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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/prowler.png]]
[[caption-width-right:350:Prowler in ''Doom'' (2016)]]

to:

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/prowler.png]]
org/pmwiki/pub/images/the_prowler_9.png]]
[[caption-width-right:350:Prowler in ''Doom Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in
''Doom'' (2016)]](2016).]]https://static.tvtropes.org/pmwiki/pub/images/prowlerpng.png[[/labelnote]]]]
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* RevisitingTheRoots: They don't stick to the {{Eldritch Abomination}}s design they had ''Doom 64'', but rather like the goofy "grey Cacodemon with arms" looks they had in ''Doom II''.

to:

* RevisitingTheRoots: They don't stick to the {{Eldritch Abomination}}s design they had ''Doom 64'', but rather like to the goofy "grey "goofy grey Cacodemon with arms" looks they had in ''Doom II''.

Added: 5547

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* {{Cephalothorax}}: They are giant, floating heads with vestigial arms.



[[folder:Summoner]]
!!Summoner
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/img_0166.PNG]]
[[caption-width-right:250:Summoner in ''Doom'' (2016)]]
!!!'''Appear in:''' ''VideoGame/Doom2016''
Summoners are floating, rapidly moving demons that can conjure up other demons and fires damaging beams of unfiltered Argent energy. Essentially the ''2016'' equivalent of the Archvile from the classic games; as such, they aren't seen in ''Eternal'' (or at least, not as Spirits), where [[TheBusCameBack the original shows up to show us how it's done.]]

to:

[[folder:Summoner]]
!!Summoner
[[quoteright:250:https://static.
[[folder:Pain Elemental]]
!!Pain Elemental
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/img_0166.PNG]]
[[caption-width-right:250:Summoner
org/pmwiki/pub/images/pain_elemental_28doom_eternal29.jpg]]
[[caption-width-right:350:Pain Elemental
in ''Doom'' (2016)]]
''Doom Eternal'']]
!!!'''Appear in:''' ''VideoGame/Doom2016''
Summoners are floating, rapidly moving
''VideoGame/DoomEternal''
Powerful, floating one-eyed
demons that can conjure up other demons and fires damaging beams of unfiltered Argent energy. Essentially the ''2016'' equivalent of the Archvile from the classic games; as such, they aren't seen in ''Eternal'' (or at least, not as Spirits), where [[TheBusCameBack the original shows up to show us how it's done.]]launch multiple Lost Souls.



* EliteMooks: Summoners are more advanced versions of Imps, as they replace fireballs with waves of hell energy.
* EnemySummoner: The Summoner... well... [[ExactlyWhatItSaysOnTheTin summons demons]] to help out on the battlefield.
* HalfTheManHeUsedToBe: Summoners can inflict this on the Doom Slayer if their red shockwave attack deals him the killing blow.
* LightningBruiser: Summoners are not the strongest demon, but it has a fairly quick attack, moves very rapidly among the demons it summons, and can take quite the beating.
* PowerFloats: Summoners have atrophied legs without feet, so they would be incapable of walking even if they wanted to.
* {{Roboteching}}: Summoners are one of three specific demon species that you must seek out to attain Mastery one of your weapon mods. Five Summoners must be killed with the Rocket Launcher's [[SuperPersistentMissile Lock-On Burst]] upgrade, a task that often results in hilarious missile trajectories as the warheads chase the incessantly teleporting freak around the battlefield.
* SuspiciouslySimilarSubstitute: It essentially served as ''2016'''s version of the Archvile before being PutOnABus for ''Eternal'' in favour of bringing back the Archvile. Allegedly, in early versions of the game, the Summoner was originally going to actually ''be'' the Archvile and is even referred to as such in the game files, but the name was changed before release for unknown reasons.
* TeleportSpam: Summoners teleport around rapidly to avoid you.
* ZombifyTheLiving: The Handbook states that the Hellwave the Summoner uses as an attack has a chance of turning the occasional victim into a Possessed.

to:

* AchillesHeel: They're slower and larger than their fellow flying heavies, the Cacodemons; they also lack their devastatingly powerful bite, and their projectiles can be shot down, unlike the lightning balls the Caco spits. Additionally, as a flying unit, they also receive additional damage from the Ballista, going down in a minimum of two Arbalest shots to the Caco's one.
* AndIMustScream: According to the Codex, their entire existence is devoted to forging Lost Souls within their stomach, which is an understandably excruciating process.
* BarrierWarrior: In Battlemode, where it can summon a Soul Shield made up of Lost Souls to not only protect itself against attacks but launch at the Doom Slayer.
* BizarreAlienBiology: Much like the Cacodemons and Arachnotrons, their skull contains their ribcage.
* TheBusCameBack: After being absent from the franchise since ''Doom 64'' (released in 1997), they're back for ''VideoGame/DoomEternal''.
* {{Cyclops}}: Only has one big red eye in the middle of its giant head, [[{{Cephalothorax}} or rather, body]].
* EliteMooks: Summoners are more advanced versions Serves as an upgraded, tougher version of Imps, as they replace fireballs with waves of hell energy.
* EnemySummoner: The Summoner... well... [[ExactlyWhatItSaysOnTheTin summons demons]] to help out on
the battlefield.
* HalfTheManHeUsedToBe: Summoners can inflict this
Cacodemon. However, the same tactics to stagger a Cacodemon (launching a grenade or Sticky Bomb into its mouth) will not work on Pain Elementals.
* EyeScream: All the Glory Kills on them involve
the Doom Slayer if doing something horrible to their red shockwave attack deals him eye, with one involving the killing blow.
* LightningBruiser: Summoners are not the strongest demon, but it has a fairly quick attack, moves very rapidly among the demons it summons,
Slayer stabbing up through their upper jaw and can take quite the beating.
* PowerFloats: Summoners have atrophied legs without feet, so they would be incapable of walking even if they wanted to.
* {{Roboteching}}: Summoners are one of three specific demon species
impaling their eye with such force that you must seek it goes straight out of their head.
* FastballSpecial: Sometimes, a Pain Elemental will just grab a Lost Soul from its gullet and straight-up chuck it at you.
* FateWorseThanDeath: The Pain Elementals are said
to attain Mastery one of your weapon mods. Five Summoners must be killed with abhorrent beasts from the Rocket Launcher's [[SuperPersistentMissile Lock-On Burst]] upgrade, a task that often results in hilarious missile trajectories as the warheads chase the incessantly teleporting freak around the battlefield.
* SuspiciouslySimilarSubstitute: It essentially served as ''2016'''s version
depths of the Archvile before being PutOnABus for ''Eternal'' Umbral Plains, cursed to eternally forge Lost Souls in favour of bringing back the Archvile. Allegedly, in early versions of the game, the Summoner was originally going to actually ''be'' the Archvile and is even referred to as their gut, which causes them such in the game files, but the name was changed before release for unknown reasons.
* TeleportSpam: Summoners teleport around rapidly to avoid you.
* ZombifyTheLiving: The Handbook states
excruciating, everlasting pain that the Hellwave the Summoner uses only way they can relieve it is to kill indiscriminately and spread suffering.
* GrumpyOldMan: Was designed to look
as an if it had such a disposition. Given its codex entry, it has every right to be a bit surly.
* HornsOfVillainy: Their head is crowned with several small ones, as well as a particularly impressive main pair.
* MagicMissileStorm: Its main form of
attack is launching Lost Souls at you.
* MonstrousMandibles: Has two jaws and no less than ''8'' toothy mandibles. Its "Big Mouth" emote displays its huge, horrendous maw as it roars.
* MookMaker: Played with; besides a close-range melee swipe, its attacks all involve summoning Lost Souls. However, unlike in classic ''Doom'', these Lost Souls function more like projectiles rather than enemies with independent AI.
* RevisitingTheRoots: They don't stick to the {{Eldritch Abomination}}s design they had ''Doom 64'', but rather like the goofy "grey Cacodemon with arms" looks they had in ''Doom II''.
* WaddlingHead: Played with. Since it's a giant demonic head that floats around rather than walks, it doesn't have feet, but instead
has a chance of turning two stubby little arms, which it uses to [[https://78.media.tumblr.com/f33ae80cb3154875985e260040642e56/tumblr_pd99swUIeg1qh1rfpo1_500.gif pantomime various motions that make it look like it's stomping through the occasional victim into air towards you]], as a Possessed.tongue-in-cheek reference to their [[https://78.media.tumblr.com/ae3a96bb1672cf1f1441fd20b9a60ae4/tumblr_inline_p8y7iqnppj1s408j9_400.gif animations from the original game]], which look like the Pain Elemental is walking with invisible legs.



[[folder:Harvester ('''Multiplayer Only''')]]
!!Harvester
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/harvester.png]]
[[caption-width-right:350:Harvester in ''Doom'' (2016)]]
!!!'''Appear in:''' ''VideoGame/Doom2016''
A demon similar in appearance to the Summoner which only appears in ''2016''[='s=] multiplayer. It was added in the first expansion pack, "Unto the Evil". It uses vampiric plasma lightning beams to steal the life force from its victims and then convert it into Hellish energy projectiles.

to:

[[folder:Harvester ('''Multiplayer Only''')]]
!!Harvester
[[quoteright:350:https://static.
[[folder:Carcass]]
!!Carcass
[[quoteright:340:https://static.
tvtropes.org/pmwiki/pub/images/harvester.org/pmwiki/pub/images/carcass_8.png]]
[[caption-width-right:350:Harvester [[caption-width-right:340:Carcass in ''Doom'' (2016)]]
''Doom Eternal'']]
!!!'''Appear in:''' ''VideoGame/Doom2016''
A demon similar in appearance to
''VideoGame/DoomEternal''
Cybernetically-augmented human corpses created by
the Summoner which only appears in ''2016''[='s=] multiplayer. It was added in UAC, the first expansion pack, "Unto the Evil". It uses vampiric plasma lightning beams to steal the life force from its victims and then convert it into Hellish energy projectiles.Carcass is a highly effective support unit.



