Revenant
A skeletal rocket-launcher-equipped demon from Doom II, known for its homing missiles and aggressive melee attacks.
The revenant is a mid-tier enemy monster first introduced in Doom II: Hell on Earth (1994). It appears as an animated skeleton in metal body armor fitted with shoulder-mounted missile launchers.
The revenant has 300 hit points and moves at 175 map units per second. It attacks with a rocket (10–80 damage) or a punch (6–60 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
- 300
- Attack
- Rocket: 10–80; punch: 6–60
- Speed
- 175 u/s
- Pain chance
- 39.06%
- First appears
- MAP06: The Crusher
Tactics: Prioritize them: some of their rockets home in and stay dangerous while you fight other enemies. Lead homing rockets into walls and use rapid fire to stun them.
Shots to kill
| Weapon | Min shots | Typical shots | Max shots | Ammo (typical) | Time (typical) | More |
|---|---|---|---|---|---|---|
| Fist | 15 | 28 | 150 | — | 13.1 s | |
| Fist (Berserk) | 2 | 3 | 15 | — | 1.0 s | |
| Chainsaw | 15 | 28 | 150 | — | 3.1 s | |
| Pistol | 20 | 29 | 60 | 29 bullets | 11.2 s | |
| Shotgun | 3 | 5 | 9 | 5 shells | 4.2 s | |
| Super Shotgun | 1 | 2 | 3 | 4 shells | 1.5 s | |
| Chaingun | 20 | 29 | 60 | 29 bullets | 3.2 s | |
| Rocket Launcher | 2 | 2 | 3 | 2 rockets | 0.6 s | |
| Plasma Rifle | 8 | 14 | 60 | 14 cells | 1.1 s | |
| BFG 9000 | 1 | 1 | 3 | 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 75 of the 132 classic maps (Doom II 17, TNT: Evilution 28, The Plutonia Experiment 30). First: MAP06 The Crusher (Doom II). Most on Ultra-Violence: MAP32 Go 2 It (Plutonia) with 49. Across all maps: 347 / 560 / 745 on skill I–II / III / IV–V.
Doom II — 17 maps, 90 on UV
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| MAP06 | The Crusher | 1 | 2 | 4 |
| MAP10 | Refueling Base | 2 | 3 | 4 |
| MAP11 | Circle of Death | 1 | 1 | 1 |
| MAP13 | Downtown | 0 | 4 | 4 |
| MAP14 | The Inmost Dens | 0 | 1 | 1 |
| MAP16 | Suburbs | 1 | 9 | 14 |
| MAP17 | Tenements | 2 | 2 | 2 |
| MAP18 | The Courtyard | 0 | 2 | 2 |
| MAP20 | Gotcha! | 0 | 1 | 2 |
| MAP21 | Nirvana | 1 | 2 | 4 |
| MAP22 | The Catacombs | 0 | 1 | 2 |
| MAP23 | Barrels o' Fun | 1 | 2 | 4 |
| MAP25 | Bloodfalls | 0 | 1 | 1 |
| MAP27 | Monster Condo | 5 | 13 | 21 |
| MAP28 | The Spirit World | 3 | 10 | 17 |
| MAP29 | The Living End | 3 | 5 | 6 |
| MAP30 | Icon of Sin | 0 | 0 | 1 |
TNT: Evilution — 28 maps, 233 on UV
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| MAP02 | Human BBQ | 0 | 0 | 1 |
| MAP03 | Power Control | 0 | 1 | 5 |
| MAP04 | Wormhole | 0 | 1 | 7 |
| MAP05 | Hanger | 2 | 4 | 4 |
| MAP06 | Open Season | 0 | 1 | 3 |
| MAP07 | Prison | 1 | 4 | 4 |
| MAP10 | Redemption | 2 | 2 | 4 |
| MAP11 | Storage Facility | 0 | 4 | 5 |
| MAP12 | Crater | 1 | 4 | 4 |
| MAP13 | Nukage Processing | 3 | 7 | 5 |
| MAP15 | Dead Zone | 1 | 3 | 3 |
| MAP16 | Deepest Reaches | 2 | 4 | 6 |
| MAP17 | Processing Area | 1 | 3 | 6 |
| MAP18 | Mill | 2 | 10 | 14 |
| MAP19 | Shipping/Respawning | 0 | 1 | 3 |
| MAP20 | Central Processing | 3 | 8 | 11 |
