For Team Fortress 2 on the PC, a GameFAQs message board topic titled "Valve adds a Market Gardener-like weapon for the Demoman.". 15% fire resistance and 15% explosive resistance. A Demoman under the effects of a Kritzkrieg berCharge in particular can devastate the enemy team. A good setup for offensive Demomen. If it is too dangerous to pop out of cover to set Stickybombs onto a Sentry Gun, try shooting them as close to the Sentry Gun as you can without revealing yourself. Be prepared to score a kill with the Half-Zatoichi when you pull it out, losing 50 HP may be detrimental depending on the situation. The Iron Bomber's more stationary projectiles give you the ability to set temporary traps, should you run low on stickybombs to set or wish to add on to the explosive power of stickybombs you already set. Soldiers and Demoman fulfil the same role of creating wanton destruction from their projectile weapons. The effectiveness of the B.A.S.E. This is even more apparent when multiple slopes are used for the jump. Being a Trolldier is a simple concept but hard to master. If the player is below 50 health points, the weapon cannot be holstered until the player gets a kill. Category: Melee Weapon Used by: Soldier Starting Price: $0.02 The Market Gardener is a community-created melee weapon that can only be used by the Soldier. If your team already has players focused on the points/cart, you're on defense, or you're playing CTF, feel free to switch to the Bottle to rid yourself of the increased bullet vulnerability. I wonder if they'd be as effective in the hands of the Demoman as it is in the hands of the Soldier, be it in Pubs or competitive. Keep this in mind so you don't accidentally 'under-shoot' an attack, especially when using the sword in conjunction with the Chargin' Targe. This weapon gets no . Never forget that Stickybombs can be launched across the visible distance of most open maps. Your weakness to self damage can allow you to constantly aid a Medic in building a constant stream of berCharge and allow for quick charging for multiple uses in a short amount of time. Due to their differences in the way they cause damage, Demomen and Snipers don't have that much synergy, but they can do some work together. Why not add "the ability to slay in the air" with them? This makes any synergy with a friendly Pyro a close-to-mid ranged affair only. Then there's the plethora of swords to choose from. The Iron Bomber is an odd grenade launcher, with upsides that aren't as straightforward as a damage booster or projectile speed booster. Snipers can control enemy movements just by existing, aiming down a chokepoint or open area, while you can control them simply through stickybomb placement. This can make fighting. Stickybomb Launcher or Quickiebomb Launcher. Although the Loose Cannon is weaker for self-defense than the Grenade Launcher, the precise explosions make it superior for attacking enemies from high up, timing the bombs to explode just before they hit the ground. Slanted walls too steep to walk up are nevertheless still useful for Trimping, such as the rocks outside BLU spawn on. The Loose Cannon, despite having a faster projectile speed, also has a faster fuse speed. Maybe one day our lord Gaben will resurrect you and grant eternal immortality for your service. The spread of Heavy's miniguns allows him to very easily clean up any foes who may have survived a burst of your stickybombs. Of all classes, Pyros pose the biggest threat to you and your fellow Demos. However, he is incapable of regaining ammo if the charge meter is not full, both primary and secondary weapons will have their maximum amount of ammo carried decreased by 80% and unable to deal random critical hits. As usual, a Pyro is the perfect bodyguard for a distracted or vulnerable ally, such as a Demoman laying sticky traps. The extra charge duration is great for getting away. The ability to blow up bombs directly under your feet is useful for performing Sticky Jumps. His various weapons, including the Grenade Launcher, Stickybomb Launcher, and Scottish Resistance, can be used to perform such jumps, each with different methods to execute. Its main downside of needing 50 health or a kill to be sheathed is irrelevant when it's the only weapon you'll ever have out. One tactic is to launch Stickybombs behind enemies and then attack using the primary weapons. It is an entrenching shovel with a tan wooden handle fastened with green metal. Claidheamh Mr or Pain Train or Scotsman's Skullcutter. Either they make the Scottish handshake a matkert gardener instead of a stock reskin, or they make- get this, just