Demoman (Funbox)

Drunken Cyclops

## Demoman

***"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

### General

Equiping a shield gives the user permanent crits for their primary weapon.
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 has.
The user can regain their shield back by collecting enough heads, which is done by hitting the boss with a capable melee weapon. Weapons that can recharge the shield are the following:
* Eyelander (& reskins) - 12 heads, 10 heads for HHH's Headtaker
* Pain Train - 6 heads
* Scotsman's Skullcutter - 12 heads
* Claidheamh Mòr - 12 heads
* Persian Persuader - 14 heads

**Note**: Collecting heads with the Claidheamh Mòr or Pain Train does not provide any bonus in movement speed, maximum health or charge impact damage.
The first 4 heads collected will heal the Demoman for 15 health each (can overheal).
Once the last head is taken, the user practically respawns on the place they are, adjusting their weapons or loadout if they changed it prior to the refresh. If the user has a shield equipped after the refresh, be it from their old loadout or a new one, the shield is repaired. Additionally, the player obtains 2 heads upon refresh, provided they have a melee weapon capable of collecting heads (all but Claidheamh Mòr and Pain Train).
**Note**: The HHH's Headtaker does not grant 2 heads on reset.
The HHH's Headtaker gives the user the ability to became the Horseless Headless Horsemann Junior after gaining 10 heads, who has 1000 health and deals more damage. After transforming, the player's head count is set to 20 and the heads start decaying at a rate of 1 head every second. The transformation ends when the user reaches 0 heads. While being the HHH Junior, the user loses their shield and boots.
### Primaries

Loch-n-Load | +10% damage bonus
+25% projectile speed
+20% damage vs buildings
Grenades don't spin
-25% 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 | Crits are converted to +200% damage bonus
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
B.A.S.E. Jumper | +25 max health on wearer
-20% blast damage from rocket jumps
Iron Bomber | Grenades have very little bounce and roll
-30% fuse time on grenades
-15% explosion radius | Grenades have very little bounce and roll
10% faster reload time
-30% fuse time on grenades

### Secondaries

Stickybomb Launcher | +20% faster firing speed
+33% max secondary ammo on wearer
40% faster reload time
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
Chargin' Targe | +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
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 | +20% fire damage resistance on wearer
+20% explosive damage resistance on wearer
+400% increase in charge impact damage
Tide Turner | +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 | Able to destroy enemy stickybombs
-0.2 sec faster bomb arm time
Max charge time decreased by 70%
Up to +35% damage based on charge
-15% damage penalty
Glockoman | **Available as a Weapon Pickup**
Functions like a Pistol
15 base damage
18 / 76 ammo
0.15 sec attack interval
?? sec reload time
Permanently crit boosted

### 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

Crossing Guard | +25% damage bonus
Eyelander

Nessie's Nine Iron | 50% increased melee attack range (sword range)
Takes Heads on hit
Horseless Headless Horsemann's Headtaker | 50% increased melee attack range (sword range)
Takes Heads on hit
-25 max health on wearer
Horseless Headless Horsemann's Headtaker(HHH Junior) | +50% damage bonus
50% increased melee attack range (sword range)
+10% faster move speed on wearer
+825 max health on wearer
+50% critical hit damage resistance on wearer (currently not functional)
Takes Heads on hit
Pain Train | +1 capture rate on wearer
+75% increase in charge impact damage (affects Demoman)
Can restore a broken shield after 6 hits (affects Demoman)
+50% buff duration (affects Soldier)
-50% damage penalty
-25% max primary ammo on wearer
Scotsman's Skullcutter | When weapon is active:
+30% damage bonus
50% increased melee attack range (sword range)
Takes Heads on hit
-20% slower firing speed
Claidheamh Mòr | 50% increased melee attack range (sword range)
+15% faster move speed while active
0.5 sec increase in charge duration
On Hit: target is engulfed in flames
+25 max health on wearer
Can restore a broken shield after 12 hits
Melee kills refill 25% of your charge meter
-10% damage penalty
-100% max primary ammo on wearer
Ullapool Caber | +100% explosion damage bonus (Hidden)
Explosion recharges in 20 seconds
Exploding the weapon launches you to the sky
Explosion creates a large smoke cloud
20% slower firing speed
+100% damage to self (Hidden)
Half-Zatoichi | 50% increased melee attack range (sword range)
On Hit: Gain up to +25% health
Persian Persuader | 50% increased melee attack range (sword range)
+5% faster move speed on wearer
+20% faster melee attack speed
Melee hits refill 20% of your charge meter
Ammo boxes collected also refill your charge meter
Takes Heads on hit
-50% damage penalty
-80% max primary ammo on wearer
-80% max secondary ammo on wearer | 50% increased melee attack range (sword range)
+20% faster melee attack speed
Melee hits refill 20% of your charge meter
Ammo boxes collected also refill your charge meter
Takes Heads on hit
-50% damage penalty
-50% max primary ammo on wearer

### Spellbook

Fancy Spellbook

Fireproof Secret Diary | Can cast spells
Disables Secondary Weapon
-70 max health on wearer
Disabled when wearer is last man standing
Wearer cannot regenerate shield