The Demoman class in TF2 offers a versatile arsenal, excelling in both explosive combat and melee engagements. Below is a detailed breakdown of all Demoman weapons available in competitive play.
Primary Demoman Weapons

Name | Damage | Notes | Other Key Stats |
---|---|---|---|
Grenade Launcher | Collide: 100, Roller: 60, Collide Backlash: 38-73, Collide Crit: 300, Roller Crit: 180, Collide Mini-Crit: 135, Roller Mini-Crit: 81 | Frequently preferred due to versatility in spam and area denial. | Attack Interval: 0.6s, First Reload: 1.24s, Consecutive Reloads: 0.6s, Fuse time after first bounce: 2.28s, Ricochet directions random. |
Loch-n-Load | Collide: 100, Collide with Buildings: 120, Collide Crit: 300, Collide Mini-Crit: 135 | Deals more damage to buildings; less common than stock. | +20% damage to buildings, +25% projectile speed, 25% smaller splash radius, Stores 3 grenades, Grenades shatter harmlessly on non-enemies. |
Ali Baba’s Wee Booties | N/A | Used with shields; restricts area-denial abilities; rarely used. | +25 additional health (total 200), +10% movement speed with shield, Melee kills refill 25% of shield charge. |
The Loose Cannon | Collide: 50, Roller: 60, Collide Crit: 150, Roller Crit: 180, Collide Mini-Crit: 68, Roller Mini-Crit: 81 | Lower damage than stock; rarely used. | Cannonballs push players on impact, 1s fuse, Double-Donk bonus, -50% contact damage, +20% projectile speed. |
Iron Bomber | Collide: 100, Roller: 60, Backlash: 38-73, Collide Crit: 300, Roller Crit: 180, Collide Mini-Crit: 135, Roller Mini-Crit: 81 | Reduced bounce improves area denial; common in 6v6. | Explosion wait: 2.28s, -30% fuse, 15% smaller radius, minimal bounce/roll. |
B.A.S.E. Jumper | N/A | Rare in competitive; mainly mobility. | Deploy parachute mid-air (37% normal speed), 50% reduced air control, cannot reactivate until touching ground. |
Secondary Demoman Weapons

Name | Damage | Notes |
---|---|---|
Stickybomb Launcher | Max Ramp-Up: 144, Base: 120, Max Fall-off: 60, Backlash: 45-114, Critical: 180-355, Mini-Crit: 81-165 | Core to traps and spam; essential in competitive play. |
Scottish Resistance | Max Ramp-Up: 144, Base: 120, Max Fall-off: 60, Backlash: 45-114, Critical: 180-355, Mini-Crit: 81-165 | Rarely used; traps easy to avoid. |
Sticky Jumper | N/A | Used for mobility in casual games; non-viable in 6v6. |
Chargin’ Targe | Shield Bash: 50+10x | Good protection for charges; limited use. |
Splendid Screen | Shield Bash: 85+17x | Strong defensive shield; situational in 6v6. |
Tide Turner | Shield Bash: 50+10x | Allows charge redirection; niche utility. |
Quickiebomb Launcher | Max Ramp-Up: 122, Base: 102, Max Fall-off: 51, Backlash: 38-97, Critical: 153-302, Mini-Crit: 69-138 | Weak in direct combat; uncommon. |
Melee Demoman Weapons

Name | Damage | Notes |
---|---|---|
Bottle | Swing: 65, Critical: 195, Mini-Crit: 88 | Standard melee; reliable finishing tool. |
Eyelander | Swing: 65, Critical: 195, Mini-Crit: 88 | Snowballing weapon; decapitation mechanic aids pushes. |
Claidheamh Mòr | Swing: 65, Critical: 195, Mini-Crit: 88 | Enables charge synergy with shields. |
Persian Persuader | Swing: 65, Critical: 195, Mini-Crit: 88 | No ammo loss on hit; pairs with shields. |
Pain Train | Swing: 65, Critical: 195, Mini-Crit: 88 | Faster objective capture; situational in 6v6. |
Scotsman’s Skullcutter | Swing: 86, Critical: 259, Mini-Crit: 116 | High damage but slow; used in combos. |
Half-Zatoichi | Swing: 65, Critical: 195, Mini-Crit: 88 | Heals on kills; good for sustain. |
Ullapool Caber | Direct: 100, Explosion: 100, Crit Direct: 300, Crit Explosion: 300 | Rare; self-damage risk; not suited for spam. |
Conclusion
The Demoman class in TF2 offers plenty of great weapons to choose from. Mastering all of them will give you a big advantage.
FAQs
What is the most commonly used primary weapon for Demoman in competitive play?
Answer: The Grenade Launcher and Iron Bomber are most common due to versatility in spam, area denial, and reliable damage output.
Are shields like Chargin’ Targe or Tide Turner viable in 6v6 competitive matches?
Answer: They are situational. Shields provide extra health and charge abilities but limit stickybomb usage, so they are rarely preferred over stock weapons.
Which secondary weapon is essential for competitive Demoman play?
Answer: The Stickybomb Launcher is core to traps, area control, and objective denial; most other secondary weapons are situational or niche.
What melee weapon is best for snowballing and aggressive plays?
Answer: The Eyelander is popular because collecting heads increases health and movement speed, making it effective for pushing and sustained aggression.
Is the Ullapool Caber used in competitive TF2?
Answer: Rarely. Its high self-damage risk and one-hit melee explosion make it impractical for most 6v6 scenarios, though it can be fun for niche plays.