Difference between revisions of "Demoman weapons (competitive)"

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===B.A.S.E Jumper===
 
===B.A.S.E Jumper===
  
The B.A.S.E. Jumper allows the user to deploy a parachute mid-air, slowing their descent. Air control is reduced while the parachute is deployed. It replaces the Demoman's primary weapon, so it is rarely used, as the big loss in attack capabilities is usually not worth the slower gliding.
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The B.A.S.E. Jumper allows the user to deploy a parachute mid-air, slowing their descent. Air control is reduced while the parachute is deployed and it replaces the Demoman's primary weapon. It is rarely used in competitive play, since slower gliding is often not worth the big damage tradeoff.  
  
 
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! style="background-color:#FFF4CC;" | [[B.A.S.E. Jumper]] <br>{{Item icon|B.A.S.E. Jumper}}
 
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* Allows the player to activate a parachute mid-air, slowing their descent by ~37%.
 
* Allows the player to activate a parachute mid-air, slowing their descent by ~37%.

Revision as of 15:49, 5 June 2018

This article is for competitive play, based on the standard community competitive format.
The community competitive scene changes frequently. Some or all info may be outdated.
Some Demoman weapons may be banned in your league. For a list of banned weapons, please see the Weapon Ban List.

The arsenal at the disposal of the Demoman is arguably the largest damage dealing of the standard competitive lineup. This with the ability to deny access to choke points; blocking enemy retreats and being able to get on the front line potentially quicker than Scouts also makes him a very versatile class: being extremely useful on offense and defense.

One of the main issues with the Demoman is the inability to defend himself at close quarters, with both his standard weapons resulting in damaging himself as well as his target if set off within close proximity.

Primary Weapon

The Demoman's primary weapon contributes to space control via spam, but is generally used when stickies are down and should not be wasted to give the Demoman an airshot.

Grenade Launcher

The stock Grenade Launcher deals large quantities of damage on a direct shot. However, if the shot misses, the grenade will fall and roll around, exploding after a short time. Grenades will damage the Demoman who fired them if they explode for any reason too close.

Weapon Damage Critical Damage Function Times Special
Grenade Launcher
Grenade Launcher
  • Collide: 100
  • Roller: 50
  • Collide Backlash: 42-80
  • Roller Backlash: 25-50
  • Collide Crit: 300
  • Roller Crit: 150
  • Collide Mini-Crit: 135
  • Roller Mini-Crit: 68
  • Attack: 0.6s
  • Reload Start: 1.24s
  • Reload More: 0.6s
  • Explosion Wait: 2.28s
  • Has no damage ramp-up or falloff.
  • Ricochet directions are random even with disable spread on.


Below is a table displaying the availability of the Grenade Launcher in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Grenade Launcher
Grenade Launcher
Allowed


Loch-n-Load

The Loch-n-Load is the only other Grenade Launcher for the Demoman. It deals more damage to buildings than the stock Grenade Launcher, but has a reduced clip size. Grenades fired from the Loch-n-Load will shatter harmlessly on surfaces, and will have a decreased explosion radius.

Weapon Damage Function Times Special
Loch-n-Load
Loch-n-Load
  • Collide: 100
  • Collide Crit: 300
  • Collide Mini-Crit: 135
  • Attack: 0.6s
  • Reload Start: 1.24s
  • Reload More: 0.6s
  • Has no damage ramp-up or fall-off.
  • Grenades shatter harmlessly on any surface except for enemy players and enemy buildings.
  • Grenades deal 20% more damage to buildings.
  • Grenades fly 25% faster.
  • Grenades have a 25% smaller explosion radius.
  • Clip size reduced by 25%.


Below is a table displaying the availability of the Loch-n-Load in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Loch-n-Load
Loch-n-Load
Allowed


Ali Baba's Wee Booties

Ali Baba's Wee Booties are a primary weapon which provides the Demoman with 25 additional health, 10% faster movement speed, as well as increased turning control at the cost of the lack of a Grenade Launcher. Kills made with a melee weapon will refill the charge meter by 25%.

