Super Shotgun
The double-barreled sawed-off shotgun introduced in Doom II, widely abbreviated as the SSG.
The super shotgun (SSG) is the iconic break-open shotgun firing 20 pellets per shot and consuming 2 shotgun shells, it delivers roughly three times the damage of the standard shotgun per discharge at twice the ammunition cost, and approximately 175–245 points of damage when all pellets connect under vanilla RNG. It sits on weapon slot 3 alongside the standard shotgun in Doom II, appears first in MAP02: Underhalls in single-player, and has remained a signature weapon of the Doom franchise across most subsequent entries, including Doom II, Doom 64, Doom 3: Resurrection of Evil, Doom (2016), Doom Eternal, and Doom: The Dark Ages.
Stats
// Engine constants read from the released Doom source (GPL) at one pinned commit — the same dataset as the weapons database. Averages are over Doom’s fixed random table.
- Damage per shot
- 20 × 5–15 = 100–300 (avg 207.0)
- Rate of fire
- 41.2 per minute (51 tics per shot)
- Ammo
- Shells, 2 per shot · max 50 (100 with backpack)
- Type / range
- Hitscan, 2048 map units
- Slot
- 3
- Game
- Doom II only
- Ammo on pickup
- 8 shells with the weapon (16 on I'm Too Young to Die and Nightmare!)
Behaviour: Twenty pellets with a wider horizontal spread than the shotgun and a vertical spread too. With the trigger held, the close animation refires early (A_CloseShotgun2 calls A_ReFire), so the true cycle is 51 tics; doomwiki's 36.8 per minute counts the 6 tics the engine skips.
Source lines: p_pspr.c:716 · p_pspr.c:718 · p_pspr.c:708 · info.c:171 · p_enemy.c:1804
Shots to kill
| Enemy | Health | Min shots | Typical shots | Max shots | Ammo (typical) | Time (typical) |
|---|---|---|---|---|---|---|
| Zombieman | 20 | 1 | 1 | 1 | 2 shells | 0.0 s |
| Shotgun Guy | 30 | 1 | 1 | 1 | 2 shells | 0.0 s |
| Imp | 60 | 1 | 1 | 1 | 2 shells | 0.0 s |
| Demon (Pinky) | 150 | 1 | 1 | 2 | 2 shells | 0.0 s |
| Spectre | 150 | 1 | 1 | 2 | 2 shells | 0.0 s |
| Lost Soul | 100 | 1 | 1 | 1 | 2 shells | 0.0 s |
| Cacodemon | 400 | 2 | 2 | 4 | 4 shells | 1.5 s |
| Baron of Hell | 1000 | 4 | 5 | 10 | 10 shells | 5.8 s |
| Cyberdemon | 4000 | 14 | 20 | 40 | 40 shells | 27.7 s |
| Spider Mastermind | 3000 | 10 | 15 | 30 | 30 shells | 20.4 s |
| Hell Knight | 500 | 2 | 3 | 5 | 6 shells | 2.9 s |
| Revenant | 300 | 1 | 2 | 3 | 4 shells | 1.5 s |
| Mancubus | 600 | 2 | 3 | 6 | 6 shells | 2.9 s |
| Arachnotron | 500 | 2 | 3 | 5 | 6 shells | 2.9 s |
| Pain Elemental | 400 | 2 | 2 | 4 | 4 shells | 1.5 s |
| Arch-Vile | 700 | 3 | 4 | 7 | 8 shells | 4.4 s |
| Chaingunner (Heavy Weapon Dude) | 70 | 1 | 1 | 1 | 2 shells | 0.0 s |
| Wolfenstein SS | 50 | 1 | 1 | 1 | 2 shells | 0.0 s |
| Commander Keen | 100 | 1 | 1 | 1 | 2 shells | 0.0 s |
| Icon of Sin | 250 ‡ | 1 | 2 | 3 | 4 shells | 1.5 s |
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.
‡ Hit points of the exposed brain — the only part of the Icon of Sin that can take damage.
The Super Shotgun is one of those additions that immediately changes the feel of Doom II once it enters your hands. It trades ammunition efficiency for an enormous burst of close-range damage, making the decision to get within point-blank range considerably more tempting. Used well, it turns dangerous encounters into calculated gambles: get close enough to make the shot count, then live with the ammunition cost.
