Weapon

Plasma Rifle

Doom's rapid-fire energy weapon, which fires blue-white plasma bursts and shares energy cells with the BFG9000.

The plasma rifle is also known as the plasma gun. The Doom Wiki and the pickup message use “plasma gun,” while the instruction manual, in-game help screen, and source-code comments use “plasma rifle.” It is a segmented-barrel, futuristic weapon that unleashes rapid bursts of blue-and-white plasma energy. It sits first in the engine’s automatic weapon-switch order.

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
5–40 (avg 22.4)
Rate of fire
700.0 per minute (3 tics per shot)
Ammo
Cells, 1 per shot · max 300 (600 with backpack)
Type / range
Projectile, 25 map units per tic (875 per second)
Slot
6
Ammo on pickup
40 cells with the weapon (80 on I'm Too Young to Die and Nightmare!)

Behaviour: One burst every 3 tics while held; releasing the trigger costs a 20-tic cooldown, so the next burst comes no sooner than 23 tics after the last. doomwiki calls it the plasma gun; the source's own comments say plasma rifle.

Source lines: p_map.c:323 · info.c:2012 · info.c:2008 · info.c:213 · p_pspr.c:588

Shots to kill

EnemyHealthMin shotsTypical shotsMax shotsAmmo (typical)Time (typical)More
Zombieman201141 cellone shot
Shotgun Guy301262 cells0.1 s
Imp6023123 cells0.2 s
Demon (Pinky)15047307 cells0.5 s
Spectre15047307 cells0.5 s
Lost Soul10035205 cells0.3 s
Cacodemon40010188018 cells1.5 s
Baron of Hell1000254520045 cells3.8 s
Cyberdemon4000100179800179 cells15.3 s
Spider Mastermind300075135600135 cells11.5 s
Hell Knight500132310023 cells1.9 s
Revenant3008146014 cells1.1 s
Mancubus600152712027 cells2.2 s
Arachnotron500132310023 cells1.9 s
Pain Elemental40010188018 cells1.5 s
Arch-Vile700183214032 cells2.7 s
Chaingunner (Heavy Weapon Dude)7024144 cells0.3 s
Wolfenstein SS5023103 cells0.2 s
Commander Keen10035205 cells0.3 s
Icon of Sin §250 ‡—————

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. § 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 88 of the 132 classic maps (The Ultimate Doom 21, Doom II 23, TNT: Evilution 20, The Plutonia Experiment 24). First: E2M1 Deimos Anomaly. MAP28 The Sewers (Plutonia) places 7 of them.