The Bootlegger has the same stats as Ali Baba's Wee Booties.

Weapon Damage Critical Damage Function Times Special
Ali Baba's Wee Booties
Ali Baba's Wee Booties
N/A N/A N/A
  • +25 additional health, for a total of 200.
    • Maximum overheal increased from 260 to 300.
  • +10% movement speed when a shield is equipped.
  • +200% increase in turning control while charging.
  • Kills made with a melee weapon refill 25% of the charge meter.


Below is a table displaying the availability of the Ali Baba's Wee Booties in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Ali Baba's Wee Booties
Ali Baba's Wee Booties
Allowed


The Loose Cannon

The Loose Cannon is very rarely used in competitive play, as it lacks the damage output of the Grenade Launcher, at close and far ranges. The Loose Cannons cannonballs do 60 damage with a direct hit, and 29-52 splash damage, whereas the Grenade Launcher deals 100 on a direct hit and 25-64 splash.

Weapon Damage Function Times Special
Loose Cannon
Loose Cannon
  • Collide: 57-77
  • Collide Crit: 202
  • Collide Mini-Crit: 91-104
  • Attack: 0.6s
  • Reload Start: 1.24s
  • Reload More: 0.6s
  • Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key.
  • Cannonballs push players back on impact.
  • +20% projectile speed.
  • Double-Donk: If a cannonball deals both impact and explosive damage to an enemy within half a second, explosive damage will be a mini-crit.
  • Cannonballs do not explode on impact.
  • -50% damage on contact with surfaces.


Below is a table displaying the availability of the Loose Cannon in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Loose Cannon
Loose Cannon
Allowed


Iron Bomber

The Iron Bomber does identical damage to the Grenade Launcher. However, grenades fired will have severely reduced bounce and roll capabilities. In addition, the Iron Bomber has a 15% explosion radius penalty.

Weapon Damage Critical Damage Function Times Special
Iron Bomber
Iron Bomber
  • Collide: 100
  • Roller: 50
  • Collide Backlash: 42-80
  • Roller Backlash: 25-50
  • Collide Crit: 300
  • Roller Crit: 150
  • Collide Mini-Crit: 135
  • Roller Mini-Crit: 68
  • Attack: 0.6s
  • Reload Start: 1.24s
  • Reload More: 0.6s
  • Explosion Wait: 2.28s
  • Has no damage ramp-up or falloff.
  • Grenades have very little bounce and roll
    • -30% fuse time on grenades.
  • 15% smaller explosion radius

Below is a table displaying the availability of the Iron Bomber in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Iron Bomber
Iron Bomber
Allowed


B.A.S.E Jumper

The B.A.S.E. Jumper allows the user to deploy a parachute mid-air, slowing their descent. Air control is reduced while the parachute is deployed and it replaces the Demoman's primary weapon. It is rarely used in competitive play, since slower gliding is often not worth the big damage tradeoff.

Weapon Damage Critical Damage Function Times Special
B.A.S.E. Jumper
B.A.S.E. Jumper
  • N/A
  • N/A
  • N/A
  • Allows the player to activate a parachute mid-air, slowing their descent by ~37%.
  • 50% reduced air control while parachute is deployed.
  • The parachute can not be activated again, if it is deactivated mid-air.

Below is a table displaying the availability of the B.A.S.E. Jumper in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
B.A.S.E. Jumper
B.A.S.E. Jumper
Banned


Primary Weapon Usage

The Loch-n-Load deals the same damage to players as stock but more damage to buildings, but due to a reduced clip, increased self-damage, and the inability to contribute to spam, the stock Grenade Launcher is frequently preferred. Ali Baba's Wee Booties can be useful if combined with the Splendid Screen or Chargin' Targe, but are rarely used, since it restricts the Demoman's area-denial abilities too heavily. The Loose Cannon is rather useless and for this reason, rarely used, as the damage compared to the Grenade Launcher is considerably smaller. The Iron Bomber helps with area denial, as the grenades usually stay where they land.