* {{Cyclops}}: Sports a single large, yellow eye that dominates its face.
* LifeDrain: Its primary mechanic is its ability to leech health for itself from opposing players.
* SpreadShot: After using its life drain lightning to fill up its meter, it can then launch a spread of five large plasma shots similar to the BFG, each with the capacity to one-shot other players.
[[/folder]]


[[folder:Carcass]]
!!Carcass
[[quoteright:340:https://static.tvtropes.org/pmwiki/pub/images/carcass_8.png]]
[[caption-width-right:340:Carcass in ''Doom Eternal'']]
!!!'''Appear in:''' ''VideoGame/DoomEternal''
Cybernetically-augmented human corpses created by the UAC, the Carcass is a highly effective support unit.
----



[[folder:Pain Elemental]]
!!Pain Elemental
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pain_elemental_28doom_eternal29.jpg]]
[[caption-width-right:350:Pain Elemental in ''Doom Eternal'']]
!!!'''Appear in:''' ''VideoGame/DoomEternal''
Powerful, floating one-eyed demons that can launch multiple Lost Souls.

to:

[[folder:Pain Elemental]]
!!Pain Elemental
[[folder:Pinky]]
!!Pinky
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pain_elemental_28doom_eternal29.org/pmwiki/pub/images/pinky_eternal.jpg]]
[[caption-width-right:350:Pain Elemental [[caption-width-right:350:Pinky in ''Doom Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''Doom'' (2016).]]https://static.tvtropes.org/pmwiki/pub/images/img_0157.PNG[[/labelnote]]]]
!!!'''Appear in:''' ''VideoGame/Doom2016'' | ''VideoGame/DoomEternal''
Powerful, floating one-eyed demons that can launch multiple Lost Souls.So-named for their pink colouration, Pinkies will charge their foes and possess heavy armour, with only their backsides vulnerable.



* AchillesHeel: They're slower and larger than their fellow flying heavies, the Cacodemons; they also lack their devastatingly powerful bite, and their projectiles can be shot down, unlike the lightning balls the Caco spits. Additionally, as a flying unit, they also receive additional damage from the Ballista, going down in a minimum of two Arbalest shots to the Caco's one.
* AndIMustScream: According to the Codex, their entire existence is devoted to forging Lost Souls within their stomach, which is an understandably excruciating process.
* BarrierWarrior: In Battlemode, where it can summon a Soul Shield made up of Lost Souls to not only protect itself against attacks but launch at the Doom Slayer.
* BizarreAlienBiology: Much like the Cacodemons and Arachnotrons, their skull contains their ribcage.
* TheBusCameBack: After being absent from the franchise since ''Doom 64'' (released in 1997), they're back for ''VideoGame/DoomEternal''.
* {{Cyclops}}: Only has one big red eye in the middle of its giant head, or rather, body.
* EliteMooks: Serves as an upgraded, tougher version of the Cacodemon. However, the same tactics to stagger a Cacodemon (launching a grenade or Sticky Bomb into its mouth) will not work on Pain Elementals.
* EyeScream: All the Glory Kills on them involve the Doom Slayer doing something horrible to their eye, with one involving the Slayer stabbing up through their upper jaw and impaling their eye with such force that it goes straight out of their head.
* FastballSpecial: Sometimes, a Pain Elemental will just grab a Lost Soul from its gullet and straight-up chuck it at you.
* FateWorseThanDeath: The Pain Elementals are said to be abhorrent beasts from the depths of the Umbral Plains, cursed to eternally forge Lost Souls in their gut, which causes them such excruciating, everlasting pain that the only way they can relieve it is to kill indiscriminately and spread suffering.
* GrumpyOldMan: Was designed to look as if it had such a disposition. Given its codex entry, it has every right to be a bit surly.
* HornsOfVillainy: Their head is crowned with several small ones, as well as a particularly impressive main pair.
* MagicMissileStorm: Its main form of attack is launching Lost Souls at you.
* MonstrousMandibles: Has two jaws and no less than ''8'' toothy mandibles. Its "Big Mouth" emote displays its huge, horrendous maw as it roars.
* MookMaker: Played with; besides a close-range melee swipe, its attacks all involve summoning Lost Souls. However, unlike in classic ''Doom'', these Lost Souls function more like projectiles rather than enemies with independent AI.
* WaddlingHead: Played with. Since it's a giant demonic head that floats around rather than walks, it doesn't have feet, but instead has two stubby little arms, which it uses to [[https://78.media.tumblr.com/f33ae80cb3154875985e260040642e56/tumblr_pd99swUIeg1qh1rfpo1_500.gif pantomime various motions that make it look like it's stomping through the air towards you]], as a tongue-in-cheek reference to their [[https://78.media.tumblr.com/ae3a96bb1672cf1f1441fd20b9a60ae4/tumblr_inline_p8y7iqnppj1s408j9_400.gif animations from the original game]], which look like the Pain Elemental is walking with invisible legs.
[[/folder]]

[[folder:Pinky]]
!!Pinky
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pinky_eternal.jpg]]
[[caption-width-right:350:Pinky in ''Doom Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''Doom'' (2016).]]https://static.tvtropes.org/pmwiki/pub/images/img_0157.PNG[[/labelnote]]]]
!!!'''Appear in:''' ''VideoGame/Doom2016'' | ''VideoGame/DoomEternal''
So-named for their pink colouration, Pinkies will charge their foes and possess heavy armour, with only their backsides vulnerable.
----



[[folder:Whiplash]]
!!Whiplash
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/whiplash_full.jpg]]
[[caption-width-right:350:Whiplash in ''Doom Eternal'']]
!!!'''Appear in:''' ''VideoGame/DoomEternal''
Female, serpentine demons with UAC-made cybernetic augmentations that wield a pair of bladed whips.

to:

[[folder:Whiplash]]
!!Whiplash
[[quoteright:350:https://static.
[[folder:Summoner]]
!!Summoner
[[quoteright:250:https://static.
tvtropes.org/pmwiki/pub/images/whiplash_full.jpg]]
[[caption-width-right:350:Whiplash
org/pmwiki/pub/images/img_0166.PNG]]
[[caption-width-right:250:Summoner
in ''Doom Eternal'']]
''Doom'' (2016)]]
!!!'''Appear in:''' ''VideoGame/DoomEternal''
Female, serpentine
''VideoGame/Doom2016''
Summoners are floating, rapidly moving
demons with UAC-made cybernetic augmentations that wield a pair can conjure up other demons and fires damaging beams of bladed whips.unfiltered Argent energy. Essentially the ''2016'' equivalent of the Archvile from the classic games; as such, they aren't seen in ''Eternal'' (or at least, not as Spirits), where [[TheBusCameBack the original shows up to show us how it's done.]]



* AchillesHeel: They prioritize getting up close and personal with the Slayer, which works great -- until you get the Super Shotgun. They also make no effort to avoid explosives launched into their intended path of travel, which makes it easy to trick them into moving right into a primed grenade. However, the easiest way to kill them is with a Lock-On Burst, which completely negates their evasiveness and is lethal if all three rockets connect.
* BodyHorror: Judging from their appearance, they were once organic beings, but their transformation has led to literally everything below their chest, as well as their arms, being severed and replaced by cybernetics.
* BladeBelowTheShoulder: Their whips are launched from within their forearms.
* DualWielding: The Whiplash is equipped with a pair of presumably Argent-powered whips that she can use to both attack from afar and [[BuildingSwing maneuver around the environment]].
* LightningBruiser: The Whiplash is an extremely evasive enemy that can easily slither through your projectile attacks, deal quite a bit of damage with her whips, and take quite the beating before going down.
* OneGenderRace: All Whiplashes are female.
* TheSmurfettePrinciple: She's the only non-boss demon that is explicitly female.
* SnakePeople: The snake part is cybernetic, but it's implied that they were all biologically snakelike even before the UAC augmented them.

to:

* AchillesHeel: They prioritize getting up close and personal EliteMooks: Summoners are more advanced versions of Imps, as they replace fireballs with waves of hell energy.
* EnemySummoner: The Summoner... well... [[ExactlyWhatItSaysOnTheTin summons demons]] to help out on
the Slayer, which works great -- until you get battlefield.
* HalfTheManHeUsedToBe: Summoners can inflict this on
the Super Shotgun. They also make no effort to avoid explosives launched into Doom Slayer if their intended path of travel, which makes it easy to trick them into moving right into a primed grenade. However, the easiest way to kill them is with a Lock-On Burst, which completely negates their evasiveness and is lethal if all three rockets connect.
* BodyHorror: Judging from their appearance, they were once organic beings, but their transformation has led to literally everything below their chest, as well as their arms, being severed and replaced by cybernetics.
* BladeBelowTheShoulder: Their whips are launched from within their forearms.
* DualWielding: The Whiplash is equipped with a pair of presumably Argent-powered whips that she can use to both
red shockwave attack from afar and [[BuildingSwing maneuver around deals him the environment]].
killing blow.
* LightningBruiser: The Whiplash is an extremely evasive enemy that Summoners are not the strongest demon, but it has a fairly quick attack, moves very rapidly among the demons it summons, and can easily slither through your projectile attacks, deal quite a bit of damage with her whips, and take quite the beating beating.
* PowerFloats: Summoners have atrophied legs without feet, so they would be incapable of walking even if they wanted to.
* {{Roboteching}}: Summoners are one of three specific demon species that you must seek out to attain Mastery one of your weapon mods. Five Summoners must be killed with the Rocket Launcher's [[SuperPersistentMissile Lock-On Burst]] upgrade, a task that often results in hilarious missile trajectories as the warheads chase the incessantly teleporting freak around the battlefield.
* SuspiciouslySimilarSubstitute: It essentially served as ''2016'''s version of the Archvile
before being PutOnABus for ''Eternal'' in favour of bringing back the Archvile. Allegedly, in early versions of the game, the Summoner was originally going down.
* OneGenderRace: All Whiplashes are female.
* TheSmurfettePrinciple: She's
to actually ''be'' the only non-boss demon that Archvile and is explicitly female.
* SnakePeople: The snake part is cybernetic, but it's implied that they were all biologically snakelike
even referred to as such in the game files, but the name was changed before release for unknown reasons.
* TeleportSpam: Summoners teleport around rapidly to avoid you.
* ZombifyTheLiving: The Handbook states that
the UAC augmented them.Hellwave the Summoner uses as an attack has a chance of turning the occasional victim into a Possessed.



