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Demoman (Highlander)
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== Gameplay == The Demoman is most traditionally part of the Highlander Combo, alongside the Medic, Pyro and occasionally Scout. When using the Ubercharge he will often lead the push. Depending on the situation, the Demoman may share the Uber with another class, Pyro to deny enemy Ubers or Scout for kills, or just take the whole Uber. In a defensive situation, a team may forgo a Demoman Uber in favor of keeping the Pyro and Heavy alive to slow down a push. If the Medic is using the Kritzkrieg, the Demoman is nearly always the primary recipient. A common practice is "Sticky Sniping", which has a Demoman charge up a sticky bomb, then taking the Kritz right before shooting the sticky into a crowd. If done correctly, the critical sticky will catch the enemy team off guard and secure a few picks or an Uber drop. Stickybomb traps, while not as useful as in less-organized formats, do provide the Demoman with an Area Denial and Picking tool. However, due to the the number of Area Denial and Picking classes that are always present in a Highlander game, this mechanic is not as useful as in 6v6. The one major downside to a sticky trap is that one cannot sticky jump. When a trap is not up, however, sticky jumping is a very potent tool for the Highlander Demoman. It allows him to quickly respond to threats, act quickly off of advantages, and cover distance much faster than a majority of classes on the field. The Demoman's primary jobs in Highlander are to put out damage and survive. The Demoman has the highest DPS in the game, and because his primary weapons are explosive, he can deal large amounts of damage to groups. Typically the Demoman gets a lot of frags because he can put out so much damage, but oftentimes he relies on classes like the Scout or Soldier to clean up the damage and finish off targets. Because of his damage output, the Demoman is one of the most important classes.
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