Secondary Weapon

The Demoman's secondary weapons are often his main form of attack, as they consist of his strongest area-denial weapons.

Stickybomb Launcher

The stock Stickybomb Launcher has many uses, but is mainly used for traps. Traps take two forms: Hidden stickies designed to kill an unsuspecting foe, or visible traps, designed to discourage or slow classes from pushing through a choke or capturing a point. Stickies can also be fired at an Engineer nest to quickly take it out before he can repair his buildings.

Weapon Damage Critical Damage Function Times Special
Stickybomb Launcher
Stickybomb Launcher
  • Maximum Ramp-Up: 120
  • Base Damage: 100
  • Maximun Fall-off: 60
  • Backlash: 45-88
  • Critical (6 ft): 180
  • Critical (3 ft): 261
  • Critical (Under): 355
  • Mini-crit (6 ft): 81
  • Mini-crit (3 ft): 117
  • Mini-crit (Under): 165
  • Attack: 0.6s
  • Reload Start: 0.77s
  • Reload More: 0.67s
  • Sticky Initialize: 0.92s
  • Stickies stop getting falloff and ramp-up after 5 seconds of life.
  • Stickies can be destroyed with non-explosive weapons and Scottish Resistance stickies.
  • Stickies can be pushed with other explosive weapons and airblast.
  • Effective for sticky jumping.
  • Maximum of 8 stickies placed at a time.


Below is a table displaying the availability of the Stickybomb Launcher in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Stickybomb Launcher
Stickybomb Launcher
Allowed


Scottish Resistance

The Scottish Resistance favors defense more than offense. Due to increased bomb arm time, it cannot be used to launch airburst stickies. However, it fires stickybombs faster than its counterpart, and can lay 6 additional stickybombs. All of the stickies can be detonated separately, thus allowing the Demoman to place more traps than usual and detonate them faster.

Weapon Damage Critical Damage Function Times Special
Scottish Resistance
Scottish Resistance
  • Maximum Ramp-Up: 120
  • Base Damage: 100
  • Maximun Fall-off: 60
  • Backlash: 45-88
  • Critical (6 ft): 180
  • Critical (3 ft): 261
  • Critical (Under): 355
  • Mini-crit (6 ft): 81
  • Mini-crit (3 ft): 117
  • Mini-crit (Under): 165
  • Attack: 0.45s
  • Reload Start: 1.09s
  • Reload More: 0.67s
  • Sticky Initialize: 1.72s
  • Stickies stop getting falloff and ramp-up after 5 seconds of life.
  • Stickies can be destroyed with non-explosive weapons and Scottish Resistance stickies.
  • Stickies can be pushed with other explosive weapons and airblast.
  • Effective for sticky jumping, but requires more caution when used.
  • Maximum of 14 stickies placed at a time.


Below is a table displaying the availability of the Scottish Resistance in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Scottish Resistance
Scottish Resistance
Allowed


Sticky Jumper

The Sticky Jumper deals no damage to any player, but produces identical sticky jump distance.

Weapon Damage Critical Damage Function Times Special
Sticky Jumper
Sticky Jumper
  • All: 0
  • All: 0
  • Attack: 0.6s
  • Reload Start: 0.77s
  • Reload More: 0.67s
  • Sticky Initialize: 0.92s
  • Stores 72 reserve ammo instead of 24.
  • Stickies can be destroyed with non-explosive weapons and Scottish Resistance stickies.
  • Stickies can be pushed with other explosive weapons and airblast.
  • Effective for sticky jumping.
  • Maximum of 2 stickies placed at a time.
  • Cannot pick up the intelligence while this weapon is equipped.


