Mancubus
A large, cannon-armed demon from Doom II, firing spreading volleys of incendiary projectiles.
The mancubus (plural: mancubi) is a large and formidable monster in the classic Doom series. First introduced in Doom II: Hell on Earth, its arm-mounted cannons fire spreading volleys of fireballs, and its high health makes it a substantial ranged threat. It is first encountered in MAP07: Dead Simple, where a group of mancubi forms the main enemy encounter.
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
- 600
- Attack
- Fireballs: 8–64 each
- Speed
- 70 u/s
- Pain chance
- 31.25%
- First appears
- MAP07: Dead Simple
Tactics: Slow but dangerous at range. Strafe between its paired fireballs and attack from a distance rather than getting cornered by its wide projectile spread.
Shots to kill
| Weapon | Min shots | Typical shots | Max shots | Ammo (typical) | Time (typical) | More |
|---|---|---|---|---|---|---|
| Fist | 30 | 56 | 300 | — | 26.7 s | |
| Fist (Berserk) | 3 | 6 | 30 | — | 2.4 s | |
| Chainsaw | 30 | 56 | 300 | — | 6.3 s | |
| Pistol | 40 | 58 | 120 | 58 bullets | 22.8 s | |
| Shotgun | 6 | 9 | 18 | 9 shells | 8.5 s | |
| Super Shotgun | 2 | 3 | 6 | 6 shells | 2.9 s | |
| Chaingun | 40 | 58 | 120 | 58 bullets | 6.5 s | |
| Rocket Launcher | 3 | 4 | 5 | 4 rockets | 1.7 s | |
| Plasma Rifle | 15 | 27 | 120 | 27 cells | 2.2 s | |
| BFG 9000 | 1 | 2 | 6 | 80 cells | 1.1 s |
Scroll sideways for more columns →
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 67 of the 132 classic maps (Doom II 13, TNT: Evilution 24, The Plutonia Experiment 30). First: MAP07 Dead Simple (Doom II). Most on Ultra-Violence: MAP32 Go 2 It (Plutonia) with 28. Across all maps: 128 / 202 / 290 on skill I–II / III / IV–V.
Doom II — 13 maps, 66 on UV
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| MAP07 | Dead Simple | 2 | 4 | 7 |
| MAP09 | The Pit | 0 | 1 | 5 |
| MAP12 | The Factory | 2 | 5 | 9 |
| MAP13 | Downtown | 0 | 1 | 1 |
| MAP16 | Suburbs | 0 | 7 | 15 |
| MAP18 | The Courtyard | 1 | 1 | 1 |
| MAP21 | Nirvana | 0 | 1 | 3 |
| MAP23 | Barrels o' Fun | 1 | 1 | 1 |
| MAP24 | The Chasm | 1 | 2 | 2 |
| MAP26 | The Abandoned Mines | 1 | 2 | 3 |
| MAP27 | Monster Condo | 4 | 8 | 13 |
| MAP28 | The Spirit World | 0 | 1 | 2 |
| MAP29 | The Living End | 3 | 2 | 4 |
TNT: Evilution — 24 maps, 84 on UV
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| MAP03 | Power Control | 1 | 3 | 3 |
| MAP04 | Wormhole | 0 | 0 | 3 |
| MAP06 | Open Season | 0 | 0 | 1 |
| MAP07 | Prison | 0 | 0 | 1 |
| MAP10 | Redemption | 3 | 3 | 3 |
| MAP11 | Storage Facility | 0 | 0 | 2 |
| MAP12 | Crater | 0 | 1 | 3 |
| MAP13 | Nukage Processing | 1 | 2 | 3 |
| MAP15 | Dead Zone | 0 | 1 | 1 |
| MAP16 | Deepest Reaches | 1 | 4 | 4 |
| MAP17 | Processing Area | 0 | 0 | 1 |
| MAP18 | Mill | 1 | 1 | 1 |
| MAP19 | Shipping/Respawning | 0 | 1 | 4 |
| MAP20 | Central Processing | 1 | 2 | 3 |
| MAP21 | Administration Center | 2 | 4 | 5 |
| MAP22 | Habitat | 4 | 4 | 4 |
| MAP25 | Baron's Den | 0 | 3 | 3 |
| MAP26 | Ballistyx | 0 | 1 | 3 |
| MAP27 | Mount Pain | 1 | 3 | 3 |
| MAP28 | Heck | 0 | 0 | 3 |
| MAP29 | River Styx | 0 | 3 | 5 |
| MAP30 | Last Call | 0 | 2 | 2 |
| MAP31 | Pharaoh | 2 | 7 | 8 |
| MAP32 | Caribbean | 4 | 8 | 15 |
The Plutonia Experiment — 30 maps, 140 on UV
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| MAP01 | Congo | 2 | 3 | 4 |
| MAP03 | Aztec | 3 | 3 | 3 |
| MAP04 | Caged | 1 | 2 | 3 |
| MAP05 | Ghost Town | 1 | 1 | 1 |
| MAP06 | Baron's Lair | 1 | 2 | 2 |
| MAP07 | Caughtyard | 3 | 4 | 5 |
| MAP08 | Realm | 2 | 3 | 4 |
| MAP09 | Abattoire | 1 | 2 | 8 |
| MAP10 | Onslaught | 2 | 2 | 3 |
| MAP12 | Speed | 0 | 1 | 2 |
| MAP13 | The Crypt | 0 | 0 | 5 |
| MAP14 | Genesis | 0 | 1 | 1 |
| MAP15 | The Twilight | 6 | 6 | 6 |
| MAP16 | The Omen | 0 | 0 | 4 |
| MAP17 | Compound | 0 | 1 | 1 |
| MAP18 | Neurosphere | 0 | 0 | 1 |
| MAP19 | NME | 1 | 1 | 1 |
| MAP20 | The Death Domain | 2 | 2 | 2 |
| MAP21 | Slayer | 3 | 3 | 3 |
| MAP22 | Impossible Mission | 5 | 5 | 5 |
| MAP23 | Tombstone | 1 | 1 | 1 |
| MAP24 | The Final Frontier | 1 | 1 | 2 |
| MAP25 | The Temple of Darkness | 2 | 3 | 4 |
| MAP26 | Bunker | 2 | 2 | 2 |
| MAP27 | Anti-Christ | 1 | 2 | 4 |
| MAP28 | The Sewers | 12 | 21 | 21 |
| MAP29 | Odyssey of Noises | 7 | 7 | 7 |
| MAP30 | The Gateway of Hell | 4 | 4 | 4 |
| MAP31 | Cyberden | 1 | 2 | 3 |
