Editing
Doom
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====Heavy==== Making up the bulk of Hell's forces, these brutes run the gamut of heavy-hitting bruisers, powerful glass cannons and bullet-soaking tanks. Using a chainsaw on them in Eternal uses up its entire tank of three fuel units, making it an absolute last-resort option. *'''Hell Knights''': [[World Eaters|Big dudes who revel in wrecking your shit]]. They are fast, closing the distance to pummel you or to perform a leaping ground slam for a short-ranged area of effect attack. Keep your distance and pump them full of lead to take them down quickly if you don't want to be taken out yourself. In Eternal, they gain a crippling weakness to Chaingun fire. **'''Dread Knights''': Cybernetically enhanced Hell Knights. These super-soldiers are rigged with a chemical delivery system, which constantly pumps the demon full of adrenaline to keep them in a state of perpetual rage, and rewards them with massive dopamine hits for every kill they make. Appearing only in Eternal, their most prominent feature is a pair of energy blades, which considerably extends their melee range and causes their ground slams to leave a lingering, damaging energy pool for a bit. Can fire lasers from their blades at you, and shares a weakness to the Chaingun, as with other Hell Nobles. *'''Revenants''': [[Meme|DOOT]]. Made from humans in a gruesome process, the Revenants have jetpacks that let them fly around to put themselves in the perfect position to launch missile barrages at you. They can also claw at you for significant damage, so keep your distance and take them out. In Eternal, you're able to shoot off their shoulder cannons, and doing so both permanently grounds them and restricts their attacks to the easily-evaded claw swipes. Surprisingly classified as airborne demons, making them into potent Ballista chow. Their meme potential is so great that a trumpet-equipped Revenant Battlmode skin was included as a pre-order bonus for Doom Eternal. *'''Cacodemons''': [[Star Wars|They fly now!]] Their spit attacks slow and disorient you, and their bite attack does a lot of damage. But because they fly now you can easily pick them off with your rocket launcher or gauss cannon. In Eternal, they decided to min-max; their bite takes off a surprisingly large chunk of your health and is often paired with an aggressively distant lunge, while their shock-balls can be fired in a multi-shot volley. But it comes with devastating weakness: a single Combat Shotgun Stickybomb or Equipment Cannon Frag Grenade into their mouths causes them to swallow it, instantly staggering them for an easy glory kill. As airborne demons, they also gain a weakness to Ballista attacks, dying in one Arbalest bolt. **'''Pain Elementals''': Meatball Daemons Returning in Doom Eternal, they endlessly summon/chuck the homing suicide bomber Lost Souls at you. While they don't swallow any grenades like their Cacodemon compatriots, they ''do'' share the innate weakness of all airborne demons against the Ballista. Despite this, they are still more of a threat than their vestigial-limbed buddies could ever be, especally because they will usually be flanked by one or two of them. *'''Mancubi''': Big fat bastards equipped with heavy cannons to blast you with fireballs and flamethrowers to keep you at a distance. They're big, slow targets with slow attacks so if you can keep your distance they're not too big a threat. In Eternal, these Heavy demons got faster (and fatter) but you can blast their arm cannons off, stripping them of their flamethrower attack and severely nerfing the damage of their fireballs. After that, sustained Chaingun fire or a few rockets/Super Shotgun blasts will easily take them out. **'''Cyber-Mancubi''': Heavily armoured versions of the Mancubus. They fire globs of acid that linger on terrain for a bit, limiting your movement options, but lack the flamethrower attack. In 2016 you just pour more damage into them to take them out. In Eternal, their armour is destructible and can be stripped instantly with a single Blood Punch, making it easier for you to deal with them. But because their cannons are armoured you can't blast them off like you can with the regular Mancubi. *'''Pinkies''': Ol' faithful is now covered in chitinous natural armour (which is harder than you would think), turning them into living battering rams (in more ways than one). They (still) roar and charge in on you, dealing significant damage upon impact. The armour soaks most damage they take from the front, so circle behind them and [[Meme|attack their weak point for massive damage]]. In Eternal, they gain the Heavy demon classification and a crippling weakness to the Blood Punch, being the only attack that can kill them without deliberately striking their weak point. **'''Spectres''': As the Pinky, but invisible, meaning that lock-on attacks won't register them as targets. A bit harder to deal with because of this, but thankfully a lot less common and lack the armour plating...in 2016 that is, in eternal they have there armor back but are slightly easier to spot. blood punch them to kill them quickly. *'''Summoners''': Only appearing in 2016, Summoners are pared-down versions of the Archvile. They possess lithe bodies that let them easily zip around and set up a summon circle away from your location, allowing them to call in aid. Sustained fire from just about any weapon will take them down. **'''Harvesters''': Unique to 2016's multiplayer, the only demon to be so. Harvesters move around and instead of summoning other demons will shoot balls of plasma and drain life from other players, allowing them to supercharge their regular attacks. *'''Arachnotrons''': Back in Doom Eternal, the Arachnotrons are walking gun platforms that can cling to ceilings to get a better vantage point to shoot at you. Their plasma turrets are mounted on an exposed, scorpion-like tail, which can be destroyed to limited their attacks to the more manageable and telegraphed bomb volley. Their resemblance to the Spider Mastermind from 2016 is intentional: the UAC cloned them using the Spider Mastermind's genetic material. [[Looted|and when the demonic invasion began, the automated facility making them was taken over by the possesed]]...[[Just As Planned|Which was planned]] *'''Carcasses''': Debuting as Heavy demons in Doom Eternal, the Carcass' attacks are not that powerful and they don't have a lot of health. What they do have is the ability to summon energy barriers, blocking your ability to move around freely, home in on them, glory kill other demons and use explosive weapons safely. Your primary target in an encounter because eliminating them makes a fight a lot easier. Thankfully, these barriers share the same explosive vulnerability to plasma fire as the Shield Zombies' Shields. *'''Prowlers''': Originally added in 2016's multiplayer, they were promoted to regular enemies in Eternal. They function the same as Imps but with more health and they can teleport, often right behind you to claw at you. **'''Cursed Prowlers''': A thing that can only be the product of Nurgle's diseased mind, introduced in TAG Part 2. The attacks of these mercifully rare green Prowlers curse players with a necrotic, blood-magic poison that deals damage over time and ''prevents dashing''. The only way to break this curse is to kill the offending Cursed Prowler; easier said than done since, while cursed, the Prowler cannot be locked-on (so no easy Meathook for you) and can only be killed by a blood punch. *'''Whiplashes''': The first all-female demons introduced in Doom Eternal resembling [[lamia]]e, but don't expect any monster girls. They are as nasty as any Heavy demon in Doom, and they use their great speed to slither in and around the battlefield, dodging heavy-hitting weapons before hacking away at your health from a distance with a pair of chained whips. Difficult to hit, but once you start hitting them they'll go down eventually. That, or use a Lock-On Burst from the Rocket Launcher to delete them. **'''Spectre Whiplashes''': Introduced in TAG Part 1. As the Whiplashes, but invisible, meaning that lock-on attacks won't register them as targets. Now you can't cheese them with Lock-On Rockets (unless you Ice Bomb them first) and they don't even have the courtesy of being weaker like the Pinky Spectres. *'''Blood Maykrs''': Definitely not [[Blood Angels]]. The normal Maykr Angel population after getting corrupted by Hell. They shield themselves with a golden aura that negates all damage and attack with energy volleys from their spears. Once they notice that such things would never work, they will lower their shield to perform powerful attacks with Argent energy discs and spears, which drastically slow the player on-hit. A headshot instakills them like their Maykr Drone counterparts, while sustained gunfire on their body works too.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information