[[folder:Whiplash Spectre ('''The Ancient Gods''')]]
!!Whiplash Spectre
[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/whip_spectre.png]]
[[caption-width-right:270:Whiplash Spectre in ''The Ancient Gods: Part One'']]
!!!'''Appear in:''' ''[[DownloadableContent The Ancient Gods: Part One]]''
[[ExactlyWhatItSaysOnTheTin A variant of the Whiplash with the invisibility of the Spectre.]]

to:

[[folder:Whiplash Spectre ('''The Ancient Gods''')]]
!!Whiplash Spectre
[[quoteright:270:https://static.
[[folder:Harvester ('''Multiplayer Only''')]]
!!Harvester
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/whip_spectre.org/pmwiki/pub/images/harvester.png]]
[[caption-width-right:270:Whiplash Spectre [[caption-width-right:350:Harvester in ''The Ancient Gods: Part One'']]
''Doom'' (2016)]]
!!!'''Appear in:''' ''[[DownloadableContent The Ancient Gods: Part One]]''
[[ExactlyWhatItSaysOnTheTin
''VideoGame/Doom2016''
A variant of demon similar in appearance to the Whiplash with Summoner which only appears in ''2016''[='s=] multiplayer. It was added in the invisibility of first expansion pack, "Unto the Spectre.]]Evil". It uses vampiric plasma lightning beams to steal the life force from its victims and then convert it into Hellish energy projectiles.



* GiantSpaceFleaFromNowhere: These hybrid mooks are left completely unexplained. There isn't even a Codex entry about them to give even a HandWave.
* KungFuProofMook: They have the benefits of the Spectre's invisibility, which also grants them immunity to lock-on mods such as the Plasma Rifle's Microwave Beam, the Rocket Launcher's Lock-On Burst and the Super Shotgun's Meathook. Freezing them with Ice Bombs, however, can be used to bypass this immunity.
* LogicalWeakness: They can be hard to spot due to staying at a distance and having invisibility. But if you encounter an Empowered Demon version of them, you can easily spot them since [[EpicFail Empowered Demons are highlighted and tagged, negating the Whiplash's invisibility]].
* NoNameGiven: Unlike the Spectre, they aren't given a name of their own via Codex. The only way you'd know their name is if you encountered one as an Empowered Demon, which will highlight it and tag it with its name.
* UniqueEnemy: [[ZigzaggedTrope Zig-zagged]]. While they are a semi-regular enemy in both parts of the DLC, their only appearances outside of it are in the [[BrutalBonusLevel Master Level]] versions of the Super Gore Nest, Taras Nabad, Mars Core and the World Spear.

to:

* GiantSpaceFleaFromNowhere: These hybrid mooks are left completely unexplained. There isn't even {{Cyclops}}: Sports a Codex entry about them single large, yellow eye that dominates its face.
* LifeDrain: Its primary mechanic is its ability
to give even leech health for itself from opposing players.
* SpreadShot: After using its life drain lightning to fill up its meter, it can then launch
a HandWave.
* KungFuProofMook: They have
spread of five large plasma shots similar to the benefits of the Spectre's invisibility, which also grants them immunity to lock-on mods such as the Plasma Rifle's Microwave Beam, the Rocket Launcher's Lock-On Burst and the Super Shotgun's Meathook. Freezing them BFG, each with Ice Bombs, however, can be used to bypass this immunity.
* LogicalWeakness: They can be hard to spot due to staying at a distance and having invisibility. But if you encounter an Empowered Demon version of them, you can easily spot them since [[EpicFail Empowered Demons are highlighted and tagged, negating
the Whiplash's invisibility]].
* NoNameGiven: Unlike the Spectre, they aren't given a name of their own via Codex. The only way you'd know their name is if you encountered one as an Empowered Demon, which will highlight it and tag it with its name.
* UniqueEnemy: [[ZigzaggedTrope Zig-zagged]]. While they are a semi-regular enemy in both parts of the DLC, their only appearances outside of it are in the [[BrutalBonusLevel Master Level]] versions of the Super Gore Nest, Taras Nabad, Mars Core and the World Spear.
capacity to one-shot other players.



[[AC:Super-Heavy Demons]]

[[folder:Archvile]]
!!Archville
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arch_vile_doom_eternal.jpg]]
[[caption-width-right:350:Archvile in ''Doom Eternal'']]

to:

[[AC:Super-Heavy Demons]]

[[folder:Archvile]]
!!Archville
[[folder:Whiplash]]
!!Whiplash
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arch_vile_doom_eternal.org/pmwiki/pub/images/whiplash_full.jpg]]
[[caption-width-right:350:Archvile [[caption-width-right:350:Whiplash in ''Doom Eternal'']]



Archviles are high-ranking demons with the power to control flames and summon and empower fellow demons.

to:

Archviles are high-ranking Female, serpentine demons with the power to control flames and summon and empower fellow demons.UAC-made cybernetic augmentations that wield a pair of bladed whips.



* AchillesHeel: They prioritize getting up close and personal with the Slayer, which works great -- until you get the Super Shotgun. They also make no effort to avoid explosives launched into their intended path of travel, which makes it easy to trick them into moving right into a primed grenade. However, the easiest way to kill them is with a Lock-On Burst, which completely negates their evasiveness and is lethal if all three rockets connect.
* BodyHorror: Judging from their appearance, they were once organic beings, but their transformation has led to literally everything below their chest, as well as their arms, being severed and replaced by cybernetics.
* BladeBelowTheShoulder: Their whips are launched from within their forearms.
* DualWielding: The Whiplash is equipped with a pair of presumably Argent-powered whips that she can use to both attack from afar and [[BuildingSwing maneuver around the environment]].
* LightningBruiser: The Whiplash is an extremely evasive enemy that can easily slither through your projectile attacks, deal quite a bit of damage with her whips, and take quite the beating before going down.
* OneGenderRace: All Whiplashes are female.
* TheSmurfettePrinciple: She's the only non-boss demon that is explicitly female.
* SnakePeople: The snake part is cybernetic, but it's implied that they were all biologically snakelike even before the UAC augmented them.
[[/folder]]

[[folder:Whiplash Spectre ('''The Ancient Gods''')]]
!!Whiplash Spectre
[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/whip_spectre.png]]
[[caption-width-right:270:Whiplash Spectre in ''The Ancient Gods: Part One'']]
!!!'''Appear in:''' ''[[DownloadableContent The Ancient Gods: Part One]]''
[[ExactlyWhatItSaysOnTheTin A variant of the Whiplash with the invisibility of the Spectre.]]
----
* GiantSpaceFleaFromNowhere: These hybrid mooks are left completely unexplained. There isn't even a Codex entry about them to give even a HandWave.
* KungFuProofMook: They have the benefits of the Spectre's invisibility, which also grants them immunity to lock-on mods such as the Plasma Rifle's Microwave Beam, the Rocket Launcher's Lock-On Burst and the Super Shotgun's Meathook. Freezing them with Ice Bombs, however, can be used to bypass this immunity.
* LogicalWeakness: They can be hard to spot due to staying at a distance and having invisibility. But if you encounter an Empowered Demon version of them, you can easily spot them since [[EpicFail Empowered Demons are highlighted and tagged, negating the Whiplash's invisibility]].
* NoNameGiven: Unlike the Spectre, they aren't given a name of their own via Codex. The only way you'd know their name is if you encountered one as an Empowered Demon, which will highlight it and tag it with its name.
* UniqueEnemy: [[ZigzaggedTrope Zig-zagged]]. While they are a semi-regular enemy in both parts of the DLC, their only appearances outside of it are in the [[BrutalBonusLevel Master Level]] versions of the Super Gore Nest, Taras Nabad, Mars Core and the World Spear.
[[/folder]]

[[AC:Super-Heavy Demons]]

[[folder:Archvile]]
!!Archville
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arch_vile_doom_eternal.jpg]]
[[caption-width-right:350:Archvile in ''Doom Eternal'']]
!!!'''Appear in:''' ''VideoGame/DoomEternal''
Archviles are high-ranking demons with the power to control flames and summon and empower fellow demons.
----



* TookALevelInBadass: Barons in ''2016'' are pretty tough, but not significantly more so than other elite demons. The Fireborne Barons of ''Eternal'' are "Super Heavy"-tier demons capable of tanking a BFG blast.

to:

* TookALevelInBadass: Barons in ''2016'' are pretty tough, but not significantly more so than other elite demons. The Fireborne Barons of ''Eternal'' are "Super Heavy"-tier demons capable of tanking a BFG blast.blast, and this status means that they are invulnerable to the chainsaw.
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to:

[[/folder]]

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[[folder:Mancubus & Cyber-Mancubus]]
!!Mancubus & Cyber-Mancubus
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mancubus_de.png]]
[[caption-width-right:350:Mancubus in ''Doom Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''Doom'' (2016).]]https://static.tvtropes.org/pmwiki/pub/images/img_0158_8.PNG[[/labelnote]]]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cybermancubus_de.png]]
[[caption-width-right:350:Cyber-Mancubus in ''Doom Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''Doom'' (2016).]]https://static.tvtropes.org/pmwiki/pub/images/cyber_mancubus.png[[/labelnote]]]]

to:

[[folder:Mancubus & Cyber-Mancubus]]
!!Mancubus & Cyber-Mancubus
[[folder:Hell Knight]]
!!Hell Knight
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mancubus_de.org/pmwiki/pub/images/hellknight_de.png]]
[[caption-width-right:350:Mancubus [[caption-width-right:350:Hell Knight in ''Doom Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''Doom'' (2016).]]https://static.tvtropes.org/pmwiki/pub/images/img_0158_8.PNG[[/labelnote]]]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cybermancubus_de.png]]
[[caption-width-right:350:Cyber-Mancubus in ''Doom Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''Doom'' (2016).]]https://static.tvtropes.org/pmwiki/pub/images/cyber_mancubus.png[[/labelnote]]]]
org/pmwiki/pub/images/img_0155.PNG[[/labelnote]]]]



Morbidly obese demons with fireball cannons for arms. The Cyber variant is the result of UAC experimentation on several test subjects, outfitted with two corrosive acid guns as opposed to the organic flame cannons.

to:

Morbidly obese demons with fireball cannons for arms. The Cyber variant is Bearing a close resemblance to their ''VideoGame/Doom3'' counterparts, Hell Knights are hulking, yet surprisingly swift bruisers who will turn the result Doom Slayer into paste should they get their hands on him. They are also one of UAC experimentation on several test subjects, outfitted with two corrosive acid guns as opposed to the organic flame cannons.only demon types to respect hierarchy, so any plans that hell has beyond blindly attacking everything is enforced through them and the Barons.



