All Demoman Weapons in TF2 – Melee & Guns

William Westerlund / September 1, 2025 / 3 min read

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

TF2 Demoman Weapons - 1
NameDamageNotesOther Key Stats
Grenade LauncherCollide: 100, Roller: 60, Collide Backlash: 38-73, Collide Crit: 300, Roller Crit: 180, Collide Mini-Crit: 135, Roller Mini-Crit: 81Frequently 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-LoadCollide: 100, Collide with Buildings: 120, Collide Crit: 300, Collide Mini-Crit: 135Deals 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 BootiesN/AUsed 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 CannonCollide: 50, Roller: 60, Collide Crit: 150, Roller Crit: 180, Collide Mini-Crit: 68, Roller Mini-Crit: 81Lower damage than stock; rarely used.Cannonballs push players on impact, 1s fuse, Double-Donk bonus, -50% contact damage, +20% projectile speed.
Iron BomberCollide: 100, Roller: 60, Backlash: 38-73, Collide Crit: 300, Roller Crit: 180, Collide Mini-Crit: 135, Roller Mini-Crit: 81Reduced bounce improves area denial; common in 6v6.Explosion wait: 2.28s, -30% fuse, 15% smaller radius, minimal bounce/roll.
B.A.S.E. JumperN/ARare in competitive; mainly mobility.Deploy parachute mid-air (37% normal speed), 50% reduced air control, cannot reactivate until touching ground.

Secondary Demoman Weapons

TF2 Demoman Weapons - 2
NameDamageNotes
Stickybomb LauncherMax Ramp-Up: 144, Base: 120, Max Fall-off: 60, Backlash: 45-114, Critical: 180-355, Mini-Crit: 81-165Core to traps and spam; essential in competitive play.
Scottish ResistanceMax Ramp-Up: 144, Base: 120, Max Fall-off: 60, Backlash: 45-114, Critical: 180-355, Mini-Crit: 81-165Rarely used; traps easy to avoid.
Sticky JumperN/AUsed for mobility in casual games; non-viable in 6v6.
Chargin’ TargeShield Bash: 50+10xGood protection for charges; limited use.
Splendid ScreenShield Bash: 85+17xStrong defensive shield; situational in 6v6.
Tide TurnerShield Bash: 50+10xAllows charge redirection; niche utility.
Quickiebomb LauncherMax Ramp-Up: 122, Base: 102, Max Fall-off: 51, Backlash: 38-97, Critical: 153-302, Mini-Crit: 69-138Weak in direct combat; uncommon.

Melee Demoman Weapons

TF2 Demoman Weapons - 3
NameDamageNotes
BottleSwing: 65, Critical: 195, Mini-Crit: 88Standard melee; reliable finishing tool.
EyelanderSwing: 65, Critical: 195, Mini-Crit: 88Snowballing weapon; decapitation mechanic aids pushes.
Claidheamh MòrSwing: 65, Critical: 195, Mini-Crit: 88Enables charge synergy with shields.
Persian PersuaderSwing: 65, Critical: 195, Mini-Crit: 88No ammo loss on hit; pairs with shields.
Pain TrainSwing: 65, Critical: 195, Mini-Crit: 88Faster objective capture; situational in 6v6.
Scotsman’s SkullcutterSwing: 86, Critical: 259, Mini-Crit: 116High damage but slow; used in combos.
Half-ZatoichiSwing: 65, Critical: 195, Mini-Crit: 88Heals on kills; good for sustain.
Ullapool CaberDirect: 100, Explosion: 100, Crit Direct: 300, Crit Explosion: 300Rare; 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.

author avatar
William Westerlund
William is an author, editor, and an avid gamer with thousands of hours in CS:GO (Counter-Strike 2). He also enjoys playing Rust, Dota 2, and TF2 but never became as proficient in any of those games.

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