Difference between revisions of "Basic Demoman strategy"

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(Ullapool Caber)
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{{Quotation|'''The Demoman'''|Not one of ya's going to survive this!|sound=Demoman_taunts11.wav}}
 
{{Quotation|'''The Demoman'''|Not one of ya's going to survive this!|sound=Demoman_taunts11.wav}}
  
The Demoman is a tough, mobile, high-damage class using explosive weapons almost exclusively. He has some of the highest damage output in the game, but he is vulnerable to foes up close. His grenades are difficult to aim and his stickybombs have significant arming times. That said, with skill he can even outclass a [[Heavy]]'s damage, and he destroys [[Sentry Gun]] nests with ease.
+
The Demoman is a tough, mobile, high-damage class using explosive weapons almost exclusively. He has some of the highest damage output in the game, but he is vulnerable to foes up close. His grenades are difficult to aim and his stickybombs have significant arming times. That said, with skill he can even outclass a [[Heavy]]'s damage, and he destroys [[Sentry Gun]] nests with ease.
  
 
==General==
 
==General==
  
* Use the [[Sticky bombs]] to [[sticky jump]]. This is similar to the [[Soldier]]'s [[Rocket jump]] technique. It allows you to move over large distances quickly or get into hard to reach places.
+
* Use the [[Sticky bombs]] to [[sticky jump]]. This is similar to the [[Soldier]]'s [[Rocket jump]] technique. It allows you to move over large distances quickly or get into hard to reach places.
  
* To take out [[Sentry Gun]]s around corners, [[Sticky bombs]] are often more useful than the [[Grenade Launcher]]. Simply throw a few Sticky bombs next to the Sentry Gun and detonate.
+
* To take out [[Sentry Gun]]s around corners, [[Sticky bombs]] are often more useful than the [[Grenade Launcher]]. Simply throw a few Sticky bombs next to the Sentry Gun and detonate.
  
* The Demoman has the only indirect fire weapons in the game. Use this to your advantage!  Why face an enemy when you can hit him from out of view?
+
* The Demoman has the only indirect fire weapons in the game. Use this to your advantage; why face an enemy when you can hit him from out of view?
  
* Use your Stickybomb Launcher as your primary weapon. Use the Grenade Launcher as a backup for foes in your face.
+
* Use your Stickybomb Launcher as your primary weapon. Use the Grenade Launcher as a backup for foes in your face.
  
* Remember that these are projectile weapons. Aim ahead!
+
* Remember that these are projectile weapons. Aim ahead!
  
 
==Weapon Specific==
 
==Weapon Specific==
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* Grenades explode on contact with an enemy, provided they have not bounced first.
 
* Grenades explode on contact with an enemy, provided they have not bounced first.
  
* Grenades explode on a timer after they touch a surface, and they don't lose any damage with distance. These "rollers" can be spammed towards an opponent or area indiscriminately to stop an escape or to kill a foe at extreme ranges.
+
* Grenades explode on a timer after they touch a surface, and they don't lose any damage with distance. These "rollers" can be spammed towards an opponent or area indiscriminately to stop an escape or to kill a foe at extreme ranges.
  
* Like most other TF2 weapons, accuracy can only be relied on at close quarters. Grenades launch to the right of the cross-hair,  so you should lead to the left to compensate. This is especially important for dealing with the faster classes such as [[Pyro]]s and [[Scout]]s.
+
* Like most other TF2 weapons, accuracy can only be relied on at close quarters. Grenades launch to the right of the cross-hair,  so you should lead to the left to compensate. This is especially important for dealing with the faster classes such as [[Pyro]]s and [[Scout]]s.
  
* Aim for direct hits whenever possible. The Grenade Launcher fires very fast and deals excellent damage, making this weapon a serious killer in very skilled hands.
+
* Aim for direct hits whenever possible. The Grenade Launcher fires very fast and deals excellent damage, making this weapon a serious killer in very skilled hands.
  
 
* If your timing is good, you can use the Grenade Launcher to boost your jumps. Fire into a corner, then jump on top of it to propel yourself upwards. Keep in mind that this method takes a great deal more skill, timing and time to set up than [[sticky jumping]], but it will damage your health less.
 
