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Demogorgon Lessons Learned

Dreamnomad
Dreamnomad Member Posts: 3,965
edited October 2019 in General Discussions

I'm not writing this intending to be a how-to guide. These are just personal observations that have helped me as I've learned to play Demo.

Fake Shred- many times I've found it more beneficial in open ground to charge a shred attack to get the survivor to begin evasive actions and then cancel the charge and land a regular hit. In open ground I've found that it is fairly easy for survivors to actually dodge the shred and if you miss a shred by leaping past a survivor, you lose a lot of ground.

Pallet Shred- I've found that in situations where the survivor is obviously going to pull down a pallet that it is always beneficial to make the shred attempt if able. There are only 4 possible outcomes. Either the survivor drops the pallet early and I break it. I beat the survivor to the pallet and land a hit. I land a hit and get stunned. Or the absolute worst case scenario is that the survivor actually lands the pallet stun. But I move so fast while leaping that more often than not I get a positive outcome. And even the worst possible outcome isn't any worse than not using the shred.

Window Shred- I've found this to be the highest hit percentage when a survivor is leaping through a window. They are in a fixed animation and can't dodge. But it is also where experience and skill come into play. If you leap before they begin the animation then you can get dodged. If you leap too late then you eat a window. But more often then not, I've found it is worth the attempt.

Pinned Shred- When you find a survivor hiding in a corner that you can body block them in, use the shred attack. Unlike a regular attack, after landing a shred attack the survivor will not be able to pass through you. In this situation you will always be able to put the survivor into the dying state. Doesn't hurt that you can get 1600 bonus blood points for landing back to back shreds.

Portals- Have 2 states. I like to think of them as "real" or "imaginary". I'm not sure if the game has official titles. But imaginary portals are when you first place them on the ground. They don't actually exist yet. They are more of a planned destination. Survivors can't see or break imaginary portals and most importantly you don't get the killer instinct for survivors. Portals become real after you teleport through them.

Surrender 1/3 of the Map- I put Demo into the same strategic category as Hag and Trapper. Even though Demo can teleport long distances it takes a lot of time running around placing portals and teleporting through them to make them real. Plus when survivors break the portals you don't want to have to run long distances to replace them. I've found more success "shrinking the map" by just conceding 2-3 gens and the territory around them to survivors. That means letting survivors go if the chase would take me out of my area, especially in the early game where all 4 survivors are alive. When there are only 2 survivors left and I have control of the gens then I'll chase across the map.

Limited # of Portals- You need to make them all count. I really like the add ons that increase the # of portals for this reason. This is another reason to concede territory to survivors. You want to have a portal dense area of the map.

Portal locations- Exit gates and generators have the highest priority. I prefer to put the portals close enough to a generator that I get the killer instinct notification if survivors are working on a generator, but put them on the opposite side of a wall, tree, or other obstruction to make it less obvious. It is nice to have a portal near hooked survivors, but it is far better to have a portal near a generator and then hook a survivor near that generator then it is to have a portal only near a hooked survivor. Once the survivor is unhooked then that location loses a lot of it's strategic relevance.

Real Portals Matter- I've found that it is worth the time it takes to make portals near generators real. The killer instinct information is invaluable. Even if survivors break the portal, that is important information. After a portal is broken, if I have the time, I'll go back and replace the portal that was broken. I'll then place another imaginary portal nearby. I'll make the original real as I teleport away. Then when survivors break that portal, I can teleport back to the imaginary one. This almost always catches them off guard since they just broke the portal.

Killer Instinct- Once I have a good net of portals, I will periodically charge a shred attack even if I'm in a chase and don't intend to leap just to keep track of the other survivors. Sometimes it is worth peeling off a chase to protect something critical.


EDIT #1-

Intimidation- When you play Demogorgan it's really important that you charge your shred in the face of hooked Survivors to instill fear and a sense of dread in them. This is done by holding shred but then cancelling. It can be the difference between winning and losing and it should be done at any time you can. Thanks @AshleyWB

EDIT #2- Pinned Shred is not a thing. I apologize for spreading misinformation. I conducted a few experiments in custom games. Body-blocking and shred doesn't force a survivor to remain still. They can run through Demo afterwards. I had several situations in game where the survivors just stood still. I assumed they didn't have a choice. But that is what happens when you make assumptions. You make mistakes.

Post edited by Dreamnomad on

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