Enemy

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

WeaponMin shotsTypical shotsMax shotsAmmo (typical)Time (typical)More
Fist1528150—13.1 s
Fist (Berserk)2315—1.0 s
Chainsaw1528150—3.1 s
Pistol20296029 bullets11.2 s
Shotgun3595 shells4.2 s
Super Shotgun1234 shells1.5 s
Chaingun20296029 bullets3.2 s
Rocket Launcher2232 rockets0.6 s
Plasma Rifle8146014 cells1.1 s
BFG 900011340 cellsone shot

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
MapNameI–IIIIIIV–V
MAP06The Crusher124
MAP10Refueling Base234
MAP11Circle of Death111
MAP13Downtown044
MAP14The Inmost Dens011
MAP16Suburbs1914
MAP17Tenements222
MAP18The Courtyard022
MAP20Gotcha!012
MAP21Nirvana124
MAP22The Catacombs012
MAP23Barrels o' Fun124
MAP25Bloodfalls011
MAP27Monster Condo51321
MAP28The Spirit World31017
MAP29The Living End356
MAP30Icon of Sin001
TNT: Evilution — 28 maps, 233 on UV
MapNameI–IIIIIIV–V
MAP02Human BBQ001
MAP03Power Control015
MAP04Wormhole017
MAP05Hanger244
MAP06Open Season013
MAP07Prison144
MAP10Redemption224
MAP11Storage Facility045
MAP12Crater144
MAP13Nukage Processing375
MAP15Dead Zone133
MAP16Deepest Reaches246
MAP17Processing Area136
MAP18Mill21014
MAP19Shipping/Respawning013
MAP20Central Processing3811
MAP21Administration Center1912
MAP22Habitat023
MAP23Lunar Mining Project014
MAP24Quarry014
MAP25Baron's Den266
MAP26Ballistyx026
MAP27Mount Pain81318
MAP28Heck131929
MAP29River Styx1514
MAP30Last Call1612
MAP31Pharaoh61010
MAP32Caribbean112130
The Plutonia Experiment — 30 maps, 422 on UV
MapNameI–IIIIIIV–V
MAP01Congo315
MAP02Well of Souls356
MAP03Aztec888
MAP04Caged345
MAP05Ghost Town589
MAP06Baron's Lair81317
MAP07Caughtyard479
MAP08Realm162019
MAP09Abattoire4815
MAP10Onslaught4710
MAP12Speed469
MAP13The Crypt555
MAP14Genesis379
MAP15The Twilight71111
MAP16The Omen132227
MAP18Neurosphere134
MAP19NME71216
MAP20The Death Domain121313
MAP21Slayer777
MAP22Impossible Mission5612
MAP23Tombstone363636
MAP24The Final Frontier789
MAP25The Temple of Darkness4610
MAP26Bunker111522
MAP27Anti-Christ21011
MAP28The Sewers101719
MAP29Odyssey of Noises101320
MAP30The Gateway of Hell222
MAP31Cyberden132028
MAP32Go 2 It494949

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.

Sources