DOOM
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Doom: Weapons Guide
By Marshal
Dive into the ultimate guide for Doom weapons, featuring in-depth specs, upgrades, and strategies for every firearm in the game. From the humble UAC EMG Sidearm to the devastating BFG 9000, learn how to maximize each weapon's potential and dominate the forces of Hell. Whether you're ripping through hordes with the Super Shotgun, sniping enemies with the Gauss Cannon, or annihilating groups with the Rocket Launcher, this guide has you covered with expert tips and tactical insights.
   
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Rise of the weapons


Welcome to the Doom Weapons Guide, your comprehensive walkthrough of every weapon in the Slayer’s arsenal. In Doom, the key to survival lies in mastering the tools of destruction at your disposal. Each weapon is uniquely designed for the fast-paced, adrenaline-fueled combat that defines the game. Whether you’re mowing down hordes of Imps, dismantling Cyberdemons, or clearing rooms of Hell Knights, understanding your weapons is essential.

This guide covers every gun in detail, including their specifications, upgrades, and the best strategies for various scenarios. By the end, you’ll know when to swap weapons, how to use mods effectively, and how to maximize your firepower.

Prepare to rip and tear as we dive into the Slayer’s arsenal and unlock the full potential of your destructive capabilities!
UAC EMG Sidearm (Pistol)

Type: Semi-automatic energy weapon.

Ammo: Infinite.

Damage: Low (18 base damage per shot, 50 for a charged shot).

Rate of Fire: 4 shots per second (uncharged).

Features:
  • Charged shot: A focused energy blast with higher damage and slight splash radius.
  • Headshots increase efficiency.

Use: Best for conserving ammo or finishing off low-health enemies (Imps, Possessed). Not suitable for larger enemies.
Chainsaw

Type: Melee weapon (consumes fuel).

Ammo: Fuel (3 max, can upgrade).

Damage: Instant-kill most enemies (varies by size).

Features:
  • 1 fuel for small enemies (Imps, Possessed).
  • 3+ fuel for heavies (Hell Knights, Mancubi).
  • Grants a large ammo drop upon use.

Use: Essential for ammo recovery and quickly removing a key threat during chaotic battles
Combat Shotgun

Type: Pump-action shotgun.

Ammo: Shells (20 max, can upgrade).

Damage: Close-range: 75 per pellet, 14 pellets per shot.

Rate of Fire: ~1 shot per second.

Features:
  • Explosive Shot: Fires sticky grenades that explode on impact, dealing high splash damage (250 base).
  • Charged Burst: Fires a quick 3-shot burst for increased DPS at the cost of ammo.

Use: Excellent at close range against mid-tier enemies like Imps and Possessed Soldiers. Explosive Shot is great for AoE damage.

Super Shotgun

Type: Double-barrel shotgun.

Ammo: Shells (shared with Combat Shotgun).

Damage: Close-range: 150 per pellet, 20 pellets per shot.

Rate of Fire: Low (manual reload after every shot).

Features:
  • Extremely high damage at close range.
  • Limited effectiveness at medium and long range.

Use: Best for quickly eliminating heavies like Pinkies and Revenants at close range. Time your shots carefully due to the slow reload.
BFG 9000

Type: Experimental energy weapon.

Ammo: BFG Ammo (3 max).

Damage:

Direct hit: 2000 max.
AoE: Variable, depending on range and number of enemies.

Rate of Fire: Very low (1 shot per charge).

Features:
  • Fires a massive energy ball that releases tendrils of electricity, obliterating enemies in its path.
  • Can clear entire rooms of enemies with one shot.

Use: Save for emergencies or when dealing with overwhelming waves of enemies. Best for clearing rooms or handling multiple heavies in one shot.
Plasma Rifle

Type: Energy-based automatic weapon.

Ammo: Cells (150 max, can upgrade).

Damage: 20 per shot, slight splash effect.

Rate of Fire: ~8 shots per second.

Features:
  • Heat Blast: Releases a powerful burst of energy after firing for a while, dealing high AoE damage (250 base).
  • Stun Bomb: Launches an energy ball that stuns enemies, halting their actions momentarily.

Use: Effective against shielded and clustered enemies. Heat Blast provides excellent crowd control.
Heavy Assault Rifle

Type: Automatic ballistic weapon.

Ammo: Bullets (140 max, can upgrade).

Damage: 8 per bullet, high rate of fire.

Rate of Fire: ~10 rounds per second.

Features:
  • Tactical Scope: Adds zoom functionality for long-range headshots. Critical hits deal 2x damage.
  • Micro Missiles: Launches a salvo of small rockets, dealing splash damage (80 per missile).

Use: Versatile against mid-tier enemies, especially at range. Micro Missiles shine against grouped enemies.
Rocket Launcher

Type: Single-shot explosive weapon.

Ammo: Rockets (15 max, can upgrade).

Damage:

Direct hit: 200 base.
Splash damage: 120 (falloff depending on range).

Rate of Fire: ~1 shot per second.

Features:
  • Lock-On Burst: Locks onto a target and fires 3 rockets in rapid succession.
  • Remote Detonation: Allows rockets to detonate mid-flight for better crowd control.

Use: High damage against heavies like Hell Knights and Mancubi. Use Lock-On Burst for mobile enemies.
Gauss Cannon

Type: High-powered energy rifle.

Ammo: Cells (30 max, can upgrade).

Damage:

Non-zoomed:
150 per shot.
Precision Bolt (zoomed): 250 per shot.

Rate of Fire: Slow (~1 shot every 1.5 seconds).

Features:
  • Precision Bolt: Adds a zoom mode for long-range shots with increased damage.
  • Siege Mode: Charges up a high-damage blast (500 base) with splash damage but immobilizes the player while charging.

Use: Perfect for sniping weak points or delivering devastating AoE damage with Siege Mode. Best against tough enemies like Mancubi and Cacodemons.

Chaingun

Type: Gatling-style ballistic weapon.

Ammo: Bullets (200 max, can upgrade).

Damage: 10 per bullet.

Rate of Fire: ~15 rounds per second.

Features:
  • Mobile Turret: Deploys a 3-barrel mode, massively increasing fire rate (up to 40 rounds per second).
  • Heat Sink: Reduces overheating, allowing for sustained fire.
  • Slight spin-up time before firing.

Use: Ideal for mowing down waves of enemies or focusing high DPS on single targets like Barons of Hell. Use Mobile Turret for maximum damage output.

Let me know if any adjustments or changes are needed to improve the guide further!