* AchillesHeel: In both ''2016'' and ''Eternal'' -- they are very strong and very fast, but they are extremely predictable in their attack patterns. They're also VERY large, making them hard to miss. They're easy to shut down as long as you stay out of their reach.
** Things get even worse for them in ''Eternal'', where the Slayer's new dash ability lets him effortlessly kite around them even in close quarters. Furthermore, they've gained an additional weakness to Chaingun fire alongside other Hell Nobles, causing them to falter when under fire from it and disrupting their attacks and movement.
* TheBrute: Hell's version of it. Hulking (though not as much as the Barons), straightforward and completely focused on melée combat.
* BodyHorror: Hell Knights seem to have exposed flesh on several parts of their body.
* CantCatchUp: A particularly literal example; as mentioned above, they are one of the only returning enemies from ''2016'' who don't get any new moves in ''Eternal''. They're slightly faster, but that's about it. This leaves them at the mercy of the Slayer's greatly-enhanced mobility; his Dash allows them to be easily dodged, baiting them into fruitless leaps that leave them wide open for retaliation.
* CloseRangeCombatant: Unlike its classic and ''Doom 3'' counterparts, the modern Hell Knight has no ranged attacks, but compensates with his high speed and immense strength.
* DivergentCharacterEvolution: Hell Knights in ''Doom II'' were {{Palette Swap}}s of Barons of Hell with lower health. In ''Doom 3'', they received a major redesign and took a similar role as the Baron of Hell from the original games (who did not return in ''3''). ''2016'' brought both enemies back, with the Barons of Hell resembling their classic appearance while the Hell Knights retain their look from ''3'', and they've become a tough CloseRangeCombatant that lacks the projectile attack that previous versions had.
* EliteMooks: Like their original iteration, Hell Knights are bigger, better, and stronger Imps: while they lack fire powers, they still share their speed and agility, and combine it with SuperStrength. They are the primary enforcers of the Archdemons, and you'll quickly find out why if you let them touch you.
* EyelessFace: Hell Knights in ''2016'' have no (visible) eyes, but {{Averted}} in ''Eternal'', which redesigns them to have glowing yellow eyes.
* {{Fatality}}: Being killed by a Hell Knight in ''2016'' will net you a first-person scene of it crushing you to a pulp with three {{Megaton Punch}}es.
* GoodOldFisticuffs: Using their huge size to their advantage, they primarily attack using their enormous strength, given that they no longer have the ranged attacks their classic versions had.
* LightningBruiser: They are no longer the lumbering behemoths they were in previous games. Now, they are extremely agile, able to perform devastating leaping ground pounds and traverse up to higher surfaces with ease. The Slayer is still somewhat faster, but you will be tested in your effective maneuverability when dealing with these guys; get backed into a corner when they are about to do their ground pound, and you ''will'' be hurting.
* {{Nerf}}: No longer able to throw fireballs like in previous games. They are also not quite as durable as they were in ''Doom 3'', where they filled the Baron of Hell's niche.
* RevisitingTheRoots: In ''Eternal'', to ''Doom 3'' of all things; their skin is overall greyer in colouration, and their cranial regions now feature eyes and a more visible divide between either half of the skull.
* SkullForAHead: Their faces distinctly resemble that of a human skull, except for the eye sockets and the ridiculous amount of muscle surrounding it.
* ShockwaveStomp: Their preferred attack when you're too far away for a basic punch is an enormous leap that's followed by an earth-shaking landing that deals heavy damage to anything caught in the shockwave.
* SmashMook: Hell Knights have lost their ranged attacks, but make up for it with their greatly increased speed and agility.
[[/folder]]

[[folder:Dread Knight]]
!!Dread Knight
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dreadknight.png]]
[[caption-width-right:350:Dread Knight in ''Doom Eternal'']]
!!!'''Appear in:''' ''VideoGame/DoomEternal''
Hell Knights that are enhanced with various cybernetics by the UAC, equipped with twin energy blades and pumped full of performance-enhancing chemicals.
----



** In ''Eternal'', Mancubi are hideously tanky, even by the standards of their fellow heavyweight demons; their arm cannons let them function as an anti-aircraft cannon, keeping you from moving too freely around the arena. However, if you blast off their arm cannons with either a weak point-buster (Sticky Bomb, Precision Bolt, Ballista standard fire) or enough firepower from any other weapon, they can only fire pathetic, slow-moving fireballs that don't explode and whistle like a firework. They also lose their devastating close-range flamethrower attack, making them easy to kite.
** The Cyber-Mancubus naturally amps both of these attributes up to eleven, but in return, has an even more easily-exploited weakness; a single Blood Punch will tear off ''all'' of their armour and most of their HP, exposing their huge guts to retaliation. In fact, a point-blank blast from the Super Shotgun after Blood Punching their armor off puts them in a Glory Kill state immediately.

to:

** They aren't quite as fast as their unmodified counterparts are, and their tendency to launch ranged attacks means that they will often be left behind by both their fellow demons and the Slayer as the battle moves around the arena.
** Since they're considered a Hell Noble, they're also susceptible to the faltering and attack disruptions courtesy of MoreDakka from the Chaingun.
** A single barrage from the Rocket Launcher's Lock-On Burst will instantly put them in a Glory Kill state.
* BladeBelowTheShoulder: Has a LaserBlade attached to each wrist.
* {{Cyborg}}: While functionally similar to Hell Knights, Dread Knights stand in stark visual contrast as their flesh has been meshed with cybernetics, with their arms, in particular, being replaced by ArtificialLimbs equipped with energy blades.
* EliteMooks: Far stronger than the standard [[SmashMook Hell Knights]], forming a bridging point between them and the Barons of Hell. They also lose some of their predecessor's weaknesses -- they gain both a ranged attack and a wide-reaching sweeping slash that covers a large radius around them, making kiting them a hazardous proposition. Their ground pounds even create pools of electrified plasma that can still damage the player and restrict their movement, even if the strike itself is dodged.
* MoreDakka: Their aforementioned weakness, courtesy of the Chaingun. Handily demonstrated by a particular section in ''Super Gore Nest'' where you're [[NewWeaponTargetRange dropped into a small arena with one right after obtaining the Chaingun]]. Two seconds of concentrated rapid-fire will bring it down.
* PlayerExclusiveMechanic: Several in Battlemode. In addition to now being able to double jump, the playable Dread Knight has the ability to use the [[{{Teleportation}} Quantum Orb]] and go [[UnstoppableRage Berserk]].
* PowerGlows: Player-controlled Dread Knights glow bright orange with Berserk activated.
* PromotedToPlayable: Joined the roster of playable Battlemode demons in Update 6.66.
* ShockwaveStomp: Its leaping stomp attack as been upgraded to unleash red lightning in a wide area around itself, creating a floor hazard that damages anyone who goes over it.
* SuperSoldier: They are essentially Hell's version of this: they are faster, tougher and stronger than normal Hell Knights, juiced up with massive doses of epinephrine (in layman's terms, adrenaline) to keep them in an unbroken state of bloodlust and injected with artificial dopamine for every kill they get, making them even more eager to disregard their lives for the sake of battle.
* SwordBeam: They can throw these at you with their arm blades if they can't catch you.
* {{Teleportation}}: The Quantum Orb ability allows the Dread Knight to shoot out an EnergyBall and teleport to the orb's location after being sent out.
* UnstoppableRage: In Battlemode, the Dread Knight can use the Berserk ability, which replaces their usual energy wave attack with high-speed slashes and makes them much faster and reduces damage taken to boot. The ability has a very slow cooldown after being used, however.
[[/folder]]

[[folder:Mancubus]]
!!Mancubus
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mancubus_de.png]]
[[caption-width-right:350:Mancubus in ''Doom Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''Doom'' (2016).]]https://static.tvtropes.org/pmwiki/pub/images/img_0158_8.PNG[[/labelnote]]]]
!!!'''Appear in:''' ''VideoGame/Doom2016'' | ''VideoGame/DoomEternal''
Morbidly obese demons with fireball cannons for arms.
----
* AchillesHeel:
In ''Eternal'', Mancubi are hideously tanky, even by the standards of their fellow heavyweight demons; their arm cannons let them function as an anti-aircraft cannon, keeping you from moving too freely around the arena. However, if you blast off their arm cannons with either a weak point-buster (Sticky Bomb, Precision Bolt, Ballista standard fire) or enough firepower from any other weapon, they can only fire pathetic, slow-moving fireballs that don't explode and whistle like a firework. They also lose their devastating close-range flamethrower attack, making them easy to kite.
** The Cyber-Mancubus naturally amps both of these attributes up to eleven, but in return, has an even more easily-exploited weakness; a single Blood Punch will tear off ''all'' of their armour and most of their HP, exposing their huge guts to retaliation. In fact, a point-blank blast from the Super Shotgun after Blood Punching their armor off puts them in a Glory Kill state immediately.
kite.



* ArmCannon: In ''2016'', the regular Mancubus has organic arm cannons that form naturally, while the Cyber variant has them replaced with UAC-made cannons. In ''Eternal'', both variants are equipped with man-made arm cannons.

to:

* ArmCannon: In ''2016'', the regular Mancubus it has organic arm cannons that form naturally, while the Cyber variant has them replaced with UAC-made cannons. naturally. In ''Eternal'', both variants are it is equipped with man-made arm cannons.



