Team Fortress 2

Team Fortress 2

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The Demoknight Guide - We can swing our swords.
By MetaKingDedede and 2 collaborators
This is just a little Demoknight guide I made up. Just feel free to browse around for some information about Demoknights.
   
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Something about me. (The part nobody cares about)
I am just a dutch guy, who loves to play TF2, especially the class Demoman. Well, actually, I love to play Demoknight. It's a very fun class to play, because you're always in a battle. You got high escape possibility's with your charge and when you got 4 heads, you're almost invincible! You also got very much different swords, so you can variate now and then. The reason why I made this guide, is because a group I joined when I first began playing this game. This group is called: The Demoknights of Old. . We're a very friendly bunch, always open for new members. I am hoping to get some new members for the group. If you want to join us, click here: TheDemoknightsofold . Visit this guide everytime there is a new update what got something to do with a Demoman/Demoknight. I'll update this guide everytime. Also, feel free to add me as a friend.
A Demoknight, made by my friend Louie the Demoknight's Doctor.
What is a 'Demoknight'
For the people who don't know what a Demoknight is, a Demoknight is a Demoman, wielding a Sword, Shield, and (mostly) a Bootlegger/Ali Baba's Wee booties.
Primary weapons

-Grenade Launcher
The Grenade Launcher is good if you want to be more offensive. You can also use it to damage the target, then come close and take his head.


-Loch-n-Load
The Loch-n-Load is good for dealing great amount of damage. But, don't use it to close, because you take 25% more self-damage. Try to make every hit count, because you got 2 shots before you have to reload, and they only deal damage on direct hits. You can also use it to damage the target, then come close and take his head.


-Loose Cannon
The Loose Cannon is pretty good for self-defence, because it pushes the target away. This can give you a little more time to charge or run away to get a Medkit. You can also use it to damage the target, then come close and take his head.


-Ali Baba's Wee Booties/Bootlegger
These are pretty good Demoknight boots, since they give you 25 Bonus Health, and they increase turning speed while charging by 100%. The 25 bonus health is great to compensate the 25 HP loss of the Eyelander.

Secondary Weapons

-Stickybomb Launcher
I would not recommend this as playing as a Demoknight, since you need a Chargin Targe to make your Sword better. Though, you can also use it to damage the target, then come close and take his head or fast place a Stickybomb and than Stickyjump away.


-Scottish Resistance
See: Stickybomb Launcher


-Sticky Jumper
This is also not a very good choise to use as a Demoknight, but, it's great if you are at low health, and then Stickyjump away.


-Chargin' Targe
I think, the best Demoknight Shield. It gives the highest defense bonus. It adds 50% resistance to fire damage, and 40% resistance to explosive damage. Though, it's hard to make kills with it, or damage targets with it since it only damages at the end of the Charge. The Damage scales on how much heads you collected: 50 + 10 per head (up to 5 heads)


-Splendid Screen
The Splendid Screen is great for dealing very high damage to enemies, since it deals 70% more charge impact damage. Though, the defense bonus of the Splendid Screen are pretty low compared to the Chargin' Targe. The Damage scales on how much heads you collected: 85 + 17 per head (up to 5 heads). And to make it look better, you can switch between different styles!
Melee Weapons

-Bottle/Scottish Handshake
This isn't really a Demoknight weapon, since it's a damn bottle. So, don't use it when playing as a Demoknight. FUN FACT: The Normal Bottle breaks if you land a succesfull crit, the Scottish Handshake doesn't.


-Frying Pan
Also, don't use it when playing as a Demoknight. Use it if you're playing as the well known Demopan.


-Conscientious Objector/Freedom Staff/Bat Outta Hell/Memory Maker/Ham Shank/Saxxy
Just as the Frying Pan, don't use it when you're playing as a Demoknight. Just don't. Please.


-Eyelander/Horseless Headless Horsemann's Headtaker/Nessie's Nine Iron
The best sword for a Demoknight. Your health got lowered by 25 points. You can compensate this by using the Bootlegger/Ali Baba's Wee Booties or by collecting 3 or more heads. Also, the Eyelander doesn't have crits, so you have to rely on your Chargin' Targe or your Splendid Screen for Crits. FUN FACT: You also take the heads from snipers who got the Bazaar Bargain equipped.


-Pain Train
And again, don't use it as a Demoknight. It's good for capping Control Points, but again you're not a Demoknight with this weapon.


