Step 3. Pondering your decision.
Once a target or location has been found, what the Demoman needs to do is make sure his Caber is intact (otherwise visiting a locker in their spawn will repair it, Valve plz give it a recharge) and need to be at full or above half hp.

Detonating the Caber will be the most painful thing you can do to the weapon, wasting the one good thing about it which is the explosion that can either deal 120 damage to a hoard of enemies oneshotting them all if they are weakened, or deal a weak 52 to a single Scout and get murdered then laughed at for using this poor weapon.

Instead of using the Caber for what is the main point of the weapon: a last resort explosive club, you instead resort to using this niche trick hoping for the one good execution.

Many Demos will be against wasting the precious time and effort needed to execute this jump, but it is entirely up to you whether to do so or not.
Step 4. The point of no return.
When the Demo is confident in what he is doing, all they need to do is the following.

1. Ensure that the Demo is at a healthy Hp to survive the explosion, landing, and any potential fire.
2. Ensure their Charge meter is ready.
3. Look at the floor beneath them and crouch down.

Here it comes.

4. Smack the ground with the Caber.

Feeling the Caber explode beneath themselves, they feel the regret of wasting this weapon's explosive fury fade away and find themselves high in the air. Taking less than half of a second and at the peak of the jump, it is time to charge.

Alternatives of this can be the following:

-Get airblasted by an enemy Pyro high into the air.
-Get launched into the sky by a Soldier's rocket, Demoman's sticky, or even a Sentry's salvo.
-Get launched by the Necro Mash hammer striking the ground.
-Any Halloween effect that causes the Demo to be flung into the sky.

Any of these or more can result in the Demo flying through the sky and most importantly keep their Caber intact. These situations are uncommon but can be exploited if done right.
Step 5. Screaming fury.
Once the Demoman has reached the pinnacle of their sacrificial jump, they must follow through and attempt one of the following.

-Charge at their final height then land and shield bash their target and strike with the crit/minicrit swing. Easy difficulty, the one strategy I personally prefer as it is satisfying to crit kill snipers.

-Charge then "Trimp" off of a suitable surface such as stairs, slopes, hills, walls, and many more. Advanced difficulty, usually done by experienced players.

-Try to cut off a rocket jumping Soldier, sticky jumping Demo, jetpack Pyro, or jumping Scout off guard and swing at them in midair. If they fall out of the sky the Demoman can follow through with a Shield bash and swing. Meme difficulty, can startle opponents and mess their whole plan up.

-Charge in the air and escape a dangerous situation or buy yourself time. Last resort difficulty as this usually is done when the Demo is alone or outmatched.

It is very helpful if as stated in the last step, the Demo had gotten lucky and was launched into the air with his Caber intact, or found an undetonated Caber dropped by a deceased Demoman. This opens up a possibility of dealing extreme damage against enemies or even a second Caber-jump.
Conclusion.
Now that you have learned an, honestly, unnecessary and risky jumping strategy, you can do as you wish with this knowledge. You can practice this on your own time, try to put yourself in scenarios where you either have a target, trimp spot, or in general want to impress people.

To recap, you just look at the floor with your Caber, smash the floor, and charge in the sky to wherever you wish. You may get lucky and shieldbash then crit an enemy leaving them dumbfounded, or miss by a mile and crumple to fall damage or fly off the map. Its all up to you.

To finish up, I just want to say that if Valve ever decides to update the Ullapool Caber, at least give it an easier way to refill it's explosive or even fix the hit register for the detonation. Many a time I have tried to smack someone and blow them up and it either does nothing or deals like 50 damage. That is bad enough but when you have to walk, in some cases, for almost a minute just to grab a new Caber, it is ridiculous. If they want to keep this version of the Caber, just give it maybe a 15 or 30 second recharge. My dream however is if they do fix it, they somehow made it like the Market Gardener for Demo: Crit or Minicrit while blast jumping. Imagine how fun it would be.

Anyway, that's all for now. Fly and drink responsibly fellow Demos.