Weapon

Rocket Launcher

The explosive slot-5 weapon in classic Doom, firing splash-damage rockets effective at any range.

The rocket launcher is a weapon appearing in Doom, Doom II, Final Doom, and Doom 64, occupying weapon slot 5. It fires rockets that travel in a straight line and explode when they hit an object or actor, subject to the engine’s sky-ceiling exception. Each rocket combines a direct-hit damage roll with blast damage that can affect nearby targets. Its long-range projectile and area damage make it useful against groups and distant enemies, although explosions can also injure the player.

The rocket launcher does 20–160 damage per shot (89.5 on average) plus 103–117 blast on a direct hit, and fires 105 times a minute.

Updated

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
20–160 (avg 89.5) + 103–117 blast on a direct hit
Rate of fire
105.0 per minute (20 tics per shot)
Ammo
Rockets, 1 per shot · max 50 (100 with backpack)
Type / range
Projectile, 20 map units per tic (700 per second)
Slot
5
Ammo on pickup
2 rockets with the weapon (4 on I'm Too Young to Die and Nightmare!)

Behaviour: The explosion adds 128 minus the distance from the blast to the target's edge. A rocket detonates one movement step short of what it hits, so a direct hit adds 103–117, never the full 128. The Cyberdemon and the Spider Mastermind take no blast damage at all.

Source lines: p_map.c:323 · info.c:1986 · info.c:1982 · p_enemy.c:1600 · p_map.c:1194 · p_mobj.c:186 · p_map.c:88 · p_map.c:1175 · info.c:196

Shots to kill

EnemyHealthMin shotsTypical shotsMax shotsAmmo (typical)Time (typical)More
Zombieman201111 rocketone shot
Shotgun Guy301111 rocketone shot
Imp601111 rocketone shot
Demon (Pinky)1501121 rocketone shot
Spectre1501121 rocketone shot
Lost Soul1001111 rocketone shot
Cacodemon4002343 rockets1.1 s
Baron of Hell10004696 rockets2.9 s
Cyberdemon4000254520045 rockets25.1 s
Spider Mastermind3000193415034 rockets18.9 s
Hell Knight5002353 rockets1.1 s
Revenant3002232 rockets0.6 s
Mancubus6003454 rockets1.7 s
Arachnotron5002353 rockets1.1 s
Pain Elemental4002343 rockets1.1 s
Arch-Vile7003464 rockets1.7 s
Chaingunner (Heavy Weapon Dude)701111 rocketone shot
Wolfenstein SS501111 rocketone shot
Commander Keen1001111 rocketone shot
Icon of Sin250 ‡2333 rockets1.1 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.

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.

‡ Hit points of the exposed brain — the only part of the Icon of Sin that can take damage. § In its intended MAP30 placement the brain sits in a pit that only the rocket launcher’s blast reaches, so the rocket row counts blast alone (128 at most, with the explosion touching the head; 2 rockets at that maximum, usually 3) and every other weapon shows —: reaching the brain with them takes an exploit or a freelook port (Doom Wiki: Romero’s head).

Where to find it

Lying on the floor in 114 of the 132 classic maps (The Ultimate Doom 29, Doom II 28, TNT: Evilution 28, The Plutonia Experiment 29). First: E1M3 Toxin Refinery. E4M7 And Hell Followed places 3 of them.

