Sorry for no pictures for the weapons. Image post restriction is being a giant dick. Please don't post anything that says stuff like "But you shouldn't be Demoknighting anyways."
First off, Tide Turner is banned in 6s and 4v4, so Demoknight is useless there. Also, this guide is for KOTH and sometimes CP. Demoknighting on any other gamemode is a big no no.
Ugh, the usual. Dominating the entire team as Demo. I just want to change up some stuff to make their medic even angrier!
Welcome to my guide for Demoknighting in Highlander! Here I'll be teaching you how to be an effective Demoknight, and pleasing your team so they don't report you for being a so called "troll". I'll also be showing you the weapons for Demoknighting, positioning, and some general tips.
The Grenade Launcher
Also called the best primary for Demoman, but you are a Demoknight, and you want to pull off the maximum damage, right? I would recommend using this weapon if you can't aim with the Loch, or time with the Cannon. What's good about this weapon is that unlike the Cannon, it explodes on contact, and unlike the Loch, you still have a chance to hit people with the pipe, even if you miss.
Rating - 6.5
This is the weapon I prefer. What's good about this weapon is that because you are a Demoknight, you have to sacrifice your Stickies, arguably the best weapon in the game, and how this weapon makes up for that is the damage increase and speed. If you can aim, this is the weapon for you, since it always does 100+ damage. The downside is that the pipe "shatters" on the ground, meaning that if you miss, you have no chance to do any damage.
Rating - 8
The Loose Cannon
Oh boy, this weapon is fun to use! I would rate this weapon as the best, since you can do the same damage as the Loch, if you can time, it has (weaker) rollers, and you can push back enemies, just to annoy them! The special thing about this, is the ability to Double-Donk. To achieve such Double-Donking, you must be able to time your fuse to hit the enemy, and hit him again with the same cannon in 0.5 seconds. Sounds tough, right? Don't worry, because if you practice, you can pull them off with ease.
Rating - 9
The "Slot Takers" (Boots and BASE Jumper)
Even though you are a Demoknight, you still need to protect yourself and damage the enemies. These 2 (I said 2 because both boots have the same stats) are essentially useless, unless you want to Troll Demoknight, which isn't something that is pleased in the community.
Rating - 3 & 2.5
It's a fact that this is the best shield, honestly. I mean look at it! It has everything a Demoknight needs! Full turning control, Charge instantly fills back up 100% after a kill while charging! Not to mention, 25% resistance to fire and explosive! No reason not to use it!
Rating - 10
The "Slot Takers" (Splendid Screen and Chargin' Targe)
Honestly, these shields are trash compared to the Tide Turner. Splendid Screen gives the ability to do impact damage at any range, and the Chargin' Targe has better resistance and immunity to fire. No reason to use these, just go with the Tide Turner!
Rating - 2 & 1
Honestly, the best melee for Demoknight in Highlander. You can charge longer and increase the crit time, so you can get those Med picks easier. You also have -15hp, though it's pretty negligible.
Rating - 8.5
Another really good choice for Demoknight. This weapon is really powerful in small maps, such as Viaduct, as you can charge, get a crit caber on 5 enemies, charge back to spawn, and do it again. This weapon explodes on hit with an enemy, an enemy building, the ground, and the walls. You also take 100hp if it explodes.
Rating - 8
Eyelander & Reskins
The Eyelander has a unique ability. You start off with -25hp, but after every kill, you gain +15 more hp and 7.5% more speed, which caps at 4 heads, with a grand total of 210hp and speed slightly slower than Scout. Use this if you are great at charging, killing, and staying alive after that.
Rating - 7.5
Good in pubs, bad in Highlander. Well, not really bad. You gain all your health back if you kill someone with this weapon, but if you miss, you are stuck with this weapon until you kill someone.
Rating - 6
Not really good. Since you are Demoknighting in Highlander, you need a primary weapon, and with this sword, you can't pickup ammo, unless you want to run back to the resupply. Faster charge refill, but not worth it.
Rating - 4
Even though you get to do 20% more damage, you move slower, and that's pretty bad, since HL is all about time.
Rating - 4.5
As a Demoknight, you will always be moving, and constantly asking your team to call the med, and a group of people if you are using the caber. You will also need the constant help of your team to keep the Pyro down, to avoid getting airblast when charging to get a pick. The main targets you will be picking from order are: Medic, Demo, Engineer, and Heavy. When charging for any class, be sure to take a long route for a guaranteed crit and a chance that no one will call you out. Be sure to trimp while charging off a slant. Trimping is where you jump before charging off a slant, which causes you to fly! Since you are using the Tide Turner, be sure to abuse the turning control, since you can trick an enemy to thinking that you are escaping, but you can always turn back around and chop their head off with a nice crit! Use your primary, too! It's there for a reason, and you should not always rely on your sword. Scouts bothering you? No worries, just predict where they are going to go, tilt your mouse to the direction slightly, and shoot! Also, be aware that shooting at the head with the pipes isn't going to put out the maximum damage. Be sure to aim for the body and legs! Also for the rollout, be sure to charge to the fastest way to mid, so you can start to spam your pipes. That's it for now, I may add some more stuff to this guide. Here is a link to my demo of Demoknighting in Viaduct, where I did the 3rd most damage: http://www30.zippysh...33321/file.html Here are the Logs: http://logs.tf/41461...561198084919260
Edited by icy, 16 August 2014 - 05:10 AM.