bagpipes that he swing around. Because of this, a Demo-Sniper pair can be rather limited in their chemistry against these classes. While the Scottish Resistance does require the user to be looking in the general direction of the bombs they set, they do not have to have a line of sight to the bombs in question. I do it a lot for the meme to be a heavy terrorizer, no he doesn't and this idiotic meme of an idea needs to die. When aiming at a distant target, skipping Grenades across the ground may be more effective than lobbing them through the sky. This is also probably the best way to use the Ullapool Caber. This can be used to great effect when engaged by faraway enemies such as. The Loose Cannon is a grenade launcher whose damage is dealt as a 25-50 damage when hit directly and a 60 damage explosion that occurs soon afterward (instead of as a 100 damage when hit directly). Be aware that your primary weapons will not deal any Critical hit with the shield charge. You could then use the self-knockback from the explosion to activate another parachute and fly to a health kit or even back to spawn if you are close enough. The Claidheamh Mr's only downside is active, meaning it's nonexistent while you're using your grenade launcher; meanwhile, the Persian Persuader makes it very difficult to reload your primary weapon, encouraging you to focus on melee. This inherently allows you to attack enemies out of sight. You can use the Ullapool Caber for the very same effect, tough. A more defensive Demoman loadout. With over 200 HP and the second-fastest run speed in the game, an Eyelander Demoman using the Sticky Launcher can be a very powerful enemy and one to avoid at all costs, especially if he has a Medic. The Splendid Screen has a "hidden advantage" over other shields; its damage is great enough to cause an airblast-like knockback effect. Buff Banner Gunboats . Would love to add. The charge also overrides the game's built-in cap for movement speeds, enabling you to move faster than any other character in the game, including a Scout with a fully-charged Boost meter for the. The faster grenades are a further benefit, as it makes them quite difficult to airblast in the first place. The Ullapool Caber is even more effective with the, The Ullapool Caber is also good when used with the. It allows you to place 6 more bombs at a time (14), and it gives you 50% more reserve ammunition (36). The Market Gardener is a community-made melee weapon for the Soldier. Additionally, Demomen are far better at taking care of enemies outside of close range, where Heavies tend to be at their weakest. This is especially efficient when using the, The mechanics of charging also allows you to charge into the air using slopes, a technique named. The B.A.S.E. You can adjust when to detonate your Stickybombs to adjust your trajectory to be either more vertical or horizontal. Wee Booties could become both the Gunboats, if paired with a sticky launcher, or a decent melee supplement if paired with shields. The Sticky Jumper can also pair well with the Eyelander. Due to the charge speed being reduced while this weapon is active, try to attack unsuspecting enemies so that they cannot dodge your charge. pls like and sub so I don't have to go to college and get a job :)#TF2 #TeamFortress2 And Demoman already has a Market Gardener, it is called a Caber. The two of you can supplement each other's ranged power, but may fall short against Pyros, Heavies or Scouts. The cannonballs also feature a 20% faster projectile speed, immense. In Medieval Mode, this Demoknight variant (with the Booties as your primary) is the only class that can deliver splash damage, making it useful when clearing a point filled with enemies. It can be used for very distracted enemies, such as Snipers looking down scopes or Engineers working on their buildings, but like most taunt kills, leaves you vulnerable during the animation. However, you can still get critical hits using the Rocket Jumper, even though it deals no damage, making it a good pair with this weapon. Additionally, your allied Pyro can simply reflect back any projectiles that were previously airblasted by an enemy Pyro. gamespot.comgiantbomb.commetacritic.comfandom.comfanatical.com, Privacy PolicyCookie SettingsDo Not Sell My InformationReportAd. With a description of "You underestimate my power!". But, like the B.A.S.E Jumper, they would, in theory, be a primary on demoman. You must be quick to react and time your attacks well, as the "red zone" will only be active during the last 25% of the charge. Like your projectiles, your charge works best at a distance, and requires you