* If your timing is good, you can use the Grenade Launcher to boost your jumps. Fire into a corner, then jump on top of it to propel yourself upwards. Keep in mind that this method takes a great deal more skill, timing and time to set up than [[sticky jumping]], but it will damage your health less.
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===[[Loch-n-Load]]===
 
===[[Loch-n-Load]]===
 
{{Icon weapon|weapon=Loch-n-Load|icon-size=100x100px}}
 
{{Icon weapon|weapon=Loch-n-Load|icon-size=100x100px}}
*The [[Loch-n-Load]] deals more damage and has the same splash as the regular Grenade Launcher. Use it against single targets and against groups. You have a good chance of killing multiple foes.
+
*The [[Loch-n-Load]] deals more damage and has the same splash as the regular Grenade Launcher. Use it against single targets and against groups. You have a good chance of killing multiple foes.
*Loch grenades are high velocity, but they shatter without exploding if they don't hit a foe, and you only have two shots before you'll reload. Practice your direct hits.
+
*Loch grenades are high velocity, but they shatter without exploding if they don't hit a foe, and you only have two shots before you'll reload. Practice your direct hits.
  
 
===[[Stickybomb Launcher]]===
 
===[[Stickybomb Launcher]]===
 
{{Icon weapon|weapon=Stickybomb Launcher|icon-size=100x100px}}
 
{{Icon weapon|weapon=Stickybomb Launcher|icon-size=100x100px}}
* The Stickybomb Launcher has a very large splash and deals excellent damage. Furthermore, you can charge your shots to launch them further. Use this weapon like a remotely detonated [[Rocket Launcher]] with a huge clip.
+
* The Stickybomb Launcher has a very large splash and deals excellent damage. Furthermore, you can charge your shots to launch them further. Use this weapon like a remotely detonated [[Rocket Launcher]] with a huge clip.
  
* When setting Sticky traps, you should hide them in unusual positions like around a corner, above a doorway, to one side of the doorjamb, on the ceiling, just below the edge of a cliff, and so forth. If your enemy can't see the trap, you have a better chance of killing them.
+
* When setting Sticky traps, you should hide them in unusual positions like around a corner, above a doorway, to one side of the doorjamb, on the ceiling, just below the edge of a cliff, and so forth. If your enemy can't see the trap, you have a better chance of killing them.
  
* Three stickies will destroy any [[Sentry Gun]] not affected by the [[Wrangler]]. You can often destroy the [[Engineer]] and any other nearby buildings at the same time.
+
* Three stickies will destroy any [[Sentry Gun]] not affected by the [[Wrangler]]. You can often destroy the [[Engineer]] and any other nearby buildings at the same time.
  
 
* If an enemy engages you in close quarters, you may retreat by moving backward, dropping stickybombs at your feet. If he continues pursuit, detonate.
 
* If an enemy engages you in close quarters, you may retreat by moving backward, dropping stickybombs at your feet. If he continues pursuit, detonate.
  
* Stickies can herd a foe. Cover their retreat, then fire Stickies directly at them. They'll either take the Stickies under their feet or retreat into your trap.
+
* Stickies can herd a foe. Cover their retreat, then fire Stickies directly at them. They'll either take the Stickies under their feet or retreat into your trap.
  
 
* If you know you're about to die, detonate what stickies you have. You might catch someone in the blast. It is better to have a small chance of killing an enemy than no chance at all if you die and lose your placed sticky bombs.
 
* If you know you're about to die, detonate what stickies you have. You might catch someone in the blast. It is better to have a small chance of killing an enemy than no chance at all if you die and lose your placed sticky bombs.
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* The SR is most effective on defense because you can place a large number of Stickies very quickly and selectively detonate only some of them.
 
* The SR is most effective on defense because you can place a large number of Stickies very quickly and selectively detonate only some of them.
  
* Don't let the long arming delay discourage you. The weapon can carpet an area with stickies, and they still explode fast enough to pose a threat in direct combat.
+
* Don't let the long arming delay discourage you. The weapon can carpet an area with stickies, and they still explode fast enough to pose a threat in direct combat.
  
* When defending anywhere, especially places like tunnels, set up multiple traps and detonate them as foes approach. Set fallback traps but don't stand next to them. If you're within range of your own Sticky, it will explode!
+
* When defending anywhere, especially places like tunnels, set up multiple traps and detonate them as foes approach. Set fallback traps but don't stand next to them. If you're within range of your own Sticky, it will explode!
  
