Enemy

Pinky

The demon, nicknamed pinky — a melee-only enemy and franchise staple of the Doom series.

The demon — nicknamed “pinky” by id Software staff and the community after its color, and called “demon sergeant” in the Doom Bible — is a fast, melee-only monster first met in E1M3: Toxin Refinery. Its speed and zig-zag charge make up for the lack of a ranged attack; the spectre is the same monster with a partial-invisibility effect.

The demon has 150 hit points and moves at 175 map units per second. It attacks with a bite (4–40 damage).

Updated

Stats

// Engine constants from the Doom source, verified against doomwiki.org — the same dataset as the enemies database. Pain chance = painchance ÷ 256 (nominal odds).

Health
150
Attack
Bite: 4–40
Speed
175 u/s
Pain chance
70.31%
First appears
E1M3: Toxin Refinery

Tactics: Keep your distance; if trapped in close quarters, use the Chainsaw or sustained Chaingun fire to lock them in pain states.

Shots to kill

WeaponMin shotsTypical shotsMax shotsAmmo (typical)Time (typical)More
Fist81475—6.3 s
Fist (Berserk)128—0.5 s
Chainsaw81475—1.5 s
Pistol10153015 bullets5.6 s
Shotgun2353 shells2.1 s
Super Shotgun1122 shellsone shot
Chaingun10153015 bullets1.6 s
Rocket Launcher1121 rocketone shot
Plasma Rifle47307 cells0.5 s
BFG 900011240 cellsone shot

Every pellet and every hit lands; no infighting. Min = every damage roll at its maximum, Max = every roll at its minimum, Typical = at the average damage of Doom’s fixed random table (the true expected count can differ by a shot). Time = first hit to last at full fire rate, typical shots, projectile travel not included. For the two shotguns Min and Max are formula bounds the fixed table cannot fully reach: a super shotgun blast with every pellet on one monster lands about 170–245, never 100 or 300.

Rocket = direct hit + 103–117 blast (a rocket detonates one step short of its target; the Cyberdemon and Spider Mastermind take no blast). BFG 9000 = ball impact only (100–800); each of its 40 tracers adds 49–87 to whatever it hits, so against a big monster at close range the real count is lower. Fist (Berserk) = ×10. Chaingun and Chainsaw count single bullets and teeth; the chaingun always fires in pairs, so an odd count spends one bullet more.

Where it appears

Placed in 95 of the 132 classic maps (The Ultimate Doom 30, Doom II 19, TNT: Evilution 28, The Plutonia Experiment 18). First: E1M3 Toxin Refinery. Most on Ultra-Violence: MAP24 The Chasm (Doom II) with 56. Across all maps: 499 / 847 / 1132 on skill I–II / III / IV–V.

The Ultimate Doom — 30 maps, 443 on UV
MapNameI–IIIIIIV–V
E1M3Toxin Refinery127
E1M4Command Control1311
E1M5Phobos Lab2412
E1M6Central Processing2920
E1M7Computer Station137
E1M8Phobos Anomaly81418
E1M9Military Base21115
E2M1Deimos Anomaly2711
E2M2Containment Area71119
E2M3Refinery91417
E2M4Deimos Lab141617
E2M5Command Center101626
E2M6Halls of the Damned142935
E2M7Spawning Vats182633
E3M1Hell Keep135
E3M2Slough of Despair348
E3M3Pandemonium41114
E3M4House of Pain92853
E3M5Unholy Cathedral142533
E3M6Mt. Erebus356
E3M7Limbo61417
E3M9Warrens135
E4M2Perfect Hatred248
E4M3Sever the Wicked567
E4M4Unruly Evil123
E4M5They Will Repent71010
E4M6Against Thee Wickedly022
E4M7And Hell Followed556
E4M8Unto the Cruel267
E4M9Fear91011
Doom II — 19 maps, 331 on UV
MapNameI–IIIIIIV–V
MAP02Underhalls012
MAP03The Gantlet478
MAP04The Focus111
MAP05The Waste Tunnels211
MAP06The Crusher157
MAP08Tricks and Traps142943
MAP09The Pit069
MAP10Refueling Base121731
MAP11Circle of Death011
MAP13Downtown71115
MAP16Suburbs144
MAP18The Courtyard31743
MAP19The Citadel172936
MAP22The Catacombs113
MAP23Barrels o' Fun71728
MAP24The Chasm163756
MAP27Monster Condo21516
MAP28The Spirit World146
MAP31Wolfenstein51021
TNT: Evilution — 28 maps, 219 on UV
MapNameI–IIIIIIV–V
MAP01System Control111
MAP02Human BBQ387
MAP03Power Control123
MAP04Wormhole62121
MAP05Hanger222
MAP06Open Season456
MAP07Prison687
MAP08Metal156
MAP09Stronghold111
MAP10Redemption101012
MAP11Storage Facility200
MAP12Crater8148
MAP13Nukage Processing699
MAP14Steel Works142
MAP15Dead Zone81110
MAP16Deepest Reaches7910
MAP17Processing Area779
MAP18Mill111
MAP19Shipping/Respawning3712
MAP20Central Processing81213
MAP22Habitat101010
MAP25Baron's Den122
MAP26Ballistyx466
MAP27Mount Pain678
MAP28Heck151820
MAP29River Styx101821
MAP30Last Call579
MAP32Caribbean033
The Plutonia Experiment — 18 maps, 139 on UV
MapNameI–IIIIIIV–V
MAP01Congo040
MAP02Well of Souls555
MAP03Aztec111
MAP05Ghost Town555
MAP06Baron's Lair888
MAP09Abattoire666
MAP10Onslaught123
MAP12Speed011
MAP19NME5812
MAP20The Death Domain223
MAP22Impossible Mission441
MAP23Tombstone777
MAP25The Temple of Darkness011
MAP26Bunker111
MAP28The Sewers111124
MAP29Odyssey of Noises232727
MAP31Cyberden71115
MAP32Go 2 It191919

