Difference between revisions of "Demoman weapons (competitive)"

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(B.A.S.E Jumper)
(B.A.S.E Jumper slows your descent TO 37.3%, not BY 37.3%. Also, reworded it to more closely match the wording of the B.A.S.E. Jumper wiki page)
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* Allows the player to activate a parachute mid-air, slowing their descent by ~37%.
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* Allows the player to activate a parachute mid-air, slowing their descent to ~37.3% of normal speed.
 
* 50% reduced air control while parachute is deployed.
 
* 50% reduced air control while parachute is deployed.
 
* The parachute can not be activated again, if it is deactivated mid-air.
 
* The parachute can not be activated again, if it is deactivated mid-air.

Revision as of 00:30, 31 August 2022

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 Some or all info may be outdated.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 most capable of dealing high amounts of damage and denying large areas of land in the standard competitive lineup. This with the ability to deny access to choke points; blocking enemy retreats and being able to use sticky jumping to get on the front lines potentially quicker than Scouts also makes him a very versatile class: being extremely useful on both 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, thus leaving him at the choice of either using melee weapons, or potentially taking self-damage.

Primary Weapon

The Demoman's primary weapon is often used in close quarters combat situations, where the Demoman is not able to use the Stickybomb Launcher due to the arm time of the stickies. It also contributes to area denial through spamming grenades, but it is generally used when stickies are down and the Demoman needs to defend himself without having to detonate the stickybombs. The demoman's grenades are not affected by damage falloff, direct hits will always deal 100 damage, and grenades that explode on their own will deal constant splash damage regardless of the Demoman's distance from the target.

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 approximately 2.3s after the first bounce. Grenades will damage the Demoman who fired them if they explode too close to him for any reason.

Weapon Damage Critical Damage Function Times Special
Grenade Launcher
Grenade Launcher
  • Collide: 100
  • Roller: 60
  • Collide Backlash: 38-73
  • Collide Crit: 300
  • Roller Crit: 180
  • Collide Mini-Crit: 135
  • Roller Mini-Crit: 81
  • Attack Interval: 0.6s
  • First Reload: 1.24s
  • Consecutive Reloads: 0.6s
  • Fuse time after first bounce: 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 deals 20% more damage to buildings than the stock Grenade Launcher, at the cost of having a 25% smaller clip, storing 3 grenades instead of 4. Grenades fired from the Loch-n-Load will shatter harmlessly upon hitting anything that is not an enemy player or building. The Loch-n-Load's grenades move 25% faster, but also have a 25% smaller explosion radius.

Weapon Damage Function Times Special
Loch-n-Load
Loch-n-Load
  • Collide: 100
  • Collide with Buildings: 120
  • Collide Crit: 300
  • Collide Mini-Crit: 135
  • Attack Interval: 0.6s
  • First Reload: 1.24s
  • Consecutive Reloads: 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.
  • +25% projectile speed.
  • Grenades have a 25% smaller explosion radius.
  • Stores 3 grenades in it's clip instead of 4


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 provide the Demoman with 25 additional health, thus raising his maximum health from 175 to 200, and his maximum overheal from 260 to 300. It gives the Demoman 10% faster movement speed when a shield is equipped at the same time, and increased turning control while charging with a shield at the cost of the lack of a Grenade Launcher. Kills made with a melee weapon will refill the equipped shield's 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 shield's 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, both at close and far ranges. The Loose Cannon's cannonballs do 50 damage with a direct hit, and 60 splash damage, whereas the Grenade Launcher deals 100 direct hit damage and 60 splash damage. The Loose Cannon's projectiles move 20% faster and knock back enemies on direct contact. The cannonballs have a fuse time of 1 second, but can be set to explode earlier by holding down the primary fire key. Holding down the primary fire key for too long will cause the cannonball to explode, dealing self-damage to the Demoman. This can be used to perform an effective explosive jump.