Origins and First Appearance
Unlike the other weapons available at the start of Doom II, the super shotgun does not appear in the original Doom at all. Its debut is in MAP02: Underhalls during a single-player run, though multiplayer games place it in two spots on MAP01: Entryway, meaning competitive players encounter it immediately. The Doom II instruction manual describes it as a “Combat Shotgun”—a name that would later be reused for an entirely different weapon in the modern Doom games—and frames its double-barrel design in suitably blunt terms:
“Combat Shotguns are double-barreled, sawed-off killing sticks. These gats are the ultimate in pellet warfare. Beware, two barrels not only deliver more fire power, but take more time to reload.”
— Doom II instruction manual
The weapon is also commonly abbreviated to SSG in the Doom community, and is occasionally referred to simply as the double-barreled shotgun. Its internal thing type is 82 decimal (52 hex), and its enum designation is MT_SUPERSHOTGUN (78).
Mechanics and Statistics
The super shotgun occupies weapon slot 3, sharing that slot with the standard shotgun in Doom II—pressing the 3 key toggles between the two. Each firing cycle expends 2 shotgun shells and releases 20 pellets, compared to the standard shotgun’s 7 pellets for 1 shell. Each individual pellet deals between 5 and 15 points of damage, yielding a theoretical total of 100–300 damage per shot; under vanilla RNG constraints (where calls to P_Random are not perfectly independent), the practical range lands at 175–245 damage when all pellets connect.
That damage output is roughly three times greater than a single standard shotgun blast, at the cost of only twice the ammunition—a favorable trade-off in most combat situations. The rate of fire sits at approximately 36.8 shots per minute, or one shot roughly every 1.6 seconds. Picked up from the floor, the weapon provides 8 shells (or 16 on the “I’m Too Young To Die” and “Nightmare!” skill levels). Maximum shell capacity without a backpack is 50, doubling to 100 with one.
A notable technical quirk: the reloading sound effects for the super shotgun are the only sounds in the game sampled at 22 kHz (22,050 Hz), while the rest of Doom’s audio uses 11 kHz (11,025 Hz). Ports that don’t account for this, such as Doom95, play them back at the wrong rate, producing a noticeably slow, low-pitched reload sequence.
Tactical Role
The super shotgun excels at mid-to-close range against clustered enemies or individually tough targets. A single well-placed blast reliably kills imps, demons, and spectres, and it can dispatch humanoid enemies in one shot even when they are not perfectly centered in the spread. Against harder targets such as Hell knights, arachnotrons, and mancubi, the SSG demands two or three shots but remains efficient because shotgun shells tend to be more plentiful than rockets. Its wide pellet spread—which, unlike most hitscan attacks in Doom, disperses both horizontally and vertically—makes it impractical at longer ranges, where switching back to the standard shotgun is the wiser choice.
The reload animation is the slowest of any weapon in the game, running approximately 1.6 seconds per cycle and giving struck enemies time to retaliate. Skilled players compensate with circle-strafing, using the reload window to reposition before the next shot. Speedrunners have incorporated the reload timing deliberately, using the dead time to line up multiple enemies within the spread cone for a follow-up blast. The blast-and-dodge rhythm pioneered with the standard shotgun applies even more forcefully here.
According to kill probability tables derived from Doom’s damage model, a single SSG shot will kill a cyberdemon on average after roughly 19–21 shots, and a spiderdemon after 14–16, illustrating that while the SSG can theoretically handle any enemy in the game, the rocket launcher and BFG 9000 remain more efficient choices against the heaviest bosses.
Port and Platform Variations
Different official ports of Doom introduced several small but meaningful changes to the super shotgun’s behavior. In Doom 64, the weapon reloads in approximately 1.53 seconds—faster than the 1.77-second reload of the PC original. The Doom 64 version also omits the break-open reload animation present in the PC release and adds a slight knockback effect when fired. The PlayStation and Sega Saturn ports assign the super shotgun to a separate “4” slot in the ARMS display, expanding the counter to eight entries instead of the standard seven. On the Xbox version derived from Doom 3’s engine, the weapon cycles between the chainsaw and the fist in the weapon rotation rather than sharing a slot with the standard shotgun.
A layering error present in the original Doom II release causes one of the super shotgun’s firing sprites to appear briefly over the reloading animation. Additionally, the weapon’s firing and loading animation frames lack the light reflections present on all other digitized weapon models, suggesting the SSG’s artwork may have been produced separately—possibly drawn rather than photographed from a physical prop.
