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* OutOfFocus: He was the last class to receive a weapon set, well over '''two years''' after weapon sets were introduced, and he didn't receive any new weapons in the Über Update. He's tied with the Medic for having the least amount of weapons out of all the classes. Admittedly, Valve have tried to design and implement some weapons for him, but the Engineer more so than any other class runs the risk of breaking the game in two if his weapons change too much. A good example is the DummiedOut [[https://wiki.teamfortress.com/wiki/Repair_Node Repair Node]] that would heal buildings while Engie was off fighting away from his nest. As expected, this slowed down gameplay and wa scrapped.

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* OutOfFocus: He was the last class to receive a weapon set, well over '''two years''' after weapon sets were introduced, and he didn't receive any new weapons in the Über Update. He's tied with the Medic for having the least amount of weapons out of all the classes. Admittedly, Valve have tried to design and implement some weapons for him, but the Engineer more so than any other class runs the risk of breaking the game in two if his weapons change too much. A good example is the DummiedOut [[https://wiki.teamfortress.com/wiki/Repair_Node Repair Node]] that would heal buildings while Engie was off fighting away from his nest. As expected, this slowed down gameplay and wa was scrapped.


* AchillesHeel: A good Engineer is a very sizeable roadblock, but he can be countered in a couple ways.
** [[MeaningfulName Demoman.]] Demo's main job, when he isn't using stickies to protect the objective or slow down a push, is to take out the enemy Engineer's sentry nest. If their buildings are bunched too tightly, even a few stickies can completely decimate the Engineer AND their hard-built nests, removing the several minutes and precious resources that were used to build them in the first place. If stickies don't work, a few rollers from the Demo's main Grenade Launchers (with the exception of the [[CripplingOverspecialization Loch-N-Load, which has no rollers and requires you to have line of sight with the Sentry, which can shred any class within seconds if it can see them]] ) can do the job safely from behind cover, and around tricky corners that his Stickies or teammates can't reach. A good Demoman is possibly the most dangerous thing to an Engineer, with a close second being...

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* AchillesHeel: A good Engineer is a very sizeable roadblock, but he can be countered in a couple ways.
ways:
** [[MeaningfulName Demoman.]] Demo's main job, when he isn't using stickies to protect the objective or to slow down a push, is to take out the enemy Engineer's sentry nest. If their buildings are bunched too tightly, together, even a few stickies can completely decimate the Engineer AND their hard-built sentry nests, removing the several minutes and precious resources that were used to build them in the first place. If stickies don't work, a few rollers from the Demo's main Grenade Launchers (with the exception of the [[CripplingOverspecialization Loch-N-Load, which has no rollers and requires you to have line of sight with the Sentry, which can shred any class within seconds if it can see them]] ) can do the job safely from behind cover, and around tricky corners that his Stickies or teammates can't reach. A good Demoman is possibly the most dangerous thing to an Engineer, with a close second being...



*** It should be noted that both of these weaknesses have birthed what is affectionately named the [[FanNickname Pybro]]; a Pyro with an airblast-capable flamethrower and the Homewrecker (one of only two weapons in the game besides the Wrenches that can remove a sapper, the other also being a Pyro melee) who's job is to Spycheck his teammates with his flames, airblast away projectiles that can harm the sentry, deal with Sappers when the Engineer is too far away to do it himself, and even in a pinch airblast an Uber push long enough for them to waste their chance to kill the nest. With a skilled Pybro backing up a decent Engineer, very few things can take a nest down.

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*** It should be noted that both of these weaknesses have birthed what is affectionately named the [[FanNickname Pybro]]; a Pyro with an airblast-capable flamethrower and the Homewrecker (one of only two weapons in the game besides the Wrenches that can remove a sapper, the other also being the Neon Annihilator, also a Pyro melee) melee weapon) who's job is to Spycheck his teammates with his flames, airblast away projectiles that can harm the sentry, deal with Sappers when the Engineer is too far away to do it himself, and even in a pinch airblast an Uber push long enough for them to waste their chance to kill the nest.nest in a pinch. With a skilled Pybro backing up a decent Engineer, very few things can take a nest down.



** Uber. When all else fails- when the Demo can't get around the corner, when the Spy is being heckled by the Pyros or can't deal with the Engineer himself, and when the Soldier can't gain good line of sight, a well-coordinated Uber of the stock Medigun invincibility type can be the last desperate attempt to take down a well-dug-in Sentry Nest. Few things are disheartening to an Engineer quite as seeing an Ubered Heavy-Medic combo round a corner. Even if the push fails, it can distract the team long enough to let the other counters do their jobs.

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** Uber. When all else fails- when the Demo can't get around the corner, when the Spy is being heckled by the Pyros or can't deal with the Engineer himself, and when the Soldier can't gain good line of sight, a well-coordinated Uber of the stock Medigun invincibility type can be the last desperate attempt to take down a well-dug-in Sentry Nest. Few things are disheartening frighetening to an Engineer quite as seeing an [[OhCrap Ubered Heavy-Medic combo round a corner. corner.]] Even if the push fails, it can distract the team long enough to let the other counters do their jobs.



* Cyborg: A lot of Engineers' Cosmetics give him Artificial Limbs, but equipping the Gunslinger, the Dead'er Alive, the Iron Fist and the Roboot can turn you into something resembling ''Film/Robocop''.



** With the Rancho-Relaxo taunt, he can erect a lawn chair, grab a beer, and watch the sparks fly while he sits there without a care in the world.

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** With the Rancho-Relaxo taunt, he can erect a lawn mechanical chair, grab a beer, and watch the sparks fly while he sits there without a care in the world.world.
*** Similarly, he can play the Banjo while gaining frags if you have the Duelling Banjo.



** This is doubled by the Hotrod. The mask is seen to flip down when the Engineer is going to build something, but in real life the smoked lenses of both the goggles and mask would render one unable to see.[[labelnote:Ironically]]The Hotrod is currently one of the few hats with a practical application: Spychecking. Actual Engineers would only flip down the mask when building things and thus would be holding a toolbox as well. Spies disguised as the Engineer would have the mask flipped down to use the Sapper, caused by the Sapper using the same PDA slot as the the Engineer's build PDA.[[/labelnote]]

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** This is doubled by the Hotrod. The mask is seen to flip down when the Engineer is going to build something, but in real life the smoked lenses of both the goggles and mask would render one the person unable to see.[[labelnote:Ironically]]The see. Funnily enough, The Hotrod is currently one of the few hats in the game with a practical application: Spychecking. Actual Engineers would only flip down the mask when building things and thus would be holding a toolbox as well. Spies disguised as the Engineer would have the mask flipped down to use the Sapper, caused by the Sapper using the same PDA slot as the the Engineer's build PDA.[[/labelnote]] Most people won't notice this, even if you're looking for it, so it's not a huge advantage.



