Standard Weapons:
- Primary - Grenade Launcher


Grenades arc significantly after being fired, and the distance a round will travel depends on the angle at which it was fired (when shooting long distances, though, it's often better to jump and fire than change the angle of fire much past 45 degrees). Grenades will bounce on any surface, albeit very inelastically, and will only detonate on contact with enemies before the first bounce. Grenades launch to the right of the cross-hair, so you should lead to the left to compensate, this is important especially when in close range with faster classes such as Scouts.Grenades are timed and will detonate after 2.3 seconds, assuming they don't detonate on impact with an enemy. Direct hits with grenades have very little splash range, and will only damage you if the enemy is face to face with you (whereas grenades that detonate after the first bounce have more splash range, but do a lot less damage). Grenades have the advantage of never suffering from falloff damage; hits at long range will still do full damage. There is a blast radius falloff: the greater the distance from the epicenter of the blast, the less damage will be done (even for critical hits).
Inexperienced Demoman can injure themselves with their grenades. Doing so on purpose to grenade jump is a lot harder then sticky jumping and you won't fly as far, though sometimes its a good idea if you don't want to detonate all your planted stickies.
You can tell when a grenade is about to explode: each second after a grenade is fired a colored ring appears around it. When there are 3 rings it is about to explode (4 seconds). The model for the weapon seems to be based on the M79 grenade launcher, albeit modified from a single shot, breech loading mechanism to a six shot, rotary cylinder.
- Secondary - Stickybomb Launcher

It launches small bombs that stick to almost any surface, and do not detonate until the player detonates them manually, though they will disappear harmlessly if the Demoman who fired them dies. Up to eight sticky bombs can be placed; the oldest sticky bomb detonates when the player tries to deploy a ninth bomb. A small number display next to the ammo count tells the user how many sticky bombs are currently placed.The Demoman can also use Stickybombs to propel himself, similar to the Soldier's abilty to Rocket jump, which can also be used to juggle enemy players. Sticky bombs immediately stick to whatever surface they are fired upon, but they will bounce off of enemy players, buildings, or gates. Critical hit sticky bombs can be identified by a glowing aura surrounding them. Eight (critical) Sticky bombs do more damage at one time than any other weapon in TF2. Sticky bombs do splash damage: there is blast radius falloff, the greater distance from the epicenter of the blast the less damage will be done (even for critical hits). Note that stickies can do more damage if the enemy is propelled into the air by the force of the blast, subsequently receiving fall damage upon landing.
By holding down the fire button, rather than simply clicking it, the grenade launcher can be charged up to launch a Sticky bomb over greater distances. A meter below the ammo count will show how much force is behind the sticky bomb. You can hold this fully charged up shot by holding down the reload key or the alternate attack key (usually Mouse2), which will prevent the sticky from launching. Once you release your reload key or alternate attack key, the sticky will fire at maximum speed and range.
- Melee - Bottle

If a critical hit is achieved, the bottle breaks, though this is purely visual. The bottle can deal significant damage and is the Demoman's only weapon that does not run the risk of incurring splash damage upon himself. Its critical hit animation is an overhead swing which breaks the bottle upon impact, though this is only for aesthetics.


