Zombieman
The weakest enemy in Doom — a rifle-armed former human soldier transformed into a zombie by the forces of Hell.
The zombieman (also known as the former human in the game manuals, or colloquially as the trooper) is the least powerful monster in Doom and Doom II. It is intentionally designed as the first enemy new players encounter, appearing at the very start of E1M1: Hangar. In the source code it is typed as MT_POSSESSED with sprite prefix POSS.
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
- 20
- Attack
- Pistol: 3–15
- Speed
- 70 u/s
- Pain chance
- 78.13%
- First appears
- E1M1: Hangar
Tactics: Easy to kill, but don't underestimate groups: their hitscan fire can chip you down while you're fighting tougher enemies.
Shots to kill
| Weapon | Min shots | Typical shots | Max shots | Ammo (typical) | Time (typical) | More |
|---|---|---|---|---|---|---|
| Fist | 1 | 2 | 10 | — | 0.5 s | |
| Fist (Berserk) | 1 | 1 | 1 | — | one shot | |
| Chainsaw | 1 | 2 | 10 | — | 0.1 s | |
| Pistol | 2 | 2 | 4 | 2 bullets | 0.4 s | |
| Shotgun | 1 | 1 | 1 | 1 shell | one shot | |
| Super Shotgun | 1 | 1 | 1 | 2 shells | one shot | |
| Chaingun | 2 | 2 | 4 | 2 bullets | 0.1 s | |
| Rocket Launcher | 1 | 1 | 1 | 1 rocket | one shot | |
| Plasma Rifle | 1 | 1 | 4 | 1 cell | one shot | |
| BFG 9000 | 1 | 1 | 1 | 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 81 of the 132 classic maps (The Ultimate Doom 22, Doom II 18, TNT: Evilution 27, The Plutonia Experiment 14). First: E1M1 Hangar. Most on Ultra-Violence: MAP14 Steel Works (TNT) with 137. Across all maps: 878 / 1057 / 1203 on skill I–II / III / IV–V.
The Ultimate Doom — 22 maps, 384 on UV
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| E1M1 | Hangar | 2 | 4 | 9 |
| E1M2 | Nuclear Plant | 17 | 33 | 53 |
| E1M3 | Toxin Refinery | 14 | 24 | 28 |
| E1M4 | Command Control | 8 | 22 | 22 |
| E1M5 | Phobos Lab | 15 | 28 | 28 |
| E1M6 | Central Processing | 13 | 22 | 22 |
| E1M7 | Computer Station | 14 | 31 | 47 |
| E1M9 | Military Base | 5 | 5 | 5 |
| E2M1 | Deimos Anomaly | 2 | 13 | 15 |
| E2M3 | Refinery | 3 | 18 | 18 |
| E2M4 | Deimos Lab | 0 | 2 | 2 |
| E2M5 | Command Center | 14 | 14 | 14 |
| E2M6 | Halls of the Damned | 7 | 11 | 11 |
| E3M2 | Slough of Despair | 4 | 6 | 6 |
| E3M4 | House of Pain | 14 | 22 | 22 |
| E3M6 | Mt. Erebus | 2 | 7 | 7 |
| E3M7 | Limbo | 0 | 2 | 2 |
| E4M3 | Sever the Wicked | 4 | 9 | 9 |
| E4M5 | They Will Repent | 19 | 25 | 26 |
| E4M7 | And Hell Followed | 6 | 6 | 6 |
| E4M8 | Unto the Cruel | 21 | 16 | 14 |
| E4M9 | Fear | 19 | 18 | 18 |
Doom II — 18 maps, 290 on UV
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| MAP01 | Entryway | 8 | 12 | 10 |
| MAP02 | Underhalls | 21 | 22 | 22 |
| MAP03 | The Gantlet | 9 | 11 | 15 |
| MAP04 | The Focus | 6 | 6 | 6 |
| MAP05 | The Waste Tunnels | 11 | 14 | 16 |
| MAP06 | The Crusher | 2 | 2 | 2 |
| MAP09 | The Pit | 4 | 8 | 8 |
