Demoman (Team Fortress 2)

The Demoman is a defensive class in Team Fortress 2 who is a Scottish explosives expert. He uses a Grenade Launcher, Sticky bombs and a glass bottle as his default weaponry. The Demo is well known for his survivability, great damage, versatile weaponry and his iconic drunken personality.

Why He Bloody Rocks

 * 1) Demoman is one huge damage powerhouse wielding two of the most powerful weapon types in the game. He can shoot grenades that are unpredictable and deadly, or place traps with his stickies if undetected can decimate an entire team. His larger health, high damage output and mobility is what makes him a good class for taking out tough defences.
 * 2) He has higher damage potential than most classes particularly the Soldier because of the Grenade launcher not being affected by damage falloff (value that decreases the damage depending on distance between you and target) dealing 100 damage on a direct hit, and his groups of stickies being able to do combined 100+ damage when detonated. While he is strong, this is balanced by the fact his arsenal does not include conventional guns and his Grenade launcher is rather poor for self defence especially on close range, this makes him a prime target for the Scout and Pyro class. Similar to the Soldier, Demoman explosives provide him one of the most fun game mechanics blast jumping. Because of his versatile mechanics, it makes him a pretty expert class to master and he pays off well.
 * 3) His main weapon selection is great. The Primary is the Grenade launcher that shoots pipe bombs that bounce and roll on terrain exploding later after some time. These pipes are quite destructive. The grenade launcher serves as a good counter against stationary targets such as Buildings or Snipers but what makes it best at that is the fact the launcher doesn't need to have direct sight of target as the pipes are launched in an arc and affected by gravity.
 * 4) *His secondary the Sticky bomb launcher places bombs that can glue on surfaces and be detonated remotely. While these bombs are easy to destroy, they make up in power and they can decimate a squad. Because they can stick on anything, this allows for many creative ways trap placements that the enemy cannot react fast to. Like the Grenade launcher, Demoman doesn't need to see the targets, he can detonate them remotely at any time. Although more high level players will exclusively use the stickies over the grenade for their main weapon because of the more consistent damage in which they can detonate even before they hit the ground. It is debately the most powerful of Demoman's weapons with such versatility this launcher has.
 * 5) Demoman's arsenal is mostly diverse but more specifically his melee. He has shields which sacrifice his sticky traps for defence and mobility. With that, he can become a subclass known as the Demoknight who trades greater melee range, survivability and mobility for explosive traps. Demoknight is an effective melee class capable of closing gaps between his opponents and
 * 6) Like the Soldier, he can use his bombs to propel himself but is more preferred with his sticky bombs. However, Demoman takes more damage from preforming this than Soldier's rocket launcher but in turn this covers more distance horizontally which can make Demoman go front lines quicky.
 * 7) * But its not just sticky bombs, Demoman has more mobility options than the Soldier includes: Shields or even his own Grenade launcher.
 * 8) He himself as a character is great to listen to thanks to the talents of Gary Schwartz, shouting funny and memorable lines like: "Cheers Mate!", "They're goin' ta bury what's left of ye in a soup can!", "Aye, me bottle o' scrumpy!" or "KABOOOM!".
 * 9) All his alternate weapons are mostly fun to use as well:
 * 10) * Loch and Load - A grenade launcher that travels faster and breaks buildings better but has a small explosion radius and shatters on walls or ground. Its very ideal for Demos who have great aim with their pipes.
 * 11) * Iron Bomber - Grenade launcher that fires heavier pipes that do not roll and explode quicker but with a smaller radius. In the community, its a more preferable choice over the stock due to the predictable way the pipes are launched as they don't scatter randomly and just stay where they land.
 * 12) * Chargin' Targe - A shield which provides a 50% resistance to flames and 30% to explosives. Comes with a secondary charge attack that makes the Demoman remove debuffs and automatically rush toward the direction in which colliding with the enemy will bounce them and grant the user a free critical for their next melee swing.
 * 13) * Tide Turner - This shield lets the Demoman have full control of their charge in which they can turn now but for the sacrifice of less effective defence (Only 15% fire and explosion resistance). Another perk this shield gives is the 75% of the charge will be refilled if you kill someone with a melee.
 * 14) * Ali Baba Wee Booties - Boots granting 25+ health and more mobility if a shield is equipped. Its a must for Demoknights as while wearing them, killing someone with your melee adds 25% of your shield charge.
 * 15) * Sticky Jumper - Similar to the Rocket jumper, the Sticky Jumper is simply the sticky but they cannot harm and only two can be placed at once. They are intended to train Demos to sticky jump but compared to the Rocket Jumper, its slightly more viable as the primary slot is still reserved for the Grenade launcher.
 * 16) * Scottish Resistance - Sticky bomb launcher that allows for six more bombs to be created and that they must be looked at (can still be done through walls) to be manually detonated. These stickies also take a second longer to be activated so its not as useful in very quick situations.
 * 17) * Eyelander - Sword with a large range and has a perk of gaining speed and health everytime you kill someone with this sword.
 * 18) * Ullapool Cabre - A hand grenade that the Demoman uses in which swinging into an object will generate an explosion that can be only used once and refill at supply locker.