Zombie Demoman
Last updated
Last updated
Speed: 254.50v HU/s (84.8% base TF2 speed) Damage: 163
Pros
Double Shield Charge (via Enzyme) is decent chase tool against lone, fleeing Humans
Can overcome base damage weakness via shield-charge minicrits
Cons
Weak Base Damage (2x Hits to Infect 200+ HP Human)
Shield Charge halted upon taking any damage
Shield Charge also halted by any elevating geometry (ramps/slopes)
Slowest Base Zombie Class in the gamemode
Those accustomed to TF2 might be familiar with the Demoknight - a man restricted to only his intense desire to slash, wack, and slice with his melees, bash people with his shields, and float around in his booties. While he may get to play around with these three in vanilla TF2, Demo here gets half the fun. As a Demoman, you have access to his versatile melee weapons and his booties. Although, if the item has a head collecting attribute, you won't actually get heads on kills. Next up are the shields. They do work... to an extent. You can charge, but not in midair. Plus, getting shot immediately negates it.
The Tide Turner really makes a huge difference in getting zombie demo kills/infects; as the full turn control helps a lot in surprising humans around corners and in dodging projectiles. With the right charge (or double charge via enzyme) and melee timing, you can even dish out a minicrit high enough to take out someone with your weakened base damage.
The other shields can't really compare despite their higher resistances and/or recharge rate. This is due to the aforementioned shields, but they can only do so much. Playing Demo will be really niche where it's best for you to focus on soloing out overdefenders or stragglers. Charge at them as soon as they turn and least expect it; and if they're unprepared for a second charge, do it again!