Demoman

The **Demolitions Man**, commonly known as **Demoman** or sometimes just **Demo**, is a prodigy with explosives who lived most of his life as an orphan near Ullapool, Scotland. A master of destruction, his job is to remove nests of Engineer buildings and clear groups of enemies from the face of the Earth with his wide array of detonating armaments.

The Demo is not to be taken lightly. It's impossible to know where he might have a pile of Pipebombs waiting. Plus his Grenades may explode once or even multiple times, depending what he feels like throwing. Be wary of enemy positions in accordance to their teammates, as groups may just serve to multiply the Demoman's damage output instead of the safety and comfort they normally provide. Even if enemies get too close, he can avoid damaging himself with his trusty Bottle. He also takes 40% less damage from his own weapons (Excluding Frag and MIRV Grenades, which have a universal 50% self-damage reduction.).

Unfortunately these powerful weapons come at a cost. They're projectiles with arcing paths, so they can be fairly difficult to land. His traps require time to set up, and his Bottle takes a second to whip out. This leaves him vulnerable if an enemy gets the drop on him. Scouts and Spies are especially strong at this with their speed and stealth. However, if a Demoman sees this coming he can protect himself with his traps.

### Weaponry

#### Grenade Launcher

Demo's Primary Weapon is the grenade launcher, a mid-ranged projectile weapon. It fires blinking Grenades in an arcing path that detonate on contact with an enemy, dealing 90 damage per Grenade. They also bounce on the ground, detonating around three seconds after being fired. A clip carries six grenades with 30 more in reserve. To maximize accuracy, aim for slower classes like Heavies or Soldiers and get as close as possible without enabling self-damage.

#### Pipebomb Launcher

The Demoman's Secondary Weapon is the Pipebomb Launcher, a specialized projectile weapon. It fires glowing Pipebombs that look nearly identical to the Grenade Launcher's Grenades, they just have much less bounce and roll to them and will bounce off enemies harmlessly. They don't have a fuse time, instead they detonate when the player who shot them detonates them remotely, which can be done even without holding the Pipebomb Launcher out. Each Pipebomb deals a maximum of 100 damage, meaning four max damage Pipebombs is enough to take out any enemy in the game provided they aren't Ubercharged. The clip size is eight Pipebombs, and Demoman carries 32 reserve ammo for it. It is useful for laying defensive or protective traps and eliminating nests of Engineer buildings. In a pinch, it can set up massive damage where the enemy team is if they don't see it coming, or it can simply be spammed as a Primary replacement in an emergency.

#### Bottle

Demoman's Melee is the Bottle. After a .65 second delay, it will deal 65 damage to a player in front of him within point-blank range. It is useful if an enemy gets too close to hit them without Demo's weapons inflicting self-damage and he has no trap to protect himself. It is also his only way to destroy thrown Grenades that may cause harm to his team.

#### Frag Grenade

Demo's Primary Grenade is a set of 2 Frag Grenades. Pressing the Primary Grenade key will have Demo lower his current weapon and bring up a Frag Grenade with his left hand, pulling the pin out with his right before bringing it back. After pressing the key again/letting go of the key, he will then toss it forward, dealing up to 90 damage to anyone caught in the blast, as well as 2 or 1 damage if they are hit head-on, depending on if it bounced first. Choosing not to throw it will result in the grenade exploding in Demo's hand, dealing 50 self-damage and sending him in the direction he is looking in. This is Demoman's grenade-jump, which sends him very far and doesn't do too much damage compared to his decent health pool.

#### MIRV Grenade

The Demo carries two MIRV Grenades as his Special Grenades. MIRVs are bundles of Dynamite with a PIN pad on the front that is also used by Heavy. Pressing the Special Grenade key will have Demoman lower his current weapon and pull up his MIRV Grenade in his left hand, before twirling it around by the cable. After pressing the key again/letting go of the key, he will underhandedly toss it forward, where it will explode into 4 sticks of dynamite, that themselves explode around two seconds after. The bundle itself deals a max of 100 damage, while the sticks deal a max of 60 each The MIRV Bundle will also deal 2 or 1 damage if they are hit head-on, depending on if it bounced first. Unlike the bundle, the sticks cannot be destroyed. MIRV Grenades can also be used to grenade-jump, but since they have higher damage potential its usually better to use the Frag Grenades, though the sticks of dynamite may take out a pursuer if used to try and escape a bad situation. They are excellent Sentry destruction tools, as the Engineer may try to repair it only to fall to the sticks resulting from the explosive.

The Demoman's lore page shows that he was abandoned by his parents so his skills with explosives could manifest.