| MAP32 | Go 2 It | 28 | 28 | 28 |
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.
Among the grotesque parade of monsters that populate the hellscapes of Doom II: Hell on Earth, the mancubus stands out for its unusually large size and distinctive arm-mounted cannons. Introduced in Doom II and appearing throughout the classic Doom series and its successors, the mancubus is a hulking, obese creature that shambles forward on thick, stumpy legs not unlike an elephant’s, with a ranged attack that can cover a broad area with multiple fireballs. It is a slow-moving monster, but its deliberate pace is paired with a six-fireball attack that can punish players who fail to anticipate the spread.
Appearance and design
The mancubus is defined visually by its enormous girth. Its torso is bloated and grotesque, supported by those characteristic stubby legs that give it a lumbering, almost comical waddle — though players who underestimate the creature quickly learn the cost of that assumption. Its arms are fitted with large, cannon-like weapons, the source of its signature incendiary attacks. The design communicates exactly what the creature is built to do: stand its ground and pump out sustained fire, trading mobility for raw offensive output.
The creature glares at opponents with a malevolent intensity, and its overall silhouette is among the most recognizable in the entire Doom bestiary. The physical model used as the basis for the mancubus sprite was built by Gregor Punchatz; Punchatz has said the design was inspired by a behind-the-scenes photograph from the film The Day Time Ended.
Combat behavior and attacks
The mancubus attacks by launching fireballs from its twin arm cannons. Each attack consists of three volleys of two fireballs, for six fireballs in total. The first two volleys each send one fireball straight toward the target and one diagonally to the side; the final volley sends one fireball to each side. These projectiles travel at 20 map units per tic, or 700 map units per second, making them faster than the fireballs of imps, cacodemons, and revenants; only the arachnotron’s plasma projectile is faster among these classic Doom attacks. The mancubus pauses briefly before attacking and gives a distinctive attack sound, providing a warning before the first volley. Once an attack has begun, it completes all three volleys even if the target moves out of the mancubus’s line of sight, allowing the projectiles to continue into other monsters and potentially cause infighting.
The monster is not fast on its feet, and it cannot sprint to close distance with the player. Its threat is almost entirely ranged. This makes it a dangerous encounter when the player is pinned down or occupied with other enemies — the mancubus is a classic example of id Software’s enemy design philosophy of using monsters in combination to create compound threats. A mancubus lobbing fireballs from across a room while the player deals with imps or revenants at close range is a recipe for rapid health loss.
The mancubus does not have a melee attack in the traditional sense. Its entire offensive kit is built around those incendiary projectiles, so the player should not rely on standing directly against it as a way of neutralizing its attack.
Durability and threat level
The mancubus is a durable enemy, requiring sustained fire to bring down. Its bulk is not merely cosmetic — the creature can absorb significant punishment before falling. This durability, combined with its dangerous ranged attack, positions it as a mid-to-high-tier threat that demands respect even in the mid-game when the player has access to powerful weapons. A rocket launcher or plasma rifle is the preferred tool for efficient mancubus disposal; trying to whittle one down with a pistol or even a shotgun is a slow, risky proposition.
In the original Doom II data, the mancubus has 600 hit points. Each fireball deals 8–64 damage, so all six fireballs in a complete attack can deal 48–384 damage if every projectile hits. When multiple mancubi appear together — most notably in encounters such as MAP07: Dead Simple — the overlapping fire patterns create dense fields of projectiles that test even experienced players. Map designers have long recognized the mancubus as a reliable tool for creating intense set-piece encounters precisely because of how its attack pattern scales with numbers.