* This weapon fires very quickly. Herding a foe is even easier, and you can place a fatal amount of Stickies almost instantly.
+
* This weapon fires very quickly. Herding a foe is even easier, and you can place a fatal amount of Stickies almost instantly.
  
 
* While you cannot detonate all of your sticky bombs at once, you can detonate them in rapid succession by holding down the detonate key (Right-Mouse Button by default) and swinging your view across all of your stickybombs.
 
* While you cannot detonate all of your sticky bombs at once, you can detonate them in rapid succession by holding down the detonate key (Right-Mouse Button by default) and swinging your view across all of your stickybombs.
  
* Remember that the Scottish Resistance can destroy enemy Sticky bombs. Wipe out enemy traps!
+
* Remember that the Scottish Resistance can destroy enemy Sticky bombs. Wipe out enemy traps!
  
 
===[[Chargin' Targe]]===
 
===[[Chargin' Targe]]===
 
{{Icon weapon|weapon=Chargin' Targe|icon-size=100x100px}}
 
{{Icon weapon|weapon=Chargin' Targe|icon-size=100x100px}}
* Keep an eye on your Charge meter during your attack. Its color will tell you the effects of the Targe. Green is a recently-activated charge (less than 50% used), yellow means your next attack will be a [[Critical hits#Mini Crits|Mini-Crit]], and red means that your next melee attack will be a full strength Critical hit. The red zone also means that colliding with an enemy will cause the Targe itself to inflict damage.
+
* Keep an eye on your Charge meter during your attack. Its color will tell you the effects of the Targe. Green is a recently-activated charge (less than 50% used), yellow means your next attack will be a [[Critical hits#Mini Crits|Mini-Crit]], and red means that your next melee attack will be a full strength Critical hit. The red zone also means that colliding with an enemy will cause the Targe itself to inflict damage.
  
 
* You must react quickly, as the 'Red Zone' will only be active during the last 25% of the Charge.
 
* You must react quickly, as the 'Red Zone' will only be active during the last 25% of the Charge.
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*If you're in danger or on fire, use the charge to quickly move out of the battle zone to find a Medic or Health pack.
 
*If you're in danger or on fire, use the charge to quickly move out of the battle zone to find a Medic or Health pack.
  
*Do not attempt to charge Heavies unless they are distracted or heavily damaged. They are your most dangerous foe at melee range.
+
*Do not attempt to charge Heavies unless they are distracted or heavily damaged. They are your most dangerous foe at melee range.
  
*The [[Force-A-Nature]]'s knockback, the [[Flamethrower]]'s [[compression blast]], [[Sentry Gun]]s, [[arrows]], [[Natascha]]'s speed reduction and the explosive force of grenades, rockets and Sticky bombs will all interrupt your charge. Use your [[Grenade Launcher]] exclusively until the opportunity arises to make a clean attack. Then charge!
+
*The [[Force-A-Nature]]'s knockback, the [[Flamethrower]]'s [[compression blast]], [[Sentry Gun]]s, [[arrows]], [[Natascha]]'s speed reduction and the explosive force of grenades, rockets and Sticky bombs will all interrupt your charge. Use your [[Grenade Launcher]] exclusively until the opportunity arises to make a clean attack. Then charge!
  
 
===[[Bottle]] / [[Frying Pan]]===
 
===[[Bottle]] / [[Frying Pan]]===
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*In most cases, the Eyelander should not be used without the Chargin' Targe.
 
*In most cases, the Eyelander should not be used without the Chargin' Targe.
  
*A Demoman with stored decapitations can switch loadouts as long as he doesn't switch out the Eyelander. A smart Demoman can use the Chargin' Targe until he accumulates 4 heads, then return to a resupply cabinet and switch to the Stickybomb Launcher.
+
*A Demoman with stored decapitations can switch loadouts as long as he doesn't switch out the Eyelander. A smart Demoman can use the Chargin' Targe until he accumulates 4 heads, then return to a resupply cabinet and switch to the Stickybomb Launcher.
  
 
*This strategy will not work if "Automatically respawn after loadout changes in respawn zones" is checked in Options-> Multiplayer-> Advanced, as changing weapons respawns the player and resets the player's head count.  
 