Single-player thing counts per skill column as the Doom Wiki lists them for each map (I–II = I’m Too Young to Die / Hey, Not Too Rough; III = Hurt Me Plenty; IV–V = Ultra-Violence / Nightmare!). Multiplayer-only placements are not counted; MAP30’s spawner is not a placement. Level data: doomwiki.org level articles, CC BY-SA 4.0 — the level database has the full report card per map.

The demon is a pink, bulky monster with a large mouth full of razor-sharp teeth, nicknamed pinky after its coloration. Introduced in the original Doom (1993) by id Software, the creature is a close-quarters threat that can quickly close the distance to the player.

Names and nomenclature

The enemy’s naming history is layered. The Doom Bible referred to it as the demon sergeant, a designation reflected in the original game’s MT_SERGEANT source-code identifier and SARG sprite name. The monster was called demon in the classic game, while id Software staff later frequently used the nickname pinky in reference to its coloration, particularly during the development of Doom 3.

The name pinky also became an official designation in later games. Doom RPG and Doom II RPG identify it as a class of monster, while Doom (2016) uses the name in its in-game lore. The Doom 64 manual instead refers to the creature as the bull demon.

Classic Doom design

In the original Doom and Doom II, the demon functions as a melee-only hazard. It has no ranged attack, relying entirely on its bite to deal damage. This makes it no threat at long range, but its high speed lets it close distances very quickly and help corner the player.

In the original Doom, demons are generally encountered alone or in small groups. Doom II frequently places them in larger packs, allowing several to approach the player simultaneously.

Combat characteristics

The classic demon has 150 hit points, moves at 175 map units per second, and deals between 4 and 40 damage with each successful bite. Its attacks require the player to be within melee range.

At normal speed, the demon can outrun every other monster except the charging lost soul, cyberdemon, revenant, and arch-vile. It frequently approaches in a zig-zag pattern, making it harder to hit and allowing it to close the distance quickly.

On Nightmare! difficulty or with the -fast setting, demons move and attack twice as fast. Under these conditions, the demon becomes the fastest monster in the game and the second quickest to attack, behind the cyberdemon. This significantly reduces the time available to react when it approaches.

The demon’s attack also changed in a later update of the original game. Before version 1.5, its bite used a limited-range hitscan attack rather than a true melee attack. As a result, demons could initiate infighting with other demons, and their attacks could miss players affected by partial invisibility. These behaviors were changed when the attack became a true melee attack.

Tactics: how to defeat the pinky

The following strategies apply primarily to the classic demon in Doom and Doom II, with separate considerations for the modern versions.