* ColorCodedForYourConvenience:
** In ''2016'', in addition to being slightly larger, the Cyber-Mancubus has had its chitinous armour replaced with teal-green UAC technology, complete with green bioluminescent lights on its body as opposed to the regular's red.
** In ''Eternal'', in addition to their traditional green UAC body armor, Cyber-Mancubi possess bright green skin that further differentiates them from standard Mancubi (particularly if said armor has been stripped).
* {{Cyborg}}: The Cyber-Mancubi, as is in their name, have been enhanced with UAC technology such as new weapons replacing their organic flamethrowers and armor plating grafted to their flesh. This has become standard for regular Mancubi in ''Eternal'', and their redesign is explained in their codex as the UAC Cultists having done man-made cybernetic modifications to improve upon their fighting power and armor without going to the extent of the Cyber-Mancubi.

to:

* ColorCodedForYourConvenience:
** In ''2016'', in addition to being slightly larger, the Cyber-Mancubus has had its chitinous armour replaced with teal-green UAC technology, complete with green bioluminescent lights on its body as opposed to the regular's red.
** In ''Eternal'', in addition to their traditional green UAC body armor, Cyber-Mancubi possess bright green skin that further differentiates them from standard Mancubi (particularly if said armor has been stripped).
* {{Cyborg}}: The Cyber-Mancubi, as is in their name, have been enhanced with UAC technology such as new weapons replacing their organic flamethrowers and armor plating grafted to their flesh. This has become standard for regular Mancubi in ''Eternal'', and their redesign is explained in their codex as the UAC Cultists having done man-made cybernetic modifications to improve upon their fighting power and armor without going to the extent of the Cyber-Mancubi.



* DecompositeCharacter: In most ''Doom'' games the Mancubi are otherwise organic creatures with cybernetic guns. ''2016'' splits them into two kinds: the entirely organic Mancubi and the far more visibly enhanced Cyber-Mancubi. Both return in ''VideoGame/DoomEternal'', though are now directly based on the classic Mancubus appearance-wise.
* DiscardAndDraw: Their Cybernetic variants in ''Eternal'' play this trope straight. On the one hand, their cannons can no longer be destroyed by the Precision Bolt, and they can leave behind damaging pools of acid with their attacks. On the other, they lose their close-range flamethrower.



* FatBastard: Larger than most demons, and so fat that their natural armor is incapable of fully protecting them. Humorously, according to one of its Codex entries, the UAC ''tried'' to remedy this with all-encompassing armor [[FailureIsTheOnlyOption but the Cyber-Mancubi kept outgrowing said armor anyway.]]

to:

* FatBastard: Larger than most demons, and so fat that their natural armor is incapable of fully protecting them. Humorously, according to one of its Codex entries, the UAC ''tried'' to remedy this with all-encompassing armor armor, [[FailureIsTheOnlyOption but the Cyber-Mancubi kept outgrowing said armor anyway.]]anyway]].



* HeavilyArmoredMook: Cyber-Mancubi have heavy armor that lets them tank about twice as much damage as a regular Mancubus, though in ''Eternal'' their armor can be knocked off with a blood punch.



* PlayingWithFire: The standard variants are armed with two flamethrowers.
* PoisonousPerson: The Cyber-Mancubus can't ignite the bile it produces anymore due to the replacement of the chitinous cannons with rifled cybernetic barrels; however, the resultant slime is both immensely toxic and [[PoisonIsCorrosive highly corrosive]], leaving sizzling pools of the stuff wherever they land. Combined with its ability/preference to fire these globs from longer distances, this makes the Cyber-Mancubus just as lethally effective as its organic counterpart.
* RevisitingTheRoots: As seen above, Mancubi are given the most dramatic redesign of the demons in ''Eternal'', ditching the chitinous cyclops appearance of ''2016'' for the classic "fat ogre" form, with cybernetic arm cannons instead of OrganicTechnology. Cyber-Mancubi follow suit, distinguished by their green hue and a layer of cybernetic armor applied to most of their bodies. This is even lampshaded in the Codex as the Mancubi of ''Eternal'' are noted to be different than the ones discovered by UAC expeditions.

to:

* PlayingWithFire: The standard variants They are armed with two flamethrowers.
* PoisonousPerson: The Cyber-Mancubus can't ignite the bile it produces anymore due to the replacement of the chitinous
flamethrowers, and they have little fireball cannons with rifled cybernetic barrels; however, the resultant slime is both immensely toxic and [[PoisonIsCorrosive highly corrosive]], leaving sizzling pools of the stuff wherever they land. Combined with its ability/preference to fire these globs from longer distances, this makes the Cyber-Mancubus just as lethally effective as its organic counterpart.
below.
* RevisitingTheRoots: As seen above, Mancubi are given the most dramatic redesign of the demons in ''Eternal'', ditching the chitinous cyclops appearance of ''2016'' for the classic "fat ogre" form, with cybernetic arm cannons instead of OrganicTechnology. Cyber-Mancubi follow suit, distinguished by their green hue and a layer of cybernetic armor applied to most of their bodies. This is even lampshaded in the Codex as the Mancubi of ''Eternal'' are noted to be different than the ones discovered by UAC expeditions.



* UndergroundMonkey: There's both the regular Mancubus and the Cyber-Mancubus, the latter of which has had its chitinous armor/[[ArmCannon Arm Cannons]] replaced with green metal plating, mechanical {{Arm Cannon}}s, and is also outfitted with a fancy technological helmet to better visually distinguish it. In true UndergroundMonkey fashion, the Cyber-Mancubus is also more dangerous than its vanilla counterpart, with unique variations of the standard attacks alongside increased health and damage output.
* WalkingWasteland: {{Downplayed}}; the bile fired by the Cyber-Mancubus will create a toxic pool that damages anything that enters it whilst it lingers.



[[folder:Hell Knight]]
!!Hell Knight
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hellknight_de.png]]
[[caption-width-right:350:Hell Knight in ''Doom Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''Doom'' (2016).]]https://static.tvtropes.org/pmwiki/pub/images/img_0155.PNG[[/labelnote]]]]

to:

[[folder:Hell Knight]]
!!Hell Knight
[[folder:Cyber-Mancubus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hellknight_de.org/pmwiki/pub/images/cybermancubus_de.png]]
[[caption-width-right:350:Hell Knight [[caption-width-right:350:Cyber-Mancubus in ''Doom Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''Doom'' (2016).]]https://static.tvtropes.org/pmwiki/pub/images/img_0155.PNG[[/labelnote]]]]org/pmwiki/pub/images/cyber_mancubus.png[[/labelnote]]]]



Bearing a close resemblance to their ''VideoGame/Doom3'' counterparts, Hell Knights are hulking, yet surprisingly swift bruisers who will turn the Doom Slayer into paste should they get their hands on him. They are also one of the only demon types to respect hierarchy, so any plans that hell has beyond blindly attacking everything is enforced through them and the Barons.

to:

Bearing a close resemblance to their ''VideoGame/Doom3'' counterparts, Hell Knights are hulking, yet surprisingly swift bruisers who will turn the Doom Slayer into paste should they get their hands on him. They are also one The Cyber variant of the only demon types to respect hierarchy, so any plans that hell has beyond blindly attacking everything is enforced through them and Mancubus, the Barons.result of UAC experimentation on several test subjects, outfitted with two corrosive acid guns as opposed to the organic flame cannons.



* AchillesHeel: In both ''2016'' and ''Eternal'' -- they are very strong and very fast, but they are extremely predictable in their attack patterns. They're also VERY large, making them hard to miss. They're easy to shut down as long as you stay out of their reach.
** Things get even worse for them in ''Eternal'', where the Slayer's new dash ability lets him effortlessly kite around them even in close quarters. Furthermore, they've gained an additional weakness to Chaingun fire alongside other Hell Nobles, causing them to falter when under fire from it and disrupting their attacks and movement.
* TheBrute: Hell's version of it. Hulking (though not as much as the Barons), straightforward and completely focused on melée combat.
* BodyHorror: Hell Knights seem to have exposed flesh on several parts of their body.
* CantCatchUp: A particularly literal example; as mentioned above, they are one of the only returning enemies from ''2016'' who don't get any new moves in ''Eternal''. They're slightly faster, but that's about it. This leaves them at the mercy of the Slayer's greatly-enhanced mobility; his Dash allows them to be easily dodged, baiting them into fruitless leaps that leave them wide open for retaliation.
* CloseRangeCombatant: Unlike its classic and ''Doom 3'' counterparts, the modern Hell Knight has no ranged attacks, but compensates with his high speed and immense strength.
* DivergentCharacterEvolution: Hell Knights in ''Doom II'' were {{Palette Swap}}s of Barons of Hell with lower health. In ''Doom 3'', they received a major redesign and took a similar role as the Baron of Hell from the original games (who did not return in ''3''). ''2016'' brought both enemies back, with the Barons of Hell resembling their classic appearance while the Hell Knights retain their look from ''3'', and they've become a tough CloseRangeCombatant that lacks the projectile attack that previous versions had.
* EliteMooks: Like their original iteration, Hell Knights are bigger, better, and stronger Imps: while they lack fire powers, they still share their speed and agility, and combine it with SuperStrength. They are the primary enforcers of the Archdemons, and you'll quickly find out why if you let them touch you.
* EyelessFace: Hell Knights in ''2016'' have no (visible) eyes, but {{Averted}} in ''Eternal'', which redesigns them to have glowing yellow eyes.
* {{Fatality}}: Being killed by a Hell Knight in ''2016'' will net you a first-person scene of it crushing you to a pulp with three {{Megaton Punch}}es.
* GoodOldFisticuffs: Using their huge size to their advantage, they primarily attack using their enormous strength, given that they no longer have the ranged attacks their classic versions had.
* LightningBruiser: They are no longer the lumbering behemoths they were in previous games. Now, they are extremely agile, able to perform devastating leaping ground pounds and traverse up to higher surfaces with ease. The Slayer is still somewhat faster, but you will be tested in your effective maneuverability when dealing with these guys; get backed into a corner when they are about to do their ground pound, and you ''will'' be hurting.
* {{Nerf}}: No longer able to throw fireballs like in previous games. They are also not quite as durable as they were in ''Doom 3'', where they filled the Baron of Hell's niche.
* RevisitingTheRoots: In ''Eternal'', to ''Doom 3'' of all things; their skin is overall greyer in colouration, and their cranial regions now feature eyes and a more visible divide between either half of the skull.
* SkullForAHead: Their faces distinctly resemble that of a human skull, except for the eye sockets and the ridiculous amount of muscle surrounding it.
* ShockwaveStomp: Their preferred attack when you're too far away for a basic punch is an enormous leap that's followed by an earth-shaking landing that deals heavy damage to anything caught in the shockwave.
* SmashMook: Hell Knights have lost their ranged attacks, but make up for it with their greatly increased speed and agility.
[[/folder]]