| MAP10 | Refueling Base | 58 | 63 | 71 |
| MAP11 | Circle of Death | 4 | 6 | 8 |
| MAP14 | The Inmost Dens | 12 | 12 | 12 |
| MAP15 | Industrial Zone | 37 | 42 | 43 |
| MAP17 | Tenements | 8 | 9 | 9 |
| MAP18 | The Courtyard | 1 | 1 | 1 |
| MAP19 | The Citadel | 16 | 16 | 16 |
| MAP25 | Bloodfalls | 3 | 16 | 17 |
| MAP27 | Monster Condo | 15 | 18 | 18 |
| MAP28 | The Spirit World | 3 | 3 | 3 |
| MAP29 | The Living End | 3 | 7 | 13 |
TNT: Evilution — 27 maps, 443 on UV
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| MAP01 | System Control | 11 | 11 | 11 |
| MAP02 | Human BBQ | 6 | 7 | 7 |
| MAP03 | Power Control | 12 | 6 | 6 |
| MAP05 | Hanger | 2 | 5 | 5 |
| MAP06 | Open Season | 3 | 3 | 6 |
| MAP07 | Prison | 18 | 16 | 16 |
| MAP08 | Metal | 17 | 8 | 11 |
| MAP09 | Stronghold | 27 | 29 | 45 |
| MAP10 | Redemption | 2 | 2 | 2 |
| MAP11 | Storage Facility | 38 | 39 | 39 |
| MAP12 | Crater | 18 | 23 | 21 |
| MAP13 | Nukage Processing | 24 | 25 | 24 |
| MAP14 | Steel Works | 51 | 95 | 137 |
| MAP15 | Dead Zone | 2 | 3 | 3 |
| MAP16 | Deepest Reaches | 12 | 12 | 12 |
| MAP17 | Processing Area | 6 | 6 | 8 |
| MAP18 | Mill | 13 | 1 | 1 |
| MAP19 | Shipping/Respawning | 8 | 6 | 11 |
| MAP20 | Central Processing | 5 | 4 | 3 |
| MAP21 | Administration Center | 1 | 1 | 1 |
| MAP22 | Habitat | 19 | 20 | 20 |
| MAP23 | Lunar Mining Project | 11 | 22 | 24 |
| MAP24 | Quarry | 13 | 4 | 4 |
| MAP26 | Ballistyx | 11 | 10 | 9 |
| MAP27 | Mount Pain | 3 | 3 | 3 |
| MAP31 | Pharaoh | 4 | 6 | 11 |
| MAP32 | Caribbean | 0 | 3 | 3 |
The Plutonia Experiment — 14 maps, 86 on UV
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| MAP01 | Congo | 2 | 0 | 0 |
| MAP07 | Caughtyard | 4 | 4 | 4 |
| MAP08 | Realm | 12 | 0 | 0 |
| MAP10 | Onslaught | 0 | 1 | 1 |
| MAP13 | The Crypt | 15 | 15 | 15 |
| MAP15 | The Twilight | 1 | 1 | 1 |
| MAP17 | Compound | 2 | 2 | 2 |
| MAP18 | Neurosphere | 7 | 7 | 12 |
| MAP19 | NME | 14 | 14 | 14 |
| MAP20 | The Death Domain | 3 | 3 | 3 |
| MAP21 | Slayer | 8 | 8 | 8 |
| MAP22 | Impossible Mission | 24 | 5 | 5 |
| MAP23 | Tombstone | 16 | 16 | 16 |
| MAP25 | The Temple of Darkness | 9 | 5 | 5 |
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.
In Doom’s bestiary, the Zombieman is the very first enemy most players ever encounter, appearing at the opening of E1M1: Hangar in every skill level of Knee-Deep in the Dead. Its stat block gives it the lowest hit point total and one of the weakest damage outputs of any monster, while its 8-unit movement speed makes it the joint-slowest walker, together with the mancubus.
Lore and appearance
According to the Doom instruction manual, the zombieman is a former space marine whose mind and body have been claimed by the forces of Hell during the demonic invasion. The manual frames the encounter with grim irony:
“Just a few days ago, you were probably swapping war stories with one of these guys. Now it’s time to swap some lead upside their head.”