The Ultimate Doom — 29 maps
MapNameI–IIIIIIV–V
E1M3Toxin Refinery111
E1M4Command Control111
E1M5Phobos Lab111
E1M6Central Processing111
E1M7Computer Station111
E1M9Military Base111
E2M2Containment Area111
E2M6Halls of the Damned111
E2M7Spawning Vats111
E2M8Tower of Babel111
E2M9Fortress of Mystery111
E3M1Hell Keep111
E3M2Slough of Despair111
E3M3Pandemonium111
E3M4House of Pain111
E3M5Unholy Cathedral111
E3M6Mt. Erebus111
E3M7Limbo111
E3M8Dis111
E3M9Warrens221
E4M1Hell Beneath111
E4M2Perfect Hatred111
E4M3Sever the Wicked111
E4M4Unruly Evil111
E4M5They Will Repent111
E4M6Against Thee Wickedly111
E4M7And Hell Followed223
E4M8Unto the Cruel222
E4M9Fear112
Doom II — 28 maps
MapNameI–IIIIIIV–V
MAP01Entryway111
MAP03The Gantlet111
MAP05The Waste Tunnels111
MAP06The Crusher111
MAP07Dead Simple111
MAP08Tricks and Traps111
MAP09The Pit111
MAP10Refueling Base111
MAP11Circle of Death111
MAP13Downtown111
MAP14The Inmost Dens111
MAP15Industrial Zone111
MAP16Suburbs111
MAP17Tenements111
MAP18The Courtyard111
MAP19The Citadel111
MAP20Gotcha!111
MAP21Nirvana111
MAP22The Catacombs111
MAP23Barrels o' Fun111
MAP24The Chasm111
MAP25Bloodfalls011
MAP26The Abandoned Mines111
MAP27Monster Condo111
MAP28The Spirit World111
MAP30Icon of Sin111
MAP31Wolfenstein111
MAP32Grosse111
TNT: Evilution — 28 maps
MapNameI–IIIIIIV–V
MAP03Power Control111
MAP04Wormhole111
MAP05Hanger111
MAP06Open Season111
MAP08Metal111
MAP09Stronghold111
MAP11Storage Facility111
MAP12Crater111
MAP13Nukage Processing111
MAP14Steel Works111
MAP15Dead Zone111
MAP16Deepest Reaches111
MAP17Processing Area011
MAP18Mill111
MAP19Shipping/Respawning111
MAP20Central Processing111
MAP21Administration Center111
MAP22Habitat222
MAP23Lunar Mining Project111
MAP24Quarry222
MAP25Baron's Den111
MAP26Ballistyx111
MAP27Mount Pain111
MAP28Heck111
MAP29River Styx111
MAP30Last Call222
MAP31Pharaoh111
MAP32Caribbean222
The Plutonia Experiment — 29 maps
MapNameI–IIIIIIV–V
MAP01Congo111
MAP03Aztec111
MAP04Caged111
MAP05Ghost Town111
MAP06Baron's Lair111
MAP07Caughtyard111
MAP08Realm111
MAP09Abattoire111
MAP10Onslaught111
MAP12Speed111
MAP13The Crypt011
MAP14Genesis111
MAP15The Twilight111
MAP16The Omen111
MAP17Compound111
MAP19NME111
MAP20The Death Domain222
MAP21Slayer111
MAP22Impossible Mission222
MAP23Tombstone111
MAP24The Final Frontier111
MAP25The Temple of Darkness111
MAP26Bunker111
MAP27Anti-Christ111
MAP28The Sewers111
MAP29Odyssey of Noises111
MAP30The Gateway of Hell222
MAP31Cyberden111
MAP32Go 2 It111

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; weapons dropped by monsters are not placements. Level data: doomwiki.org level articles, CC BY-SA 4.0 — the level database has the full report card per map.

The classic rocket launcher uses a projectile rather than a hitscan attack, so the rocket takes time to reach its target. Its explosion can damage several enemies at once, but the same blast rules apply to the player and can make close-range use dangerous. The weapon’s behavior also differs between the original games and later Doom releases.

First appearance and placement

The rocket launcher makes its earliest appearance in a secret area of E1M3: Toxin Refinery, and continues to appear in secret areas across the next three levels of Knee-Deep in the Dead. It is not placed in a non-secret area until E1M7: Computer Station. In Doom II, it is available from MAP01: Entryway.

Combat characteristics

Each rocket inflicts between 20 and 160 points of direct-hit damage, determined in round multiples of 20 via Doom’s pseudorandom number generator. The explosion has a maximum blast radius of 128 map units, but that figure describes its reach, not a fixed amount of damage. Blast damage is calculated as 128 minus the distance from the explosion to the target’s edge. The engine uses whichever is greater of the horizontal x- and y-offsets, subtracts the target’s radius, and checks line of sight; it does not include vertical distance.

A direct hit also causes blast damage, but it does not normally deliver the full 128-point maximum: the rocket’s explosion occurs at its last position before the blocked movement step, leaving a gap between the explosion center and the target. A direct hit therefore adds approximately 103–117 points of blast damage to the 20–160-point direct-hit roll, for a combined total of approximately 123–277 points. Cyberdemons and spider masterminds are immune to blast damage, so rockets damage them through the direct-hit component only.

The rocket launcher’s damage per shot is comparable to that of the super shotgun, but its faster firing rate of 105 shots per minute, compared with the super shotgun’s 41.2 shots per minute, gives it a higher potential damage output over time.

Ammo and inventory

When the rocket launcher is picked up from the floor as a weapon item, it comes loaded with 2 rockets, or 4 rockets on the I’m Too Young To Die and Nightmare! skill levels. The player can carry a maximum of 50 rockets, expandable to 100 with a backpack. Rockets are individually pickable items (thing type 2010) and also come in box form. The 50-rocket limit means that ammunition management matters, particularly when using rockets against enemies that can be defeated with less costly weapons.