[[folder:Dread Knight]]
!!Dread Knight
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dreadknight.png]]
[[caption-width-right:350:Dread Knight in ''Doom Eternal'']]

to:

* AchillesHeel: In The Cyber-Mancubus naturally amps both ''2016'' and ''Eternal'' -- they are very strong and very fast, of these attributes up to eleven, but they are extremely predictable in their attack patterns. They're also VERY large, making them hard to miss. They're easy to shut down as long as you stay out return, has an even more easily-exploited weakness; a single Blood Punch will tear off ''all'' of their reach.
** Things get even worse for them in ''Eternal'', where the Slayer's new dash ability lets him effortlessly kite around them even in close quarters. Furthermore, they've gained an additional weakness to Chaingun fire alongside other Hell Nobles, causing them to falter when under fire from it
armour and disrupting their attacks and movement.
* TheBrute: Hell's version of it. Hulking (though not as much as the Barons), straightforward and completely focused on melée combat.
* BodyHorror: Hell Knights seem to have exposed flesh on several parts
most of their body.
* CantCatchUp: A particularly literal example; as mentioned above, they are one of the only returning enemies from ''2016'' who don't get any new moves in ''Eternal''. They're slightly faster, but that's about it. This leaves them at the mercy of the Slayer's greatly-enhanced mobility; his Dash allows them to be easily dodged, baiting them into fruitless leaps that leave them wide open for retaliation.
* CloseRangeCombatant: Unlike its classic and ''Doom 3'' counterparts, the modern Hell Knight has no ranged attacks, but compensates with his high speed and immense strength.
* DivergentCharacterEvolution: Hell Knights in ''Doom II'' were {{Palette Swap}}s of Barons of Hell with lower health. In ''Doom 3'', they received a major redesign and took a similar role as the Baron of Hell from the original games (who did not return in ''3''). ''2016'' brought both enemies back, with the Barons of Hell resembling their classic appearance while the Hell Knights retain their look from ''3'', and they've become a tough CloseRangeCombatant that lacks the projectile attack that previous versions had.
* EliteMooks: Like their original iteration, Hell Knights are bigger, better, and stronger Imps: while they lack fire powers, they still share their speed and agility, and combine it with SuperStrength. They are the primary enforcers of the Archdemons, and you'll quickly find out why if you let them touch you.
* EyelessFace: Hell Knights in ''2016'' have no (visible) eyes, but {{Averted}} in ''Eternal'', which redesigns them to have glowing yellow eyes.
* {{Fatality}}: Being killed by a Hell Knight in ''2016'' will net you a first-person scene of it crushing you to a pulp with three {{Megaton Punch}}es.
* GoodOldFisticuffs: Using
HP, exposing their huge size guts to retaliation. In fact, a point-blank blast from the Super Shotgun after Blood Punching their advantage, they primarily attack using their enormous strength, given that they no longer have the ranged attacks their classic versions had.
* LightningBruiser: They are no longer the lumbering behemoths they were
armor off puts them in previous games. Now, they are extremely agile, able to perform devastating leaping ground pounds and traverse up to higher surfaces a Glory Kill state immediately.
* ArmCannon: In ''2016'', it has its normal cannons them replaced
with ease. The Slayer is still somewhat faster, but you will be tested in your effective maneuverability when dealing with these guys; get backed into a corner when they are about to do their ground pound, and you ''will'' be hurting.
* {{Nerf}}: No longer able to throw fireballs like in previous games. They are also not quite as durable as they were in ''Doom 3'', where they filled the Baron of Hell's niche.
* RevisitingTheRoots:
UAC-made cannons. In ''Eternal'', it is equipped with man-made arm cannons.
* ColorCodedForYourConvenience:
** In ''2016'', in addition
to ''Doom 3'' of all things; being slightly larger, the Cyber-Mancubus has had its chitinous armour replaced with teal-green UAC technology, complete with green bioluminescent lights on its body as opposed to the regular's red.
** In ''Eternal'', in addition to
their traditional green UAC body armor, Cyber-Mancubi possess bright green skin that further differentiates them from standard Mancubi (particularly if said armor has been stripped).
* {{Cyborg}}: The Cyber-Mancubi, as
is overall greyer in colouration, and their cranial regions now feature eyes name, have been enhanced with UAC technology such as new weapons replacing their organic flamethrowers and a more visible divide between either half of armor plating grafted to their flesh.
* DamageSponge: They are '''even worse''' than their regular counterpart in these regards.
* DecompositeCharacter: In most ''Doom'' games
the skull.
* SkullForAHead: Their faces distinctly resemble that of a human skull, except for
Mancubi are otherwise organic creatures with cybernetic guns. ''2016'' splits them into two kinds: the eye sockets entirely organic Mancubi and the ridiculous amount of muscle surrounding it.
* ShockwaveStomp: Their preferred attack when you're too
far away for more visibly enhanced Cyber-Mancubi. Both return in ''VideoGame/DoomEternal'', though are now directly based on the classic Mancubus appearance-wise.
* DiscardAndDraw: Played with. In ''Eternal'',
a basic well-placed blood punch is an enormous leap that's followed by an earth-shaking landing that deals heavy damage to anything caught in the shockwave.
* SmashMook: Hell Knights have lost
can destroy their ranged attacks, armor, but make up for it on the one hand, their cannons can no longer be destroyed by the Precision Bolt, and they can leave behind damaging pools of acid with their greatly attacks. On the other, they lose their close-range flamethrower.
* HeavilyArmoredMook: Cyber-Mancubi have heavy armor that lets them tank about twice as much damage as a regular Mancubus, though in ''Eternal'' their armor can be knocked off with a blood punch.
* PoisonousPerson: The Cyber-Mancubus can't ignite the bile it produces anymore due to the replacement of the chitinous cannons with rifled cybernetic barrels; however, the resultant slime is both immensely toxic and [[PoisonIsCorrosive highly corrosive]], leaving sizzling pools of the stuff wherever they land. Combined with its ability/preference to fire these globs from longer distances, this makes the Cyber-Mancubus just as lethally effective as its organic counterpart.
* RevisitingTheRoots: Like the regular Mancubi, Cyber-Mancubi are redesigned to look closer to the classic games' design. They only distinguish by their green hue and a layer of cybernetic armor applied to most of their bodies. This is even lampshaded in the Codex as the Mancubi of ''Eternal'' are noted to be different than the ones discovered by UAC expeditions.
* UndergroundMonkey: There's both the regular Mancubus and the Cyber-Mancubus, the latter of which has had its chitinous armor/[[ArmCannon Arm Cannons]] replaced with green metal plating, mechanical {{Arm Cannon}}s, and is also outfitted with a fancy technological helmet to better visually distinguish it. In true UndergroundMonkey fashion, the Cyber-Mancubus is also more dangerous than its vanilla counterpart, with unique variations of the standard attacks alongside
increased speed health and agility.
[[/folder]]

[[folder:Dread Knight]]
!!Dread Knight
damage output.
* WalkingWasteland: {{Downplayed}}; the bile fired by the Cyber-Mancubus will create a toxic pool that damages anything that enters it whilst it lingers.

[[folder:Pain Elemental]]
!!Pain Elemental
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dreadknight.png]]
[[caption-width-right:350:Dread Knight
org/pmwiki/pub/images/pain_elemental_28doom_eternal29.jpg]]
[[caption-width-right:350:Pain Elemental
in ''Doom Eternal'']]



Hell Knights that are enhanced with various cybernetics by the UAC, equipped with twin energy blades and pumped full of performance-enhancing chemicals.

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Hell Knights Powerful, floating one-eyed demons that are enhanced with various cybernetics by the UAC, equipped with twin energy blades and pumped full of performance-enhancing chemicals.can launch multiple Lost Souls.



* AchillesHeel:
** They aren't quite as fast as their unmodified counterparts are, and their tendency to launch ranged attacks means that they will often be left behind by both their fellow demons and the Slayer as the battle moves around the arena.
** Since they're considered a Hell Noble, they're also susceptible to the faltering and attack disruptions courtesy of MoreDakka from the Chaingun.
** A single barrage from the Rocket Launcher's Lock-On Burst will instantly put them in a Glory Kill state.
* BladeBelowTheShoulder: Has a LaserBlade attached to each wrist.
* {{Cyborg}}: While functionally similar to Hell Knights, Dread Knights stand in stark visual contrast as their flesh has been meshed with cybernetics, with their arms, in particular, being replaced by ArtificialLimbs equipped with energy blades.
* EliteMooks: Far stronger than the standard [[SmashMook Hell Knights]], forming a bridging point between them and the Barons of Hell. They also lose some of their predecessor's weaknesses -- they gain both a ranged attack and a wide-reaching sweeping slash that covers a large radius around them, making kiting them a hazardous proposition. Their ground pounds even create pools of electrified plasma that can still damage the player and restrict their movement, even if the strike itself is dodged.
* MoreDakka: Their aforementioned weakness, courtesy of the Chaingun. Handily demonstrated by a particular section in ''Super Gore Nest'' where you're [[NewWeaponTargetRange dropped into a small arena with one right after obtaining the Chaingun]]. Two seconds of concentrated rapid-fire will bring it down.
* PlayerExclusiveMechanic: Several in Battlemode. In addition to now being able to double jump, the playable Dread Knight has the ability to use the [[{{Teleportation}} Quantum Orb]] and go [[UnstoppableRage Berserk]].
* PowerGlows: Player-controlled Dread Knights glow bright orange with Berserk activated.
* PromotedToPlayable: Joined the roster of playable Battlemode demons in Update 6.66.
* ShockwaveStomp: Its leaping stomp attack as been upgraded to unleash red lightning in a wide area around itself, creating a floor hazard that damages anyone who goes over it.
* SuperSoldier: They are essentially Hell's version of this: they are faster, tougher and stronger than normal Hell Knights, juiced up with massive doses of epinephrine (in layman's terms, adrenaline) to keep them in an unbroken state of bloodlust and injected with artificial dopamine for every kill they get, making them even more eager to disregard their lives for the sake of battle.
* SwordBeam: They can throw these at you with their arm blades if they can't catch you.
* {{Teleportation}}: The Quantum Orb ability allows the Dread Knight to shoot out an EnergyBall and teleport to the orb's location after being sent out.
* UnstoppableRage: In Battlemode, the Dread Knight can use the Berserk ability, which replaces their usual energy wave attack with high-speed slashes and makes them much faster and reduces damage taken to boot. The ability has a very slow cooldown after being used, however.
[[/folder]]

[[folder:Pain Elemental]]
!!Pain Elemental
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pain_elemental_28doom_eternal29.jpg]]
[[caption-width-right:350:Pain Elemental in ''Doom Eternal'']]
!!!'''Appear in:''' ''VideoGame/DoomEternal''
Powerful, floating one-eyed demons that can launch multiple Lost Souls.
----
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* PreExplosionGlow: Befor the shield explodes, it emits red beams from within.
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* ClippedWingAngel: Unlike any other boss fight in the game, or even the ''series'', this Spider Mastermind gradually gets weaker and weaker with the more health she loses, indicating that actually fighting the Doom Slayer was the worst possibility for her. By the time the finisher comes, she can't even fight back anymore. The fact that she merged with an EvilCripple may be a factor as to why this is.