The Ultimate Doom — 21 maps
MapNameI–IIIIIIV–V
E2M1Deimos Anomaly111
E2M2Containment Area111
E2M3Refinery111
E2M4Deimos Lab111
E2M5Command Center111
E2M6Halls of the Damned111
E2M7Spawning Vats111
E2M9Fortress of Mystery111
E3M2Slough of Despair111
E3M5Unholy Cathedral111
E3M6Mt. Erebus111
E3M7Limbo111
E3M8Dis111
E3M9Warrens111
E4M2Perfect Hatred111
E4M3Sever the Wicked111
E4M5They Will Repent111
E4M6Against Thee Wickedly111
E4M7And Hell Followed111
E4M8Unto the Cruel222
E4M9Fear111
Doom II — 23 maps
MapNameI–IIIIIIV–V
MAP05The Waste Tunnels111
MAP06The Crusher111
MAP07Dead Simple111
MAP08Tricks and Traps111
MAP10Refueling Base111
MAP11Circle of Death111
MAP13Downtown111
MAP14The Inmost Dens011
MAP15Industrial Zone111
MAP16Suburbs444
MAP17Tenements111
MAP18The Courtyard111
MAP20Gotcha!111
MAP22The Catacombs111
MAP24The Chasm111
MAP25Bloodfalls111
MAP26The Abandoned Mines111
MAP27Monster Condo111
MAP28The Spirit World111
MAP29The Living End111
MAP30Icon of Sin111
MAP31Wolfenstein111
MAP32Grosse111
TNT: Evilution — 20 maps
MapNameI–IIIIIIV–V
MAP03Power Control111
MAP07Prison111
MAP10Redemption111
MAP11Storage Facility111
MAP14Steel Works100
MAP15Dead Zone111
MAP16Deepest Reaches111
MAP17Processing Area111
MAP18Mill111
MAP20Central Processing111
MAP21Administration Center111
MAP22Habitat111
MAP24Quarry111
MAP25Baron's Den111
MAP27Mount Pain111
MAP28Heck111
MAP29River Styx100
MAP30Last Call111
MAP31Pharaoh111
MAP32Caribbean111
The Plutonia Experiment — 24 maps
MapNameI–IIIIIIV–V
MAP04Caged111
MAP05Ghost Town111
MAP06Baron's Lair111
MAP08Realm111
MAP09Abattoire111
MAP10Onslaught111
MAP12Speed111
MAP15The Twilight111
MAP16The Omen111
MAP18Neurosphere111
MAP19NME111
MAP20The Death Domain111
MAP21Slayer111
MAP22Impossible Mission111
MAP23Tombstone111
MAP24The Final Frontier111
MAP25The Temple of Darkness111
MAP26Bunker111
MAP27Anti-Christ111
MAP28The Sewers777
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 plasma gun is Doom’s rapid-fire projectile weapon, firing blue plasma bolts at a rate of 700 shots per minute. It uses energy cells and combines high sustained damage with fast projectile velocity. Its position in the game’s automatic weapon-switch system also gives it a distinct role when the player’s current weapon runs out of ammunition. The plasma gun is one of the weapons covered in our Doom weapons database which provides a broader reference to the series’ arsenal.

Design and appearance

Visually, the weapon is built around a segmented barrel and a distinctive silhouette that id Software derived from a real-world prop: a dart-shooting, M60-like toy gun that was popular in the early 1990s. The designers detached a section of that toy and reversed it, giving the plasma gun its unusual, backward-facing front end. The resemblance to the original toy is most visible at the end of a firing volley, when the player’s hand lifts the weapon. In the Doom press release beta, the gun produced alternating green-white and orange-red plasma bursts; for the commercial release those were standardized to the familiar blue-and-white projectiles.

Where it first appears

Players encounter the plasma gun for the first time in a secret area of E2M1: Deimos Anomaly, the opening map of The Shores of Hell episode. From that point it appears in every level of the episode except the Tower of Babel. The first non-secret placement is in E2M5: Command Center. In Doom II, the earliest standard appearance is MAP05: The Waste Tunnels, though in multiplayer the weapon is available as early as MAP01: Entryway.

Ammunition and pickup values

The plasma gun draws on the same pool of energy cells shared with the BFG9000. Picking up the weapon itself grants 40 units of energy — 80 on the “I’m Too Young to Die” and “Nightmare!” skill levels. The player’s maximum cell capacity is 300, doubling to 600 after collecting a backpack. The weapon occupies slot 6 on the weapon carousel.

An energy cell provides 20 units of ammunition, while an energy cell pack provides 100. Both amounts are doubled on “I’m Too Young to Die” and “Nightmare!” The backpack doubles the maximum (300 to 600) and separately gives you 20 cells of ammo.

Combat characteristics

Each plasma burst inflicts between 5 and 40 points of damage. In continuous fire, the gun releases one burst every 3 tics — approximately 0.086 seconds — for a theoretical rate of 700.0 shots per minute. Releasing the trigger introduces a 20-tic pause (about 0.6 seconds) before the weapon is ready to fire again. Projectiles move at 25 map units per tic, equivalent to 875 map units every second. The Doom Wiki notes that the plasma gun’s damage rate is approximately three times that of the chaingun, making it far more efficient in terms of damage delivered per second.

