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
| Weapon | Min shots | Typical shots | Max shots | Ammo (typical) | Time (typical) | More |
|---|---|---|---|---|---|---|
| Fist | 8 | 14 | 75 | — | 6.3 s | |
| Fist (Berserk) | 1 | 2 | 8 | — | 0.5 s | |
| Chainsaw | 8 | 14 | 75 | — | 1.5 s | |
| Pistol | 10 | 15 | 30 | 15 bullets | 5.6 s | |
| Shotgun | 2 | 3 | 5 | 3 shells | 2.1 s | |
| Super Shotgun | 1 | 1 | 2 | 2 shells | one shot | |
| Chaingun | 10 | 15 | 30 | 15 bullets | 1.6 s | |
| Rocket Launcher | 1 | 1 | 2 | 1 rocket | one shot | |
| Plasma Rifle | 4 | 7 | 30 | 7 cells | 0.5 s | |
| BFG 9000 | 1 | 1 | 2 | 40 cells | one shot |
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 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
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| E1M3 | Toxin Refinery | 1 | 2 | 7 |
| E1M4 | Command Control | 1 | 3 | 11 |
| E1M5 | Phobos Lab | 2 | 4 | 12 |
| E1M6 | Central Processing | 2 | 9 | 20 |
| E1M7 | Computer Station | 1 | 3 | 7 |
| E1M8 | Phobos Anomaly | 8 | 14 | 18 |
| E1M9 | Military Base | 2 | 11 | 15 |
| E2M1 | Deimos Anomaly | 2 | 7 | 11 |
| E2M2 | Containment Area | 7 | 11 | 19 |
| E2M3 | Refinery | 9 | 14 | 17 |
| E2M4 | Deimos Lab | 14 | 16 | 17 |
| E2M5 | Command Center | 10 | 16 | 26 |
| E2M6 | Halls of the Damned | 14 | 29 | 35 |
| E2M7 | Spawning Vats | 18 | 26 | 33 |
| E3M1 | Hell Keep | 1 | 3 | 5 |
| E3M2 | Slough of Despair | 3 | 4 | 8 |
| E3M3 | Pandemonium | 4 | 11 | 14 |
| E3M4 | House of Pain | 9 | 28 | 53 |
| E3M5 | Unholy Cathedral | 14 | 25 | 33 |
| E3M6 | Mt. Erebus | 3 | 5 | 6 |
| E3M7 | Limbo | 6 | 14 | 17 |
| E3M9 | Warrens | 1 | 3 | 5 |
| E4M2 | Perfect Hatred | 2 | 4 | 8 |
| E4M3 | Sever the Wicked | 5 | 6 | 7 |
| E4M4 | Unruly Evil | 1 | 2 | 3 |
| E4M5 | They Will Repent | 7 | 10 | 10 |
| E4M6 | Against Thee Wickedly | 0 | 2 | 2 |
| E4M7 | And Hell Followed | 5 | 5 | 6 |
| E4M8 | Unto the Cruel | 2 | 6 | 7 |
| E4M9 | Fear | 9 | 10 | 11 |
Doom II — 19 maps, 331 on UV
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| MAP02 | Underhalls | 0 | 1 | 2 |
| MAP03 | The Gantlet | 4 | 7 | 8 |
| MAP04 | The Focus | 1 | 1 | 1 |
| MAP05 | The Waste Tunnels | 2 | 1 | 1 |
| MAP06 | The Crusher | 1 | 5 | 7 |
| MAP08 | Tricks and Traps | 14 | 29 | 43 |
| MAP09 | The Pit | 0 | 6 | 9 |
| MAP10 | Refueling Base | 12 | 17 | 31 |
| MAP11 | Circle of Death | 0 | 1 | 1 |
| MAP13 | Downtown | 7 | 11 | 15 |
| MAP16 | Suburbs | 1 | 4 | 4 |
| MAP18 | The Courtyard | 3 | 17 | 43 |
| MAP19 | The Citadel | 17 | 29 | 36 |
| MAP22 | The Catacombs | 1 | 1 | 3 |
| MAP23 | Barrels o' Fun | 7 | 17 | 28 |
| MAP24 | The Chasm | 16 | 37 | 56 |
| MAP27 | Monster Condo | 2 | 15 | 16 |
| MAP28 | The Spirit World | 1 | 4 | 6 |
| MAP31 | Wolfenstein | 5 | 10 | 21 |
TNT: Evilution — 28 maps, 219 on UV
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| MAP01 | System Control | 1 | 1 | 1 |
| MAP02 | Human BBQ | 3 | 8 | 7 |
| MAP03 | Power Control | 1 | 2 | 3 |
| MAP04 | Wormhole | 6 | 21 | 21 |
| MAP05 | Hanger | 2 | 2 | 2 |
| MAP06 | Open Season | 4 | 5 | 6 |
| MAP07 | Prison | 6 | 8 | 7 |
| MAP08 | Metal | 1 | 5 | 6 |
| MAP09 | Stronghold | 1 | 1 | 1 |
| MAP10 | Redemption | 10 | 10 | 12 |
| MAP11 | Storage Facility | 2 | 0 | 0 |
| MAP12 | Crater | 8 | 14 | 8 |
| MAP13 | Nukage Processing | 6 | 9 | 9 |
| MAP14 | Steel Works | 1 | 4 | 2 |
| MAP15 | Dead Zone | 8 | 11 | 10 |
| MAP16 | Deepest Reaches | 7 | 9 | 10 |
| MAP17 | Processing Area | 7 | 7 | 9 |
| MAP18 | Mill | 1 | 1 | 1 |
| MAP19 | Shipping/Respawning | 3 | 7 | 12 |
| MAP20 | Central Processing | 8 | 12 | 13 |
| MAP22 | Habitat | 10 | 10 | 10 |
| MAP25 | Baron's Den | 1 | 2 | 2 |
| MAP26 | Ballistyx | 4 | 6 | 6 |
| MAP27 | Mount Pain | 6 | 7 | 8 |
| MAP28 | Heck | 15 | 18 | 20 |
| MAP29 | River Styx | 10 | 18 | 21 |
| MAP30 | Last Call | 5 | 7 | 9 |
| MAP32 | Caribbean | 0 | 3 | 3 |
The Plutonia Experiment — 18 maps, 139 on UV
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| MAP01 | Congo | 0 | 4 | 0 |
| MAP02 | Well of Souls | 5 | 5 | 5 |
| MAP03 | Aztec | 1 | 1 | 1 |
| MAP05 | Ghost Town | 5 | 5 | 5 |
| MAP06 | Baron's Lair | 8 | 8 | 8 |
| MAP09 | Abattoire | 6 | 6 | 6 |
| MAP10 | Onslaught | 1 | 2 | 3 |
| MAP12 | Speed | 0 | 1 | 1 |
| MAP19 | NME | 5 | 8 | 12 |
| MAP20 | The Death Domain | 2 | 2 | 3 |
| MAP22 | Impossible Mission | 4 | 4 | 1 |
| MAP23 | Tombstone | 7 | 7 | 7 |
| MAP25 | The Temple of Darkness | 0 | 1 | 1 |
| MAP26 | Bunker | 1 | 1 | 1 |
| MAP28 | The Sewers | 11 | 11 | 24 |
| MAP29 | Odyssey of Noises | 23 | 27 | 27 |
| MAP31 | Cyberden | 7 | 11 | 15 |
| MAP32 | Go 2 It | 19 | 19 | 19 |
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
-fastenabled. - 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
-fastenabled. 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.