Below is a table displaying the availability of the Sticky Jumper in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Sticky Jumper
Sticky Jumper
Allowed


Chargin' Targe

The Chargin' Targe provides the Demoman with the ability to charge, having him run in a nearly straight line at very high speeds. Starting the charge removes any negative debuffs from the user. It deals damage on colliding with an enemy, and provides guaranteed melee mini-crits for 1/6th of the charge duration and crits at 1/2 of the charge duration. The charge will stop once a melee attack is fired, a wall is hit, or when the charge meter runs out. The Chargin' Targe provides the wearer with a 50% fire damage resistance and a 30% explosive damage resistance.

Weapon Damage Critical Damage Function Times Special
Chargin' Targe
Chargin' Targe
  • Shield Bash: 50+10x
  • Mini-Crit Bash: 68+13.5x
  • Charge: ≤2s
  • Refill: 12s, including charge duration.
    • 9s, if a melee kill was made with the Ali Baba's Wee Booties/Bootlegger equipped.
    • 9s, if a melee kill was made with Claidheamh Mòr.
    • 6s, if a melee kill was made with Claidheamh Mòr and the Ali Baba's Wee Booties/Bootlegger equipped.
    • 6s, if Persian Persuader is equipped.
    • 4.5s, if Persian Persuader is equipped, and a melee kill was made with the Ali Baba's Wee Booties/Bootlegger equipped
  • x = number of Eyelander heads collected, max 5.
  • Charges at 750 u/s (637.5 with Skullcutter); does bash damage at end.
  • Charging gives melee Mini-crits at 1/6th charge duration and Crits at 1/2 charge duration.
  • If it hits and deals impact damage, a quick melee attack will be a critical hit.
  • +50% fire damage resistance on wearer.
  • +30% explosive damage resistance on wearer.


Below is a table displaying the availability of the Chargin' Targe in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Chargin' Targe
Chargin' Targe
Allowed


Splendid Screen

The Splendid Screen functions identically to the Chargin' Targe, but deals increased impact damage at any range, at the cost of reduced damage resistance and afterburn immunity.

Weapon Damage Critical Damage Function Times Special
Splendid Screen
Splendid Screen
  • Shield Bash: 85+17x
  • Mini-Crit Bash: 115+23x
  • Charge: ≤2s
  • Refill: 12s, including charge duration.
    • 9s, if a melee kill was made with the Ali Baba's Wee Booties/Bootlegger equipped.
    • 9s, if a melee kill was made with Claidheamh Mòr.
    • 6s, if a melee kill was made with Claidheamh Mòr and the Ali Baba's Wee Booties/Bootlegger equipped.
    • 6s, if Persian Persuader is equipped.
    • 4.5s, if Persian Persuader is equipped, and a melee kill was made with the Ali Baba's Wee Booties/Bootlegger equipped
  • x = number of Eyelander heads collected, max 5.
  • +20% fire damage resistance on wearer.
  • +20% explosive damage resistance on wearer.
  • +50% charge recharge rate.
  • Charging gives melee Mini-Crits at 1/6th charge duration and Crits at 1/2 charge duration.
  • Deals 70% more charge impact damage any range.
  • If it hits and deals impact damage, a quick melee attack will be a critical hit.
  • Otherwise functions identically to the Chargin' Targe.


Below is a table displaying the availability of the Splendid Screen in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Splendid Screen
Splendid Screen
Allowed


Tide Turner

The Tide Turner functions identically to the above shields, but allows full turning control whilst charging. In addition, any kills made with a melee weapon will refill the charge meter by 75%. In comparison to the other shields, this shield has less damage resistance than the Chargin' Targe and less damage output than the Splendid Screen.

