Builds and gameplay styles

This section covers builds and the type of gameplay they bring to the table, lets start with a list of items that you should get familiar with if you want to play demoknight:Slot: PrimaryStats:+25 max health on wearer+200% increase in turning control while chargingKills while charging refill 25% of your charge meterSlot: SecondaryStats:+50% fire damage resistance on wearer+40% explosive damage resistance on wearerImmune to the effects of afterburnSlot: SecondaryStats:+20% fire damage resistance on wearer+15% explosive damage resistance on wearerCan deal charge impact damage at any range+70% increase in charge impact damageSlot: SecondaryStats:+25% fire damage resistance on wearer+25% explosive damage resistance on wearerFull turning control while chargingKills while charging refill 75% of your charge meter.Slot: MeleeStates:No random critical hits-25 max health on wearerThis weapon has a large melee range.Gives increased movement speed, health and shield bash damagewith every head you take, capping at 4 headsSlot: MeleeStats:Increased melee reach+20% damage bonus15% slower move speed on wearerSlot: MeleeStats:Increased Melee Reach0.5 sec increase in charge durationKills while charging refill 25% of your charge meterNo random critical hits-15 max health on wearerSlot: MeleeStats:On Kill: Restores you to 100% healthHonorbound: Once drawn cannot be sheathed until it kills.Soldiers and DemosCan duel with katanasFor a one-hit killSlot: MeleeStats:+100% increase in charge recharge rateAll ammo collected becomes healthNo random critical hitsThose are the basic demoknight items, there's two other melee weapons that you can feel free to try as a demoknight, but I wouldn't recommend them.Let's start with the original and easy one:So this one is based around switching between a grenade launcher and your melee weapon. It's useful if you're being very offensive as the grenade launcher gives you the opportunity to destroy turrets and push without your team backing you up. When fighting you want to attack from a distance with your grenade launcher, if you only manage to damage someone without killing them, you charge in and finish them off with your melee weapon. Because of you're lack of shoes as a primary weapon, your health is lower then most demoknights, so melee should be used with caution or in tight spaces where you can reach people.There's really no specific build for this, take whichever shield and weapon that you prefer and pair it with the grenade launcher you're most comfortable with, my favorite is:The Loose Cannon: The Tide TurnerThe Claidheamh MòrThis build offers a lot of mobility and damage at the cost of losing some health, but the increased charge distance and turning control really help you close in on people that you've weakened with your grenade launcher.Ali Baba's wee bootiesAny shieldThe Eyelander + ReskinsThis is the classic demoknight build, fast, deadly and tanky. The Eyelander allows you to collect heads when you kill enemies with it, increasing your health per head by 15, movement speed by 8% and shield bash damage by 20%. The heads benifits stop at 4 heads, but killing an enemy with the Eyelander will still heal you a small amount.With 4 heads, you'll have 235 health, your movespeed will be slightly slower than a scout but faster than other classes and your shield bash damage will be increased by 80%.This build is amazing if played well and I consider it to be the most reliable, however building up to 4 heads and staying alive with them can be difficult, dying is a setback as you lose all of your heads and have to start over, play safe and smart and you'll succeed with this build.Feel free to pick from any of the shields, the chargin targe offers survivability, which is best when trying to maintain your heads. However, the bash damage increases gives you an immense amount of bonus damage on your shield bash, a whopping 150% bonus to your bash, making you able to kill weaker classes without even striking them with your sword. Finally the tide-turner offers the best mobility, allowing you to chain your attacks together by killing while charging.Ali baba's wee bootiesThe Splendid Screenthe Persian PersuaderThis build is all about damage and healing, the Splendid screen gives the least defensive stats but the most damage from your charge, combining it with the Persian Persuaders charge cooldown and the charge refill from Ali baba's wee booties make you mobile and deadly. this playstyle is high risk as you're squishier than most demoknights but allows you to constantly be dealing damage from your bash and sword while staying alive by picking up ammo on the battlefield. Be warned when using the persuan persuader for the Semi-Knight as you can't pick up ammo for your weapons, it can only be used to restore health.if you prefer, you can take a half-zatoichi in place of the Persian Persuader for this build, it grants random critical hits when fighting but less reach and a full heal on kill rather than from ammo.Ali Baba's wee bootiesChargin' TargeThe Half-ZatoichiThis build is focused on being tanky and aggressive. The Chargin' Targe grants very high damage resistances, along with the health boost from Ali Baba's wee booties and the healing from the Half-Zatoichi, you are able to stay in battle for long amounts of time while constantly replenishing your health from killing people, however, your charge is on a long cooldown compared to other builds, so make sure to save it for when you need to escape or when you need to chase.If you prefer, you can replace the Half-Zatoichi with the Persian Persuader, reducing your charge cooldown and changing your healing method to ammo pick up.Ali baba's wee bootiesThe Tide TurnerThe Persian PersuaderWith a 6 second charge recharge time and a full refill if you kill someone while charging, this build is all about mobility. The full turning speed with the Tide Turner allows you to weave through battles and buildings to your target, makes you harder to hit and spot while you zig zag about the battlefield. By chaining your kills together you can quickly move from one enemy to the next by continuously charging after a kill, you're hard to notice and pin down and you can use any escape route as the Tide Turner allows you to make it around corners and through hallways, you're a quick and dangerous assassin that can keep healing himself by picking up ammo packs and weapons from fallen players while still keeping some tankiness from your tide turners defensive stats.There's two alternate versions for this build,Replace the Persian Persuader with the Half-Zatoichi, using the healing and charge resets to keep moving while cutting people down with your sword. This version allows you to zip around the battlefield and continue refilling your health, keep moving and keep killing.Replace the Persian Persuader with the The Claidheamh Mòr, squishier and no healing, but extremely mobile.