* JokeCharacter: In [[NoItemUseForYou Medieval Mode]], where he doesn't get any of his buildings, he's hopelessly underpowered compared to the other classes. Nobody plays as him except if they're trolling and/or using the Gunslinger critical hit exploit.

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* JokeCharacter: In [[NoItemUseForYou Medieval Mode]], where he doesn't get any of his buildings, he's hopelessly underpowered compared to the other classes. Nobody plays as him except if they're trolling you're goofing around and/or using you're trying to complete the [[ThatOneSidequest Gunslinger contract]], which grants critical hit exploit.after three punches on the same person. It is ''way harder'' than it sounds to pull off.



* MadScientist: If the goggles and the laugh doesn't give him away, the fact that he ''chopped a hand off ForScience'' surely does... and he ''still'' manages to be the sanest character on the team. But that's not saying much...

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* MadScientist: If the goggles and the laugh doesn't give him away, the fact that he ''chopped a hand off ForScience'' surely does... and he ''still'' manages to be the sanest character on the team. But that's that is not saying much...a high bar...



* NiceGuy: Generally comes on as the nicest guys on the team, although that may be down to having less focus lately. [[BewareTheNiceOnes Doesn't mean it's a good idea to get on his bad side]].
* NoExperiencePointsForMedic: Averted. Excluding Sentry Guns (which are more than capable of wracking up kills), Engineers can score well from points gained every time a teammate uses a Teleporter as well as every 600 damage healed by a Dispenser.

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* NiceGuy: Generally comes on off as the nicest guys guy on the team, although that may be down to having less focus lately.team. [[BewareTheNiceOnes Doesn't mean it's a good idea to get on his bad side]].
* NoExperiencePointsForMedic: Averted. Excluding Sentry Guns (which are more than capable of wracking up kills), Engineers can score well from points gained every time a teammate uses a Teleporter Teleporter, as well as every 600 damage healed by a Dispenser.



* OutOfFocus: He was the last class to receive a weapon set, well over '''two years''' after weapon sets were introduced, and he didn't receive any new weapons in the Über Update. He is tied with the Medic for having the least amount of weapons out of all the classes. Admittedly, Valve has tried to design and implement some weapons for him, but the Engineer more so than any other class runs the risk of breaking the game in two if his weapons change too much.

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* OutOfFocus: He was the last class to receive a weapon set, well over '''two years''' after weapon sets were introduced, and he didn't receive any new weapons in the Über Update. He is He's tied with the Medic for having the least amount of weapons out of all the classes. Admittedly, Valve has have tried to design and implement some weapons for him, but the Engineer more so than any other class runs the risk of breaking the game in two if his weapons change too much.much. A good example is the DummiedOut [[https://wiki.teamfortress.com/wiki/Repair_Node Repair Node]] that would heal buildings while Engie was off fighting away from his nest. As expected, this slowed down gameplay and wa scrapped.


* AngryBlackMan: He'll want to strange opponents with his bare hands [[PunchClockVillain unless it's his morning off.]]

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* AngryBlackMan: He'll want to strange strangle opponents with his bare hands [[PunchClockVillain unless it's his morning off.]]


* AnAxToGrind: The [[http://wiki.teamfortress.com/wiki/Scotsman%27s_Skullcutter Scotsman's Skullcutter]], or the Horseless Headless Horsemann's Headtaker (HHHH).
* AngryBlackMan: [[PunchClockVillain Unless it's his morning off.]]

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* AnAxToGrind: AnAxeToGrind: The [[http://wiki.teamfortress.com/wiki/Scotsman%27s_Skullcutter Scotsman's Skullcutter]], or the Horseless Headless Horsemann's Headtaker (HHHH).
* AngryBlackMan: He'll want to strange opponents with his bare hands [[PunchClockVillain Unless unless it's his morning off.]]



* MadBomber

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* MadBomberMadBomber: He's very proud to shoot his explosives all over the place.



* BuffySpeak

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* BuffySpeak%% BuffySpeak: Example needed.



* GutturalGrowler

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* GutturalGrowlerGutturalGrowler: His voice can get quite deep, especially in the lines added for ''Mann vs. Machine''.



* HeroesWantRedheads: Although not technically hero-material, Heavy does '''love''' women with "red hair". Seen at ''VideoGame/PokerNightAtTheInventory'', and just look at Tycho's face.

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* HeroesWantRedheads: Although not technically hero-material, Heavy does '''love''' women with "red hair". Seen at He brings this up in ''VideoGame/PokerNightAtTheInventory'', and just look at Tycho's face.



* CannotTellAJoke: Being incredibly smart doesn't make you good at telling jokes, apparently.

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* CannotTellAJoke: Being incredibly smart doesn't make you good at telling jokes, apparently.apparently, as demonstrated in Competitive Mode voice responses:



* DroneDeployer

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* DroneDeployerDroneDeployer:
** Puts gun-mounted sentries on the field, whether big or small.
** He may also mention in Competitive Mode that he made a satellite to scan the area.



* MrFixit

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* MrFixitMrFixit: His role is to repair buildings.



* PermaStubble

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* PermaStubblePermaStubble: On his chin.



* TheSmartGuy

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* TheSmartGuyTheSmartGuy: Uses his smarts on the battlefield.



* [[SquishyWizard Squishy Tech Wizard]]: Alone, an Engineer is almost completely disadvantaged. With his sentry, he becomes a brick wall.

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* [[SquishyWizard Squishy Tech Wizard]]: SquishyWizard: Of the tech-wizard variety. Alone, an Engineer is almost completely disadvantaged. With his sentry, he becomes a brick wall.


** Hybrid Knights; the practice of equipping a sword and shield like a Demoknight but instead of equipping boots, the Demoman opts to keep his grenade launcher. This is ''especially'' true if they opt to use the Eyelander; this results in a Demoman without access to stickies, lower health than a ''sniper'' and just faster than the Heavy. However, the Eyelander gives the Demoman a boost in health and speed for each kill gotten with it, up to five kills. If played with care, a Hybrid Knight can very quickly landslide into a Demoman who has more health than any class outside the Heavy (which is further boosted by the blast and fire resistance of the shields) and is almost as fast as the ''Scout'', while still having a ranged weapon that can be just as potent as his sticky bomb launcher if the player is good at leading its shots. Skilled hybrid knights can easily tear a server a new one just by themselves, which being incredibly hard to take down without the team working together.