| MAP21 | Administration Center | 1 | 9 | 12 |
| MAP22 | Habitat | 0 | 2 | 3 |
| MAP23 | Lunar Mining Project | 0 | 1 | 4 |
| MAP24 | Quarry | 0 | 1 | 4 |
| MAP25 | Baron's Den | 2 | 6 | 6 |
| MAP26 | Ballistyx | 0 | 2 | 6 |
| MAP27 | Mount Pain | 8 | 13 | 18 |
| MAP28 | Heck | 13 | 19 | 29 |
| MAP29 | River Styx | 1 | 5 | 14 |
| MAP30 | Last Call | 1 | 6 | 12 |
| MAP31 | Pharaoh | 6 | 10 | 10 |
| MAP32 | Caribbean | 11 | 21 | 30 |
The Plutonia Experiment — 30 maps, 422 on UV
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| MAP01 | Congo | 3 | 1 | 5 |
| MAP02 | Well of Souls | 3 | 5 | 6 |
| MAP03 | Aztec | 8 | 8 | 8 |
| MAP04 | Caged | 3 | 4 | 5 |
| MAP05 | Ghost Town | 5 | 8 | 9 |
| MAP06 | Baron's Lair | 8 | 13 | 17 |
| MAP07 | Caughtyard | 4 | 7 | 9 |
| MAP08 | Realm | 16 | 20 | 19 |
| MAP09 | Abattoire | 4 | 8 | 15 |
| MAP10 | Onslaught | 4 | 7 | 10 |
| MAP12 | Speed | 4 | 6 | 9 |
| MAP13 | The Crypt | 5 | 5 | 5 |
| MAP14 | Genesis | 3 | 7 | 9 |
| MAP15 | The Twilight | 7 | 11 | 11 |
| MAP16 | The Omen | 13 | 22 | 27 |
| MAP18 | Neurosphere | 1 | 3 | 4 |
| MAP19 | NME | 7 | 12 | 16 |
| MAP20 | The Death Domain | 12 | 13 | 13 |
| MAP21 | Slayer | 7 | 7 | 7 |
| MAP22 | Impossible Mission | 5 | 6 | 12 |
| MAP23 | Tombstone | 36 | 36 | 36 |
| MAP24 | The Final Frontier | 7 | 8 | 9 |
| MAP25 | The Temple of Darkness | 4 | 6 | 10 |
| MAP26 | Bunker | 11 | 15 | 22 |
| MAP27 | Anti-Christ | 2 | 10 | 11 |
| MAP28 | The Sewers | 10 | 17 | 19 |
| MAP29 | Odyssey of Noises | 10 | 13 | 20 |
| MAP30 | The Gateway of Hell | 2 | 2 | 2 |
| MAP31 | Cyberden | 13 | 20 | 28 |
| MAP32 | Go 2 It | 49 | 49 | 49 |
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 revenant’s first encounter in Doom II is MAP06: The Crusher on every skill level. This guide covers its attacks, statistics, and practical ways to fight it; our Doom enemies database provides a broader reference for the monsters encountered alongside it.
Design and lore
Visually the revenant merges the imagery of a blood-streaked skeleton with militarized hardware. The Doom II manual describes it as a dead demon equipped with combat gear and sent back into battle, rather than identifying it as a reanimated human. Its name comes from French and means one who returns, particularly from death.
The revenant’s physical model was built by Gregor Punchatz, who also created models of the arch-vile, mancubus, and spider mastermind. These models were captured on video and adapted into the sprites used in the games.
Combat behavior
The revenant attacks with two distinct modes. At range it fires rockets from its shoulder launchers; some missiles home in on their target and leave a gray smoke trail. The remaining rockets travel in a straight line. Which type an individual revenant favors depends on engine timing: each generally favors guided or unguided missiles at roughly a 75/25 ratio. This depends on whether its attack sequence falls on odd or even game tics, and damage that triggers its pain state can change that timing and reverse its preference.