*This strategy will not work if "Automatically respawn after loadout changes in respawn zones" is checked in Options-> Multiplayer-> Advanced, as changing weapons respawns the player and resets the player's head count.  
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*The Eyelander has a very long range for a melee weapon. Get comfortable with its area of effect and take this into account when going for a critical charge.
 
*The Eyelander has a very long range for a melee weapon. Get comfortable with its area of effect and take this into account when going for a critical charge.
  
*Don't try to use the Eyelander all the time. Stick with the Grenade Launcher until the opportunity arises for a clean kill. You should avoid dying with heads whenever possible.
+
*Don't try to use the Eyelander all the time. Stick with the Grenade Launcher until the opportunity arises for a clean kill. You should avoid dying with heads whenever possible.
  
 
*Be aware that the Eyelander 'hits' near the beginning of the swing animation, rather than at the middle. Keep this in mind so you don't accidentally 'under-shoot' an attack, especially when using the sword in conjunction with the Chargin' Targe.
 
*Be aware that the Eyelander 'hits' near the beginning of the swing animation, rather than at the middle. Keep this in mind so you don't accidentally 'under-shoot' an attack, especially when using the sword in conjunction with the Chargin' Targe.
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===[[Pain Train]]===
 
===[[Pain Train]]===
 
{{Icon weapon|weapon=Pain Train|icon-size=100x100px}}
 
{{Icon weapon|weapon=Pain Train|icon-size=100x100px}}
*The Pain Train is situational, so unequip this item if you're playing defense or a game mode without capturing. Its ability will be useless and you'll take more damage from bullets.
+
*The Pain Train is situational, so unequip this item if you're playing defense or a game mode without capturing. Its ability will be useless and you'll take more damage from bullets.
  
 
===[[Scotsman's Skullcutter]]===
 
===[[Scotsman's Skullcutter]]===
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* The Skullcutter is best used with the Chargin' Targe or in closed environments.
 
* The Skullcutter is best used with the Chargin' Targe or in closed environments.
  
* It has Eyelander-style range. Learn the distance and you'll rarely miss.
+
* It has Eyelander-style range. Learn the distance and you'll rarely miss.
  
* Keep in mind your reduced movement speed. Running foes will be nearly impossible to chase.
+
* Keep in mind your reduced movement speed. Running foes will be nearly impossible to chase.
  
 
===[[Claidheamohmor]]===
 
===[[Claidheamohmor]]===
 
{{Icon weapon|weapon=Claidheamohmor|icon-size=100x100px}}
 
{{Icon weapon|weapon=Claidheamohmor|icon-size=100x100px}}
*The [[Claidheamohmor]] is designed for the [[Chargin' Targe]]. The extra 0.5s of Charge will extend your attack range a great deal.
+
*The [[Claidheamohmor]] is designed for the [[Chargin' Targe]]. The extra 0.5s of Charge will extend your attack range a great deal.
  
*It has extended melee range like the [[Eyelander]]. Use it to your advantage.
+
*It has extended melee range like the [[Eyelander]]. Use it to your advantage.
  
 
===[[Ullapool Caber]]===
 
===[[Ullapool Caber]]===
 
{{Icon weapon|weapon=Ullapool Caber|icon-size=100x100px}}
 
{{Icon weapon|weapon=Ullapool Caber|icon-size=100x100px}}
*The [[Ullapool Caber]] is useful as a last ditch weapon. The explosion often deals enough damage to kill your enemy.
+
*The [[Ullapool Caber]] is useful as a last ditch weapon. The explosion often deals enough damage to kill your enemy.
  
*It's not usually a good strategy, but try using it with the [[Chargin' Targe]]. When you manage a [[Critical]] hit, the explosion will deal critical damage. This is useful in [[Medieval Mode]], where the Caber is the only splash weapon and enemies are likely to cluster on a point.
+
*It's not usually a good strategy to use it with the [[Chargin' Targe]], but it can be very useful in [[Medieval Mode]]. When you manage a [[Critical]] hit, the explosion will deal critical damage. The Caber is the only splash weapon in this mode, and enemies are likely to cluster on a point; charging in with the Caber is an effective way to scatter the clustered enemies, and you will probably kill some of the lighter ones.
  
 
*You can grenade jump with the Caber by crouch-jumping while you strike the ground or a wall.
 