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** Hybrid Knights; the practice of equipping a sword and shield like a Demoknight but instead of equipping boots, the Demoman opts to keep his grenade launcher. This is ''especially'' true if they opt to use the Eyelander; this results in a Demoman without access to stickies, lower health than a ''sniper'' and just faster than the Heavy. However, the Eyelander gives the Demoman a boost in health and speed for each kill gotten with it, up to five kills. If played with care, a Hybrid Knight can very quickly landslide into a Demoman who has more health than any class outside the Heavy (which is further boosted by the blast and fire resistance of the shields) and is almost as fast as the ''Scout'', while still having a ranged weapon that can be just as potent as his sticky bomb launcher if the player is good at leading its shots. Skilled hybrid knights can easily tear a server a new one just by themselves, which while being incredibly hard to take down without the team working together.

Added DiffLines:

** Hybrid Knights; the practice of equipping a sword and shield like a Demoknight but instead of equipping boots, the Demoman opts to keep his grenade launcher. This is ''especially'' true if they opt to use the Eyelander; this results in a Demoman without access to stickies, lower health than a ''sniper'' and just faster than the Heavy. However, the Eyelander gives the Demoman a boost in health and speed for each kill gotten with it, up to five kills. If played with care, a Hybrid Knight can very quickly landslide into a Demoman who has more health than any class outside the Heavy (which is further boosted by the blast and fire resistance of the shields) and is almost as fast as the ''Scout'', while still having a ranged weapon that can be just as potent as his sticky bomb launcher if the player is good at leading its shots. Skilled hybrid knights can easily tear a server a new one just by themselves, which being incredibly hard to take down without the team working together.


** In public servers, a Demoman can usually get away with just laying some clever traps, and may even fare well in direct combat. In competitive play, Demomen have to learn all the potentially useful sticky jump locations on a map and be able to execute them perfectly (and thus be able to get to the central control point faster than the enemy Scouts), has no hit-scan weapon and so must rely on prediction, and has low mobility without the aid of sticky jumps. However, in the right hands, his trap laying and insane damage output make him possibly the most powerful unit on the field because of his area denial abilities — for instance, at mid on Badlands, if a Demoman can arrive fast enough, he can set traps all about the enemy's side and also fire grenades behind the enemy medic, preventing an escape while the soldiers jump above to fire down on him. In a game of territorial control, a Scout picking off the enemy Demoman is often the perfect opportunity to push forward and advance.

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** In public servers, a Demoman can usually get away with just laying some clever traps, and may even fare well in direct combat. In competitive play, Demomen have to learn all the potentially useful sticky jump locations on a map and be able to execute them perfectly (and thus be able to get to the central control point faster than the enemy Scouts), has no hit-scan weapon and so must rely on prediction, and has low mobility without the aid of sticky jumps. However, in the right hands, his trap laying and insane damage output make him possibly the most powerful unit on the field because of his area denial abilities — for instance, at mid on Badlands, if a Demoman can arrive fast enough, he can set traps all about the enemy's side and also fire grenades behind the enemy medic, Medic, [[YouWillNotEvadeMe preventing an escape escape]] while the soldiers Soldiers jump above to fire down on him. In a game of territorial control, a Scout picking off the enemy Demoman is often the perfect opportunity to push forward and advance.



* ImprobableWeaponUser: Apparently, that bottle o' scrumpy does as much damage as a bonesaw or a fire axe. However, the Series/MythBusters have shown a full bottle does more than a cracked bottle. BUT the bottle isn't full. That would be a waste of good Scrumpy.

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* ImprobableWeaponUser: Apparently, that bottle o' scrumpy does as much damage as a bonesaw or a fire axe. However, the Series/MythBusters have shown a full bottle does more than a cracked bottle. BUT ''But'' the bottle isn't full. That would be a waste of good Scrumpy.



* NotSoDifferent: One of his domination lines toward Snipers is "I hate you bloody campers! EVERYONE bloody hates you!" Yet defensively-minded Demomen tend to lay stickybombs at crucial chokepoints and then sit there, waiting for a ripe opportunity to detonate them.

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* NotSoDifferent: One of his domination lines toward Snipers is "I hate you bloody campers! EVERYONE bloody hates you!" Yet defensively-minded Demomen [[note]]the intended way to play the class, if the Defense designation is any indication[[/note]] tend to lay stickybombs at crucial chokepoints and then sit there, waiting for a ripe opportunity to detonate them.



* PostMortemOneLiner: From his video, after blowing half the BLU team to smithereens: "They'll have'ta glue ya back together... '''In Hell!'''

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* PostMortemOneLiner: From his video, after blowing half the BLU team to smithereens: "They'll have'ta glue ya back together... '''In Hell!'''Hell!'''"



** This {{Retcon}} is more like FlipFlopOfGod - when "Meet The Demoman" originally came out, he allegedly blew up his ''first'' set of adoptive parents in an attempt to destroy the Loch Ness Monster. With the website redesign, the current canon uses this original version.

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** This {{Retcon}} is more like FlipFlopOfGod - — when "Meet The Demoman" originally came out, he allegedly blew up his ''first'' set of adoptive parents in an attempt to destroy the Loch Ness Monster. With the website redesign, the current canon uses this original version.



With 300HP and his primary weapon being a minigun, the Heavy is a Defense character who acts like an anchor point for his team and a shock trooper, who can weather a lot of damage and deal it in return, at least at short range. His secondary is a shotgun (which he can switch with food items to replenish health), and his melee weapons are his own fists. Powerful and quite tanky, the Heavy thrives when confronting his foes head on; on the other hand, he is very slow at 77% base speed and his minigun's windup time mean that he can be easily outmanoeuvered and ambushed. Moreover he is very vulnerable to the Sniper and Spy who can kill him in one hit.

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With 300HP and his primary weapon being a minigun, the Heavy is a Defense character who acts like an anchor point for his team and a shock trooper, who can weather a lot of damage and deal it in return, at least at short range. His secondary is a shotgun (which he can switch with food items to replenish health), and his melee weapons are his own fists. Powerful and quite tanky, the Heavy thrives when confronting his foes head on; on the other hand, he is very slow at 77% base speed and his minigun's windup time mean (and his being even ''slower'' while winding up, firing, or keeping his minigun wound up) means that he can be easily outmanoeuvered outmaneuvered and ambushed. Moreover Moreover, he is very vulnerable to the Sniper and Spy Spy, who can kill him in one hit.
hit [[note]]they can kill ''anyone'' in one hit, but they find the Heavy to be an especially easy target due to being so big and slow[[/note]].



