Demoman

Drunken Cyclops

***"Ohh ... I think I have hit rock .. bottom ..."***

Coming from the north of ***Scotland***, **Tavish Finnegan DeGroot**, also known as the **Demoman**, is a whiskey drinker expert in everything about **demolition and explosives**, since he uses his only good eye, his knowledge of the environment and his fierce, mocking and reckless personality to send enemies flying, usually in pieces. In addition to being an expert with explosives, he's really powerful in close combat, so the fact that because this guy is drunk, it doesn't mean that he can't charge to you to collect your head with his great sword!

The Demoman is a **very versatile class** with a lot of potential on the battlefield, due to the explosives he has, which inflict a **great amount of knockback on the boss** (*and even more so if these are shot at the boss's feet*), **and the ability to have great mobility**, either by their own grenades (*doing sticky jumping*) or to collect heads with his sword to obtain insane speed; then if you manage to keep distance with the boss, having the grenade launcher and already having heads collected, you'll be able to do a lot of damage and you can be more aggressive once you have collected 4 heads with the sword for maximum speed. The demoman's shield allows you to receive a hit from the boss without dying, but it'll wear out and you wont be able to use it again (*unless you collect 12 heads, in that case your shield will regenerate but you'll lose all your heads*), so try not to losing the shield soon, since it guarantees mobility, but at the same time, security of not dying early. **Also the Demoman is a class that's quite good in a defensive role**, since his stickies can protect several classes or the constructions of the Engineer, making it really hard for the boss to get close, unless he wants to fly to the skies taking a massive amount of damage. **The Demoknight** is also an interesting option for this class, if you manage to take advantage of the range of your sword to harm the boss without him hitting you, you'll be a nightmare for the boss, and that you don't even take out your explosives!

When the Demoman's shield is broken, this doesn't affect your HP, so if you're bleeding and have few HP, don't expect the shield to save you. The Eyelander and the Horseless Headless Horsemann's Headtaker (*HHH*) are different: while with the Eyelander you can be cured by a medic, the HHH not, but the latter has a mysterious magic that allows you to become the Horseless Headless Horsemann. A Demoman with 4 heads or more can become as fast as a Scout: ***"Go home lassie, MEN are fighting here!"** Demoman to Scout.*

## Weapons

### Shields

Equiping any shield gives the user permanent crits for their primary weapon. Additionally, shields passively protect the wearer from incoming attacks, allowing them to last longer in a fight.
The type of protection depends on the shield used.
#### Chargin' Targe

The wearer receives damage resistance based on the level of their charge meter. When full, the shield provides 30% incoming damage reduction, which linearly lowers to no reduction when the charge meter is empty.
Any attack that is resisted by the shield lowers the user's charge meter equal to 25% of the incoming damage before the reduction is applied. E.g. a standard 202 damage melee swing will deal 141 damage and reduce the shield's charge meter by 50%.
#### Splendid Screen and Tide Turner

The shields can block a received attack, provided the hit does 100 or more damage or would be fatal. After an attack is blocked, the user is unable to charge, but still retains all passives that the shield provides.
If the user has a head-collecting melee weapon and has 3 or more heads obtained, their head count is lowered to 2 when their shield is broken. This does not apply for the HHH's Headtaker.
### Head-collecting Melee Weapons

There are several weapons in Demoman's arsenal capable of obtaining heads. When attacking the boss with such melees, the user gains +1 head to their collection. Attacking minions does not grant heads, unless the attack was a finishing blow.
The weapons that can collect heads are the following:
* Eyelander & reskins
* Scotsman's Skullcutter
* Persian Persuader

Heads collected provide the same bonuses as in vanilla TF2, those being +15 max health and 8% move speed increase for the first 4 heads gained, and +5 shield bash damage for the first 5 heads.
Each head collected heals the Demoman for 15 health regardless of their current head count. This healing can overheal the user.
These melee weapons are capable of restoring a broken shield by acquiring enough heads, with the required amount varying for each specific weapon:
* Eyelander (& reskins) - 12 heads
* Scotsman's Skullcutter - 12 heads
* Persian Persuader - 14 heads

When enough heads are collected and the user has a broken shield, their loadout is refreshed, replacing their weapons if they changed them and restoring their shield if they still have one equipped after the loadout is updated. The user's head count stays the same as it was prior to the restore.
### Horseless Headless Horsemann Junior

The HHH's Headtaker differs from the Eyelander and its other reskins. It allows the user to transform into a mini-version of the Horseless Headless Horsemann upon obtaining enough heads.
Once the user collects 10 heads, they transform into HHH Junior. While transformed, the player has 1000 maximum health and deals more damage with their axe, but cannot use any of their other items as they are removed upon transformation, including shields and boots. Additionally, HHH Junior cannot be healed by mediguns.
Upon transformation, the user's head count is set to 20 and they lose 1 head every second. The transformation ends when the user loses all heads, after which they turn back into a Demoman and their loadout is updated in the same way as when restoring a shield with the other head-taking weapons.
### Primaries