to lead targets who are not running away from you. For novice players, the 50% reduced direct damage can make the Loose Cannon feel much weaker than the other grenade launchers. As a downside, the wielder is 10% more vulnerable to bullet-firing weaponry such as the Minigun, Scattergun, Shotgun, Sniper Rifle, and Sentry Gun . Edit Preferences Although getting the first two heads are difficult due to your slow speed and lack of a charge, once you have several, your high speed allows you to fly over obstacles and take enemies by surprise. Your angle to the Stickybomb when it is detonated determines your flight path standing directly on top of your stickybomb sends you straight up, and the more you stray from the explosion's center, the more horizontal distance you cover. Sticky jumps can help get a Demoman with the Scotsman's Skullcutter into combat range, though this is very risky unless you are using the. Finally, with. The Claidheamh Mr increases charge duration of all shields to 2 seconds and refills 25% of your charge meter on melee kills. The Persian Persuader, on the other hand, grants you 20% charge back on hit and lets you refill your charge meter with ammo boxes. The faster projectile speed also increases the range of the cannonballs (they are still short-ranged due to having an extremely short fuse) and lessens the arc of the cannonballs. +25 maximum health on wearer. These loadouts are often referred to as "Demoknight" and "Demoknight Hybrid", respectively. Aim for windows, Sniper ledges, and other populated areas. I'm just going to mention that the gunboats are a 2nd slot item, and would replace the sticky launcher, making them almost useless for him. Cause it'll never happen. It has the downside of decrease maximum health to 150 and no random. The weaknesses of a Demoman using the Scottish Resistance can generally be covered by having a second Demoman using a different sticky launcher nearby. However, consider use the Nessie's Nine Iron over the rest, as it covered less of the screen. 50% fire resistance and 30% explosive resistance. Valve Corporation. This allows slopes that would previously fail to work to be jump-able, if the player jumps and turns towards the slope in order to gain sufficient speed to slide on it. It also allows you to detonate traps from safety. All rights reserved. When enemy players approach the target, a properly timed detonation can severely injure or kill passing enemies, and even if the stickies are spotted, they can delay and slow enemy pushes toward an objective. Team Fortress 2 > General Discussions > Topic Details. Playing a Demoknight requires a different mindset from a standard Demoman, as you sacrifice the Stickybomb Launcher's strengths for the utilities gained by your array of shields and swords. This also allows you to guard multiple areas at once. I'd be fine with it, but sticky jumping is a lot harder to be accurate with than rocket jumping. The Grenade Launcher is also powerful on its own, with the added benefit of exploding on hit and contributing to spam, which limits enemy movements. When the charge meter is red, the melee weapon that is currently equipped will perform a guaranteed. Simply sticky jump to their spawn and destroy their Teleporters and Dispensers with your primary or melee weapons. Stickybombs can be charged to throw them further. A trick of this charge meter is the ability to self-damage yourself by exploding the cannonball while it is in the chamber, in order to assist. Your dependence on projectiles means that you will be inaccurate without properly leading your target and accounting for distance. The first is jumping and looking at the ground/wall as the cannonball explodes while it is still in the chamber (similar to an. Grenade jumping is also beneficial if you already have a group of stickies deployed elsewhere, as placed stickies will be left undetonated. The Iron Bomber has no advantage with direct hits. All trademarks are property of their respective owners in the US and other countries. It is an entrenching shovel with a tan wooden handle fastened with green metal. Go to tf2 r/tf2 by [deleted] name my market gardener . The Gunboats help with making more frequent and precise jumps, and that's pretty much the opposite of what sticky jumps are. Jumper was contributed to the Steam Workshop. Values are approximate and determined by community testing. When combined with the guaranteed critical hit of the Chargin' Targe or the Splendid Screen, the Scotsman's Skullcutter is capable of killing almost any class in a single blow. When fleeing, leave Stickybombs in your wake; you can often kill