Weapon Damage Function Times Special
Loose Cannon
Loose Cannon
  • Collide: 50
  • Roller: 60
  • Collide Crit: 150
  • Roller Crit: 180
  • Collide Mini-Crit: 68
  • Roller Mini-Crit: 81
  • Attack Interval: 0.6s
  • First Reload: 1.24s
  • Consecutive Reloads: 0.6s
  • Has no damage ramp-up or fall-off.
  • Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the primary fire key.
  • Cannonballs push players back on impact.
    • Double-Donk: If a cannonball deals both impact and explosive damage to an enemy within half a second, the explosive damage will be a mini-crit.
  • Cannonballs do not explode on impact.
  • -50% damage on contact with enemies.
  • +20% projectile speed.


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, allowing the Demoman to create short-term ground traps with them. In addition, the Iron Bomber has a 15% explosion radius penalty, and its grenades have a 30% reduced fuse time.

Weapon Damage Critical Damage Function Times Special
Iron Bomber
Iron Bomber
  • Collide: 100
  • Roller: 60
  • Backlash: 38-73
  • Collide Crit: 300
  • Roller Crit: 180
  • Collide Mini-Crit: 135
  • Roller Mini-Crit: 81
  • Attack Interval: 0.6s
  • First Reload: 1.24s
  • Consecutive Reloads: 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 Demoman to deploy a parachute mid-air, slowing his descent. Air control is vastly reduced while the parachute is deployed, and when the parachute is deactivated mid-air, it can not be activated again until the Demoman has touched the ground first. It replaces the Demoman's primary weapon, thus it is rarely used in competitive play, since slower gliding is often not worth replacing the Demoman's most efficient area denial weapons.

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 to ~37.3% of normal speed.
  • 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
Allowed


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. In 6v6, the most common choice among primary weapons is the Iron Bomber, due to the fact that it's grenades have very little bounce and roll, thus increasing the Demoman's area denial capabilities.

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 and area denial. Traps can take two forms: Hidden stickies, designed to kill an unsuspecting foe who goes near them, or visible traps, designed to discourage or slow classes from pushing through a choke or capturing a point. They can be used agressively for pushes, and can also be fired at an Engineer's nest to quickly take it out before he can repair his buildings. By holding down primary fire, the Stickybomb Launcher can be charged up to launch a sticky much farther, at up to 230% of the stickybomb's standard speed.

Weapon Damage Critical Damage Function Times Special
Stickybomb Launcher
Stickybomb Launcher
  • Maximum Ramp-Up: 144
  • Base Damage: 120
  • Maximum Fall-off: 60
  • Backlash: 45-114
  • Critical (6 ft): 180
  • Critical (3 ft): 261
  • Critical (Under 3 ft): 355
  • Mini-crit (6 ft): 81
  • Mini-crit (3 ft): 117
  • Mini-crit (Under 3 ft): 165
  • Attack Interval: 0.6s
  • First Reload: 1.09s
  • Consecutive Reloads: 0.67s
  • Sticky Activation Time: 0.7s
  • 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 airblasts.
  • Effective for sticky jumping.
  • Maximum of 8 stickies placed at a time.
    • Upon shooting a ninth sticky, the oldest one explodes automatically.


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 over offense. Due to increased bomb arm time, it cannot be used to launch airburst stickies, and is thus considered useless in offense. However, it fires stickybombs faster than its counterpart, and can lay 6 additional stickybombs, for a total of 14 bombs. All of the stickies can be detonated separately, thus allowing the Demoman to place more traps than usual and detonate them faster, making the Scottish Resistance the best secondary for defense. By holding down primary fire, the Scottish Resistance can be charged up to launch a sticky much farther, at up to 230% of the stickybomb's standard speed, similiarly to the stock Stickybomb Launcher.