  • Keep your distance whenever you have room to move. The classic demon has no ranged attack, so it cannot damage the player until it reaches melee range. Open areas allow you to maintain that separation while attacking.
  • Use the shotgun at close range, then retreat while reloading. Two well-aimed, point-blank shotgun blasts can kill a demon. Moving away between shots helps prevent it from closing in and biting during the reload.
  • Use the super shotgun for a one-blast kill at close range. In Doom II, a well-placed super shotgun blast can kill a demon immediately, making it particularly effective against approaching groups.
  • Use the chainsaw against an isolated demon at normal speed. Continuous chainsaw damage can prevent it from attacking, allowing you to kill it without spending ammunition. A narrow corridor can also prevent additional demons from surrounding you, although this technique is not recommended on Nightmare! or with -fast enabled.
  • Use hit-and-run berserk punches to conserve ammunition. A demon generally takes one to three berserk punches to kill. Strike and move away rather than remaining within biting range, since a mistimed punch can expose you to damage.
  • Avoid close-range melee tactics on Nightmare! or with -fast enabled. The demon’s doubled movement and attack speed makes chainsaw and berserk strategies much riskier than at normal speed.
  • Exploit monster infighting when demons are surrounded by other enemies. A demon can retaliate against another monster that attacks it, distracting it from the player. Its melee-only attack means it may struggle to reach an enemy positioned on an inaccessible ledge.
  • Bait the pinky into charging into a wall in Doom (2016). The impact temporarily stuns it, creating an opening to move behind the armored head and attack its vulnerable rear.
  • Use a blood punch or attack the tail in Doom Eternal. A direct blood punch instantly kills a pinky, while attacks against its unarmored tail deal increased damage. Dashing or double-jumping can help avoid its charge.

For more information on selecting the appropriate weapon for different enemies, visit our Doom weapons database.

Doom (2016) reimagining

id Software’s 2016 reboot substantially reimagined the pinky’s threat profile. According to the Doom Wiki, the 2016 incarnation is much tougher than its older game counterparts. It has 1,000 health and 2,000 armor, with thick bony plating protecting the front of its head.

The pinky uses its armored head as a battering ram, charging toward the player before attempting to bite. Although it accelerates quickly, it has difficulty changing direction during a charge. Its flanks have thinner skin, leaving its sides and rear vulnerable to attacks.

The key counter is to evade its charge and maneuver behind it. Baiting the pinky into a wall temporarily stuns it, giving the player an opportunity to attack its exposed rear. Explosive barrels and the Gauss cannon’s Siege Mode can also remove its frontal armor, allowing subsequent attacks to damage it from the front.

The game’s lore identifies the pinky as a demonic animal that was unnamed by the inhabitants of Hell. The UAC assigned its name based on its predominantly pink coloration. According to UAC research, the creature has limited vision and relies primarily on its sense of smell.

The spectre variant

The spectre deserves mention in any discussion of the demon because the two are mechanically identical — same health pool, same melee attack, same movement speed. The spectre’s distinguishing feature is its fuzz/partial-invisibility render effect, which obscures its outline in the original software renderer and can make it harder to see against the environment.

Explore more related monsters in our Doom enemies database, which includes the spectre and other creatures encountered throughout the series.

Appearances across the franchise

The demon, or pinky, has appeared in multiple Doom games, including the original Doom, Doom II, Doom 64, Doom 3, Doom (2016), and Doom Eternal. It also appears in the Doom RPG games, where pinky is the name of a monster class.

In Doom 64, the demon has black horns, smaller red eyes, and more pronounced teeth and claws. It also has a slightly greater melee range than its classic PC counterpart.

In Doom Eternal, the pinky retains the heavily armored frontal design introduced in Doom (2016). However, sustained attacks can eventually penetrate its frontal defenses, while a direct blood punch can kill it instantly. Its unarmored tail remains a particularly vulnerable target.

Frequently asked questions

Why is the demon called "pinky"?

The nickname pinky refers to the monster’s pink coloration. Although the classic PC games use the name demon, id Software staff have frequently called it pinky, particularly during the development of Doom 3. The name later became official in games such as Doom RPG and Doom (2016).

Could demons attack each other in older versions of Doom?

Yes. Before Doom version 1.5, the demon’s bite was implemented as a limited-range hitscan attack, allowing demons to initiate infighting with one another. The attack was subsequently changed to a true melee attack.

Can the pinky's frontal armor be destroyed in Doom (2016)?

Yes. Detonating an explosive barrel near the pinky or striking its head with the Gauss cannon’s Siege Mode can remove its frontal armor. This exposes its head to further damage from the front.

How does partial invisibility affect the demon's bite?

In versions of Doom before 1.5, a player using the partial-invisibility powerup could cause the demon’s limited-range hitscan bite to miss. This behavior no longer applies once the attack is implemented as a true melee attack.

What is the fastest way to kill a pinky in Doom Eternal?

A direct blood punch kills the pinky instantly, even from the front. Alternatively, players can exploit its vulnerable tail, stun it by making it charge into a wall, or use an ice bomb to stop it from turning.

Sources