** Spy. Spies also like Medics, but the Heavy is even easier pickings for him than the Sniper, since it's very easy for the Spy to strike while the Heavy is distracted by all of his duties, and when a Heavy is revved up they're not likely to hear the decloak of even the most incompetent Spy. Combined with again their slow speed, and the fact that the Spy is one of the only two classes that can efficiently take out even an overhealed Heavy with a medic (even a Sniper struggles to do that), gamesense is the only weapon in the Heavy's arsenal that can help with this weakness (except perhaps the [[IncendiaryExponent Huo-Long Heater,]] which generates a ring of fire around the Heavy while he is revved [fire being the Spy's greatest fear this side of Jarate]; the caveat here is that it [[JustForPun burns]] through ammo at an alarming rate [unless they're pushing the cart, which constantly replenishes his ammo] and the fact that a good Spy can simply jump and time their backstab for when the fire isn't out).

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** Spy. Spies also like Medics, but the Heavy is even easier pickings for him than the Sniper, since it's very easy for the Spy to strike while the Heavy is distracted by all of his duties, and when a Heavy is revved up up, they're not likely to hear the decloak of even the most incompetent Spy. Combined with again their slow speed, speed (which is even slower when they’re revved up), and the fact that the Spy is one of the only two classes that can efficiently take out even an overhealed Heavy with a medic Medic (even a Sniper struggles to do that), gamesense is the only weapon in the Heavy's arsenal that can help with this weakness (except perhaps the [[IncendiaryExponent Huo-Long Heater,]] which generates a ring of fire around the Heavy while he is revved [fire being the Spy's greatest fear this side of Jarate]; the caveat here is that it [[JustForPun burns]] through ammo at an alarming rate [unless they're pushing the cart, which constantly replenishes his ammo] and the fact that a good Spy can simply jump and time their backstab for when the fire isn't out).



-->"Never give up!" (Double as a Determinator)

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-->"Never give up!" (Double (Doubles as a Determinator){{Determinator}})



* BaldOfAwesome / BaldOfEvil: Depends on which side he's on.

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* BaldOfAwesome / BaldOfEvil: BaldOfAwesome[=/=]BaldOfEvil: Depends on which side he's on.



* BigEater: "SANDVICH MAKE ME ''STRONG''!" (He even earns an achievement for scarfing down 100 Sandviches, and before it was nerfed, he could eat them one after another without stopping if he felt like it.). He can throw it at his teammates and one of his responses reveals that he gladly share it:

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* BigEater: "SANDVICH MAKE ME ''STRONG''!" (He even earns an achievement for scarfing down 100 Sandviches, and before it was nerfed, he could eat them one after another without stopping if he felt like it.). ) He can throw it at his teammates teammates, and one of his responses reveals that he gladly share shares it:



* BigFun / FatBastard: Depends on whether or not he's on your side.

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* BigFun / FatBastard: BigFun[=/=]FatBastard: Depends on whether or not he's on your side.



-->"This is not usual job for Heavy. But I will make work!"
-->"Heavy is credit to 6s!"

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-->"This --->"This is not usual job for Heavy. But I will make work!"
-->"Heavy --->"Heavy is credit to 6s!"6s!"
** Similarly, if the Heavy is the one to capture the Intelligence, even he will be surprised.
--->"Not usually my job, but... eheheheh."
--->"It was ''long'' trip!"



* CrutchCharacter: Because Mann Vs. Machine focuses on wave defense, Heavy's insane DPS and BottomlessMagazines makes it by far the best attacking class without upgrades except when attacking tanks (because Tanks have 75% damage resistance against miniguns). However, he cannot improve his direct damage nearly as much as other classes: most can increase base damage, fire rate, and reload speed, while Heavy can only increase fire rate (and it's at a greater cost per upgrade than anyone else). Because of this, it's common on the harder missions for a few players to play Heavy for a few rounds without spending any money, then spend the money on a class that benefits from it more, like Demoman.

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* CrutchCharacter: Because Mann Vs. Machine focuses on wave defense, Heavy's insane DPS and BottomlessMagazines makes it by far the best attacking class without upgrades except when attacking tanks (because Tanks have 75% damage resistance against miniguns).miniguns[[note]]which the official wiki all but states is a preemptive ObviousRulePatch to keep Heavies from shredding them[[/note]]). However, he cannot improve his direct damage nearly as much as other classes: most can increase base damage, fire rate, and reload speed, while Heavy can only increase fire rate (and it's at a greater cost per upgrade than anyone else). Because of this, it's common on the harder missions for a few players to play Heavy for a few rounds without spending any money, then spend the money on a class that benefits from it more, like Demoman.


* AchillesHeel: A truely skilled Demoman is a force to be reckoned with, but even the finest of Demomen can still be dealt with if need be.
** Scouts. Scouts are hard to hit with a slow moving projectile like the Demo's grenades, their scattergun is devastating if they can get close to the Demo where they can easily damage themselves, and despite their low health their speed allows them to easily skirt around their well-placed stickytraps. There's a reason Scout is seen as Demo's hard counter. In competitive, that's usually the Scout's main job- taking out the enemy Demoman to make it safe to push.
** Pyros. Pyros are the soft counter where Scout is the hard: a good Pyro can flank and get too close for the Demoman to deal with, much like the scout, and their close range damage is even more devastating than the scattergun. However, the Pyro has one tool that the Scout doesn't — the Compression Blast. Since all of the Demoman's non Demoknight-centered weapons (shields and boots, that is) fire projectiles, a competent Pyro with use of the airblast can completely shutdown a Demoman's offense by reflecting their fired pipes back into his face, or shut down their defense by airblasting their stickytraps and rendering them useless. In the hands of a skilled player, an enemy Pyro is the scariest thing the Demoman can face on the battlefield. And don't think Demoknight helps much either, considering the Pyro can roast him even with the Chargin' Targe (which itself is meant to counter the Pyro's main advantages) and simply airblast the Demoknight every time they're within the not-inconsiderable range of their melee weapons.

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* AchillesHeel: A truely truly skilled Demoman is a force to be reckoned with, but even the finest of Demomen can still be dealt with if need be.
** Scouts. Scouts are hard to hit with a slow moving slow-moving projectile like the Demo's grenades, their scattergun is devastating if they can get close to the Demo where they can easily damage themselves, and despite their low health health, their speed allows them to easily skirt around their well-placed stickytraps. There's a reason Scout is seen as Demo's hard counter. In competitive, that's usually the Scout's main job- job — taking out the enemy Demoman to make it safe to push.
** Pyros. Pyros are the soft counter where Scout is the hard: a good Pyro can flank and get too close for the Demoman to deal with, much like the scout, Scout, and their close range damage is even more devastating than the scattergun.Scattergun. However, the Pyro has one tool that the Scout doesn't — the Compression Blast. Since all of the Demoman's non Demoknight-centered weapons (shields and boots, that is) fire projectiles, a competent Pyro with use of the airblast can completely shutdown shut down a Demoman's offense by reflecting their fired pipes back into his face, or shut down their defense by airblasting their stickytraps and rendering them useless. In the hands of a skilled player, an enemy Pyro is the scariest thing the Demoman can face on the battlefield. And don't think Demoknight helps much either, considering the Pyro can roast him even with the Chargin' Targe (which itself is meant to counter the Pyro's main advantages) and simply airblast the Demoknight every time they're within the not-inconsiderable range of their melee weapons.



