Demoman Weapon
34 items
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- +25% faster firing speed
- Detonates stickybombs near the crosshair and directly under your feet
- Able to destroy enemy stickybombs
- +50% max secondary ammo on wearer
- +6 max pipebombs out
- 0.8 sec slower bomb arm time
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- +50% fire damage resistance on wearer
- +30% explosive damage resistance on wearer
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- This Weapon has a large melee range and deploys and holsters slower
- No random critical hits
- -25 max health on wearer
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- This Weapon has a large melee range and deploys and holsters slower
- When weapon is active:
- +20% damage bonus
- 15% slower move speed on wearer
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- No self inflicted blast damage taken
- +200% max secondary ammo on wearer
- -100% damage penalty
- No random critical hits
- -6 max pipebombs out
- Wearer cannot carry the intelligence briefcase or PASS Time JACK
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- This Weapon has a large melee range and deploys and holsters slower
- No random critical hits
- -25 max health on wearer
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- -20% slower firing speed
- This weapon deploys -100% slower
- No random critical hits
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- +20% damage vs buildings
- +25% projectile speed
- -25% clip size
- -25% explosion radius
- Launched bombs shatter on surfaces
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- This Weapon has a large melee range and deploys and holsters slower
- When weapon is active:
- Melee kills refill 25% of your charge meter
- 0.5 sec increase in charge duration
- 15% damage vulnerability on wearer
- No random critical hits
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- This Weapon has a large melee range and deploys and holsters slower
- Ammo boxes collected also refill your charge meter
- Melee hits refill 20% of your charge meter
- -80% max primary ammo on wearer
- -80% max secondary ammo on wearer
- No random critical hits
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- +200% increase in turning control while charging
- +25 max health on wearer
- Melee kills refill 25% of your charge meter
- +10% faster move speed on wearer (shield required)
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- +50% increase in charge recharge rate
- +70% increase in charge impact damage
- +20% fire damage resistance on wearer
- +20% explosive damage resistance on wearer
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- This Weapon has a large melee range and deploys and holsters slower
- No random critical hits
- -25 max health on wearer
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- +200% increase in turning control while charging
- +25 max health on wearer
- Melee kills refill 25% of your charge meter
- +10% faster move speed on wearer (shield required)
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- Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key
- +20% projectile speed
- Cannonballs push players back on impact
- Cannonballs do not explode on impact
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- This Weapon has a large melee range and deploys and holsters slower
- No random critical hits
- -25 max health on wearer
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- +15% fire damage resistance on wearer
- +15% explosive damage resistance on wearer
- Full turning control while charging
- Melee kills refill 75% of your charge meter
- Taking damage while shield charging reduces remaining charging time
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- +50% fire damage resistance on wearer
- +30% explosive damage resistance on wearer
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- -0.2 sec faster bomb arm time
- Max charge time decreased by 70%
- Up to +35% damage based on charge
- Able to destroy enemy stickybombs
- -50% clip size
- -15% damage penalty
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- Grenades have very little bounce and roll
- -30% fuse time on grenades
- -15% explosion radius
Multi-Class Items
11 items
All-Class Items
3 items