Because the damage roll per shot varies so widely, the number of shots required to eliminate any given enemy spans a range rather than a fixed count. Against the lighter infantry, the figures are low: a zombieman typically needs 1 shot, while a shotgun guy about 2 shots. Mid-tier enemies require more sustained fire — a revenant takes roughly 14 shots, a cacodemon around 18, and a mancubus typically 27. The heaviest targets demand the most: the cyberdemon’s mean elimination count sits at approximately 179 shots, while the spiderdemon is at about 134 shots.

A tactical quirk worth noting is the weapon’s interaction with horizontal auto-aim. In close quarters, the engine’s auto-aim can redirect plasma bursts into nearby walls when the nearest monster is not squarely in front of the player. The Doom Wiki cites E4M2: Perfect Hatred as a concrete example: attacking the cyberdemon there without entering its line of sight requires deliberately aiming slightly to the monster’s left to compensate. Additionally, the rapid stream of projectiles tends to push lighter airborne enemies backward and sideways, scattering them out of the stream — a behavior that rewards controlled bursts over full-automatic fire against flying targets.

One practical side effect of the low damage threshold on weak enemies is that the plasma gun can gib zombiemen and shotgun guys, owing to their low hit-point totals of 20 and 30 respectively.

Priority in the auto-switch system

Doom’s source code (specifically P_CheckAmmo in P_PSPR.C) reveals that the plasma gun is checked first in the automatic weapon-switching order. The automatic weapon-switching order when a weapon runs dry reads: plasma gun > super shotgun > chaingun > shotgun > pistol > chainsaw > rocket launcher > BFG9000 > fist. A direct consequence of this ordering is that running out of BFG ammo (which requires 40 cells per shot) while the player still holds enough cells for plasma shots will cause an automatic switch to the plasma gun rather than a lower-tier weapon.

The Doom 64 variant

In Doom 64, the plasma gun received entirely redrawn sprites. A blue electric tube runs along the top of the weapon and emits a constant buzzing sound. The recoil animation was removed, likely to conserve cartridge space. The fire rate slows to one projectile every 4 tics; because Doom 64 runs at 30 tics per second rather than 35, this translates to one shot every 0.133 seconds and a rate of 450.0 shots per minute. Projectile velocity increases to 40 map units per tic (1,200 map units per second). Releasing the trigger no longer imposes any cooldown pause — the weapon resets instantly with no delay before the next shot.

Rapid-fire and performance considerations

The plasma gun’s sustained rate of fire means that many plasma-ball sprites must be rendered and tracked simultaneously during prolonged volleys. This has been known to cause lag during multiplayer games or on older machines.

In the modern games

The plasma gun and plasma rifle returned in different forms across later id Software games. In Doom 3, the plasma gun can be found in a hidden location in Alpha Labs Sector 3; it uses its own plasma-cell ammunition, has visibly slower projectiles than the classic weapon, and displays ammunition on a counter built into the weapon. In Doom (2016), the Plasma Rifle uses Argent-enhanced energy ammunition and has a Heat Blast weapon mod; its primary fire deals 25 direct damage plus 10 splash damage within a 96-unit radius. In Doom Eternal, the Plasma Rifle is obtained in Exultia and can overload energy shields when it depletes them.

Relatives in other id Software games

The plasma gun also has counterparts elsewhere in id Software’s games. Quake II features the HyperBlaster, while Quake III Arena features a plasma gun that can deal splash damage.

Frequently asked questions

Can plasma bolts hit enemies through walls?

No. Plasma bolts are normal projectiles and can collide with level geometry. They do not pass through solid walls.

Is the plasma gun available in multiplayer?

Yes. The plasma gun is available as a multiplayer weapon, including in Doom II maps where it may not appear in the single-player version of the same map.

Is the plasma gun available in every Doom game?

No. The weapon appears in different forms across the Doom series rather than being present in every game. Later versions include the plasma gun in Doom 3, the Plasma Rifle in Doom (2016), and the Plasma Rifle in Doom Eternal.

Can the plasma rifle gib enemies?

Yes. The plasma gun can gib zombiemen (20 hit points) and shotgun guys (30 hit points) due to their low health totals relative to the weapon’s per-shot damage ceiling.

Sources