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* ClippedWingAngel: Unlike any other boss fight in the game, or even the ''series'', this Spider Mastermind gradually gets weaker and weaker with the more health she loses, indicating that actually fighting the Doom Slayer was the worst possibility for her. By the time the finisher comes, she can't even fight back anymore. The fact that she merged with an EvilCripple may be a factor as to why this is. Alternatively, GameplayAndStorySegregation may be at play, as she has the most health of the bosses; so if she isn't weak, she is certainly ''resilient''.
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* ThisIsGonnaSuck: Performing a Berseker kill on one in ''Eternal'' causes its eye to open wide and a huge frown to appear on its face just before the Slayer's boot connects with lethal force.
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* BattleCry: At the beginning of his boss fight, he rears back and lets out an echoing roar before going on the offense. He also lets this out at the beginning of the final phase, and yells repeatedly if he wins.
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* AlternateCharacterInterpretation: Not the Gladiator himself, who's a pretty clear cut opponent sent after you, but more his master trapped within his shield. Once the Slayer destroys it, the shield seems to scream "KAR EN TUK" - Argenta for "Rip and tear", as the Sentinels have across the boss fight. Given how the shield is described as containing the undying, tortured soul of the Gladiator's master, chances are it's cheering on the Doom Slayer to finish the Gladiator off; a show of thanks for freeing it from its torturous existence. But also, assuming it is a demon itself, and demonkind seems to live almost comfortably in eternal suffering so long as they can spread it outward, plus the fact that the Gladiator TurnsRed after it explodes, it's also not hard to believe that the shield is telling ''him'' to rip and tear, and fulfill his duty.

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* AlternateCharacterInterpretation: AmbiguousSituation: Not surrounding the Gladiator himself, who's a pretty clear cut opponent sent after you, but more his master trapped within his shield. Once the Slayer destroys it, the shield seems to scream "KAR EN TUK" - Argenta for "Rip and tear", as the Sentinels have across the boss fight. Given how the shield is described as containing the undying, tortured soul of the Gladiator's master, chances are it's cheering on the Doom Slayer to finish the Gladiator off; a show of thanks for freeing it from its torturous existence. But also, assuming it is a demon itself, and demonkind seems to live almost comfortably in eternal suffering so long as they can spread it outward, plus the fact that the Gladiator TurnsRed after it explodes, it's also not hard to believe that the shield is telling ''him'' to rip and tear, and fulfill his duty.

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* AlternateCharacterInterpretation: Not the Gladiator himself, who's a pretty clear cut opponent sent after you, but more his master trapped within his shield. Once the Slayer destroys it, the shield seems to scream "KAR EN TUK" - Argenta for "Rip and tear", as the Sentinels have across the boss fight. Given how the shield is described as containing the undying, tortured soul of the Gladiator's master, chances are it's cheering on the Doom Slayer to finish the Gladiator off; a show of thanks for freeing it from its torturous existence. But also, assuming it is a demon itself, and demonkind seems to live almost comfortably in eternal suffering so long as they can spread it outward, plus the fact that the Gladiator TurnsRed after it explodes, it's also not hard to believe that the shield is telling ''him'' to rip and tear, and fulfill his duty.



* PreMortemCatchphrase: After the Slayer stabs the Gladiator's shield in its eye and concludes the fight's first phase, the shield screams ''"KAR EN TUK"''[[note]]"RIP AND TEAR" in Argenta[[/note]] -- the same war cry that which the Sentinels cheered the Slayer on with -- before exploding. Given how the shield is described as containing the undying, tortured soul of the Gladiator's master, chances are it's cheering on the Doom Slayer to finish the Gladiator off; a show of thanks for freeing it from its torturous existence.

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* PreMortemCatchphrase: After the Slayer stabs the Gladiator's shield in its eye and concludes the fight's first phase, the shield screams ''"KAR EN TUK"''[[note]]"RIP AND TEAR" in Argenta[[/note]] -- the same war cry that which the Sentinels cheered the Slayer on with -- before exploding. Given how the shield is described as containing the undying, tortured soul of the Gladiator's master, chances are Whether it's cheering ''you'' on the Doom Slayer to finish or the Gladiator off; a show of thanks for freeing it is unclear, but either way, the latter becomes '''WAY''' more dangerous from its torturous existence.here.
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* MilkingTheGiantCow: Sort of. See AssKickingPose.



* OurMonstersAreDifferent: The Archvile has all the makings of a classic {{Cthulhumanoid}}, but with a hellish twist instead of an eldritch one. Its elongated cephalopod-like forehead and tall posture, magical and psychic powers, and description that states it to be an elite demon that bends the minds of those weaker than it all point to a mind flayer-esque demon.

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* OurMonstersAreDifferent: OurDemonsAreDifferent: The Archvile has all the makings of a classic {{Cthulhumanoid}}, but with a hellish twist instead of an eldritch one. Its elongated cephalopod-like forehead and tall posture, magical and psychic powers, and description that states it to be an elite demon that bends the minds of those weaker than it all point to a mind flayer-esque demon.
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* GreaterScopeVillain: Deag Grav is responsible for the fall of Argent D'Nur while Deag Ranak is the one who manipulated Olivia into orchestrating the demonic outbreak on Mars in ''Doom 2016''.

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* GreaterScopeVillain: Deag Grav is responsible for the fall of Argent D'Nur while Deag Ranak is the one who manipulated Olivia into orchestrating the demonic outbreak on Mars in ''Doom 2016''. Furthermore, Deag Nilox is the culprit behind Hell being able to use dimensional gateways to invade other worlds.
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* SatanicArchetype: It is fairly obvious that he's the stand-in for Satan in this franchise; As the Dark Lord and numerous other wicked names, is the supreme ruler of Hell, and is the ultimate commander of all demons. He is even directly referred to "The Devil" by the intern working with the Doom Slayer. [[spoiler: Though his status as the true creator of all things would more make him a DemiurgeArchetype.]]

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* SatanicArchetype: It is fairly obvious that he's the stand-in for Satan in this franchise; As the Dark Lord and numerous other wicked names, is the supreme ruler of Hell, and is the ultimate commander of all demons. He is even directly referred to "The Devil" by the intern working with the Doom Slayer. [[spoiler: Though his His status as the true creator of all known things subverts this and would more make him {{God}}, though WordOrGod then reveals the existence of at least one even older and greater entity outside of his knowledge would make him a DemiurgeArchetype.DemiurgeArchetype than anything.]]
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* ContrastingSequelAntagonist: To every other major antagonist in the reboot, who are almost entirely self-serving, vile scum. Olivia Pierce had betrayed her species to become a god by the demons' promises; the Khan Maykr made a pact with the Dark Lord to create Argent Energy, letting mankind suffer immensely if it means keeping her greedy rule satiated; and the Hell Priests followed suit while also basking in their own sadism. The Dark Lord is an OmnicidalManiac willing to destroy everything, but not out of hatred or fun: he actually ''adores'' his fellow demons, and was willing to do virtually anything to defeat the very concept of death if it means saving them and allowing them to live forever. Unfortunately, nothing he tried had worked, which had dragged him down into complete insanity. He also acknowledges the Slayer as a WorthyOpponent ready for a DuelToTheDeath, and even cooperates with the Slayer until his resurrection seemingly out of honour. [[spoiler:Revelations of his true origins show that he isn't as selfless now as he used to be; he wanted to bring immortality to his creations, true, but his current motivations are revenge for being betrayed, usurped and sealed away by his creations, which is still PayEvilUntoEvil at this point and very understandable as a motivation after what the Maykrs had done.]]

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* ContrastingSequelAntagonist: To every other major antagonist in the reboot, who are almost entirely self-serving, vile scum. Olivia Pierce had betrayed her species to become a god by the demons' promises; the Khan Maykr made a pact with the Dark Lord to create Argent Energy, letting mankind suffer immensely if it means keeping her greedy rule satiated; and the Hell Priests followed suit while also basking in their own sadism. The Dark Lord is an OmnicidalManiac willing to destroy everything, but not out of hatred or fun: he actually ''adores'' it's out of ''love''. He earnestly ''adored'' his fellow demons, realm and his people, and was willing to do virtually anything to defeat the very concept of death if it means saving them and allowing them to live forever. Unfortunately, nothing he tried had worked, which had dragged him down into complete insanity.insanity, his realm twisting into the Hell that you rip and tear into today. He also acknowledges the Slayer as a WorthyOpponent ready for a DuelToTheDeath, and even cooperates with the Slayer until his resurrection seemingly out of honour. [[spoiler:Revelations of his true origins show that he isn't as selfless now as he used to be; he wanted to bring immortality to his creations, true, but his current motivations are revenge for being betrayed, usurped and sealed away by his creations, which is still PayEvilUntoEvil at this point and very understandable as a motivation after what the Maykrs had done.]]
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** The Spider Mastermind was intended to use some sort of magic attack in the original ''Doom'', as evidenced by one of various unused sprites revealed by John Romero during ''Doom'''s 21st anniversary. This incarnation indeed delves into magic when down to half health, specifically electrifying the floor and utilizing psychic abilities - the latter of which in turn also references the Vagary from ''Doom 3''.