Weapon Damage Critical Damage Function Times Special
Scottish Resistance
Scottish Resistance
  • Maximum Ramp-Up: 144
  • Base Damage: 120
  • Maximum Fall-off: 60
  • Backlash: 45-114
  • Critical (6 ft): 180
  • Critical (3 ft): 261
  • Critical (Under 3 ft): 355
  • Mini-crit (6 ft): 81
  • Mini-crit (3 ft): 117
  • Mini-crit (Under 3 ft): 165
  • Attack Interval: 0.45s
  • First Reload: 1.09s
  • Consecutive Reloads: 0.67s
  • Sticky Activation Time: 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.
  • 0.8s slower stickybomb arm 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. It can be effective for sneaking past the enemy team and trying to capture their control point, thus forcing them to abandon a push. This is especially effective when combined with the Pain Train, due to the increased capturing rate. It stores 72 reserve ammo instead of 24, but can only have 2 stickies placed at the same time.

Weapon Damage Critical Damage Function Times Special
Sticky Jumper
Sticky Jumper
  • All: 0
  • All: 0
  • Attack Interval: 0.6s
  • First Reload: 1.09s
  • Consecutive Reloads: 0.67s
  • Sticky Activation Time: 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.
  • wearer cannot pick up the intelligence or the PASS Time JACK.


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 recharges 50% faster and deals 70% 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. Taking damage while charging with the Tide Turner reduces the remaining charge time.

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


Quickiebomb Launcher

The stickybombs fired by the Quickiebomb Launcher are armed in just 0.5 seconds, making them detonatable much quicker than the stock Stickybomb Launcher's bombs, and optimizing them for quick in-combat detonations. The Quickiebomb Launcher can be charged by holding down the primary attack key, similiarly to other stickybomb launchers, but the charge rate is increased by 70%, thus making the meter fill up in roughly 1 second instead of 4. The Quickiebomb Launcher initially suffers from a -15% damage penalty, but its stickies deal increased damage based on the amount of charge, up to 35% increased damage.

Weapon Damage Critical Damage Function Times Special
Quickiebomb Launcher
Quickiebomb Launcher
  • Maximum Ramp-Up: 122
  • Base Damage: 102
  • Maximum Fall-off: 51
  • Backlash: 38-97
  • Critical (6 ft): 153
  • Critical (3 ft): 222
  • Critical (Under 3 ft): 302
  • Mini-Crit (6 ft): 69
  • Mini-Crit (3 ft): 100
  • Mini-Crit (Under 3 ft): 138
  • Attack Interval: 0.6s
  • First Reload: 1.09s
  • Consecutive Reloads: 0.67s
  • Sticky Activation Time: 0.5s
  • Stickies stop getting falloff and ramp-up after 5 seconds of life.
  • Can destroy enemy stickybombs.
  • Stickies can be pushed with other explosive weapons and airblasts.
  • Effective for sticky jumping.
  • -50% clip size.
  • -15% damage penalty.
  • Up to +35% increased damage, based on charge.


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

Weapon Global 6v6 Whitelist
Quickiebomb Launcher
Quickiebomb Launcher
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, Scottish Handshake, Bat Outta Hell, Conscientious Objector, Crossing Guard, Freedom Staff, Ham Shank, Memory Maker and the Necro Smasher have the same stats as the Bottle.

Weapon Damage Critical Damage Function Times Special
Bottle
Bottle
  • Melee: 65
  • Critical: 195
  • Mini-Crit: 88
  • Attack Interval: 0.8s
  • 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 reduce the Demoman's base health by 25, initially lowering his maximum health from 150 to 125. The main benefit of the weapon is that it will decapitate enemies upon a kill, and doing so will increase the Demoman's base speed by 8% and base health by 15, as well as healing the Demoman for 15 health. This bonus will continue with each beheading until the player has collected a maximum of 4 heads, at which point the Demoman's speed will be capped at 370 Hammer units per second, only slightly slower than a Scout, and his health will be capped at 210. At this point, collecting another head will only provide the healing. This healing effect can overheal. Taunting with the Eyelander equipped will perform the Decapitation kill taunt.

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
  • Mini-Crit: 88
  • Attack Interval: 0.8s
  • Increased attack range.
  • -25 initial health, for a total of 150.
  • Each kill collects a Head.
    • Each head collected increases movement speed by 8%.
    • Each head increases maximum health by 15, and heals for 15, which can overheal.
    • If another player wielding the Eyelander is killed, any quantity of heads they had become are transferred to the user. They only recieve 15 health.
    • Heads are reset on death.
  • The eyelander deploys and holsters slower.
  • Provides the Decapitation taunt.


