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=== Secondary === {{Class Weapon Table Header}} {{Class Weapon Table Row |weaponname = Stickybomb Launcher |link = Stickybomb_Launcher |description = The '''Stickybomb Launcher''' is Demoman's most versatile weapon, is the go-to Secondary for nearly all competitive players. In combat, it functions best at mid-range, but can be charged by holding the primary-fire button to fire long-range shots, at the cost of attack speed. A single stickybomb (generally referred to as a "sticky") will deal up to 135 damage at close range, but its effectiveness falls off at a distance. This weapon is an exceptionally powerful area denial tool, and is often used to spam down enemies at mid-to-long range, especially those in choke points. Out of combat, Demoman can use the Stickybomb Launcher to set up "stickytraps" - clusters of stickies on walls or ceilings near a choke point that are detonated when unaware enemies attempt to push through. A well-timed detonation deals massive damage to all nearby enemies, and has the potential to bring a coordinated enemy push to a halt. When fired, stickies spend 5 seconds in "direct combat" mode, where they are affected by damage ramp-up and fall-off. After this point, stickies enter "stickytrap" mode, and will deal full damage to enemies, regardless of Demoman's location. Finally, the Stickybomb Launcher is used for sticky-jumping during rollouts. Demoman can shoot a stickybomb under his feet and detonate it, launching him at high speeds in the desired direction. While this gives him stellar mobility out of combat, doing so when fighting enemies is not feasible; stickies cannot be detonated for 0.8 seconds after firing, and he loses a large chunk of health by doing so. The minimum damage from a successful sticky-jump Demoman will take is 45, but if he fails to time his jump correctly, he may take over 100 damage. |ugc4s = always |6s = always |ugchl = always |etf2lhl = always |rgl6s = always |rglhl = always }} {{Class Weapon Table Row |weaponname = Sticky Jumper |link = Sticky_Jumper |description = The '''Sticky Jumper''' functions identically to the stock Stickybomb Launcher, but deals no damage. The Sticky Jumper changes Demoman from a power class to a pick class much like the Roaming Soldier, allowing him to launch himself into the air at blistering speeds, and then suicide-bomb the enemy Medic or another important target. Usage of this weapon is rare, as Demoman is not an expendable class. He typically is responsible for holding his team's combo together, and his team will often have a hard time defending choke points or spamming down enemies without his Stickybomb Launcher. It is most often used in as a last resort to rush to the objective, to flank the enemy team, or to attempt an important pick, often the Medic. |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true }} {{Class Weapon Table Row |weaponname = Chargin' Targe |link = Chargin'_Targe |description = The '''Chargin' Targe''' is a shield that replaces Demoman's Stickybomb Launcher. It grants 50% fire resistance, 30% explosive resistance, and the ability to charge with the Alternate Fire button. Charging launches Demoman forward a medium distance extremely fast (but preventing him from turning more than a few degrees), removes any debuffs he may have (such as fire or bleeding), and deals up to 50 damage if he collides with an enemy - a shield-bash. At the end of a charge, Demoman is given a brief window during which his melee weapon will deal critical hits, allowing for a pick on an unprepared enemy. After being used, Demoman's charge has a 12 second cooldown. Few 6v6 players use this weapon, as it greatly slows Demoman's rollout speed, making it far harder for him to arrive at midfights. Additionally, it has much less damage potential and versatility than the Stickybomb Launcher. However, the Targe has some uses, mainly in Highlander, for a pick-based playstyle or for early-game Medic picks on Payload. |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true }} {{Class Weapon Table Row |weaponname = Splendid Screen |link = Splendid_Screen |description = The '''Splendid Screen''' functions much like the Chargin' Targe, but recharges in only 8 seconds. It only has 20% fire resistance and 15% explosive resistance, but shield-bashing enemies will deal 70% more damage, allowing Demoman to kill enemies faster, should he catch them off-guard - he can even kill a full-health Heavy instantly with the Scotsman's Skullcutter or Eyelander (with 2 heads). The Splendid Screen sees very little use in competitive play because it doesn't have the damage and versatility of the Stickybomb Launcher or the damage resistance of the Targe - without the Targe's damage resistance, he may have difficulty reaching his target before being killed. |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true }} {{Class Weapon Table Row |weaponname = Scottish Resistance |link = Scottish_Resistance |description = The '''Scottish Resistance''' fires 25% faster and allows up to 14 stickybombs to be placed at any given moment. When the Alt-Fire button is pressed, Demoman will detonate stickybombs in his line of sight, allowing him to place multiple sticky-traps to block off more than one flank route. However, Scottish Resistance stickybombs take 1.6 seconds to arm, compared to the stock Launcher's 0.8 seconds, preventing him from spamming out enemies. This weapon is fairly uncommon in competitive play, as it prevents Demoman from engaging in direct combat with stickies. However, it may be used to set up traps on Attack/Defend maps. |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true }} {{Class Weapon Table Row |weaponname = Tide Turner |link = Tide_Turner |description = The '''Tide Turner''' is a community-created shield. It functions like the Chargin' Targe but allows Demoman to change direction freely while charging. It provides only 15% resistance to fire and explosives, but landing a melee kill will replenish 75% of the Tide Turner's charge meter. Being damaged whilst charging reduces the remaining charge time, at a ratio of 1 damage to 1% charge time. Like the other two shields, it does not see much competitive use - it takes away an extremely versatile source of damage. However, Demoman can use the Tide Turner to rollout on certain maps by exploiting terrain to launch himself at speeds comparable to sticky-jumping - this mechanic is known as "trimping." |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true }} {{Class Weapon Table Row |weaponname = Quickiebomb Launcher |link = Quickiebomb_Launcher |description = The '''Quickiebomb Launcher''' is a community-created secondary weapon. Its stickybombs arm in only 0.6 seconds, and the launcher charges 333% faster, allowing Demoman to fight optimally at close and long range. This makes it effective for direct-combat detonations (or "airbursting"). The reduced charging time also allows long-range "sticky sniping" at a much higher rate of fire, complemented by an increase in damage based on a charge by up to 35%. The stickybombs are also able to destroy enemy stickybombs, similar to the Scottish Resistance. However, the Quickiebomb Launcher's mid-range damage output is limited by its far smaller smaller clip size (loading only 4 bombs at a time) and 15% base damage penalty. |ugc4s = true |6s = false |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true }} {{Class Weapon Table End}}
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