pursuers by detonating your bombs as soon as you can. You were a good friend, from a certain point of view. As grenades tend to roll around after being shot, it is usually best to fire a grenade towards a wall to make its final sitting position more predictable. A large Engineer nest or one with enemy backup (such as Pyros) may require a teammate's help, either through a friendly. Once the enemy team begins to push through a chokepoint, a Demoman can single-handedly obstruct any enemy progress by covering the area with Stickybombs and spamming Grenades at incoming opponents. Defense is the traditional role a Demoman will play, and is well suited to the class. The Scotsman's Skullcutter solely applies the movement speed penalty while the weapon is active, and the fact that it does more damage than the Bottle, this weapon can almost be seen as a direct upgrade to the Bottle, provided you use it as a sidearm to your explosive weapons. And yes i know soundsmith said this bunch but just think about it going through the air and hitting someone with a clean 195 uhh it would be hard to pull of tho Use it when you need to get a slight bit farther to a health pack or Medic when you are injured. Taking damage while charging will cause your charge meter to deplete faster; The charge is completely wiped with 100 damage. When firing at a crowd, try to hang right behind a Heavy and let him soak up most of the damage directed at you. This weapon gets no random critical hits. The Demoman is a medium-ranged, projectile-heavy class with an outstanding damage output, capable at both offensive and defensive support. It is possible to increase the range of your melee weapon by 128. soldier: market garden pyro: axtinguish people in corners demo: p a n heavy: kgb . Home; Boards; News; Q&A; . Jumper can raise your vulnerability to good Soldiers and Snipers, so be quick, careful, and stealthy if the enemy team has any of those. One of the most balanced setups in Medieval Mode. None. Considering how long they were in the game, it hasn't been that long since they were taken out. This can make him a very good bodyguard for you. With a twirl behind his back, leading to a horizontal slash to the neck, the Demoman beheads anyone unfortunate to be in his path. Placing stickybombs near friendly Players and Buildings can also be useful for killing enemy Spies. Espaol - Latinoamrica (Spanish - Latin America). Demoman was never going to get the Gunboats. Simply charging straight up these sorts of slopes will cause the player to brake immediately once the charge is finished, as the game considers the player to be "stuck" against the ground. It also secondarily features a 30% faster fuse for its grenades (1.4 seconds), at the cost of a 15% smaller splash range (except for the Demoman who fired it). Its just as fun as market gardening. Rust Skins Best Sellers in 2022. top comment gets to name it. The opposite is true; landing direct hits from above will forcibly plant your target on the ground for a moment, making them open to another grenade. Alternatively, it is also possible to lay down a small carpet of stickies and then blast the enemies to pieces. The damage from sticky jumping helps keep the weapon somewhat balanced. Up to 85 + 8.5 per head (maximum at 5 heads). 4. A Demoman is most effective at medium range, where his explosives are easier to aim, harder to avoid, and won't deal self-damage to himself. You have access to Demoman-specific explosive, As the class' name implies, the Demoman is a go-to demolition expert when it comes to, However, this does not mean you do not require team support. The knockback is especially useful here since you can fire Scottish Resistance Stickybombs behind enemies and knock them into the traps despite the Stickybombs' long arm time. Keep this in mind when using it. The B.A.S.E. Heavies are excellent at mowing down Pyros, Scouts, and other close-range characters who normally give Demomen a hard time. Date Posted: Apr 14 @ 7:50am. Your ability to knock enemies into the air (and, by extension, your ability to deal heavy damage with direct hits at any range) allow you to perform aerial kills, or, Aerials work on any class, but the more common targets include. Valve Corporation. It is called "The Scotman's Skullcutter". Prioritize other Half-Zatoichi wielders in battle, either for a quick kill and health boost or simply to protect yourself from their one-hit kills. A Demoman can use the knockback of his explosives to split apart or disrupt pushes and isolate enemies to allow for easy pickings. The stock Grenade Launcher is an excellent weapon for self-defense (unless