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 with a shield by 0.5 seconds. The Claidheamh Mòr does not collect heads from decapitated victims. It makes the user 15% more vulnerable to all sources of damage when active. Killing an enemy with this weapon will instantly refill 25% of the shield's charge meter.

Weapon Damage Critical Damage Function Times Special
Claidheamh Mòr
Claidheamh Mòr
  • Melee: 65
  • Critical: 195
  • Mini-Crit: 88
  • Attack Interval: 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

Hitting enemies with the Persian Persuader refills 20% of the charge on Demoman's respective shields, and also turns ammo pickups into charge, allowing for more frequent charging, and encouraging a more aggressive playstyle.. As the downside, the user's primary and secondary ammo are reduced by 80%, and it cannot deal random Critical Hits.

Weapon Damage Critical Damage Function Times Special
Persian Persuader
Persian Persuader
  • Melee: 65
  • Critical: 195
  • Mini-Crit: 88
  • Attack Interval: 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.
  • Increased attack radius.


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 10% more vulnerable to his most dangerous match-ups, Scout and Soldier.

Weapon Damage Critical Damage Function Times Special
Pain Train
Pain Train
  • Melee: 65
  • Critical: 195
  • Mini-Crit: 88
  • Attack Interval: 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. While the weapon is active, it will slow the Demoman down from 280 units/second (93% of normal speed) to 238 units/second (79% of normal speed). This is 8 units/second faster than a Heavy and 2 units/second slower than a Soldier, making him the second slowest class while the weapon is active.

Weapon Damage Critical Damage Function Times Special
Scotsman's Skullcutter
Scotsman's Skullcutter
  • Melee: 78
  • Critical: 234
  • Mini-Crit: 105
  • Attack Interval: 0.8s
  • Decreases movement speed by 15% while active.
  • +20% damage bonus
  • The Scotsman's Skullcutter deploys and holsters slower.
  • Increased attack radius.


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. Upon slaying an enemy with the Half-Zatoichi, the Demoman's health is instantly filled by 50% of his max health, which can also grant overheal. This weapon is Honorbound; if the Demoman attempts to switch away from the sword without killing another player with it first, he will take 50 damage, if he already has less than 50 health, he cannot switch away from the Half-Zatoichi without killing an enemy with it first. It will instantly kill any enemy using the same sword.

Weapon Damage Critical Damage Function Times Special
Half-Zatoichi
Half-Zatoichi
  • Melee: 65
  • Critical: 195
  • Mini-Crit: 88
  • Attack Interval: 0.8s
  • The Demoman gains 50% of his base health on kill (can overheal).
  • This weapon is Honorbound, and once drawn, holstering it deals 50 damage to the user unless they kill an enemy with it first.
    • This weapon cannot be holstered if the user has less than 50 health and has not killed an enemy with it.
  • 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

With the Ullapool Caber, the first hit on any solid object or enemy (including a disguised Spy) will cause the explosives in the head to detonate, dealing massive explosive damage to both the Demoman and surrounding enemies, with rampup applied, and melee damage dealt to the main target in addition to the explosion. After it is used, the only ways to get back the explosive are respawning or visiting a Resupply cabinet. The Ullapool Caber has a 20% slower firing speed, and it deploys 100% slower.

Weapon Damage Critical Damage Function Times Special
Ullapool Caber
Ullapool Caber
  • Melee: 55
  • Explosion: 75
  • Total: 130
  • Backlash: 52-56
  • Critical: 165
  • Critical Explosion: 225
  • Critical Total: 390
  • Mini-Crit: 74
  • Mini-Crit Explosion: 111
  • Mini-Crit Total: 185
  • Attack Interval: 0.96s
  • Explodes upon contact with any object that is not a friendly player or friendly building.
  • Explosion deals self-damage.
  • 20% slower firing speed.
  • This weapon deploys 100% slower.


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.