*You can grenade jump with the Caber by crouch-jumping while you strike the ground or a wall.
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*Don't be afraid to use the grenade against clustered foes, but remember that you have other explosives which are far better and won't hurt you in the process.
 
*Don't be afraid to use the grenade against clustered foes, but remember that you have other explosives which are far better and won't hurt you in the process.
  
*Once the explosion is used its melee power drastically drops, allowing you to only deal about 35 damage each hit so never rely on it in a close combat situation.
+
*Once the explosion is used, its melee power drops drastically, only allowing you to deal about 35 damage per hit. Never rely on it in a close combat situation.
 
 
*While defending on Capture Point, if one of your points is being captured use your caber to damage everyone capturing the point
 
  
 
== See also==
 
== See also==

Revision as of 04:35, 20 December 2010

Not one of ya's going to survive this!
The Demoman

The Demoman is a tough, mobile, high-damage class using explosive weapons almost exclusively. He has some of the highest damage output in the game, but he is vulnerable to foes up close. His grenades are difficult to aim and his stickybombs have significant arming times. That said, with skill he can even outclass a Heavy's damage, and he destroys Sentry Gun nests with ease.

General

  • The Demoman has the only indirect fire weapons in the game. Use this to your advantage; why face an enemy when you can hit him from out of view?
  • Use your Stickybomb Launcher as your primary weapon. Use the Grenade Launcher as a backup for foes in your face.
  • Remember that these are projectile weapons. Aim ahead!

Weapon Specific

A list of useful tidbits about the Demoman's tools.

Grenade Launcher

Item icon Grenade Launcher.png

  • Grenades explode on contact with an enemy, provided they have not bounced first.
  • Grenades explode on a timer after they touch a surface, and they don't lose any damage with distance. These "rollers" can be spammed towards an opponent or area indiscriminately to stop an escape or to kill a foe at extreme ranges.
  • Like most other TF2 weapons, accuracy can only be relied on at close quarters. Grenades launch to the right of the cross-hair, so you should lead to the left to compensate. This is especially important for dealing with the faster classes such as Pyros and Scouts.
  • Aim for direct hits whenever possible. The Grenade Launcher fires very fast and deals excellent damage, making this weapon a serious killer in very skilled hands.
  • If your timing is good, you can use the Grenade Launcher to boost your jumps. Fire into a corner, then jump on top of it to propel yourself upwards. Keep in mind that this method takes a great deal more skill, timing and time to set up than sticky jumping, but it will damage your health less.

Loch-n-Load

Item icon Loch-n-Load.png

  • The Loch-n-Load deals more damage and has the same splash as the regular Grenade Launcher. Use it against single targets and against groups. You have a good chance of killing multiple foes.
  • Loch grenades are high velocity, but they shatter without exploding if they don't hit a foe, and you only have two shots before you'll reload. Practice your direct hits.

Stickybomb Launcher

Item icon Stickybomb Launcher.png

  • The Stickybomb Launcher has a very large splash and deals excellent damage. Furthermore, you can charge your shots to launch them further. Use this weapon like a remotely detonated Rocket Launcher with a huge clip.
  • When setting Sticky traps, you should hide them in unusual positions like around a corner, above a doorway, to one side of the doorjamb, on the ceiling, just below the edge of a cliff, and so forth. If your enemy can't see the trap, you have a better chance of killing them.
  • Three stickies will destroy any Sentry Gun not affected by the Wrangler. You can often destroy the Engineer and any other nearby buildings at the same time.
  • If an enemy engages you in close quarters, you may retreat by moving backward, dropping stickybombs at your feet. If he continues pursuit, detonate.
  • Stickies can herd a foe. Cover their retreat, then fire Stickies directly at them. They'll either take the Stickies under their feet or retreat into your trap.
  • If you know you're about to die, detonate what stickies you have. You might catch someone in the blast. It is better to have a small chance of killing an enemy than no chance at all if you die and lose your placed sticky bombs.

Scottish Resistance

Item icon Scottish Resistance.png

  • The SR is most effective on defense because you can place a large number of Stickies very quickly and selectively detonate only some of them.
  • Don't let the long arming delay discourage you. The weapon can carpet an area with stickies, and they still explode fast enough to pose a threat in direct combat.
  • When defending anywhere, especially places like tunnels, set up multiple traps and detonate them as foes approach. Set fallback traps but don't stand next to them. If you're within range of your own Sticky, it will explode!
  • This weapon fires very quickly. Herding a foe is even easier, and you can place a fatal amount of Stickies almost instantly.
  • While you cannot detonate all of your sticky bombs at once, you can detonate them in rapid succession by holding down the detonate key (Right-Mouse Button by default) and swinging your view across all of your stickybombs.
  • Remember that the Scottish Resistance can destroy enemy Sticky bombs. Wipe out enemy traps!