-Scotsman's Skullcutter
The Scotsman's Skullcutter is awesome for dealing great amounts of damage. Though, you don't collect heads and your base movement speed is lowered by 15%. That means you have to rely on your Chargin' Targe or Splendid Screen to move faster.


-Claidheam Mòr
I think, the worst sword there is. The only good point of the Claidheam Mòr is that you got a longer Charge Duration. The bad points are that you lose 15 base health, there are no random critcal hits and you don't collect any heads! If you want crits, you have to rely on your Chargin' Targe or Splendid Screen.


-Ullapool Caber
Yeah, no. I say this for the last time, you're not a Demoknight with this weapon. I repeat, you're not a Demoknight with this weapon. A little tip, you can use it to Sticky Jump to then enemy, then fast take your Ullapool Caber and hit an enemy to explodinate them.


-Half-Zatoichi
This is a pretty strong weapon, since it does get Crits, and if you make a Succesful kill, you restore all your health. Though, you can't sheet the weapon untill you make kills with it, so I recommend take the Ali Baba Wee Booties or the Bootlegger, and a Chargin' Targe or a Splendid screen. Also, a little note, you make an instant kill if the other player is also wielding a Half-Zatoichi.


-Persian Persuader
Also, this weapon is a good Demoknight weapon. It halves the time to recharge a charge, and all Ammo collected converts into health. But I warn you, equipping any Grenade Launcher is pretty useless, since you can't pickup ammo. So I reccomend using Ali Baba's Wee Booties or the Bootlegger, and a Chargin' Targe or a Splendid Screen to make use of the 'Halves the time to recharge a charge' bonus.
Demoknight Tactics.
Against Scout:
This is a very hard target to take out when you have 0 heads. Though, most of the Scouts are so stupid to stay close to you, and double jump around you. So it could be easy when they're not trying to run away and shoot you from a distance. I would reccomend taking out slower and weaker classes first, like the Engineer, Soldier, Demoman, Pyro , Medic, Sniper and the Spy.





Against Soldier:
This is an easy class to take out. You just have to charge to him, have a succesful crit and he is gone! Also, when you're using a Chargin' Targe, you'll take very less damage from explosions. Well, as long as he doesn't rocket jumps away. I would reccomend taking Soldiers out first, and then take faster, and tankier classes, like the Heavy, Scout.





Against Pyro:
Since there are many W+M1 Pyro's, I'll also try taking out Pyro's before you're going for faster and tankier classes. Also, when you're using a Chargin' Targe, you'll take very less damage from fire. Though, some Pyro's are good. They'll use airblasts to stop your charge, or they'll even kill you with an Axtinguisher. So, still be careful.





Against Demoman:
Slow class, not too much HP, and doesn't have an high escape possibility, except when he got a Chargin' Targe or a Splendid Screen equipped. Also, when you're using a Chargin' Targe, you'll take very less damage from explosions. I fairly reccomend taking out this class first, since it is slow, doesn't have too much HP, so you can insta-kill him with a Hitical Crit. That means: Free heads! :D





Against Heavy:
Try to avoid this class as much as you can. Because the Heavy does have so much HP, and the Minigun is pretty strong, so he can kill you pretty fast. Try to approach this class with great caution, and try to attack it from the back, so you have the element of surprise. Also, try to land a succesfull crit, because 195 HP is gone at once. If you see an Heavy-Medic pair, first kill the Medic, then focus on the Heavy.





Against Engineer:
To begin, there are 2 types of Engineers, Battle Engineers and Camping Engineers. Battle Engineers for instance, have a Mini-Sentry, any kind of Shotgun (Except Rescue Ranger) and a Pistol. Instead of the Camping Engineers, they'll be running around in a battle, continiously placing Mini-Sentry's and shooting you with a Shotgun or a Pistol. They are irritating to take down when they put their Mini-Sentry's down. You'll probably get confused and don't know what to attack first, the Mini-Sentry, or the Engineer self. Just try to take out the Engineer first, then take out his Mini-Sentry, because if the Engineer is down, he can't place any Mini-Sentries. Easy isn't it?
Now the Camping Engineer. Much easier to take out, as long as he didn't place his sentry. Because when he got his Fully Upgraded Level 3 Sentry, you can't get past him. This is very unfortunate for a Demoknight because Demoknight's are only Melee, except if you got a grenade launcher with you. So, take him out before he can place a Sentry. Got it?