Role in Doom II and the wider series
The mancubus made its debut in Doom II: Hell on Earth (1994), first appearing in MAP07: Dead Simple, which introduced a substantial roster of new monsters not present in the original Doom. It joined contemporaries like the arachnotron, the revenant, and the arch-vile in defining the harder, more demanding combat scenarios that Doom II became known for. Each of these new monsters brought a distinct mechanical challenge; the mancubus contributed a multi-projectile ranged attack that encouraged constant lateral movement and careful arena management.
The creature has appeared in Doom 64, Doom 3, Doom (2016), and Doom Eternal, with its appearance and mechanics reinterpreted across the series. In Doom (2016) and Doom Eternal, the mancubus received modern redesigns — retaining the core identity of a massive, cannon-armed demon — while its combat role evolved alongside the faster, more acrobatic gameplay of those entries. The Cyber-Mancubus was introduced as a new monster in Doom (2016) and returned in Doom Eternal.
Canonical details
In the internal data of the classic Doom engine, the mancubus is assigned Thing type 67. Its monster type is MT_FATSO, while its fireball projectile is MT_FATSHOT; the projectile travels at 20 map units per tic and deals 8–64 damage per fireball. The creature’s alert sound is a gurgling or snorting sound that rises to a short roar, while its active sound uses the same sound as the zombieman. Its death is accompanied by a low gurgling exhale.
The name “mancubus” was coined by Sandy Petersen as a combination of the English “man” and “-cubus” from “incubus”. The plural is mancubi.
Development history and variants
Early development builds used the baron of hell/hell knight projectile for the mancubus attack. The final fireball graphic was constructed from the lost soul sprite, and the maximum damage of an individual fireball was reduced from 80 to 64. Two unused mancubus death animations were also found in the Doom + Doom II development archive.
The mancubus’s face was reused for the face on the megasphere sprite. John Romero described the attack vocal as “Menablanablah!!!”, while Bobby Prince identified the underlying sound as a slowed-down pig squeal.
The Doom 64 version first appears in MAP09: Even Simpler. It is 60 units wide and 108 units tall, retains Thing type 67, and is taller than the Doom II version, with horns, a metal harness, and smaller fireballs.
The Doom II manual describes the mancubus as follows:
“The only good thing about fatso is that he’s a nice wide target. Good thing, because it takes a lot of hits to puncture him. He pumps out fireballs like there was no tomorrow.”
Tactics: how to defeat the mancubus
- Move laterally as the mancubus begins its attack rather than waiting for the first fireball to arrive. The attack has a brief wind-up and a distinctive sound before the first volley, giving you time to start moving before the six-fireball sequence is released.
- Keep enough distance to give yourself room to move between the spread-out fireballs. The projectile is relatively fast, so distance instead gives you more space to read the fixed spread and move through its gaps.
- Use solid walls or pillars to break line of sight before the attack begins when the arena provides them. Once the mancubus has started its sequence, it continues firing all three volleys even after losing sight of its target, so breaking line of sight early is more useful than waiting until the sequence is already underway.
- Use the rocket launcher or plasma rifle when those weapons and their ammunition are available. Both can deal substantial damage to a 600-health mancubus without requiring you to remain exposed for a prolonged period; rockets should be used with enough space to avoid their splash damage.
- Do not move directly into the mancubus simply to get underneath its attack. The creature has no melee attack, but its fireballs can still hit a player at close range, and the fixed spread provides no general advantage to deliberately hugging it.
- When other monsters are nearby, use the mancubus’s attack sequence to create opportunities for infighting. Because it completes all three volleys after beginning the attack, moving another monster into the projectile paths can cause the fireballs to hit that monster and turn the mancubus against it. Just note that this infighting technique only works on other monsters because the engine stops the mancubus’ projectiles from hurting its own kind.
Frequently asked questions
What can a mancubus's fireballs hit after it loses sight of the player?
The mancubus can hit other monsters with fireballs after it has lost sight of the player because it completes its three-volleys attack sequence once it has started. This can be deliberately exploited to trigger infighting by moving another monster into the path of the remaining projectiles. However, this would only work on other monsters because the engine stops the mancubus’ projectiles from hurting its own kind.
What game did the mancubus first appear in?
The mancubus was introduced in Doom II: Hell on Earth, with its first appearance in MAP07: Dead Simple.
How many fireballs does a mancubus fire at once?
A complete mancubus attack releases six fireballs in three pairs. The first two pairs combine a straight shot with an offset shot, while the final pair spreads to the left and right.
What is the best strategy for fighting a mancubus?
Start moving when the mancubus gives its attack warning, keep enough distance to maneuver around the fixed spread, and use solid cover when available. The rocket launcher and plasma rifle are effective choices for bringing it down quickly.
Does the mancubus have a melee attack?
No — the mancubus’s entire offensive kit consists of its ranged fireball attack. However, standing extremely close to it is not a reliable way to avoid the fireballs; keeping some distance generally gives the player more room to maneuver around the attack.