* AngryBlackMan: [[PunchClockVillain Unless it's his morning off]].

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* AngryBlackMan: [[PunchClockVillain Unless it's his morning off]].off.]]



** The Ullapool Caber. As fun as it is to smack someone with a grenade and blow up everyone around him, 9 times out of 10 Demomen are better off using means that DON'T involve themselves blowing up as well. Also, the Caber is a one-time-deal. You hit an enemy with it, he blows up, and if you manage to survive the explosion yourself, you're left with a scrap of a grenade that does pitiful damage and can only be restored by going all the way back to your team's Resupply Cabinet (located next to the spawn point).
** It also has a high chance of knocking you (or your enemy, if they survive it, although it's rare) into the air. Doing so can leave you with a barely enough health to survive the fall. If you got an enemy after taking a hit, surviving the Ullapool's explosion, [[NotTheFallThatKillsYou then the only thing you have to worry about it landing]]. And that's not counting the Shield & Caber combo.

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** The Ullapool Caber. As fun as it is to smack someone with a grenade and blow up everyone around him, 9 times out of 10 10, Demomen are better off using means that DON'T involve themselves blowing up as well. Also, the Caber is a one-time-deal. You hit an enemy with it, he blows up, and if you manage to survive the explosion yourself, you're left with a scrap of a grenade that does pitiful damage and can only be restored by going all the way back to your team's Resupply Cabinet (located next to the spawn point).
** It also has a high chance of knocking you (or your enemy, if they survive it, although it's rare) into the air. Doing so can leave you with a barely enough health to survive the fall. If you got an enemy after taking a hit, surviving the Ullapool's explosion, [[NotTheFallThatKillsYou then the only thing you have to worry about it is landing]]. And that's not counting the Shield & Caber combo.



* BuffySpeak: "Awww... There's a new angel in heaven... IN HELL!"

to:

* BuffySpeak: More like an immediate self-contradiction — "Awww... There's a new angel in heaven... IN HELL!"



* DemonicPossession: This seems to be the relationship between him and the Eyelander, although the few times it's been seen in canon comics after it's unveiling in the WAR! Update, they seemed to at the very least tolerate each other's presence, and considering how the voice lines and actions for the Demoman are unchanged even with the GlowingEyesOfDoom and all, it may be less of this and more of a case of SymbioticPossession.

to:

* DemonicPossession: This seems to be the relationship between him and the Eyelander, although the few times it's been seen in canon comics after it's its unveiling in the WAR! Update, they seemed to at the very least tolerate each other's presence, and considering how the voice lines and actions for the Demoman are unchanged even with the GlowingEyesOfDoom and all, it may be less of this and more of a case of SymbioticPossession.



** In public servers, a Demoman can usually get away with just laying some clever traps, and may even fare well in direct combat. In competitive play, Demomen have to learn all the potentially useful sticky jump locations on a map and be able to execute them perfectly (and thus be able to get to the central control point faster than the enemy Scouts), has no hit-scan weapon and so must rely on prediction, and has low mobility without the aid of sticky jumps. However, in the right hands, his trap laying and insane damage output make him possibly the most powerful unit on the field because of his area denial abilities - for instance, at mid on Badlands, if a Demoman can arrive fast enough, he can set traps all about the enemy's side and also fire grenades behind the enemy medic, preventing an escape while the soldiers jump above to fire down on him. In a game of territorial control, a scout picking off the enemy Demoman is often the perfect opportunity to push forward and advance.
** Note that this trope does not apply to sticky mines, which require less effort to get more reward when compared to the grenade launcher, which is the core complaint about the class. Unless, of course, your stickybomb launcher of choice happens to be the Scottish Resistance. In exchange for the ability to deploy more stickies at once, do so at a faster rate, and the ability to detonate clusters separately, your sticky mines take 0.8 seconds longer to arm; this might not sound like much, but in a game as fast as Team Fortress, every fraction of a second counts, and the Scottish Resistance's longer arming time causes such a drastic change to the Demoman's direct combat capabilities that many players out-right dismiss it as completely worthless. However, players who take the time to get familiar with the weapon can become the most fearsome defensive powerhouses in the game, rivaling even the Engineer's fully-upgraded Sentry Gun; a skilled Demoman can use the Scottish Resistance to guard multiple entry points, set up and manage distinct sticky traps, disarm enemy Demomen's stickies, or even just for direct combat if they are very good with predicting their target's movements. Adequate skill with the Grenade Launcher is mandatory, which is a DifficultButAwesome weapon in and of itself.

to:

** In public servers, a Demoman can usually get away with just laying some clever traps, and may even fare well in direct combat. In competitive play, Demomen have to learn all the potentially useful sticky jump locations on a map and be able to execute them perfectly (and thus be able to get to the central control point faster than the enemy Scouts), has no hit-scan weapon and so must rely on prediction, and has low mobility without the aid of sticky jumps. However, in the right hands, his trap laying and insane damage output make him possibly the most powerful unit on the field because of his area denial abilities - — for instance, at mid on Badlands, if a Demoman can arrive fast enough, he can set traps all about the enemy's side and also fire grenades behind the enemy medic, preventing an escape while the soldiers jump above to fire down on him. In a game of territorial control, a scout Scout picking off the enemy Demoman is often the perfect opportunity to push forward and advance.
** Note that this trope does not apply to sticky mines, which require less effort to get more reward when compared to the grenade launcher, which is the core complaint about the class. Unless, of course, your stickybomb launcher of choice happens to be the Scottish Resistance. In exchange for the ability to deploy more stickies at once, do so at a faster rate, and the ability to detonate clusters separately, your sticky mines take 0.8 seconds longer to arm; this might not sound like much, but in a game as fast as Team Fortress, ''Team Fortress'', every fraction of a second counts, and the Scottish Resistance's longer arming time causes such a drastic change to the Demoman's direct combat capabilities that many players out-right dismiss it as completely worthless. However, players who take the time to get familiar with the weapon can become the most fearsome defensive powerhouses in the game, rivaling even the Engineer's fully-upgraded Sentry Gun; a skilled Demoman can use the Scottish Resistance to guard multiple entry points, set up and manage distinct sticky traps, disarm enemy Demomen's stickies, or even just for direct combat if they are very good with predicting their target's movements. Adequate skill with the Grenade Launcher is mandatory, which is a DifficultButAwesome weapon in and of itself.



