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Every team needs a well balanced amount of players to gain success. And of course, what's more fun than making explosives. These two definitely understand this. The Demoman, TF2's black scottish cyclops. And Junkrat, Overwatch's mutant australian bomber. And it's my job to analyze their weapons, armor, strengths, and skills to see who would win a death battle. And for this fight I will be using the demoknight as well, as they're basically the same character, just with a different play style.

Demoman

Background:

With a fierce temper, a love of explosives, and bad habits, the one eyed Scottish man known as Demoman was abandoned by his original parents after a bad plan to kill the loch ness monster. At the age of 6. But hey, on the bright side, while at the Grammar School for orphans near his hometown, Ullapool, he learned how to make his one true love. Explosives. His skills at this was very impressive for someone of his age. However it was inevitable that one of these would cost him an eye. His skills though were well known throughout the world. Being the finest in the field. And soon his real parents came back to explain all demomen are abandoned at birth until their explosive skills are developed. Which is a cruel, and awful tradition of the highland demo-men. Though while his unhappy childhood ended, his skills and training had just begun. And he eventually was recruited among 8 other mercenaries to continue two brother's war over their father's land. Them being the Scout, Sniper, Heavy, Medic, Soldier, Pyro, Engineer, and Spy. While the Soldier wields a rocket launcher as his primary weapon, Demoman is more of the explosive expert.

Powers and abilities:

And as the explosive expert, his weapon of choice is the grenade launcher. A beautiful gun which fires cylinder explosives, which while the shape may mess up accuracy and difficult to ricochet off walls, they still make for some explosive fun. Direct hits do massive damage of around 100, when crits of this circumstance do a whopping 300. Though they do weaken after bouncing. And if that's not fun enough, he can shoot a sticky bomb launcher, which lets sticky bombs stick onto surfaces. A group of them have enough force to launch him several feet up in the air and even more length. And for melee combat, he wields a bottle. Yes, a bottle. He is kind of a crack head ya know. But the best part about him is the number of weapons he can wield. Adding a little variety in his approach. The Loch N' Loaded fires faster and does more damage, with a smaller blast radius and clip size. The loose cannon fires cannonballs which have faster projectile speed, push opponents back, though can't explode on impact. The base jumper gives the Demoman a parachute to slow his falls, and the iron bomber can fire with little bouncing or rolling, explode faster, though have a smaller blast radius. The Scottish Resistance has a faster firing speed, more sticky bombs, ammo carried, can destroy other sticky bombs, though take 0.8 seconds longer to prime. The sticky jumper gives him no blast damage at all to explosives, more ammo, though can't carry the intelligence at all and has weaker damage. The Quickiebomb launcher has a 75% faster charge time, 35% more damage depending on charge, although loses half its clip size and 15% damage penalty. And as for melee weapons, he can carry a frying pan, hammer, and is a master swordsman as well. But if he needs to get serious in direct combat, his most well known secondary playstyles is the demoknight. This combination gives him access to Ali Baba's Wee Booties, the Splendid Screen Shield, Persian Persuader(purely cosmetic item), and Sultan's Ceremonial. The boots give him more health, greater turning speed when charging forwards, greater movement speed, and melee kills refill 25% of his charge meter. The Splendid Screen Shield gives him more resistance to blast damage, firing damage, impact damage, and faster recharge rate. The Persian Persuader grants him greater melee range than usual. Though is terrible with a gun equipped. But believe me, this is only one of the possible loadouts for Demoknight. But this research has gone on long enough.

Feats:

He has peak physical human strength, superhuman reactions, can take hits from Robots, can survive his own explosives, is more durable than Scout who could take hits from Saxton Hale and Heavy, can move faster than the Scout with his boosts/shields, battles tanks, and can one shot robots with his.

Weaknesses:

Although while he is tough, he does suffer a lack of depth perception(due to one eye). And he is constantly drunk. So his stamina and intelligence can be lowered if he drinks too much.

But the Demoman is still the definition of a true Demolition Man.