Chargin' Targe

Item icon Chargin' Targe.png

  • Keep an eye on your Charge meter during your attack. Its color will tell you the effects of the Targe. Green is a recently-activated charge (less than 50% used), yellow means your next attack will be a Mini-Crit, and red means that your next melee attack will be a full strength Critical hit. The red zone also means that colliding with an enemy will cause the Targe itself to inflict damage.
  • You must react quickly, as the 'Red Zone' will only be active during the last 25% of the Charge.
  • You can easily instakill any unaware opponent from a surprising range.
  • If you're in danger or on fire, use the charge to quickly move out of the battle zone to find a Medic or Health pack.
  • Do not attempt to charge Heavies unless they are distracted or heavily damaged. They are your most dangerous foe at melee range.

Bottle / Frying Pan

Item icon Bottle.png Item icon Frying Pan.png

  • The Bottle should be used when enemies are too close to reliably kill with the Grenade Launcher.
  • The Bottle will break on a Critical hit. This is purely visual and has no game effect.
  • The Bottle has no drawbacks, so if you don't have a specific purpose, don't use a different melee weapon.

Eyelander / Horseless Headless Horsemann's Headtaker

Item icon Eyelander.png Item icon Horseless Headless Horsemann's Headtaker.png

  • In most cases, the Eyelander should not be used without the Chargin' Targe.
  • A Demoman with stored decapitations can switch loadouts as long as he doesn't switch out the Eyelander. A smart Demoman can use the Chargin' Targe until he accumulates 4 heads, then return to a resupply cabinet and switch to the Stickybomb Launcher.
  • This strategy will not work if "Automatically respawn after loadout changes in respawn zones" is checked in Options-> Multiplayer-> Advanced, as changing weapons respawns the player and resets the player's head count.
  • The Eyelander has a very long range for a melee weapon. Get comfortable with its area of effect and take this into account when going for a critical charge.
  • Don't try to use the Eyelander all the time. Stick with the Grenade Launcher until the opportunity arises for a clean kill. You should avoid dying with heads whenever possible.
  • Be aware that the Eyelander 'hits' near the beginning of the swing animation, rather than at the middle. Keep this in mind so you don't accidentally 'under-shoot' an attack, especially when using the sword in conjunction with the Chargin' Targe.
  • Decapitating an enemy Demoman who also has the Eyelander equipped allows you to steal any Heads he has accumulated.

Pain Train

Item icon Pain Train.png

  • The Pain Train is situational, so unequip this item if you're playing defense or a game mode without capturing. Its ability will be useless and you'll take more damage from bullets.

Scotsman's Skullcutter

Item icon Scotsman's Skullcutter.png

  • The Skullcutter is best used with the Chargin' Targe or in closed environments.
  • It has Eyelander-style range. Learn the distance and you'll rarely miss.
  • Keep in mind your reduced movement speed. Running foes will be nearly impossible to chase.

Claidheamohmor

Item icon Claidheamh Mòr.png

  • It has extended melee range like the Eyelander. Use it to your advantage.

Ullapool Caber

Item icon Ullapool Caber.png

  • The Ullapool Caber is useful as a last ditch weapon. The explosion often deals enough damage to kill your enemy.
  • It's not usually a good strategy to use it with the Chargin' Targe, but it can be very useful in Medieval Mode. When you manage a Critical hit, the explosion will deal critical damage. The Caber is the only splash weapon in this mode, and enemies are likely to cluster on a point; charging in with the Caber is an effective way to scatter the clustered enemies, and you will probably kill some of the lighter ones.
  • You can grenade jump with the Caber by crouch-jumping while you strike the ground or a wall.
  • Don't be afraid to use the grenade against clustered foes, but remember that you have other explosives which are far better and won't hurt you in the process.
  • Once the explosion is used, its melee power drops drastically, only allowing you to deal about 35 damage per hit. Never rely on it in a close combat situation.

See also