Loch-n-Load | +25% damage bonus
20% faster reload time
+25% projectile speed
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
+20% damage vs buildings
Grenades don't spin
-50% clip size
-25% explosion radius
Ali Baba's Wee Booties | +25 max health on wearer
+200% increase in turning control while charging
+10% faster move speed on wearer (shield required)
Bootlegger | +25 max health on wearer
-40% blast damage from sticky jumps
Loose Cannon | 10% faster reload time
+20% projectile speed
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
Cannonballs push players back on impact
Cannonballs do not explode on impact
Iron Bomber | Grenades have very little bounce and roll
10% faster reload time
-30% fuse time on grenades
Magnum Launcher | **Available as a Weapon Pickup**
Fires bullets (20 base damage)
+250% clip size
+10% faster firing speed
+250% max primary ammo on wearer
30% faster reload time
Third successful hit in a row does 400 more damage
-80% damage penalty

### Secondaries

Stickybomb Launcher | 20% faster reload time
Bombs detonated in-flight deal mini-crit damage
Chargin' Targe | Grants permanent crits to primary weapon
+50% fire damage resistance on wearer
+30% explosive damage resistance on wearer
Scottish Resistance | +25% faster firing speed
+50% max secondary ammo on wearer
+6 max pipebombs out
Detonates stickybombs near the crosshair and directly under your feet
Able to destroy enemy stickybombs
Bombs detonated in-flight deal mini-crit damage
Sticky Jumper | Grants permanent minicrits to primary weapon
+200% max secondary ammo on wearer
No self inflicted blast damage taken
Every 400 damage dealt with any weapon restores 50% HP, up to max of 150%
-100% damage penalty
-6 max pipebombs out
-9 health drained per second on wearer (only drains 2/3 health)
Splendid Screen | Grants permanent crits to primary weapon
+20% fire damage resistance on wearer
+20% explosive damage resistance on wearer
+400% increase in charge impact damage
Tide Turner | Grants permanent crits to primary weapon
+15% fire damage resistance on wearer
+15% explosive damage resistance on wearer
Full turning control while changing
Melee kills refill 75% your charge meter
Quickiebomb Launcher | +20% damage bonus
Able to destroy enemy stickybombs
-0.2 sec faster bomb arm time
Max charge time decreased by 70%
Bombs detonated in-flight deal mini-crit damage

### Melees

Bottle

Scottish Handshake | +50% max primary ammo on wearer
+50% max secondary ammo on wearer
Frying Pan

Golden Pan

Freedom Staff

Bat Outta Hell

Memory Maker

Saxxy

Necro Smasher

Prinny Machete | +25 max health on wearer
Ham Shank | On Hit: Gain up to +25 health
-30% self damage force
+25% damage to self
Conscientious Objector

Eyelander

Nessie's Nine Iron | Is a sword (+50% melee range, +75% deploy and holster time)
Takes Heads on kill or boss hit
-25 max health on wearer
Horseless Headless Horsemann's Headtaker | Human Form:
Is a sword (+50% melee range, +75% deploy and holster time)
Takes Heads on kill or boss hit
-25 max health on wearer
-50% health from healers on wearer
Gives increased speed and health with every head you take.

Horsemann Form:
Is a sword (+50% melee range, +75% deploy and holster time)
+25% damage bonus
+825 max health on wearer
Takes Heads on kill or boss hit
Blocks healing while in use
Pain Train | +1 capture rate on wearer
+233% damage bonus
+33% faster melee attack speed
On Hit: Gain up to +25 health
+25% faster move speed while active
On Miss: Hit yourself. Idiot. (lose 108 health)
-20% health from packs on wearer
-8 health drained per second on wearer (only drains 2 health)
Scotsman's Skullcutter | When weapon is active:
Is a sword (+50% melee range, +75% deploy and holster time)
+30% damage bonus
Takes Heads on kill or boss hit
-20% slower firing speed
15% slower move speed on wearer
Claidheamh Mòr | Is a sword (+50% melee range, +75% deploy and holster time)
+15% faster move speed while active
0.5 sec increase in charge duration
On Hit: Gain a speed boost for 1.4 seconds
Melee kills refill 25% of your charge meter
-10% damage penalty
-100% max primary ammo on wearer
Ullapool Caber | +200% explosion damage bonus (Hidden)
Explosion recharges in 20 seconds
Explosion recharges immediately on explosive hit while blast jumping
+50 max health on wearer
This weapon deploys 50% faster
Exploding the weapon launches user to the sky
Explosion creates a large smoke cloud
20% slower firing speed
+80% damage to self (Hidden)
Half-Zatoichi | Is a sword (+50% melee range, +75% deploy and holster time)
Persian Persuader | Is a sword (+50% melee range, +75% deploy and holster time)
+20% faster melee attack speed
Melee hits refill 20% of your charge meter
Ammo boxes collected also refill your charge meter
Takes Heads on kill or boss hit
-50% damage penalty
-50% max primary ammo on wearer
-50% max secondary ammo on wearer
Gaelic Marauder | **Available as a Weapon Pickup**
Is a sword (+50% melee range, +75% deploy and holster time)
On Hit: Gain ??% damage resistance for ?? seconds (Not functional)