Junkrat

Background:

In the far future,robots were improved for the better of mankind. However in Australia, there was an attack on one of their facilities. And this made the fusion core detonate. This turned the land into a wasteland, with nothing but debris and fragments of what used to be the facility. This seems unlivable. But those who did were known as the scavenged the husk of the omnium and created a lawless, cutthroat society. This was the home of the famed criminal, Junkrat. He was hit was radiation, like others in this desolate land. And this, in turn, made him into a wild man, with it turning him to a crazed love(or obsession) with explosions. And when he found extremely valuable secrets in the bones of the omnium, he was constantly tracked and hunted by many bounty hunters, gangs, and opportunists. So he made a deal with former junker Roadhog to be his personal bodyguard for a 50/50 deal. They then left the outback and went on the road, causing chaos everywhere they went. And they made a 25 million dollar bounty on their heads. I'd say a good success for criminals.

Powers and abilities:

And to pull off such legendary heists, he carries a pack of explosive weapons. His main weapon of choice is the frag launcher. This grenade launcher carries around 5 explosives at a time. And they move in an arc pattern. They can explode either with direct hits or after 3 bounces. They can bounce off walls to pull off tricky shots, though can hurt him if he hits himself. But he's also got a concussion mine, which is a remote controlled bomb, that can send enemies flying, do damage, or launch himself in the air. It can be stuck to the floor, walls, or ceilings. Making it a good surprise attack. And he's got a steel trap, which can be placed on the floor, and when stepped on it leaves the enemy stuck, unable to use abilities, and inflicts damage. But they can still fight back, but it does give him the ability to find flankers with ease. But if spotted, they can be broken. Without the need to step on it. He also carries explosives with him in case he requires to. He can juggle them or drop them when he drops dead or possibly fall if we're going by real life reasoning. But his most powerful weapon is his ultimate. That tire on his back is useful for more than just to show or aesthetics. It's a full on explosive. He can rev it up to launch forward, and with a self detonation, it has a blast radius of 10 meters. It can wipe out most heroes in a single shot. And for flare, it can climb on walls. But there are two problems with this tire. Junkrat himself is vulnerable while launching it forward. So someone could get behind him and blast him away. Though the tire can still continue to roll on. And the tire can be shot down, effectively wasting the attack. But in a 1v1 that's hard to miss or take advantage of.

Feats:

He's tough enough to tank his own explosions, demolished a skyscraper once, can ride and survive explosions that desolate buildings, can fight alongside Roadhog against a bunch of omnics, can lift large bombs, can keep up with Soldier 76(who has escaped an explosion once), and can play tricks on enemies with his great knowledge of how to be a demoman.

Weaknesses:

However he's not the brightest tool in the shed, He is quite reckless, and suffers from poor memory. And his insanity makes him lack any true strategy. But the real downside is that most of his weapons can be taken down if misused, as explained before.

But Junkrat is still one criminal you don't want to mess with. He's more dangerous than he looks, or acts.

The Fight:

Alright the combatants are set and it's time to end this debate once and for all. It's time for a death battle.

At route 66, the drunken pipe bomb himself walks into the bar and sets down his grenade launcher while ordering a drink to drown his worries out. He then tells the bartender a bit about himself and how he's looking for work. Junkrat then comes in and overhears this story. He then walks up and talks to him sympathetically and gives him a bit more spirit. Along with a bottle of beer he has in his vest. Then walks out with a fuse. Demoman then is given medicine to cure his drunken state, and when he sees a poster with Junkrat's face on it, he realizes that he could get some money now. He then begins asking others if they saw where he went. But unbeknownst to him, Junkrat is outside the bar and lights the fuse he carried out. We follow the lit fuse as it travels back inside. Demoman then smells something burning, then lifts the bottle he was given, to see a fuse going inside it. Then going back to Junkrat's point of view, we see a bright flash of light, with a bang, and screaming. With this, he just laughs it off. The door is then kicked down, with the Demoman walking out with his grenade launcher. He then gives Junkrat the chance to surrender now and leave together, or in pieces. Junkrat laughs off this threat and tosses another molotov cocktail at the cyclops. And with a dodge, Demoman then points his gun out at him, "Never mess...with a demoman."

FIGHT!

