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=== Melee === {{Class Weapon Table Header}} {{Class Weapon Table Row |weaponname = Bottle |description = The '''Bottle''' is the default melee weapon for the Demoman. While melee combat is rare, Demoman will often equip the Bottle, as he has few utility weapons. |ugc4s = always |6s = always |ugchl = always |etf2lhl = always |rgl6s = always |rglhl = always }} {{Class Weapon Table Row |weaponname = Pain Train |link = Pain_Train |description = When the '''Pain Train''' is equipped, Demoman counts as two players when capturing control points and pushing the payload cart, at the cost of a 10% vulnerability to bullets. In Payload and Attack/Defense, this weapon is often Demoman's go-to melee weapon on offense, as it helps minimize capture time. It is also commonly used in 5CP maps. |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true }} {{Class Weapon Table Row |weaponname = Half-Zatoichi |description = '''The Half-Zatoichi''' heals Demoman by 50% of his maximum health after a melee kill, and has 37% more melee range. However, it comes with the cost of reduced weapon switch speed. Additionally, when Demoman draws the sword, he is required to land a melee kill with it. If he holsters it without killing an enemy, he will lose 50 health. If he has less than 51 health, the weapon cannot be holstered at all, locking him into melee combat. While holstering the weapon before it is fully drawn will not damage Demoman, its "honorbound" mechanic severely limits its viability. |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true }} {{Class Weapon Table Row |weaponname = Ullapool Caber |link = Ullapool_Caber |description = The '''Ullapool Caber''' is rarely used due to its immense nerf in the Gun Mettle update. It deals only 55 damage, takes twice as long to deploy, and swings 20% slower. However, the first attack that connects with a surface or enemy will create an explosion that deals up to 83 damage (also damaging Demoman himself). It can be equipped as Demoman's rarely-used Melee, and can be used to deal extra damage in desperate situations. With a shield, Demoman gains the ability to land a critical explosion on demand, which will kill any player below 280 health instantly (330 if Demoman lands a shield-bash first), and severely damage nearby players. However, the kamikaze nature of the Caber severely limits its utility in Competitive, and competent players can easily outmaneuver a melee-wielding Demoman due to his below-average movement speed and small melee range. |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true }} {{Class Weapon Table Row |weaponname = Eyelander |description = The '''Eyelander''' grants Demoman a 37% longer melee range, but reduces his base health by 25 points. Each melee kill grants Demoman a "head," increasing his max health by 15 points and boosting his movement speed by 8%, up to four kills. At 4 heads, Demoman will have 125% movement speed (almost as fast as a Scout) and 210 max health. If he kills another Eyelander-wielding Demoman, he will steal the enemy's heads. While being as hardy as a Soldier and fast as a Scout may be tempting, the health reduction makes Demoman very fragile, and he will usually be killed before landing the two melee kills necessary to offset the Eyelander's downsides; melee weapons are rarely as effective as ranged weapons, as experienced enemies can usually outmaneuver close-range attacks. The only way to land melee kills consistently is by equipping a shield, which denies Demoman his incredibly useful Stickybomb Launcher. Even then, Demoman can only use the Eyelander to kill isolated or distracted enemies - charging at a group of enemies is suicide. |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true }} {{Class Weapon Table Row |weaponname = Scotsman's Skullcutter |link = Scotsman's_Skullcutter |description = The '''Scotsman's Skullcutter''' grants Demoman 37% longer melee range and 20% more damage than the stock Bottle. However, its reduced switch speed and 15% slower movement speed makes Demoman considerably less mobile while wielding the weapon, decreasing his already slim chances of landing a melee kill. This weapon is considered one of Demoman's worse melee weapons - a Skullcutter-wielding Demoman moves at a speed comparable to a Heavy, preventing him from closing distance or fleeing; enemies will simply stay out of his melee range and shoot him down. |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true }} {{Class Weapon Table Row |weaponname = Claidheamh Mòr |link = Claidheamh_Mòr |description = The '''Claidheamh Mòr''' grants 37% longer melee range and 0.5 seconds longer charge duration at the cost of a 15% damage vulnerability while active. This weapon is essentially a straight downgrade from the stock Bottle unless paired with a shield. With a shield, the Claidheamh Mòr extends Demoman's charge radius by 25%. Like other swords, this weapon sees little to no use in Competitive; its decreased switch speed makes it difficult to land melee kills, and using a shield to compensate requires Demoman to give up his invaluable Stickybomb Launcher. |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true }} {{Class Weapon Table Row |weaponname = Persian Persuader |link = Persian_Persuader |description = The '''Persian Persuader''' grants 37% longer melee range, and restores the Charge Meter by 20% on hit. Additionally, ammo packs also recharge the Charge Meter. However, one stat makes it undoubtedly the worst melee weapon for Demoman: it reduces Demoman's max ammo by 80%. Without a shield, this sword is essentially useless, forcing Demoman to adopt one of two playstyles: a Demoknight (a shield and boots), or a Hybrid-Knight (a shield and grenade launcher). Demoknight is not competitively viable, as Scouts can easily dance out of his reach while counterattacking, while other Demomen and Soldiers can use the knockback from their weapons to stop him in his tracks. A Hybrid-Knight is even worse with the Persuader, as it limits Demo's ammo reserve to 4 grenades and 5 stickybombs. A Persuader-wielding Demoman will constantly have to travel to multiple ammo-packs to restock grenades, preventing him from fighting alongside his team and making him vulnerable to approaching Scouts. |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true }} {{Class Weapon Table End}}
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