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* MakeMeWannaShout: They aren't called Screechers for nothing.


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* SuperScream: They aren't called Screechers for nothing.
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* GottaKillThemAll: The Slayer's objective in the first half of the game is to kill the Hell Priests in order to stop the Blood Ritual keeping the invasion going, which uses their life force to power it.
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* MadeOfPlasticine: And that's the ''nice'' way of putting it. Even though they're TheAgeless, they're 100% mortal like any human... and when pitted against such an absurdly powerful force like the Slayer, they can barely touch him without exploding into gibs. Pretty much anything in his arsenal will kill them in half a second.

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* MadeOfPlasticine: And that's the ''nice'' way of putting it. Even though they're TheAgeless, they're 100% mortal like any human... and when pitted against such an absurdly powerful force like the Slayer, they can barely touch him without exploding into gibs. Pretty much anything While they were buffed a bit in his a later update, it was not by much; pretty most things in the Slayer's arsenal will still kill them in half a second.second. And prior to that, a ''punch'' could kill them. Not a Blood Punch, mind you: a ''regular'' punch.

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* GutturalGrowler: It can be heard [[CallingYourAttacks speaking a demonic language before summoning forth a meteor shower]], and its voice is so deep that it's essentially ''vocalized bass drops''.



* ItCanThink: At first, the Icon seems like some mindless monstrosity that only knows how to walk, roar, punch and destroy -- however, more is revealed as you fight it. The Icon has a massive plethora of magic attacks (including a meteor shower, fireballs/giant beam from its head, etc.), can conjure portals to go anywhere it wants at will, and even seems to mime some type of language [[CallingYourAttacks to teleport its brethren into the battlefield]]. It can also apparently ''speak'' said demonic language out loud in battle, with a GutturalGrowler voice. It also seems to spitefully scoff at the Slayer after its first phase, overlooking the battlefield with a snarl before walking into a portal.
* ItIsDehumanizing: Played with. Samuel and the Khan Maykr often refer to the Icon of Sin with masculine pronouns, as it has a male-esque build and a GutturalGrowler voice, though other times the Icon is referred to as an "it". However, unlike most examples, this is more ''befitting'' than dehumanizing, as the Icon isn't humane at all, but is more so an absolute force of destruction -- or as its name suggests, ''an icon of sin indeed.''

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* ItCanThink: At first, the Icon seems like some mindless monstrosity that only knows how to walk, roar, punch and destroy -- however, more is revealed as you fight it. The Icon has a massive plethora of magic attacks (including a meteor shower, fireballs/giant beam from its head, etc.), can conjure portals to go anywhere it wants at will, and even seems to mime some type of language [[CallingYourAttacks to teleport its brethren into the battlefield]]. It can also apparently ''speak'' said demonic language out loud in battle, with a GutturalGrowler deep voice. It also seems to spitefully scoff at the Slayer after its first phase, overlooking the battlefield with a snarl before walking into a portal.
* ItIsDehumanizing: Played with. Samuel and the Khan Maykr often refer to the Icon of Sin with masculine pronouns, as it has a male-esque build and a GutturalGrowler deep voice, though other times the Icon is referred to as an "it". However, unlike most examples, this is more ''befitting'' than dehumanizing, as the Icon isn't humane at all, but is more so an absolute force of destruction -- or as its name suggests, ''an icon of sin indeed.''
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* VillainousValor: Unlike the other demons, this one doesn't display any fear of the Doom Slayer, despite having been killed by him in the past. The first thing he does when he realizes the Doom Slayer was about to enter his chamber is to force the doors open and drag him in himself. After being seemingly killed in the boss fight the first time, he uses his sheer hate to draw on Argent Energy to [[TurnsRed bring himself back to life]].

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* VillainousValor: VillainousValour: Unlike the other demons, this one doesn't display any fear of the Doom Slayer, despite having been killed by him in the past. The first thing he does when he realizes the Doom Slayer was about to enter his chamber is to force the doors open and drag him in himself. After being seemingly killed in the boss fight the first time, he uses his sheer hate to draw on Argent Energy to [[TurnsRed bring himself back to life]].



* VillainousValor: She is one of the very few demons who displays no signs of fear toward the Doom Slayer even once defeated. In fact, the first thing she does upon surfacing is to roar at the Slayer before immediately readying the guns.

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* VillainousValor: VillainousValour: She is one of the very few demons who displays no signs of fear toward the Doom Slayer even once defeated. In fact, the first thing she does upon surfacing is to roar at the Slayer before immediately readying the guns.



* VillainousValor: Even reduced to a mangled mess, it shows no fear of the Slayer - only spite, annoyance and a continued drive to defeat him. When it retreats through a portal after the first phase, it's evident that it's much less fleeing and much more prepping a change of scenery and tactics.

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* VillainousValor: VillainousValour: Even reduced to a mangled mess, it shows no fear of the Slayer - only spite, annoyance and a continued drive to defeat him. When it retreats through a portal after the first phase, it's evident that it's much less fleeing and much more prepping a change of scenery and tactics.



* VillainousValor: The logical conclusion of much of the bosses' increasing fearlessness of the Slayer. Davoth is nothing if not honorable, understanding that the Slayer is the one and only man who can defeat him; and yet not only does he ''not'' dread that possibility, he makes various testaments to his might, and is even cordial enough to tell the Slayer where he will go for their battle ''right after he tried shooting him at the Luminarium''. Considering that he [[spoiler:essentially made Doomguy into the Slayer he is now]], ''of course'' he would not be afraid of [[spoiler:his own creation.]]

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* VillainousValor: VillainousValour: The logical conclusion of much of the bosses' increasing fearlessness of the Slayer. Davoth is nothing if not honorable, understanding that the Slayer is the one and only man who can defeat him; and yet not only does he ''not'' dread that possibility, he makes various testaments to his might, and is even cordial enough to tell the Slayer where he will go for their battle ''right after he tried shooting him at the Luminarium''. Considering that he [[spoiler:essentially made Doomguy into the Slayer he is now]], ''of course'' he would not be afraid of [[spoiler:his own creation.]]
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* MythologyGag: On the loading screen, you can have this message:
--> "[[AscendedMeme PROTIP:]] [[CaptainObvious To defeat a Tyrant, shoot at it until it dies.]]"

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* FusionDance: With [[spoiler:Olivia Pierce]].



* FusionDance: With [[spoiler:Olivia Pierce.]]
* LightningBruiser: It is the most durable enemy in ''2016'', can dish out a beating with all of its attacks, and is deceptively fast despite its size.


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* LightningBruiser: It is the most durable enemy in ''2016'', can dish out a beating with all of its attacks, and is deceptively fast despite its size.
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He is both implied to be the main god and is evil. Not a god of the concept of evil.


* TragicVillain: Despite being [[GreaterScopeVillain the biggest bad]] in the entire franchise, he remains the most sympathetic because unlike all of the other selfish bastards fought throughout the series, his fall was simply caused by a selfless desire to not only fulfil the Father's wish [[UtopiaJustifiesTheMeans in creating the perfect paradise]] but also giving in to the most intrinsically self-sacrificing act of all—[[EvenEvilHasLovedOnes love for his own kin]]. It's just that he went too far in his love for them and [[FaceMonsterTurn lost himself along the way]]. ''Part Two'' has [[spoiler:him being [[{{God}} THE original Father]], who originally wanted to save ALL of his creations from death, not just those in Jekkad, but fear from the cold, logical Maykrs that he made to discover the secret to immortality betrayed him and imprisoned him over the possibility of destroying creation... [[SelfFulfillingProphecy a prophecy made true]] [[NiceJobBreakingItHero by their very actions in betraying him]], turning him into a hateful OmnicidalManiac out of the indignity and anguish of having everything stomped on and stolen from him, turning him into the GodOfEvil he is now.]]

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* TragicVillain: Despite being [[GreaterScopeVillain the biggest bad]] in the entire franchise, he remains the most sympathetic because unlike all of the other selfish bastards fought throughout the series, his fall was simply caused by a selfless desire to not only fulfil the Father's wish [[UtopiaJustifiesTheMeans in creating the perfect paradise]] but also giving in to the most intrinsically self-sacrificing act of all—[[EvenEvilHasLovedOnes love for his own kin]]. It's just that he went too far in his love for them and [[FaceMonsterTurn lost himself along the way]]. ''Part Two'' has [[spoiler:him being [[{{God}} THE original Father]], who originally wanted to save ALL of his creations from death, not just those in Jekkad, but fear from the cold, logical Maykrs that he made to discover the secret to immortality betrayed him and imprisoned him over the possibility of destroying creation... [[SelfFulfillingProphecy a prophecy made true]] [[NiceJobBreakingItHero by their very actions in betraying him]], turning him into a hateful OmnicidalManiac out of the indignity and anguish of having everything stomped on and stolen from him, turning him into the GodOfEvil example of GodIsEvil he is now.]]
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** To Samuel Hayden. Both have tried to bring [[TheNeedsOfTheMany prosperity to their worlds]]. But while Hayden swore off Argent, trying to find a synthetic alternative after discovering it was PoweredByAForsakenChild, the Dark Lord went OmnicidalManiac on the rest of the universe in hopes enough sacrifices could let him destroy ''death itself'' for his people.

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** To Samuel Hayden. Both have tried to bring [[TheNeedsOfTheMany prosperity to their worlds]]. But while Hayden swore off Argent, trying to find a synthetic alternative after discovering it was PoweredByAForsakenChild, the Dark Lord went OmnicidalManiac on the rest of the universe in hopes that enough sacrifices could let him destroy ''death itself'' for his people.people. [[spoiler:Or at least that's the initial story - much like Hayden being a human.]]
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** Grunts: Possessed/Zombie Soldiers, Imps, Gargoyles and Demonic Troopers are weak enemies who attack with projectiles and whose strength comes from their large numbers and coordinated firepower.

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** Grunts: Possessed/Zombie Possessed/Blaster Zombie Soldiers, