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Shotgun

The pump-action single-barrel shotgun weapon from the Doom franchise, occupying weapon slot 3.

The Shotgun is one of the most versatile and useful weapons in the Doom player’s arsenal. First appearing in the original Doom (1993), it has served as a cornerstone of the franchise’s weapon design and a reference point for shotgun mechanics in first-person shooters broadly. Its companion weapon, the Super Shotgun (introduced in Doom II), fires two shells simultaneously and is widely regarded as a landmark in game feel and weapon feedback design.

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
7 × 5–15 = 35–105 (avg 72.5)
Rate of fire
56.8 per minute (37 tics per shot)
Ammo
Shells, 1 per shot · max 50 (100 with backpack)
Type / range
Hitscan, 2048 map units
Slot
3
Ammo on pickup
8 shells with the weapon, 4 when dropped by a Shotgun Guy (doubled on I'm Too Young to Die and Nightmare!)

Behaviour: Seven pellets, each with its own horizontal spread; no vertical spread.

Source lines: p_pspr.c:686 · p_pspr.c:633 · info.c:157 · p_inter.c:203

Shots to kill

EnemyHealthMin shotsTypical shotsMax shotsAmmo (typical)Time (typical)
Zombieman201111 shell0.0 s
Shotgun Guy301111 shell0.0 s
Imp601121 shell0.0 s
Demon (Pinky)1502353 shells2.1 s
Spectre1502353 shells2.1 s
Lost Soul1001232 shells1.1 s
Cacodemon40046126 shells5.3 s
Baron of Hell100010142914 shells13.7 s
Cyberdemon4000395611556 shells58.1 s
Spider Mastermind300029428642 shells43.3 s
Hell Knight50057157 shells6.3 s
Revenant3003595 shells4.2 s
Mancubus60069189 shells8.5 s
Arachnotron50057157 shells6.3 s
Pain Elemental40046126 shells5.3 s
Arch-Vile7007102010 shells9.5 s
Chaingunner (Heavy Weapon Dude)701121 shell0.0 s
Wolfenstein SS501121 shell0.0 s
Commander Keen1001232 shells1.1 s
Icon of Sin250 3484 shells3.2 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.

‡ Hit points of the exposed brain — the only part of the Icon of Sin that can take damage.

The shotgun is one of the most versatile and useful weapons in the Doom player’s arsenal. Its damage is immediately satisfying, and its ammunition is common enough that you can rely on it without constantly worrying about running dry. As simple as it looks, the shotgun establishes a pattern that runs through much of Doom’s combat: positioning matters as much as pulling the trigger.

Role in the Arsenal

From the earliest levels of the original Doom, the shotgun establishes itself as an upgrade over the starting pistol while remaining accessible and practical throughout an entire playthrough. Its single-barrel, pump-action design means that each trigger pull fires a spread of pellets in a horizontal pattern, making it effective at close to medium range where multiple pellets can connect with a single target, dramatically increasing damage output.

The shotgun draws on the same shell ammunition pool as the later super shotgun, which means resource management becomes a consideration once both weapons are available to the player. Because shells are plentiful in most Doom maps, the shotgun rarely leaves the player feeling under-equipped, and its relatively fast fire rate compared to heavier weapons allows for responsive combat across a variety of encounter types.

The Super Shotgun

The super shotgun — also referred to as the “combat shotgun” in official materials — was introduced in Doom II and significantly expanded the franchise’s shotgun vocabulary. As documented on the Doom Wiki’s super shotgun entry, a super shotgun contains 8 shells when picked up, or 16 shells on the “I’m Too Young To Die” and “Nightmare!” skill levels. Its double-barreled design fires two shells simultaneously, delivering a devastating blast capable of staggering or outright eliminating many mid-tier enemies in a single shot.

The super shotgun’s introduction created a meaningful distinction within the shotgun family. Where the standard shotgun rewards consistent, deliberate fire against groups or individual threats, the super shotgun invites a more aggressive, risk-oriented playstyle: the player must reload after each double blast, creating brief windows of vulnerability that demand positional awareness and timing. This tension between raw damage and reload delay has made the super shotgun one of the most celebrated weapons in the shooter genre, widely cited as a design benchmark for feedback and impact.

Design and Feedback

Part of what has made the Doom shotgun family endure across decades of shooter design is the quality of its audio and visual feedback. The pump of the shotgun, the muzzle flash, and the screen-shaking kick of the super shotgun’s double blast communicate power in a way that influenced countless subsequent games. Modding communities have repeatedly returned to the shotgun as a canvas for experimentation — projects like shotgun-only challenge mods reinterpret the entire roster through that one archetype.

Ammo and Economy

Both the shotgun and the super shotgun consume shells, which are found as loose shells (4 per pickup) or shell boxes (20 per pickup) throughout Doom’s levels. The shared ammo type creates an interesting economy: the standard shotgun is more ammo-efficient per shot in terms of raw shell expenditure, while the super shotgun delivers higher burst damage at the cost of two shells per trigger pull. Skilled players learn to alternate between the two based on context — using the standard shotgun to conserve ammo against lighter enemies and switching to the super shotgun for heavyweight threats.

On Nightmare!, where pickups yield double shells (a bonus shared with I’m Too Young To Die), the increased pickup value partially offsets the super shotgun’s heavy per-shot cost, while the elevated aggression and respawns demand faster engagements.

Presence Across the Franchise

The standard shotgun appears in Doom (1993), Doom II, and subsequent id Software titles in various forms. Its visual design — a wooden-stocked pump-action — gave it an immediately recognizable silhouette that became iconic to the series. The super shotgun, introduced in Doom II, has appeared in Doom (2016) and Doom Eternal in modernized forms, retaining the double-barrel identity while incorporating new mechanics such as the meat hook attachment in Doom Eternal.

For players engaging with classic Doom through source ports — whether demo-compatible ports like those in the Boom/MBF lineage or feature-rich modern ports — the shotgun’s behavior is a consistent touchstone. Community WADs and weapon replacement mods frequently use the shotgun slot as a reference point, and the shotgun’s place in slot 3 is so deeply ingrained in muscle memory that it functions as a navigational anchor for experienced players regardless of the total weapon roster size.

In Modding Culture

The shotgun’s iconic status has made it a recurring subject in Doom’s vibrant modding community. Weapon replacement mods span a wide spectrum, from faithful reskins to complete mechanical overhauls that retain the shotgun’s ammo type and slot position while reimagining its function entirely. Projects that embrace the shotgun as a theme — offering multiple variants of the archetype within a single mod — speak to how much creative territory the basic design still leaves unexplored.

Community discussions around the shotgun frequently intersect with broader conversations about Doom’s weapon balance and level design. Because so many official and fan-made maps are tuned around the shotgun’s damage and fire rate, it serves as an implicit baseline against which other weapons are measured. A weapon mod that breaks the shotgun’s feel or role tends to destabilize the entire gameplay experience, underscoring how foundational the weapon is to the classic Doom formula.


Whether encountered in its original vanilla form or through any of the many source ports and mods that have extended Doom’s lifespan, the shotgun remains one of the most immediately recognizable and satisfying weapons in first-person shooter history. Its combination of accessibility, tactical depth, and iconic presentation has secured its place not only within Doom but within the broader history of the genre.

Frequently asked questions

What type of weapon is the Doom shotgun?

The Doom shotgun is a pump-action single-barrel shotgun. It is described by the Doom Wiki as one of the most versatile and useful weapons in the Doom player’s arsenal.

How much ammo does a shotgun pickup give?

A shotgun pickup gives 8 shells, or 16 on I’m Too Young To Die and Nightmare. Shotguns dropped by Sergeants give 4 shells (8 on those skills).

What is the difference between the shotgun and the super shotgun?

The standard shotgun is a single-barrel pump-action that fires one shot per trigger pull. The super shotgun (introduced in Doom II) is a double-barreled weapon that fires two shells simultaneously, delivering higher burst damage at the cost of a longer reload between shots. Both weapons share the shells ammo pool.

What weapon slot does the shotgun occupy in Doom?

The shotgun occupies weapon slot 3 in the classic Doom weapon lineup.

Sources