Against Medic:
The Medic doesn't have much HP, easy class to take out first, though, he got 110% Movement Speed, so he can outrun you if you don't have enough heads. Medics will always pair up with another class to heal, mostly Heavy. Try taking out the Medic first, then take down the class he was healing. If you can catch a Medic who is walking alone, kill him, they don't deal very much damage, and are easy to take out.





Against Sniper:
Easy to take out. Very easy. If they're on a camping spot, they'll always be scoped. So you can easily approach him from the back, and then take his head. Though, when you're normally approaching a Sniper, and then Charge to him, in his face, he can make a clear headshot.





Against Spy:
They're sometimes easy to kill, sometimes they're not. If they take something like the Cloack and Dagger, they'll be easy to kill. But when they take the Dead Ringer, they'll fake die, and then run away. FUN FACT: You also get heads from Dead Ringed Spy's.
Helping a Demoknight.
Helping a Demoknight can be easy but then again hard, it all depends on what kind of situation they're in, for example, the heat of battle against 4 other people. In this case it's the best to take a look at the classes they are. Lets say one is a Pyro, one is a Battle Engi, and the other 3 are soldiers. In this case, if you have a granade launcher, USE IT! If you charge in there you will be mashed into gibs. If the other Demoknights you're helping are going to charge in there, and then take out the Pyro as he is the one thats going to kill you. But on the other hand, if there are only 3 people VS you two, then charge right in unless there is an Heavy. If there is an Heavy, then it's the best if you both go for it at the same time, that way geting 2 crits on him at once then go for the rest. If you're not playing Demoknight and someone else is, and you're going to help him then it's the best to take as much heat off him as you can. For example, if you are a Scout then try and get as many people to fire at you, so the Demoknight can move in with his Sword. If you're a Sniper then throw Jarate at them. Jarate is very effective for both of you and the Demoknight you're helping, as he gets mini crits on the people you just covered in Jarate and can take them out much faste. If you're playing as Engineer, then dont bother just set up a base where he can come back to. But if you're a Battle Engi, then get that mini sentry down and get to work. If you're a Pyro then it's the best to take on Soldiers that are shooting at the Demoknight, because you can reflect rockets with your airblast and then come close in for the kill keeping them off the Demoknight. If you're a Medic then just get your medigun out, then try and doge as many rockets, Snipers, Scouts, etc. as you can. Just try not to get hit and stay behind walls if you can, so you can't be hit, as smart players will try kill you first. If you're playing as a Soldier then it's the best to have a Buff-banner on you. That way, you can give the Demoknight mini crits if you have full charge + the rockets you are using. If you are a Spy, then get behind the people that the Demoknight is fighting to, then backstab them, or if there are Snipers, go for them rather than the other players. Thats it for now. If you have any ideas, then post them in the comments.

From Tavish The Demoknight king
34 Comments
Sheep 19 Jun, 2018 @ 9:17pm 
nice guide, but can you update it?
Fire Wall 19 Jun, 2017 @ 1:16am 
FUN FACT: you manage to get near a soldier just attack him because soldiers are stupid people and will ALWAYS shoot rockets at you, they will take the damage from the rocket, the damage from you and they will end up by killing themselves.
And it sometimes works for demomans too
OptimalRhyme 7 Jan, 2016 @ 11:43am 
this is nice
SINNER あかこ 26 Oct, 2015 @ 1:43am 
nice guide but can you please update it there are lots of buffed and nerfed weapons also there are new weapons as well
Louie 27 Sep, 2015 @ 5:47am 
It's high time to update it, pals. Before we all drown in more of VALVe's new TF2 weapons.
SOL 21 Dec, 2014 @ 6:45pm 
Nein,

Y u no Tide Turn
MetaKingDedede  [author] 9 Aug, 2014 @ 2:32am 
This guide was made before the Chargin' Targe gave afterburn immunity.
And I'll probably try to update the guide soon.
The Dark Crab 9 Jul, 2014 @ 1:40pm 
This kinda needs an update with the introduction of the tide turner and all, also just wondering but was this made before or after the chargin targe gave afterburn immunity?
Faws 25 Sep, 2013 @ 9:15am 
Hmmmmm, a demoman on LSD, wish that was possible ( ͡° ͜ʖ ͡°)
MetaKingDedede  [author] 25 Sep, 2013 @ 8:43am 
Those are very rare occasions. I think.
( ͡° ͜ʖ ͡°)