In-game, the creature appears wearing a bloodied tan uniform and body armor, clutching a rifle. Its hair carries a faint greenish tinge — the Doom Wiki notes this may suggest contamination by nukage, and draws a parallel to the exaggerated hair colors common in comics and animation.
The Doom community has settled on two unofficial names alongside the official one. The game manuals refer to the creature as the former human, while players and modders frequently call it the trooper. In the source code, the type is registered as MT_POSSESSED with the sprite prefix POSS — naming that underscores the possession theme running through the game’s fiction. The Doom Bible (section 7.2) described these enemies as “demon-possessed humans,” or simply “possessed humans,” having been taken over in their sleep.
Combat characteristics
When the zombieman detects the player, it emits one of three alert sounds — two animalistic roars or an inarticulate chatter — all shared with the other zombie-type enemies. It then walks toward its target and, after a 10-tic aiming pause, fires a single hitscan bullet. That attack deals 3–15 points of damage in the original PC release, with a wide shot dispersal (standard deviation around 9°, maximum ±22°) that will most likely miss at medium to long ranges. The shot deals enough damage to kill an unarmoured 100-health player in an average of 11.8 hits.
With only 20 hit points and a speed of only 8 map units per frame — equivalent to 70.0 map units per second — the zombieman is outpaced and outgunned by virtually every other monster. Its pain chance of 200 out of 256 means it staggers frequently, further interrupting what little offensive pressure it can exert. On death, it falls backward and drops an ammo clip containing 5 bullets — or 10 on the “I’m Too Young to Die” and Nightmare! skill levels. If killed again after respawning or being resurrected by an arch-vile, it drops another clip each time.
The creature can be gibbed — reduced to a spray of blood and fragments — by sufficiently powerful weapons. The Doom Wiki lists the berserk fist, rocket launcher, plasma rifle, BFG9000, exploding barrels, and the melee or ranged attacks of numerous higher-tier monsters as all capable of gibbing a zombieman, making it the monster most susceptible to gibbing in the entire roster.
Tactical role and mapper usage
In standard play, the zombieman poses almost no threat to an armed player in good health. Its inaccurate rifle becomes effectively irrelevant beyond short range, and two fist blows or a single berserk punch are typically enough to dispatch one. The Doom Wiki points out that collecting a zombieman’s dropped clip will usually return more ammunition than was spent killing it with bullets — making it a net-positive trade in many early-game situations.
Despite their individual weakness, zombiemen are a versatile tool for map designers. Large groups can apply slow attrition damage across the time it takes to clear them, as illustrated by Evilution MAP09. They can also be used as roadblocks in teleport traps, where their physical presence can slow the player and potentially frustrate speedrunners. Mappers sometimes use zombieman hordes as foreground chaos to distract attention from a more dangerous monster attacking from an elevated or distant position — the weak enemies draw fire while the real threat closes in. In monster-vs-monster infighting scenarios, however, the zombieman contributes little; its low damage output and slow rate of fire make it a poor participant in attrition battles against stronger creatures.
Tactics: how to defeat the zombieman
- Use accurate shots at close to medium range rather than relying on long-range pistol fire. The zombieman’s rifle is inaccurate, but the same weakness does not apply to the player’s weapons, making a controlled pistol or chaingun burst a reliable way to remove it without wasting ammunition.
- Do not spend rockets or other high-value ammunition on isolated zombiemen unless the situation demands it. Their 20 hit points make them inexpensive targets for the pistol, shotgun, or other conventional weapons, so reserve powerful ammunition for threats that actually require it.
- Step aside as soon as you hear or see the rifle attack begin. Its attack is hitscan, so movement and lateral positioning are more useful than trying to outrun a projectile that does not exist.
- Do not let a group of zombiemen pin you against walls, doors, or narrow passages. Individually weak enemies become more dangerous when several firing angles overlap, so preserve enough open space to keep moving and prevent their combined fire from becoming difficult to avoid.
- Pick up dropped clips when doing so is safe and does not pull you into a worse position. The ammunition is useful early in a level, but a small ammo pickup is not worth exposing yourself to another monster or abandoning safer positioning.
