Foreword: If I don't specify something, I may have mentioned it earlier in the description; go back and check. I'm also not too good at making poses/click combos and would greatly appreciate advice on them. I'd love suggestions, and balancing ideas are greatly appreciated I hope you like the class!
Class: Demoman
Weapon: 'Calamity' A block of plastic explosives and a detonator. (Detonator in right hand, explosives in right)
Role: Mage
Subrole Hexxer
Description: An ex-special forces operative turned mercenary, Demoman is a force to be reckoned with. Demoman is able to wear down opponents at mid range, engaging them with melee tactics once they are weakened. Rushing Demoman and fighting him at close range before he has a chance to use his explosives will ultimately lead to his downfall.
Posture: While un equipped, the explosive and detonator are on Demoman's hips. While equipped, Demoman assumes a fighting pose with his right leg in front of his left, and both of his arms facing forward at a slight downturned angle. (A bit like Omega) His explosive is in his left hand, and his detonator is in his right. While walking, his arms are even more downturned (Again, like Omega.)
Click Combo: Demoman strikes in a forward punch with the detonator, down with the explosives, knees the opponent, and then straps the explosive to the opponent and detonates it, blowing them each 20 studs away. The first three moves do 5-8 damage, and the last one does 10-15 (Perhaps change the damage values?)
Passive: Infrared Vision Players within 100 studs of Demoman will glow green (or blue/red during team fight depending on their team) and have their health value in numbers above their head, a tall, thin bar on their left representing mana, and four rectangles on their right representing the charging status of their skills. Infrared vision can see through walls. (OPTIONAL: Infrared vision also makes the IEDs of all Demomen glow green as well) (Demoman also gets a box entitled 'IEDs,' which displays current level of IEDs/3)
E: Detonate Demoman detonates the closest explosive to him (Useful for accuracy/setting off traps) (OPTIONAL: explosives detonated this way have a larger radius than normal)
Z: Syntax Demoman throws a plastic explosive in an arc with a max range of around 60 studs. Once it hits something, including a player, it sticks there until it is detonated. Players who have a bomb on them are debuffed by .05 movement speed. This stacks. The explosion has a 5 stud wide 'yellow' zone that deals 15-20 damage and 50 stun to players in it (no knockback), and a 15 stud 'red' zone outside of that that deals 7-10 damage, 25 stun, and large knockback (knocking them around 50 studs from where they were. The 'shockwave' radius is 20 studs outside of that, dealing no damage, 10 stun, and low knockback. (Around 10 studs away, and they are not launched into the air) (OPTIONAL: People caught in the 'yellow' or 'red' zones are staggered. ) Cooldown is 10 seconds, costs 15 mana.
X: IED Demoman devises an explosive and planting this down. The process of doing this takes around two seconds, after which it becomes invisible. If an opponent steps on the IED, it pops up, and detonates it has the same 'red, yellow, shockwave' pattern as Syntax, with the same damage values. However, the 'red' zone is 10 studs wide, the 'yellow' zone is 20 studs wide, and the 'shockwave' is 40 studs wide. People caught in the 'yellow' or 'red' zones are staggered. (OPTIONAL: Increase time before detonation) Cooldown 20 seconds, costs 20 mana.
C: Smoke Bomb: Demoman throws a smoke bomb at the ground, covering a diameter of around 60/70 studs. Opponents inside the smoke are debuffed by .2 attack, .2 defense, and .1 speed, and they cannot see anything. Demoman cannot see either inside of the smoke, but his passive still works. The smoke lasts about ten seconds. Cooldown is 30 (45?) seconds, costs 30 mana. (This could be a bit OP for running, balancing suggestions welcome)
V: Tsar Bomba: Demoman takes out a flare and lunges forward with it. If it hits a player, the flare is stuck to them. If it doesn't, the flare is placed on the ground. Marked players are debuffed by .2 walkspeed. After 10 seconds, the ability is 'primed' and ready for use. Pressing V again will cause the flare to light up and a bomb to drop on the site of the flare. All in all, people have around 3 (4-5?) seconds to vacate the site of the flare before the bomb hits. The bomb will have a 'white' zone with a radius of 10 studs across that deals 40-45 damage and 100 stun (no knockback), a 'yellow' zone of 20 studs across that deals 20-25 damage and 75 stun (large knockback), a 'red' zone of 40 studs that deals 10-15 damage and 50 stun (medium knockback), and a shockwave with a radius of 40 studs, dealing 5 damage and low knockback (Around 10 studs) Demoman receives all stun/knockback if caught in the explosion, but no damage. Cooldown is 60 (70-80?) seconds, costs 15 mana to prep, 60 mana to detonate.
Styles: Engineer (The one that focuses more on laying traps), Rogue (The one that focuses on using explosives more in direct combat)