Weapon Damage Critical Damage Function Times Special
Tide Turner
Tide Turner
  • Shield Bash: 50+10x
  • Mini-Crit Bash: 68+13.5x
  • Charge: ≤2s
  • Refill: 12s, including charge duration.
    • 3s, if a melee kill was made.
    • 0s, if a melee kill was made with the Ali Baba's Wee Booties/Bootlegger equipped.
    • 0s, if a melee kill was made with Claidheamh Mòr.
    • 6s, if Persian Persuader is equipped.
    • 1.5s, if Persian Persuader is equipped, and a melee kill is made.
  • x = number of Eyelander heads collected, max 5.
  • +15% fire damage resistance on wearer.
  • +15% explosive damage resistance on wearer.
  • Charging gives melee Mini-Crits at 1/6th charge duration and Crits at 1/2 charge duration.
  • Allows full turn control whilst charging.
  • Kills made with a melee weapon refill 75% of the charge meter.
  • If it hits and deals impact damage, a quick melee attack will be a critical hit.
  • Otherwise functions identically to the previous shields.
  • Taking damage while charging reduces the remaining charge time.


Below is a table displaying the availability of the Tide Turner in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Tide Turner
Tide Turner
Allowed


Secondary Weapon Usage

The stock Stickybomb Launcher is the most versatile Stickbomb Launcher. The Scottish Resistance has merit when defending, but is much harder to land an airshot with. The Chargin' Targe, Splendid Screen and Tide Turner require a much more aggressive Demoman, but allow the Demoman to pick off important classes easier, especially when using the Tide Turner. However, this removes the team's option of sticky traps, and make Engineer nests scarier. The Sticky Jumper can be used to facilitate a back-cap with the Pain Train, but is otherwise useless. The stock Stickybomb Launcher is the most common choice.

Melee Weapon

The Demoman boasts a wide range of melee weapons, which can transform his class significantly. The Eyelander, its reskins, the Persian Persuader, the Half-Zatoichi, and the Claidheamh Mor provide the Decapitation taunt.

Bottle

The Bottle is the Demoman’s stock melee weapon. Like other standard melee weapons, it deals moderate damage. It deals decent damage at close range, and is useful if the Demoman is low on health, or has a sticky trap down and is low on ammo. The Frying Pan and the Scottish Handshake have the same stats as the Bottle.

Weapon Damage Critical Damage Function Times Special
Bottle
Bottle
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • Completely standard melee weapon.


Below is a table displaying the availability of the Bottle in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Bottle
Bottle
Allowed


Eyelander

The Eyelander has an increased melee range, and will raise the Demoman's base health and shield impact damage as well as grant increased movement speed for every kill made with it. However, it lowers the Demoman's base health by 25.

The Horseless Headless Horsemann's Headtaker and the Nessie's Nine Iron have the same stats as the Eyelander.

Weapon Damage Critical Damage Function Times Special
Eyelander
Eyelander
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • Increased attack range.
  • -25 initial health, for a total of 150.
  • Each kill collects a Head.
    • Each head collected increases speed by 22 units/second.
    • Increases maximum health by 15, and heals for 15, which can overheal.
    • If another Eyelander player is killed, any quantity of heads they had become yours. You only recieve 15 health.
    • Heads are reset on death.
  • The eyelander deploys and holsters slower.


Below is a table displaying the availability of the Eyelander in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Eyelander
Eyelander
Allowed


Claidheamh Mòr

Like the Eyelander, the Claidheamh Mòr has an increased melee range. However, it extends charge time by 0.5 seconds, and reduces the Demoman's health by 15, but grants 25% of the charge meter on a melee kill..

Weapon Damage Critical Damage Function Times Special
Claidheamh Mòr
Claidheamh Mòr
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • Increased attack radius
  • +15% damage vulnerability on wearer.
  • The Chargin' Targe, Splendid Screen, and Tide Turner have a 2.5s charge when used with this melee weapon.
  • Kills made with this weapon add 25% to the charge meter.


Below is a table displaying the availability of the Claidheamh Mòr in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Claidheamh Mòr
Claidheamh Mòr
Allowed


Persian Persuader

The Persian Persuader grants charge for ammo pickups. It also refills 20% of the charge meter on melee hits. This comes at the cost of -80% max ammo on the wearer's primary and secondary weapons.

Weapon Damage Critical Damage Function Times Special
Persian Persuader
Persian Persuader
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • Collecting ammo pickups fills charge.
  • Melee hits refill 20% of the charge meter.
  • -80% max primary weapon ammo on wearer.
  • -80% max secondary weapon ammo on wearer.
  • The Persian Persuader deploys and holsters slower.