your attacker is very close to you) and mid-ranged spam. Jumper is largely based on how open a map is. Heavies are also no slouch when taking out Sentry Guns, which Demoknights will very much appreciate. We had one. The Splendid Screen offers more frequent charges and better shield damage, while the Chargin' Targe grants better resistances, including to your own grenade and Caber damage. You can also deliberately prematurely detonate one group of Stickybombs where the enemy can see them; this may trick the enemy into thinking that they have tricked you into prematurely detonating your Stickybombs, causing them to relax their guard and stumble directly into your. Demomen can combine their stickybombs into one giant pool that will assuredly decimate anything that enters their range (Excluding an berCharge). Tough and well-armed, he's versatile, capable of both offense and defense, and a great starter class to get familiar with the game. Stickybombs are a very useful weapon, as their short detonation time, combined with their damage and splash range, can destroy enemy pushes and break stalemates. Made my first ever hat a week ago, spent a week learning blender to model it and it was fun! Medics can make for one of the most powerful team-up candidates, thanks to their fantastical berCharge. The Demoman is usually a prime candidate to receive berCharges, especially from the. Spies and Demomen have a surprising amount of synergy, despite their differing playstyles. The Knockback can also be used very aggressively, pushing enemies away from areas that you deem off-limits. For an air-raider Demoman, relying primarily on surprise and easy escape. For that matter, what if the Demoman had access to a weapon akin to the Market Gardener? This can also be useful for fighting off spawn-camping enemy Demomen. The ability to destroy stickybombs can be useful for protecting friendly. Additionally, this allows for a "safety net" in case your first cluster misses or isn't enough to kill a group of enemies; simply have another group of Stickybombs prepared close by so you can have another go. By equipping the sticky jumper and the scotsman's skullcutter, Demoman can fly higher, farther, and faster than Soldier, landing stronger blows. Keep an eye on your Charge meter, as its color will tell you the effects of the Targe green is a recently-activated charge (less than 50% used), orange means your next attack will be a. Mako Is Bad 26 subscribers Subscribe 873 views 5 years ago We were all thinking it. It is a good idea to use the Eyelander with one of the shields. Fast bomb arm times and a damage penalty also allow the Demoman to quickly sticky-jump to the objective and quickly capture it with the Pain Train's increased capture rate. This subreddit is dedicated to Team Fortress 2, created by Valve Corporation in 2007. Linux Macintosh. Using the, Both you and the Spy excel at destroying Sentry nests with your combined tools. On inclines that are too steep, the player should move and jump towards the surface, trying to be as close to the base as possible once jumping. Instead of creating a trap and waiting for enemies to walk near it, it is possible to place bombs around enemy players quickly and then detonate once several stickies are out. The third trick is the ability to hold down the fuse meter and let it explode while it is still in the chamber (Kamikaze), in order to damage nearby enemies. That said, this strategy does make you very vulnerable to, After planting Stickybombs around the intelligence or a control point, the Demoman is free to leave the area. The shorter fuse time of the Loose Cannon is great for making temporary traps for pursuing enemies to walk over. If you miss your sticky and you know it will deal no damage, keep it there as it may be useful later on the fight. Since both the Loose Cannon's fuse time and the position of the overload's explosion is fixed, it allows for controllable jumps and doesn't necessitate a surface to maximize distance gained. Although people love market gardening as Soldier with the rocket jumper in TF2, Demoman has a niche playstyle that competes with this. Both Demoman and Sniper excel at long-to-mid range, while suffering at closer ranges. Since the movement speed penalty of the Skullcutter only applies if the weapon is active, jumping distance becomes less of a problem, since one could pull it out just before landing and deal good damage to unaware enemies. The Grenade Launcher is often preferred over other launchers as the rolling grenades allow you to "bomb" foes more easily during a sticky jump, and it's better than most for self-defense. 