In melee, the revenant delivers a punch that deals 6–60 damage. It moves at 175 map units per second. When its target is less than 196 map units away, it stops choosing ordinary missile attacks and attempts to close to punching range. If it enters its pain state, however, it will counterattack with a single missile at its next opportunity; it can still punch first if its target is already within melee range.
A guided missile periodically adjusts its direction toward its target, with a limited turning rate. Simply breaking line of sight does not cancel its tracking. Its impact deals 10–80 direct damage without blast damage, so nearby monsters are not harmed merely by standing beside the impact.
Statistics
The revenant has 300 hit points, placing its durability below the hell knight’s 500 and the mancubus’s 600. It is considerably less resilient than a cyberdemon or spider mastermind. Its pain chance is 100 out of 256, making it susceptible to having attacks interrupted by sustained fire.
Sound design
The revenant emits a loud, high-pitched, hollow scream when it spots the player. Its alert sound is DSSKESIT, and its active sound is DSSKEACT. Its missile firing sound, DSSKEATK, is specific to its attack; the impact sound, DSBAREXP, is shared with explosions despite the missile’s lack of blast damage.
Tactics: how to defeat the revenant
For details on the equipment used in these tactics, see our Doom weapons database.
- Use the chaingun to keep a lone revenant under sustained fire. Its relatively high pain chance allows repeated hits to interrupt its attacks, although this does not guarantee that it will remain unable to retaliate.
- Land two solid super shotgun blasts at close range. Two well-placed blasts reliably kill it; keep enough room to avoid its punch while bringing the pellet spread onto the target.
- Steer homing missiles into a wall or pillar. Move behind the obstacle so the missile collides with it, rather than relying on distance or loss of sight to stop the pursuit.
- Do not rely on low cover to block its shots. Its missiles spawn 16 map units above its body’s center, allowing it to fire over obstacles that block other monsters’ projectiles; choose a barrier tall enough to intercept the missile.
- Reserve berserk punching for situations where you can control the distance. As few as two berserk punches can kill a revenant, but step out of punching range between attacks and be ready for its missile retaliation after a pain reaction. This approach is better suited to players comfortable with close-range movement.
- Use the plasma gun, BFG 9000, or rocket launcher against groups. These are useful choices when several revenants attack together; keep moving between attacks so distant missiles do not catch you standing in place.
- Position other monster species between you and an incoming revenant missile when you want to provoke infighting. A direct hit can damage the intervening monster and trigger retaliation; this depends on a collision with the monster itself, rather than splash damage.
Appearances across the series
The classic revenant appears in Final Doom’s TNT: Evilution and The Plutonia Experiment, and can also be used in Doom II-based add-ons.
In single-player on Ultra-Violence, Doom II contains 90 revenants, TNT: Evilution contains 233, and The Plutonia Experiment contains 422. Plutonia includes them on every map except MAP11: Hunted and MAP17: Compound.
Frequently asked questions
Does the revenant fire two missiles at once?
No. Both shoulder launchers light up during its ranged attack, but it fires only one missile.
Why can a revenant look as though its head is inside the ceiling?
Its collision height is only 56 map units, while its sprite is roughly 72 units tall or taller. It can therefore enter spaces that accommodate its collision box but visually cut into its head or upper body.
Can one revenant damage another with its missiles?
Not through a direct missile hit in the original game’s normal rules. Monsters are generally immune to projectiles fired by their own species, and revenants follow that rule. This differs from their melee attacks, which can damage another revenant if infighting is otherwise provoked.
Which later Doom games feature their own versions of the revenant?
Doom 3, Doom (2016), Doom Eternal, and Doom: The Dark Ages each feature a version of the revenant. Their mechanics should be considered separately from those of the classic Doom II monster described here.
Can an arch-vile resurrect a dead revenant?
Yes. The revenant has a resurrection animation, and an arch-vile can raise its corpse when the resurrection checks allow it. Killing the revenant does not necessarily remove it permanently from a fight that includes an arch-vile.
What is the revenant’s map thing type number?
The revenant’s map thing type is 66 in the Doom engine’s THINGS lump.