Demoman Melees
Demoman Melee Options
Last updated
Demoman Melee Options
Last updated
+10% Bullet Damage Vulnerability on Wearer
When Held: +10% Faster Move Speed on Wearer
When Held: +20% Damage Vulnerability on Wearer
Movement is valued in ZE, so it's no surprise the Pain Train is at the top of Demoman's melees. The Pain Train alleviates his movement speed nerf, thus providing the best utility out of all his melees. It's even the favored weapon for Demoknights, as the ÜberCharge upon receiving a hit offsets the damage vulnerability that the Pain Train inflicts. The only other downside is the lack of extended range the Demoman's swords and axe may have, but you'll more than likely wind up getting hit by getting too close to the zombies anyway.
While the extra range from swords is nice, the switch speed ultimately hinders them, as most scenarios where you want to pull out your melee are when you have to quickly react to a Heavy using their Mutation. This makes the Bottle more valuable than the swords.
0.5 sec increase in charge duration
Melee kills refill 25% of your charge meter.
This Weapon has a large melee range and deploys and holsters slower
If you prefer the longer range of the swords when playing Demoknight while having the most utility, then the Claidheamh Mòr is the weapon for you. It has the bonus of having a longer charge for safer fallbacks while giving you a nice bonus for killing low-HP zombies compared to the other swords. Although, having more speed from the Pain Train would help you fall back just as much. Be careful with the damage vulnerability and surrounding sources of damage. It shouldn't matter too much for melee hits due to the Über-on-hit if you have full shield charge.
-80% Max Primary Ammo on Wearer
-80% Max Secondary Ammo on Wearer
Melee hits refill 0% of your charge meter.
Ammo boxes collected give Charge
This weapon has a large melee range and deploys and holsters slower
The downsides and upsides are basically negligible as you're mainly using the Persian Persuader for the extra range. You also won't be encountering many situations where ammo boxes will fall into ideal places for you to pick them up, even if you want to fill up your Charge.
This weapon has a large melee range and deploys and holsters slower
Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills.
Gain 0% of base health on kill
You don't always get the kill from a Heavy using their Mutation or a low zombie before you need to swap weapons, so the Half Zatoichi is a sword with a relatively small downside. Though one-shotting Soldier and Demo zombies using this weapon as well is pretty satisfying.
+20% Damage Bonus
When Held: -15% Slower Move Speed on Wearer
This weapon has a large melee range and deploys and holsters slower
While you won't have your Scotsman's Skullcutter out all the time, the slowdown is exacerbated by the fact that Demoman is already the slowest class. In the event you want to play Demoknight, you'll be moving at a crawl. Remember that melee damage is useless as meleeing Heavies using their Mutations are unaffected by melee damage bonuses.
-25 Max Health on Wearer
Cannot gain heads!
This weapon has a large melee range and deploys and holsters slower
Dreams of speeding through the map faster than a Scout with the BFB after killing 4 Heavies are unfortunately only a fantasy due to the Eyelander's inability to collect heads. The -25 max health can prove detrimental over time due to the damage you are bound to accumulate.
-20% Slower Firing Speed
This weapon deploys 100% slower
The Ullapool Caber once used to be completely unmodified, leading to very funny moments when a Demoman could one-shot a group of zombies with the Last Man Standing melee buffs. Sadly, this weapon has been severely nerfed to the point where that isn't a possibility anymore. The slower firing speed and longer deployment time make this a hassle to use for even taking out low zombies.