Below is a table displaying the availability of the Persian Persuader in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Persian Persuader
Persian Persuader
Allowed


Pain Train

The Pain Train is designed for the more offensive Demoman. It doubles his capture rate, allowing for back-caps and increased capture times, but leaves him more vulnerable to Scouts and Shotgun shots.

Weapon Damage Critical Damage Function Times Special
Pain Train
Pain Train
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • Gives user double capture rate.
  • Increases taken damage from hitscan weapons by 10%.


Below is a table displaying the availability of the Pain Train in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Pain Train
Pain Train
Allowed


Scotsman's Skullcutter

The Scotsman's Skullcutter reduces the Demoman's speed while active, but provides more melee damage.

Weapon Damage Critical Damage Function Times Special
Scotsman's Skullcutter
Scotsman's Skullcutter
  • Melee: 78
  • Critical: 234
  • Minicrit: 105
  • Attack: 0.8s
  • Decreases movement speed by 15% while active.
  • Increases damage by 20%.
  • The Scotsman's Skullcutter deploys and holsters slower.


Below is a table displaying the availability of the Scotsman's Skullcutter in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Scotsman's Skullcutter
Scotsman's Skullcutter
Allowed


Half-Zatoichi

Once the Half-Zatoichi has been deployed, it can only be put away once a kill has been made or by touching a resupply cabinet. On kill, the Demoman gains 50% of his base health (can overheal).

Weapon Damage Critical Damage Function Times Special
Half-Zatoichi
Half-Zatoichi
  • Melee: 65
  • Critical: 195
  • Mini-Crit: 88
  • Attack: 0.8s
  • The Demoman gains 50% of his base health on kill.
  • This weapon is Honorbound, and once drawn, holstering it deals 50 damage to the user unless they kill an enemy with it first.
  • Will insta-kill an enemy Soldier or Demoman holding out the same weapon.


Below is a table displaying the availability of the Half-Zatoichi in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Half-Zatoichi
Half-Zatoichi
Allowed


Ullapool Caber

The Ullapool Caber deals reduced melee damage, but will explode upon first usage to deal explosion damage to surrounding targets and 100 damage to the wiedler.

Weapon Damage Critical Damage Function Times Special
Ullapool Caber
Ullapool Caber
  • Melee: 55
  • Explosion: 75
  • Total: 130
  • Critical: 165
  • Critical Explosion: 225
  • Critical Total: 390
  • Mini-Crit: 74
  • Mini-Crit Explosion: 111
  • Mini-Crit Total: 185
  • Attack: 0.96s
  • Explodes upon contact with any object that is not a friendly player or friendly building.
  • Explosion deals 56 self-damage.
  • 20% slower firing speed.


Below is a table displaying the availability of the Ullapool Caber in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Ullapool Caber
Ullapool Caber
Allowed


Melee Weapon Usage

The Demoman's variety comes from his melee weapon choice. The stock Bottle offers a good and non-explosive alternative for close-range damage. The Eyelander is useful for a Demoman who expects to stay alive for a longer time. The Scotsman's Skullcutter allows for faster kills at close range, but slows the Demoman down overall. The Persian Persuader allows for more frequent charge attacks and more frequent health packs, but prevents obtaining additional ammo for the Demoman's primary and secondary weapons. The Pain Train makes the Demoman more vulnerable to Scouts, but allows him to facilitate captures faster. The Half-Zatoichi allows for healing far from a Medic, but leaves the Demoman overly vulnerable if he fails to get a kill. The Ullapool Caber works well as a last resort, but may cause unintentional suicide. The Claidheamh Mór paired with the Tide Turner can be used to charge from a long distance to kill an important class by surprise, such as a fully charged Medic, but the lowered base health may make the Demoman more vulnerable. Overall, the Bottle is considered the safest and best option, as it allows for consistent damage without any downsides.