'S pretty much the opposite of what sticky jumps a different sticky launcher, upsides... Soldier with the shield charge team Fortress 2 & gt ; General Discussions & gt ; Discussions... Then blast the enemies to pieces until the player is below 50 health points, the %... Synergy with a friendly Pyro a close-to-mid ranged affair only % faster projectile speed, also has a fuse. Bercharge ) ally, such as one day our lord Gaben will resurrect you and fellow. May fall short against Pyros, Scouts, and other countries Booties could become both the help. When multiple slopes are used for the Soldier, be a primary on Demoman used with rocket. To model it and it was fun two of you can adjust when to detonate traps from safety Kritzkrieg in... To cause an airblast-like knockback effect heads ) seconds and refills 25 of! Spent a week ago, spent a week learning blender to model it it... One-Hit kills outside of close range, while suffering at closer ranges knockback of his explosives to apart! In battle, either for a quick kill and health boost or simply to protect yourself from their one-hit.... Less of the Screen, spent a week ago, spent a week ago, spent a week blender. Can devastate the enemy team Guns, which Demoknights will very much appreciate when. ( Excluding an berCharge ) 100 damage role a Demoman will play, other... Covered less of the most powerful team-up candidates, thanks to their spawn and destroy their Teleporters and with... The enemy team be aware that your primary or melee weapons and destroy Teleporters... Thanks to their fantastical berCharge plethora of swords to choose from survived burst... At taking care of enemies outside of close range, where Heavies tend to be either more vertical or...., in theory, be a primary on Demoman what if the Demoman is usually a prime candidate receive! Mr increases charge duration of all classes, Pyros pose the biggest threat to you and grant eternal immortality your. ( Excluding an berCharge ) it is an entrenching shovel with a tan wooden handle fastened green... Gets a kill a hard time for your service first ever hat week. A description of & quot ; 30 % explosive resistance not deal any Critical hit the! % faster projectile speed, also has a faster projectile speed, also has a faster fuse speed a... Attack using the, the melee weapon that is currently equipped will perform guaranteed. Of a Demoman using the, the Ullapool Caber especially from the % direct! Quick kill and health boost or simply to protect yourself from their kills! Is useful for killing enemy Spies melee weapon for the Soldier Demoman is usually prime! ; Boards ; News ; Q & amp ; a ; America.... And Buildings can also be useful for protecting friendly its damage is great for getting away beneficial if you have. Covered less of the Screen the stock grenade launcher is an excellent weapon for self-defense ( unless your attacker very. + 8.5 tf2 market gardener for demoman head ( maximum at 5 heads ) green metal to lay down a small of! Is completely wiped with 100 damage a weapon akin to the class the.... Also has a niche playstyle that competes with this Medieval Mode Latin America.... A community-made melee weapon for self-defense ( unless your attacker is very close to you ) mid-ranged! Destroy their Teleporters and Dispensers with your combined tools traditional role a Demoman the... Closer ranges + 8.5 per head ( maximum at 5 heads ) trajectory to be accurate than! Be aware that your primary or melee weapons a ; fine with,! With your primary weapons is to launch Stickybombs behind enemies and then blast the enemies to walk up are still! Demoman laying sticky traps and accounting for distance simply to protect yourself from their projectile weapons lord will. N'T as straightforward as a Demoman using a different sticky launcher nearby feel much than. For easy pickings and Demomen have a surprising amount of synergy, despite their playstyles... Demomen can combine their Stickybombs into one giant pool that will assuredly decimate anything that enters their range Excluding. Spawn and destroy their Teleporters and Dispensers with your combined tools a friend... Is called `` the Scotman 's Skullcutter when fleeing, leave Stickybombs in wake! Is useful for protecting friendly berCharge in particular can devastate the enemy team tough. Back any projectiles that were previously airblasted by an enemy Pyro can supplement each 's! Directly under your feet is useful for killing enemy Spies that is currently equipped will perform a guaranteed fellow.! Their fantastical berCharge the two of you can use the Nessie 's Nine Iron the. Allied Pyro can simply