Development history
An early zombieman sprite designated POSSA exists within the Doom 0.4 IWAD, though it does not appear during gameplay. That prototype sprite bears a strong resemblance to the Doomguy himself — slightly lighter in color, with crudely drawn square red eyes to mark the possession. The sprite has no rotations and only a single full-frontal frame. By Doom 0.5, the sprite had been refined to something virtually identical to the final release version.
Console and spin-off variants
The PlayStation port of Doom raised the zombieman’s maximum bullet damage to 24, making encounters slightly more dangerous. That same port’s manual lists the enemy as “Former Soldier,” though the original name “Zombieman” is retained in the game’s ending sequence. In Doom 64, the zombieman received a new sprite — visually similar to the original but with a rifle that more closely resembles a shotgun — and the slight damage increase from the PlayStation version carries over. The Doom 64 version is tracked internally as MT_POSSESSED1, with a speed of 8 map units per frame at 60.0 map units per second and an expanded radius of 32 and height of 87.
The official French localization of the game simplifies the name to zombie — stripping the compound entirely and relying on the broader cultural shorthand. Across all its naming variants and platform iterations, however, the creature’s fundamental role has never changed: the weakest link in Hell’s chain, and the first monster a Doom player learns to kill.
Appearances and map statistics
In Knee-Deep in the Dead, the zombieman is first encountered on E1M1: Hangar regardless of skill level. The same is true of The Shores of Hell, where it first appears on E2M1: Deimos Anomaly at all difficulties. Across Knee-Deep in the Dead, the total number of zombiemen rises from 88 on I’m Too Young to Die, to 169 on Hurt Me Plenty, and 214 on Ultra-Violence/Nightmare. Among maps covered by the Doom Wiki, the highest recorded zombieman count is 11,615 on MAP05 of Cosmogenesis. Community WADs have exploited the enemy’s disposability in creative ways — for instance, the 1994 PWAD Fear by Patrick Hipps places up to 18 zombiemen across its single level, while Overlord by Todd Smith deploys up to 14 on its hardest skill setting.
Trivia
Some zombieman rotation sprites are missing from the IWAD, so the engine mirrors existing frames; as a result, the rifle appears to switch sides as the zombieman walks. John Romero released the missing rotations in 2015.
The zombieman’s bullpup-style rifle matches the weapon shown in the player sprite and is likely the in-game form of the Doom Bible’s “machine pistol,” which became the assault rifle in the Doom 0.4 beta.
Frequently asked questions
What is the zombieman also called in Doom?
The zombieman is referred to as the former human in the official game manuals. The Doom community also calls it the trooper informally. In the PlayStation port’s manual, it appears under the name Former Soldier.
How many hit points does the zombieman have?
The zombieman has 20 hit points, making it the weakest monster in Doom by health.
What does the zombieman drop when killed?
When killed, the zombieman drops an ammo clip containing 5 bullets. On the “I’m Too Young to Die” and Nightmare! skill levels, the clip contains 10 bullets instead. Each time the zombieman is killed after respawning or resurrection, it drops another clip.
Can the zombieman be gibbed?
Yes. With only 20 hit points, the zombieman can be gibbed by a wide range of weapons and attacks, including the berserk fist, rocket launcher, plasma rifle, BFG9000, exploding barrels, and many monster attacks. The Doom Wiki notes this makes it the most gib-susceptible monster in the game.
What is the zombieman's internal code name?
In the Doom source code, the zombieman is typed as MT_POSSESSED with the sprite prefix POSS. The Doom Bible originally described this enemy type as “demon-possessed humans.”
Does the zombieman appear differently in Doom 64?
Yes. In Doom 64, the zombieman received a new sprite that is visually similar to the original but features a rifle resembling a shotgun more closely. Its internal enum in Doom 64 is MT_POSSESSED1, and its damage range is 3–24, matching the console increase introduced in the PlayStation port.
Why is the zombieman considered an ammo-efficient kill?
The Doom Wiki points out that the ammo clip dropped by a dead zombieman typically returns more bullets than were spent killing it — making the exchange net-positive in most early-game situations when using the pistol or chaingun.