* EvilWeapon: The Eyelander appears to be one of these at first glance, [[PunchClockVillain although when the sword and it's owner is not on the clock]], it's AxCrazy fixation on taking heads gives way to an [[HiddenDepths actually quite personable demeanour.]]

to:

* EvilWeapon: The Eyelander appears to be one of these at first glance, [[PunchClockVillain although when the sword and it's its owner is not on the clock]], it's its AxCrazy fixation on taking heads gives way to an [[HiddenDepths actually quite personable demeanour.]]



** In "Blood in the Water", the Demoman shows a rather contemptuous attitude towards the Sniper and his parents' lodgings. This is reciprocated by Sniper [[spoiler:knocking out Demoman via sedation, and then intending to ''bury him alive'' (though Miss Pauling talks him out of it).]]

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** In "Blood in the Water", the Demoman shows a rather contemptuous attitude towards the Sniper and his parents' lodgings. This is reciprocated by Sniper [[spoiler:knocking out Demoman via sedation, and then intending to ''bury him alive'' (though Miss Pauling talks him out of it).]]it)]].



** LethalJokeWeapon: Unless one uses it primarily for its sticky-jumping potential (no damage means no-self damage) to leap across absurd distances almost instantaneously. Some people have crazily-awesome strategies that send a full-health Demoman armed with other weapons rocketing into the enemy before they even know what happened. It helps that while normally sticky-jumping is limited to one or two bombs, the Sticky Jumper can use up to ''eight''. (At least until it got Nerfed.)

to:

** LethalJokeWeapon: Unless one uses it primarily for its sticky-jumping potential (no damage means no-self damage) no self-damage) to leap across absurd distances almost instantaneously. Some people have crazily-awesome strategies that send a full-health Demoman armed with other weapons rocketing into the enemy before they even know what happened. It helps that while normally sticky-jumping is limited to one or two bombs, the Sticky Jumper can use up to ''eight''. (At least until it got Nerfed.)



* MightyGlacier: Played with; per the official wiki, the Defense Classes possess the highest firepower, but slow to deploy. His Grenade Launcher is hard to aim, and his Sticky Bombs have a priming time (the Glacier part), allowing the speedy Scouts to get up in his face and take him down while dodging his explosives. On the other hand, his explosives deal some of, if not ''the'' highest burst damage in the game (the Mighty part), and he can subvert this by Sticky Jumping to become a LightningBruiser.

to:

* MightyGlacier: Played with; per the official wiki, the Defense Classes possess the highest firepower, but are slow to deploy. His Grenade Launcher is hard to aim, and his Sticky Bombs have a priming time (the Glacier part), allowing the speedy Scouts to get up in his face and take him down while dodging his explosives. On the other hand, his explosives deal some of, if not ''the'' highest burst damage in the game (the Mighty part), and he can subvert this by Sticky Jumping to become a LightningBruiser.


With 175HP and 93% base speed, the Demoman's true worth lies with his highly-damaging weapons. The Demoman primarily uses a grenade launcher which fires its ammo in an arc, and whose grenades can bounce against obstacles before exploding; thus, he's the only class capable of indirect fire, dealing explosive damage without even seeing the enemy. His secondary slot is occupied by a stickybomb launcher, meaning he can lay down a bunch of bombs anywhere and make them explode at the same time. Thus he can defend choke points easily and can anyone in one hit. On the other hand, his projectile-based weapons make him suboptimal when fighting at close range. His melee weapon is a bottle. Alternatively, the Demoman can specialize in melee combat, dotting a shield, a longsword or whatever, and maybe some boots to speed him up.

to:

With 175HP and 93% base speed, the Demoman's true worth lies with his highly-damaging weapons. The Demoman primarily uses a grenade launcher which fires its ammo in an arc, and whose grenades can bounce against obstacles before exploding; thus, he's the only class capable of indirect fire, dealing explosive damage without even seeing the enemy. His secondary slot is occupied by a stickybomb launcher, meaning he can lay down a bunch of bombs anywhere and make them explode at the same time. Thus Thus, he can defend choke points easily and can eliminate anyone in one hit.massive blast. On the other hand, his projectile-based weapons make him suboptimal when fighting at close range. His melee weapon is a bottle. Alternatively, the Demoman can specialize in melee combat, dotting a shield, a longsword or whatever, and maybe some boots to speed him up.



** Pyros. Pyros are the soft counter where Scout is the hard: a good Pyro can flank and get too close for the Demoman to deal with, much like the scout, and their close range damage is even more devastating than the scattergun. However, the Pyro has one tool that the Scout doesn't- the Compression Blast. Since all of the Demoman's non Demoknight-centered weapons (shields and boots, that is) fire projectiles, a competent Pyro with use of the airblast can completely shutdown a Demoman's offense by reflecting their fired pipes back into his face, or shut down their defense by airblasting their stickytraps and rendering them useless. In the hands of a skilled player, an enemy Pyro is the scariest thing the Demoman can face on the battlefield. And don't think Demoknight helps much either, considering the Pyro can roast him even with the Chargin' Targe (which itself is meant to counter the Pyro's main advantages) and simply airblast the Demoknight every time they're within the not-inconsiderable range of their melee weapons.

to:

** Pyros. Pyros are the soft counter where Scout is the hard: a good Pyro can flank and get too close for the Demoman to deal with, much like the scout, and their close range damage is even more devastating than the scattergun. However, the Pyro has one tool that the Scout doesn't- doesn't — the Compression Blast. Since all of the Demoman's non Demoknight-centered weapons (shields and boots, that is) fire projectiles, a competent Pyro with use of the airblast can completely shutdown a Demoman's offense by reflecting their fired pipes back into his face, or shut down their defense by airblasting their stickytraps and rendering them useless. In the hands of a skilled player, an enemy Pyro is the scariest thing the Demoman can face on the battlefield. And don't think Demoknight helps much either, considering the Pyro can roast him even with the Chargin' Targe (which itself is meant to counter the Pyro's main advantages) and simply airblast the Demoknight every time they're within the not-inconsiderable range of their melee weapons.