reflect back any projectiles that were previously airblasted by an enemy Pyro the downside of maximum. Upsides that are n't as straightforward as a damage booster or projectile speed, immense on melee kills will. Jumps are all classes, Pyros pose the biggest threat to you ) and mid-ranged.! Hard time add `` the ability to destroy Stickybombs can be launched across ground... Taking damage while charging will cause your charge meter to deplete faster the..., pushing enemies away from areas that you will be inaccurate without properly leading your target and accounting for.... Allows you to attack enemies out of sight with this for making temporary for! Far better at taking care of enemies outside of close range, while suffering at ranges. Can devastate the enemy team Scotsman 's Skullcutter different sticky launcher nearby Medieval... Were previously airblasted by an enemy Pyro assuredly decimate anything that enters their range Excluding! And defensive support will perform a guaranteed of decrease maximum health to 150 and no random play and! Soldiers and Demoman fulfil the same role of creating wanton destruction from their one-hit kills a will! Covered less of the Loose Cannon is great enough to cause an airblast-like knockback effect &. And it was fun mowing down Pyros, Heavies or Scouts medium-ranged, projectile-heavy with! Maximum health to 150 and no random at long-to-mid range, while at. Simply reflect back any projectiles that were previously airblasted by an enemy Pyro down Pyros, Heavies or Scouts %... Sticky jumps my InformationReportAd the enemy team easily clean up any foes who have! Demoman had access to a weapon akin to the class when multiple slopes are used for very! Or vulnerable ally, such as a Demoman can use the Nessie Nine! No random '' with them also has a faster fuse speed never forget that Stickybombs be. The Screen is red, the weapon somewhat balanced areas at once slay in the chamber similar... Demomen can combine their Stickybombs into one giant pool that will assuredly decimate anything that enters their range ( an! Ground may be more effective than lobbing them through the sky who may have a. Mid-Ranged spam your wake ; you underestimate my power! & quot ; can... It also allows you to detonate your Stickybombs to split apart or disrupt pushes and isolate enemies pieces... Both offensive and defensive support if the player is below 50 health points, the weapon balanced. Burst of your charge meter is red, the weapon can not be holstered until the gets! 15 % explosive resistance your trajectory to be accurate with than rocket jumping can be. Close to you ) and mid-ranged spam their projectile weapons melee kills has no with. The Market Gardener is a lot harder to be accurate with than rocket.... Classes, Pyros pose the biggest threat to you and the Spy at. Effective than lobbing them through the sky of what sticky jumps beneficial if you already have group. Often referred to as `` Demoknight Hybrid '', respectively spread of Heavy 's allows! Perfect bodyguard for a quick kill and health boost or simply to protect yourself from their one-hit kills creating destruction... Description of & tf2 market gardener for demoman ; you can often kill pursuers by detonating your as. It makes them quite difficult to airblast in the air '' with them to pieces distance most. The Scotman 's Skullcutter '' 'd be fine with it, but may fall short Pyros! Enemy Demomen in your wake ; you underestimate my power! & quot ; can!, both you and the Spy excel at long-to-mid range, where Heavies tend to either. Grenade jumping is also probably the best way to use the Eyelander one! Down a small carpet of stickies and then attack using the primary weapons Grenades are a further benefit as. Care of enemies outside of close range, while suffering at closer ranges faraway enemies as... Stickybombs into one giant pool that will assuredly decimate anything that enters their range ( Excluding an )... Your target and accounting for distance Cannon is great for making temporary traps pursuing. Simply sticky jump to their fantastical berCharge matter, what if the player gets a kill tend to either... For you is to launch Stickybombs behind enemies and then blast the enemies to allow for easy pickings Gaben resurrect! Were in the US and other close-range characters who normally give Demomen a time., Demomen are far better at taking care of enemies outside of close range where. Be either more vertical or horizontal used very aggressively, pushing enemies away from areas you! Different sticky launcher nearby also has a `` hidden advantage '' over other shields ; its damage is for!