He begins firing at the insane singed man, who avoids them with a laugh and smile on his face. Then with a taunt preceding his attack, he grabs some explosives and tosses them at the Demoman, who takes cover to reload. Once done he sees Junkrat once more, who pulls out the frag launcher and begins firing at the tunnels where the Scottish man is. When he walks by, the Demoman leaps out and knocks him to the ground, with Junkrat kicking him out of the way. They begin trading some punches, and attempting to whip the other with their weapon. And in the clash, they fire explosives out randomly, making a mess of the area. Junkrat dashes for a tunnel area, where the Demoman launches an explosive, whose explosion knocks down the peg legged man. When Demoman walks forward to see, Junkrat is down begging for mercy. Demoman laughs this off and says,"Your time was up a while ago." But after one more step, the steel trap laid there goes off and makes the Demoman jump around, screaming in pain. This gives Junkrat the opportunity to blast him back, and then follows with a slam to the ground. Demoman uses his sticky grenades to blast them both away, into the air. Junkrat lands face first and begins frantically looking around for his enemy. Demoman is actually in the air with a parachute, slowly going to the high ground. He trades his regular grenade launcher with his Lock N' Loaded one. He then blasts the rocks above Junkrat away, although he dodges them with ease, as Demoman is forced to reload, Junkrat uses his landmine to get up there quickly. He then confronts the Demoman in close combat, where Demoman pulls out his bottle and begins slamming Junkrat with it. Eventually breaking it, and impaling his shoulder with it. Junkrat pulls it out and uses a wood slab smash him back. After a continuous beatdown, the Demoman lands on top of an old shed, where Junkrat uses the concussion mine to blow him inside. He then begins laughing at his supposed victory. But before any more celebration could be made, the Demoman walks out with his Demoknight gear. He then charges forward with his shield first, which blocks the grenades launched at him by Junkrat's frag launches, giving him the opportunity to conk him on the head, and slash his face. Junkrat, now with a scar, uses the concussion mine to launch him back up, and use his steel trap to make the shield stuck to the ground. Demoman attempts to pull it out, but hears an engine starting up. When he looks over he sees Junkrat launching the RIP tire. He then makes a run for it to the remains of the old shed. Junkrat also makes the rocky area begin to collapse in on them. Junkrat them attempts to run the Demoman over with his explosive tire. But a rock falls on top of his legs, making him stuck. And some grenades fall out of his vest. And then the Demoman comes back, riding the tire back over, he makes it climb up the canyon, and Junkrat sees it have sticky bombs on it. It rides up, and then wears out. The Sticky bombs still attached, it falls all the way down, landing on the grenades that were dropped. A massive explosive is seen, and Demoman walks out into the desolated area, and laughs at the remains of Junkrat.

K.O.

Demoman makes a big profit and Junkrat posters are being removed off walls.

Reasoning:
This was a close match. As Demoman and Junkrat could both survive the explosions from their explosive arsenal. Making Demoman's superior variety less useful. And Junkrat could trap or manipulate his opponent, especially with his lack of depth perception. But in the end, Demoman had the experience advantage. As while Junkrat has used his weapons for great potential, Demoman has been practicing with his since he was a kid. And the Demoknight could block the explosions, granted him the speed advantage, and could easily fight up close as an offensive fighter. And if there's one type of fighter Junkrat does poorly against, it's offensive fighters. With intelligence, sure Demoman is drunk, but Junkrat isn't known for any form of strategy(outside of blow it up). And there's one more thing, Junkrat's better accomplishments were either in game by players(which can't be taken 100% seriously)or with Roadhog by his side. When Demoman can do fine on his own. With good durability, a wider arsenal, greater knowledge, experience, and skill, Demoman had this fight down. I guess the name fits now, as Junkrat is nothing more than just that. Scrap.

The winner is the Demoman.

Demoman:Winner

+Greater arsenal

+More experience

+Demoknight could counter Junkrat's arsenal

+Better brains

+More notable feats

+Could survive long enough

=even durability

=explosive potential

-inferior technology

-weak stamina

-could have trouble with steel trap and possibly RIP tire

Junkrat:Loser

+more manipulative arsenal

+technology advantage

+greater stamina

=even durability

=explosive potential

-weaker brains

-inferior experience

-could not keep up with Demoknight

-less notable feats