The safety catch

The rocket launcher incorporates a behavior informally known as the safety catch, shared with the BFG 9000. If the player switches to the rocket launcher while the fire button is already held down, the weapon will not fire immediately — it only fires once the fire key is released and pressed again. The behavior is documented as a weapon-switching quirk; its original design intention is not established by the available evidence.

Rocket jumping

The rocket launcher is central to one of Doom’s most enduring mechanics: rocket jumping. In the original Doom engine, the player cannot aim the weapon down at the floor, and an explosion does not provide vertical lift. Instead, the blast adds horizontal momentum, allowing the player to travel farther than normal movement permits. It does not let the player rise beyond the engine’s 24-unit step height. Vertical rocket jumps are possible in source ports that support vertical aiming and vertical explosion thrust, allowing the player to use rocket explosions to gain height. According to John Romero, Tom Hall originated the technique during development when he tried to reach the secret exit area in E3M6: Mt. Erebus.

A related engine quirk is that a rocket passes through the player who fired it. This does not make the player immune to the explosion: the blast can still cause self-damage if it detonates nearby.

Tactical considerations

The rocket launcher’s splash damage makes it effective against tightly packed groups of monsters, capable of damaging multiple targets with a single shot. This is offset by a significant risk: firing in enclosed spaces or at close range poses a serious self-damage hazard. Even a player at 200% health and maximum armor can be killed by a series of accidental close-range detonations.

The weapon’s vertical auto-aim can adjust a rocket’s trajectory to target an enemy above or below the player’s horizontal line of aim. However, classic Doom’s blast calculation ignores vertical distance, so an explosion can damage targets directly above or below it if they are within the horizontal blast area and have line of sight.

Using the rocket launcher around lost souls or pain elementals is hazardous: lost souls charge straight at you, and pain elementals keep spawning them close by, so the explosions often go off near the player. Against tougher, isolated targets such as barons of hell or mancubi, rockets can deliver substantial direct-hit and blast damage; cyberdemons and spider masterminds are exceptions because they are immune to blast damage.

Doom 64 variant

The Doom 64 version of the rocket launcher shares most of its properties with the original but differs in several measurable ways. Its rocket projectile travels at 30 map units per tic (900 map units per second), compared with the original’s 20 map units per tic (700 map units per second). The Doom 64 launcher also delivers knockback to the player when fired, a behavior not present in the original version. Its rate of fire is slightly lower at 100.0 shots per minute. The weapon’s sprite is visually distinct from the original’s MISG frames, using the ROCK sprite set instead. Its earliest appearance is on MAP32: Hectic, the game’s first secret level, which is reached through a hidden procedure on MAP01: Staging Area.

In the modern games

The rocket launcher has different implementations in later Doom games. In Doom 3, it uses a five-rocket magazine and is first found in Recycling Sector 1.

In Doom (2016), the launcher adds a Remote Detonation modification, which lets the player detonate rockets while they are in flight. Its standard rocket deals 130 points of direct damage, while its splash damage can reach 350 points within a 320-unit radius.

In Doom Eternal, the weapon is also called the Paingiver. Compared with the Doom (2016) launcher, it fires more slowly and its rockets fly slower, but they do more damage and have a larger blast radius. It is first obtained in the Cultist Base.

For more information on Doom’s arsenal and the monsters you’ll encounter, explore our Doom weapons and Doom enemies databases.

Frequently asked questions

What is the rocket launcher's 'safety catch'?

The rocket launcher shares a behavior with the BFG 9000 known informally as the safety catch. If the player switches to the rocket launcher while the fire button is already held down, it will not fire immediately — the fire key must be released and pressed again before the weapon discharges.

Who invented rocket jumping in Doom?

According to John Romero, Tom Hall originated rocket jumping in Doom during development, when he tried to reach the secret exit area in E3M6: Mt. Erebus. The technique is still used in some speedruns and to reach a few secrets.

Can a rocket hit the player who fired it?

A rocket passes through the player who launched it, so its projectile does not directly collide with its owner. However, the rocket’s explosion can still damage the player, making close-range firing dangerous.

Why do some rockets disappear when fired at the sky?

In the original Doom engine, a missile that crosses a sky-textured ceiling boundary is removed instead of exploding. This prevents the rocket from detonating against the sky; it is a special-case behavior rather than the normal impact response.

How does vanilla Doom handle vertical splash damage for rockets?

In vanilla Doom, the splash damage from a rocket explosion does not account for the vertical axis. This means a rocket detonating on a floor or ceiling can damage enemies or objects located at considerably different heights from the point of impact. Some source ports change this behavior by default, making vertical position relevant to blast calculations.

Sources