Cyclops
| Cyclops | |
|---|---|
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| Kill Icons | |
| Basic Information | |
| Used by | Demoman |
| Slot | Primary |
| Ammo | |
| Ammo loaded | 1 |
| Ammo carried | 16 |
| Loadout Stats | |
The Cyclops EMP Grenade Launcher Hold Fire: Prevent grenade detonation Explosion destroys enemy grenades and detonates your own -10% explosion radius -75% clip size
"In the land of the blind, you are king." | |
The DemomanI had me good eye on you the whole time!
The Cyclops is a primary weapon for the Demoman which was added in the 1.7.3 update, later removed in the Death & Taxes Update, then finally re-added in the Double Down Update. It is a modified grenade launcher that fires EMP grenades that detonate your own explosives in its explosion radius, such as sticky bombs, mines and the Dynamite Pack, and causes enemy projectiles to fizzle out, rendering them ineffective. You can make use of this mechanic by, for example, throwing a dynamite pack, and detonating an EMP grenade on it with an enemy nearby to not only have them take damage from the grenade, but also the instant detonation of the dynamite. Killing an enemy in this way will result in a "COMBO!" indicator in the killfeed. The Cyclops holds only one grenade in the clip at a time, which explode only when you release the fire button after firing, or on direct contact with an enemy without bouncing. Due to this, unlike the Grenade Launcher, you can only have one grenade active at once. This allows for more precise detonations and grenade jumps, but will require you to be more engaged with each grenade you fire, and to have a good sense of timing.
Properties
| Properties | ||
|---|---|---|
| Shot type | Projectile | |
| Damage type | Explosive | |
| Ranged or Melee? | Ranged | |
| Taunt | Kaboom | |
| Damage | ||
| Base damage | 100% | 100 95 |
| Critical | 300 285 | |
| Mini-crit | 135 129 | |
| Bullet count | 1 | |
| Splash | ||
| Minimum splash | 50% | 132 HU |
| Damage reduction | 1% / 2.88 HU | |
| Self-damage | 28-56 | |
| Ammo | ||
| Loaded | 1 | |
| Carried | 16 | |
| Reload type | Single | |
| Function Times | ||
| Attack interval | 1.49 s | |
| Reload | 1.24 s 0.6 s | |
| Activation time | 0.025 s | |
| All values are approximate. | ||
Strategy
The Cyclops is best used in tandem with your secondaries to best take advantage of the combo mechanic.
It is recommended to do explosive jumps with it as it deals less self-damage than his secondary weapons.
➕ Can have full control over detonation making the grenade last longer |
➖ Has lower damage per second when used alone and even combined with secondary weapons |
Related achievements
Update history
- Added the Cyclops
- Fixed materials for Cyclops/Grenade Launcher when on GRN/YLW
- Added new Cyclops and Beta RPG sounds by Omniary
- The Cyclops is now named The Heavy Ordance(sic)
- Changed The Heavy Ordnance back to Cyclops
- Removed the Cyclops
- Added the Cyclops
- Now gives 1 Bonus Point if 3 or more enemy stickies are destroyed at once
- Reduced combo explosion radius to 131 (from 192)
- Adjusted defuse mechanic to affect armed Dynamite Packs that have touched the ground, bringing it in line with how it interacts with Sticky Bombs and Mines
- Successfully performing a combo now plays a unique audio cue
- Updated explosion sounds
Comparison from Team Fortress 2
- The Cyclops' ability to detonate at will and disable enemy Demoman's secondary projectiles is based on live TF2's Detonator.
| Weapons | |||||
|---|---|---|---|---|---|
| Primary | Secondary | Melee | PDA/Watch/Sapper | ||
| Scout | - | ||||
| Soldier | - | ||||
| Pyro | - | ||||
| Demoman | - | ||||
| Heavy | - | ||||
| Engineer | |||||
| Medic | - | ||||
| Sniper | - | ||||
| Spy | - | ||||
| Civilian | - | - | - | ||