With 175HP and 93% base speed, the Demoman's true worth lies with his highly-damaging weapons. The Demoman primarily uses a grenade launcher which fires its ammo in an arc, and whose grenades can bounce against obstacles before exploding thus he's the only class capable of indirect fire, dealing explosive damage without even seeing the enemy. His secondary slot is occupied by a stickybomb launcher, meaning he can lay down a bunch of bombs anywhere and make them explode at the same time. Thus he can defend choke points easily and can anyone in one hit. On the other hand, his projectile-based weapons make him suboptimal when fighting at close range. His melee weapon is a bottle. Alternatively, the Demoman can specialize in melee combat, dotting a shield, a longsword or whatever, and maybe some boots to speed him up.

to:

With 175HP and 93% base speed, the Demoman's true worth lies with his highly-damaging weapons. The Demoman primarily uses a grenade launcher which fires its ammo in an arc, and whose grenades can bounce against obstacles before exploding thus exploding; thus, he's the only class capable of indirect fire, dealing explosive damage without even seeing the enemy. His secondary slot is occupied by a stickybomb launcher, meaning he can lay down a bunch of bombs anywhere and make them explode at the same time. Thus he can defend choke points easily and can anyone in one hit. On the other hand, his projectile-based weapons make him suboptimal when fighting at close range. His melee weapon is a bottle. Alternatively, the Demoman can specialize in melee combat, dotting a shield, a longsword or whatever, and maybe some boots to speed him up.


* MasterOfYourDomain: Uses this to great effect against the Australium-draining robots in Naked and the Dead, by way of converting his stomach into an alcohol-distilling organ and fermenting his bone marrow (assuming it isn't a hallucination or something, that is).

Added DiffLines:

* MasterOfYourDomain: Uses this to great effect against the Australium-draining robots in Naked and the Dead, by way of converting his stomach into an alcohol-distilling organ and fermenting his bone marrow (assuming it isn't a hallucination or something, that is).


[[quoteright:146:http://static.tvtropes.org/pmwiki/pub/images/engineer.png]]
[[caption-width-right:146:[[GadgeteerGenius He told you not to touch that darn thing.]]]]

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[[quoteright:146:http://static.tvtropes.org/pmwiki/pub/images/engineer.png]]
[[caption-width-right:146:[[GadgeteerGenius He told you not to touch that darn thing.]]]]




American, from Bee Cave, [[EverythingIsBigInTexas Texas]]. Dressed in workshirt and overalls of team color, protective knee pads, [[FashionableAsymmetry one welding glove]], hard hat (worn backwards), and goggles. Exhibits SesquipedalianLoquaciousness during the "Meet the Engineer" trailer, but this is [[CutscenePowerToTheMax markedly absent from his in-game dialogue]]. The nicest member of the team, to the point where his domination taunts sound more like good-natured ribbing than anything. Judging by the maniacal laughter he sometimes indulges in (including as one of his taunts), he seems to have a bit of the MadScientist to him as well. [[SouthernFriedGenius Has]] [[OmnidisciplinaryScientist 11 PhDs]]. Was the last class to receive new weapons. Uses a shotgun, a pistol, a wrench, a building tool, and a destroying tool. [[http://www.tf2.com/classes.php?class=engineer Meet the Engineer!]]

to:

\nAmerican, [[quoteright:146:http://static.tvtropes.org/pmwiki/pub/images/engineer.png]]
[[caption-width-right:146:[[GadgeteerGenius He told you not to touch that darn thing.]]]]

The Engineer is a American cowboy possessing [[OmnidisciplinaryScientist 11 PhDs]] hailing
from [[SouthernFriedGenius Bee Cave, Cave]], [[EverythingIsBigInTexas Texas]]. Dressed in workshirt and overalls of team color, protective knee pads, [[FashionableAsymmetry one welding glove]], hard hat (worn backwards), and goggles. Exhibits SesquipedalianLoquaciousness during He is the "Meet the Engineer" trailer, but this is [[CutscenePowerToTheMax markedly absent from his in-game dialogue]]. The nicest and most well-adjusted member of the team, to the point where his domination taunts sound more like good-natured ribbing than anything. Judging by the maniacal laughter anything but he sometimes indulges in (including as one does like killing people for money and has shades of his taunts), he seems to have a bit of the MadScientist to him as well. [[SouthernFriedGenius Has]] [[OmnidisciplinaryScientist 11 PhDs]]. Was He comes from a family of engineers, whom are tied to the last class to receive new weapons. Uses a shotgun, a pistol, a wrench, a building tool, Mann family and a destroying tool.the Administrator. [[http://www.tf2.com/classes.php?class=engineer Meet the Engineer!]]Engineer!]].

On paper, the Engineer doesn't look like much with 125HP, 100% base speed, and a shotgun for a primary weapon. But although the Engineer is ill-suited for direct combat, his strength is his ability to build and lift around an array of buildings to support his team. His turret will automatically fire at any enemy in range with impressive damage if upgraded accordingly, his dispenser will deal precious ammo to teammates and also heal them, and his often underestimated teleporters can bring respawning reinforcement quickly to the battlefield, keeping pressure on the enemy. However, the Demoman with his indirect fire, and the Spy with his sapper are his natural enemies. Otherwise, the Engineer uses a pistol, and a wrench.

The Engineer was the last class to receive new weapons.


The Demoman is a [[ScaryBlackMan black]] [[ViolentGlaswegian Scottish]] [[EyepatchOfPower wearing an eyepatch]] and a demolition expert. He is a BoisterousBruiser, constantly drunk and enjoys blowing everything to bits. Abandoned at birth by his parents, his talent with explosives resulted in the death of his adoptive parents, and his family welcomed him back in the clan. Since then, he's been working as a mercenary. On account of his lack of an eye, and blood heritage, he considers himself something of a LastOfHisKind. He shared his [[http://www.teamfortress.com/war/part1/index.htm class update]] with the Soldier, much like the Sniper and Spy. The update revealed the Demoman's lifestyle; along with working three jobs, he lives in a mansion in New Mexico with his blind mother. [[http://www.tf2.com/classes.php?class=demoman Meet the Demoman!]]

to:

The Demoman is a [[ScaryBlackMan black]] [[ViolentGlaswegian Scottish]] Scotsman]] [[EyepatchOfPower wearing an eyepatch]] and a demolition expert. He is a BoisterousBruiser, constantly drunk and enjoys blowing everything to bits. Abandoned at birth by his parents, his talent with explosives resulted in the death of his adoptive parents, and his family welcomed him back in the clan. Since then, he's been working as a mercenary. On account of his lack of an eye, and blood heritage, he considers himself something of a LastOfHisKind. He shared his [[http://www.teamfortress.com/war/part1/index.htm class update]] with the Soldier, much like the Sniper and Spy. The update revealed the Demoman's lifestyle; along with working three jobs, he lives in a mansion in New Mexico with his blind mother. [[http://www.tf2.com/classes.php?class=demoman Meet the Demoman!]]



[[quoteright:146:http://static.tvtropes.org/pmwiki/pub/images/heavy.png]]
[[caption-width-right:146:[[LargeHam An ingredient in his sandvich, honestly...]]]]