The Super Shotgun Across the Modern Doom Series
The weapon’s identity evolved substantially across id Software’s later releases. In Doom Eternal, the super shotgun returns with a visual design closely following its Doom (2016) predecessor, but gains a grappling hook launcher called the meathook—an underslung attachment that allows the Doom Slayer to latch onto enemies and pull himself toward them, combining offensive reach with rapid traversal. In the lore, VEGA describes the SSG as a relic of the Slayer’s ancient past, while the Ungmar Codex notes that demons refer to it as the “Diabolical Musket” and “Lucifer’s Bane.” The weapon is obtained in the Cultist Base mission.
In Doom: The Dark Ages, the super shotgun undergoes its most significant mechanical redesign. It is reclassified as a lever-action weapon rather than a break-action, enabling the Doom Slayer to hold and reload it one-handed. The meathook attachment is absent, with its traversal role transferred to the shield saw. The weapon first becomes available in The Holy City of Aratum and is described in the in-game dossier as delivering “devastating close-range damage.” Its one-handed spinning reload animation is noted in the game’s trivia as a likely homage to a similar reload sequence performed by the T-800 in Terminator 2: Judgment Day. Upgrades available in The Dark Ages include Speed Loader (reduced time between shots), Shatter (increased damage to armored enemies), and Eat This! (increased pellet count per shot).
Legacy and Community Standing
Within classic Doom gameplay, the super shotgun functions as the backbone of most players’ combat strategy across the entirety of Doom II and Final Doom. Its introduction changed the pacing of the game considerably compared to the first Doom: where the original game’s shotgun rewards patient, accurate play, the SSG rewards aggressive positioning and close-range engagement. The tension between its devastating per-shot output and its slow reload cycle is considered one of the more elegantly designed risk-reward trade-offs in the original Doom engine’s weapon set.
The weapon’s influence extends into the WAD and source port modding community, where the SSG is frequently the reference point for custom weapon balance discussions. Many community WADs are designed around the assumption that players will have access to an SSG by the second or third map, and the weapon’s two-shell cost factors heavily into ammunition placement decisions in community-made levels.
Frequently asked questions
Where does the super shotgun first appear in Doom II?
In single-player mode, the super shotgun is first found in MAP02: Underhalls. In multiplayer games, it appears in two locations on MAP01: Entryway.
How much damage does the super shotgun do per shot?
Each of the 20 pellets deals 5–15 points of damage individually. Under vanilla RNG conditions, with all pellets hitting, the practical total is 175–245 damage per shot. The theoretical maximum (ignoring RNG constraints) is 300.
Is the super shotgun in the original Doom (1993)?
No. The super shotgun does not appear in the original Doom. It was introduced as the sole new weapon in Doom II: Hell on Earth. If placed into a classic The Ultimate Doom PWAD running on the vanilla executable (doom.exe), the player automatically wields it upon pickup, but because vanilla Doom 1 lacks the code to toggle weapon slot 3, pressing 3 will only bring up the standard shotgun, making it impossible to reselect the SSG once switched away. Modern source ports (like GZDoom, PRBoom+, or Crispy Doom), however, fully support slot toggling across all classic episodes.
What is the meathook in Doom Eternal?
In Doom Eternal, the super shotgun is equipped with an underslung grappling hook launcher called the meathook. Firing it into a demon pulls the Doom Slayer rapidly toward the target, enabling close-range blasts and fast battlefield traversal. Its lore describes it as composed of metals not native to Earth, with carvings in a script linked to Argent D’Nur and Sentinel Prime that, according to VEGA, has yet to be fully translated.
How is the super shotgun different in Doom: The Dark Ages?
In Doom: The Dark Ages, the super shotgun is redesigned as a lever-action weapon rather than the traditional break-action, allowing the Doom Slayer to operate and reload it one-handed. The meathook is absent, with traversal responsibility moved to the shield saw. It is introduced in The Holy City of Aratum.
Why do the super shotgun reload sounds sound different in some Doom ports?
The super shotgun’s reloading sounds are the only sounds in Doom sampled at 22 kHz rather than the standard rate used for other audio. Ports that do not account for this, including Doom95, play the sounds back at the wrong rate, resulting in a noticeably slower and lower-pitched reload sequence.
How does the Doom 64 version differ from the original?
In Doom 64, the super shotgun reloads faster—completing its cycle in approximately 1.53 seconds versus 1.77 seconds in Doom II. It lacks the break-open reload animation of the PC version and adds a slight knockback effect on the player when fired.
What enemies does the super shotgun kill in one shot?
According to damage probability tables, the super shotgun kills the following enemies with a single shot on average (assuming all pellets connect): imps, demons, spectres, zombiemen, shotgun guys, heavy weapon dudes, lost souls, and barrels. Revenants and Romero’s head require two shots on average; cacodemons and pain elementals average just over two shots.