Demoman (Team Fortress 2)

==Summary==
A fierce temper, a fascination with all things explosive, and a terrible plan to kill the Loch Ness Monster cost the six year old Demoman his original set of adoptive parents. Later, at the Crypt Grammar School for Orphans near Ullapool in the Scottish Highlands, the boy's bomb-making skills improved dramatically. His disposition and total number of intact eyeballs, however, did not. 
Word of his proficiency with explosives spread, and it was not long before Crypt Grammar received two visitors; the Demoman's real parents, who lovingly explained that all Demomen are abandoned at birth until their skills manifest themselves, a long-standing, cruel, and wholly unnecessary tradition among the Highland Demolition Men. His unhappy childhood had ended, but his training had just begun.
==Powers and Stats==
Tier: , higher with Power Ups, and melee weapons at full potential | At least , higher with melee weapons at full potential
Key: Gravel War | Robot War/Australium Chase
Name: Demoman, Tavish Finnegan DeGroot
Origin: Team Fortress 2
Gender: Male
Age: 41
Classification: Human, Mercenary
Powers and Abilities:
<tabber> 
|-|Gravel War=
*Superhuman Physical Characteristics
*Weapon Mastery (Is a Demolishion expert, as well as an experienced Swordsman)
*Explosion Manipulation (With grenade and sticky launchers)
*Damage Boost (Can deal Critical Hits at random)
*Preparation (Can set up Sticky Traps)
*Body Control (Controlled his body to the point of it literally producing Alcohol)
*Pseudo-Flight with Sticky-Jumping
|-|With additional weaponry=
*Statistics Amplification or Statistics Reduction (With various weaponry)
*Statistics Amplification (Can increase his max health and speed after killing his targets with Eyelander)
*Speed Boost, Afterimage Creation, Melee Damage Boost and Purification (Type 3; Charging with his various shields temporarily increases his speed, creates afterimages, gives crits or mini-crits for melee weapons and removes debuffs, like bleeding, afterburn, gas passer, mad milk or jarate)
*Self-Curse Manipulation, Self-Death Manipulation and Healing (With Half-Zatoichi)
*Enhanced Preparation (With Scottish Resistance; Can deploy much more sticky bombs for traps and activate them individually)
*Resistance to Fear Manipulation (The Saxton Hale Mask and the Horseless Headless Horsemann's Head give immunity to the Horseless Headless Horsemann's Boo Taunt)
|-|Magic Spells and Power Ups=
*Magic (Via Magic Spells)
**Fire Manipulation (with Fireball and Meteor Shower)
**Teleportation (with Shadow Leap)
**Invisibility (with Stealth)
**Explosion Manipulation (with Pumpkin MIRV)
**Summoning (with Skeleton Horde and Summon Monoculus)
**Electricity Manipulation (with Ball O' Lightning)
**Statistics Amplification and Size Manipulation (with Power Up)
**Limited Invulnerability and Healing (with Overheal)
**Self-Healing (with Shadow leap, Blast Jump, Overheal, Stealth and Power Up)
*Regeneration (Unknown Type; With Regeneration, Vampire, and King)
*Damage Transferal with Reflect (80% of the damage dealt is reflected to the attacker)
*Disease Manipulation (Touching an enemy gives them the Plague)
*Regeneration Negation (Block's King powerups regeneration)
*Status Effect Inducement (Supernova stuns all nearby players)
*Damage Reduction
*Resistance to Disease Manipulation (with Resistance)
*Resistance to Damage Transferal (Resistance and Vampire give immunity to Reflect powerup) 
|-|Robot War=
Same as his base, but enhanced, plus:
*Regeneration (Unknown Type)
*Self-Healing with Health on Kill
*Statistics Amplification (with Crits on Kill)
*Resistance to Fire Manipulation and Explosion Manipulation
*Teleportation and Statistics Amplification with Teleport to Spawn Canteen (Teleports the user to spawn and gives a 5 second speed boost)
*Invulnerability with Become Ubercharged Canteen
*Statistics Amplification with Become Crit Boosted Canteen
*Immunity to Soul Manipulation (Due to the Medic surgically implanting himself with every other mercenary's soul)
</tabber>
Attack Potency: Small Building level (Regardless of quantity, even one explosive is able to deal serious damage to any class. Killed Pyro with a single grenade, and blew up an entire group of BLU classes with a sticky trap. Can harm Scout, who can survive soldier rockets, and a giant explosion while heavily injured. Can destroy robots), higher with Power Ups, and melee weapons at full potential | At least Small Building level (Stronger than before. Despite being called "the laughing stock in the mercenary world", becoming soulless allowed their team to defeat the Team Fortress Classic team, who defeated the Administrator's best echelon, Team Vanguard, which left her with "just the rejects"), higher with melee weapons at full potential
Speed: Athletic Human movement (Should be comparable to other athletically fit merceneries, such as Soldier and Heavy) with Subsonic to Subsonic+ reaction speed (Comparable to the Pyro), higher with boots/shield combination. Peak Human while in Charge (Can keep up with the Scout in speed)
Lifting Strength: Class 5 (Should be comparable to Scout)
Striking Strength: Small Building level (His melee weapons such as the bottle and his swords are comparable to melee weapons used by the likes of Soldier and Pyro), higher with Power Ups, and melee weapons at full potential (At full potential, his melee weapons can virtually one shot robots who should have comparable durability to Mercs) | At least Small Building level (Stronger than before), higher with melee weapons at full potential
Durability: Small Building level (Can use his own grenades and sticky bombs to propel himself in the air. Much more durable than the Scout, who survived the combined strength of the Heavy and Saxton Hale, and this explosion while heavily injured. Can withstand Soldier's rockets from his standard rocket launcher and Black Box), higher with Shields and Power Ups | At least Small Building level (More durable than before. Comparable to Pyro, who possibly survived a building exploding), higher with Shields
Stamina: Superhuman, lower when drunk
Range: At least Several Meters with grenade launcher, Tens of Meters with charged stickies, Unknown sticky detonation range, Extended Melee Range with swords/shields
Standard Equipment: A full list of his weapons can be found here.
Intelligence: Above Average, lower when drunk (Said to be uncanny and proficient when it comes to explosives. Booze seems to hinder his intellect and coherent speech)
Weaknesses: Voice lines show that he is constantly drunk while in battle.
Notable Attacks/Techniques:
*Decapitation: The Demoman swings his sword around, gathering momentum, and then slashes in front of him, cleaning the blade with his hand afterwards. Anyone caught in the range will be beheaded.
*Sticky-Jumping: The Demoman detonates the stickies right under his feet, using the explosion to launch himself into the air at high speeds.
==Gallery==
Meet the Demoman
==Notable Matchups==
Victories:
Soldier (Team Fortress 2) Soldier's Profile (Everything was allowed, Battle takes place at Dustbowl, each started in the opposite team spawn room)
Losses:
Inconclusive:
Scout (Team Fortress 2) Scout's Profile (Robot War versions used, both characters had all optional equipment, and starting distance was 20 meters)
Huijin Park (Jungle Juice) Huijin Park's Profile (Gravel War Demoman and Post-Midterms Huijin were used and speed was equalized. Both had their optional equipment. Both were 30 meters away from each other)
Category:Characters
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