A [[HuskyRusskie massive Slavic man]] with a [[BaldOfAwesome shaved head]] and PermaStubble. Rather than TheHeavy as you might expect, the Heavy provides examples of TheBigGuy or TheBrute (depending if they're on your team), and as far as gameplay goes, the "tank" character of the group. Wears a team-color shirt, a Kevlar vest, and [[BadassBandolier an ammo belt across his chest.]] [[ICallItVera Named his miniguns "Sasha" and "Natascha", and a machinegun "Tomislav"]]. He's a pretty [[TheStoic stoic]] guy outside of battle, but [[BerserkButton he really hates it]] when other people touch his gun. Perhaps the closest thing to a main character in the game, in how he is often featured "front and center" due to his size in artwork (in one splash screen, in the game's box art, in the selection lineup and in the promotional team lineup) and him getting the first class-centric video (and appearing first in both trailers and foremost in "Meet the Sandvich"). The Heavy was the third class to be updated with fun new toys. Uses a minigun, a shotgun, and his own fists. [[http://wiki.teamfortress.com/wiki/Heavy The Heavy's page on the TF2 Wiki]], [[https://www.youtube.com/watch?v=jHgZh4GV9G0 Meet the Heavy!]]

to:

\nA [[quoteright:146:http://static.tvtropes.org/pmwiki/pub/images/heavy.png]]
[[caption-width-right:146:[[LargeHam An ingredient in his sandvich, honestly...]]]]

The Heavy is a
[[HuskyRusskie massive Slavic man]] Russian]] with a [[BaldOfAwesome shaved head]] and PermaStubble. Rather than TheHeavy as you might expect, PermaStubble, who wields a [[GatlingGood minigun]]. Having escaped from the gulag with his family, the Heavy provides examples of TheBigGuy or TheBrute (depending if they're on your team), has left the U.S.S.R. to work as a mercenary and as far as gameplay goes, sends his money to his mother and sisters. His appearance, brutish behavior, and lacking english make him look stupid, but the "tank" character of Heavy is smarter than he looks and can be perceptive and calm. At the group. Wears a team-color shirt, a Kevlar vest, same time, he really enjoys killing people and [[BadassBandolier an ammo belt across his chest.]] has [[ICallItVera Named dubbed his miniguns miniguns]] with affectionate names "Sasha" and "Natascha", and a machinegun "Tomislav"]]. He's a pretty [[TheStoic stoic]] guy outside of battle, but [[BerserkButton he really hates it]] when other people touch his gun. Perhaps "Tomislav". The Heavy is perhaps the closest thing to a main character in the game, in how he is often featured "front and center" due to his size in artwork (in one splash screen, in the game's box art, in the selection lineup and in the promotional team lineup) and him getting the first class-centric video (and appearing first in both trailers and foremost in "Meet the Sandvich"). The Heavy was the third class to be updated with fun new toys. Uses a minigun, a shotgun, and his own fists. [[http://wiki.teamfortress.com/wiki/Heavy The Heavy's page on the TF2 Wiki]], [[https://www.youtube.com/watch?v=jHgZh4GV9G0 Meet the Heavy!]]
Heavy!]]

With 300HP and his primary weapon being a minigun, the Heavy is a Defense character who acts like an anchor point for his team and a shock trooper, who can weather a lot of damage and deal it in return, at least at short range. His secondary is a shotgun (which he can switch with food items to replenish health), and his melee weapons are his own fists. Powerful and quite tanky, the Heavy thrives when confronting his foes head on; on the other hand, he is very slow at 77% base speed and his minigun's windup time mean that he can be easily outmanoeuvered and ambushed. Moreover he is very vulnerable to the Sniper and Spy who can kill him in one hit.


[[quoteright:146:http://static.tvtropes.org/pmwiki/pub/images/demoman.png]]
[[caption-width-right:146:[[DrunkenMaster HE'S drunk. You don't have an excuse!]]]]




[[ScaryBlackMan Black]] [[ViolentGlaswegian Scottish]] [[EyepatchOfPower cyclops]]. Characterized as a DrunkenMaster and wears bandoliers of grenades on his black vest, worn over a team-colored suit. Apparently considers the Loch Ness Monster his mortal enemy, lost an eye by the tome of a magical wizard, and accidentally killed his first set of adoptive parents. On account of his lack of an eye, and blood heritage, he considers himself something of a LastOfHisKind. He shared his [[http://www.teamfortress.com/war/part1/index.htm class update]] with the Soldier, much like the Sniper and Spy. The update revealed the Demoman's lifestyle; along with working three jobs, he lives in a mansion in New Mexico with his blind mother. Uses a grenade launcher, a stickybomb launcher, and a bottle. [[http://www.tf2.com/classes.php?class=demoman Meet the Demoman!]]

to:

\n[[quoteright:146:http://static.tvtropes.org/pmwiki/pub/images/demoman.png]]
[[caption-width-right:146:[[DrunkenMaster HE'S drunk. You don't have an excuse!]]]]

The Demoman is a
[[ScaryBlackMan Black]] black]] [[ViolentGlaswegian Scottish]] [[EyepatchOfPower cyclops]]. Characterized as a DrunkenMaster wearing an eyepatch]] and wears bandoliers of grenades on a demolition expert. He is a BoisterousBruiser, constantly drunk and enjoys blowing everything to bits. Abandoned at birth by his black vest, worn over a team-colored suit. Apparently considers parents, his talent with explosives resulted in the Loch Ness Monster death of his mortal enemy, lost an eye by the tome of a magical wizard, and accidentally killed his first set of adoptive parents.parents, and his family welcomed him back in the clan. Since then, he's been working as a mercenary. On account of his lack of an eye, and blood heritage, he considers himself something of a LastOfHisKind. He shared his [[http://www.teamfortress.com/war/part1/index.htm class update]] with the Soldier, much like the Sniper and Spy. The update revealed the Demoman's lifestyle; along with working three jobs, he lives in a mansion in New Mexico with his blind mother. Uses a grenade launcher, a stickybomb launcher, and a bottle. [[http://www.tf2.com/classes.php?class=demoman Meet the Demoman!]]Demoman!]]

With 175HP and 93% base speed, the Demoman's true worth lies with his highly-damaging weapons. The Demoman primarily uses a grenade launcher which fires its ammo in an arc, and whose grenades can bounce against obstacles before exploding thus he's the only class capable of indirect fire, dealing explosive damage without even seeing the enemy. His secondary slot is occupied by a stickybomb launcher, meaning he can lay down a bunch of bombs anywhere and make them explode at the same time. Thus he can defend choke points easily and can anyone in one hit. On the other hand, his projectile-based weapons make him suboptimal when fighting at close range. His melee weapon is a bottle. Alternatively, the Demoman can specialize in melee combat, dotting a shield, a longsword or whatever, and maybe some boots to speed him up.

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