Some simple and basic Anti-Demogorgon tips for surviving the Demogorgon's onslaught.
Tips for In-Chase Moments
The Demogorgon has 3 main mechanics that help him in chase, his "Interdimensional Travel", his "Of the Abyss detection, and his "Shred" attack.
The first, Interdimensional Travel, allows him to move from any placed portal to another. Where this helps him in a chase is if you start running from him after he uses From The Abyss to find you. You will be under the Oblivious Status Effect, giving him a head start on you in chase. If he can't shred you, he may attempt to teleport to a portal in your path, which will sound an effect map wide. This means he is either (a): Teleporting to someone else who he detected via Of The Abyss or any detection perks, or (b): He is teleporting in-front of your predicted path. He will, after teleporting, have NO red stain or terror radius. On indoor maps, this is more common, as you can easily see him coming on open maps.
The second and third, Of The Abyss and Shred, allows him to charge his Shred attack, detect survivors in range of active portals, and lunge forward to attack. Active portals are portals you can see, due to him having used them to teleport previously. In the event you see the Demogorgon's mouth open, he is charging Of The Abyss. As Seen:
In the event you see this, a good tip is to NOT snuggle up close to the Demogorgon mid chase. Some Demogorgon players have yet to realize, but he can simply stop charging the Of The Abyss ability nearly instantly and go into a basic attack. This allows him to very easily get a quick hit and close distance on you. Instead, keep a mid to long distance when possible, and make sharp turns. The Demogorgon can't make sharp turns in his lunge like the Hillbilly, and the cooldown after missing the attack is enough to vault a window or drop a pallet. If he does hit you with the ability, DON'T vault. You still get the speed boost from becoming injured when hit with Shred, and therefor will lose your speed boost if you vault. This precious distance can be the difference between getting to the next loop or going down.
Another thing to keep in mind is that The Killer Shack and T Walls Become mind games even with line of sight, similar to nurse and billy. Knowing when to vault the window at the killer shack or turn sharply towards the pallet can be the difference in dodging his Shred. Smaller loops with a undropped pallet are easier to loop him around than some killers, whereas smaller loops with the pallet dropped can be more difficult, as the short turns for him allow him to make distance and Shred you before you can get away from the pallet to continue looping. If possible, try to bait these Shreds in the same way you would bait a normal attack, but make sharper turns instead of more sweeping turns.
For the most part, Shred an be used as a catch-up tool to take advantage of your mistakes. It's really the equivalent of a Killer's Dead Hard. If you think a dead hard would get you to a pallet, it's more than likely The Demogorgon's Shred can cover that distance too, and injure you in the process. That's where you try to bait the Shred, or use Dead Hard to negate his Shred.
If you successfully bait 1 or 2 Shreds, some Demogorgons will shy away from using it to attack you outside of direct line-of-sight loops. But this is dependant on the player, not the ability.
For the most part, all you'll need to worry about is his Shred and Basic Attacks, and change your playstyle on certain loops in order to avoid his Shred.
If you get away from him, but are injured, stay away from his portals. He can use Of The Abyss to see that you're there, and some Demogorgons will instantly proc this ability upon losing a chase. If you're confident in your ability to be chased, then going near active portals can lengthen the amount of time you buy your team by baiting his attention.
Tips for Out-Of-Chase Moments
When you find a active portal, take a moment to identify nearby objects. Are there hooks within 8 meters? Is a incomplete generator within detection radius? Is it near an exit gate? Once you've determined what's nearby, you have 2 options. Seal the portal, or leave it alone. If you need the generator to be completed, you won't want him detecting your location with Of The Abyss, or using Interdimensional Travel to appear right next to you before you finish the generator. Some add-ons can afflict you with Blindness or Exhausted alongside Oblivious., and therefor warrant sealing.
However, if the portal is near a hook in a random corner of the map, or a completed generator, DON'T seal it. The Demogorgon cannot pick up is portals, nor can he recycle them by placing a new one. Once it's down, the only way he can get it back is if YOU seal it. Therefor, by not sealing it, you've essentially taken away a charge of his power. By default, the Demogorgon can place 6 portals, and at maximum he can place 8 total portals. The more portal you leave alone in useless positions, the less detection and map pressure the Demogorgon has. Sealing a portal also gives the killer a notification of your location. There are also times when you need to get the generator done and can't afford to waste time sealing the portal. Most of the time, knowing when to close a portal near a generator is a gamble mixed with game knowledge.
Otherwise, you will almost always know if the Demogorgon is chasing someone. When the Demogorgon does almost any action, he makes a loud screeching sound heard map wide. If you hear that screech, it's most likely safe to assume he's chasing someone and therefor not a threat to you at that exact moment.
If you hear a loud whooshing sound from anywhere in the map, the Demogorgon is teleporting. He will come out with no terror radius and no red stain. A good way to know if he's actually teleporting near you, however, is if you see a portal nearby open up, or if you hear the squelching sound of the portal opening. If the portal is behind a wall and you can't see it open, you will still HEAR it open. As I said before, you can hear the squelching of the portal from a decent distance, and unless you're injured and the Demogorgon has the injured aura's add-on you'll have time to hide or GTFO to the nearest loop.
If the Demogorgon is charging his Interdimensional Travel, he looks straight down with very little peripheral vision, giving you ample opportunity to gain distance towards an objective without him noticing. After he fully charges Interdimensional Travel and enters the portal, he cannot cancel it and has a long cooldown he must wait out before he can teleport again. This point is when you want to save someone off the hook, reattach yourself to the generator, or close the portal.
Lastly, during the endgame, if you see a portal near the exit gate, it's active and he'll know you're opening the gate. This can be game-over if he closes the hatch and you have to open a gate. If possible, when you're the last person and can't find the hatch or don't want to find the hatch, close a portal near an exit gate if it's active. The Demogorgon will either come to find you for closing the portal, or continue to look for the hatch. If he comes for you, you have time to run to the hatch. If he doesn't, you can gamble to get the exit gate open after waiting for him to close the hatch. As said before, if there is an active portal near both exit gates, it's essentially game over.
I'm no expert survivor, I mainly play killer, but I've seen so many survivors make these mistakes playing against me. I've faced some survivors that only close my portals and stay at the Killer Shack, essentially handing me the match on a silver platter. On the other hand, I've faced others that know when to close a portal, or bait a Shred.
In my honest opinion, the Demogorgon is a bit freaky but not really that powerful. If you can loop decently, most Demogorgons will be a pushover in the start of the match.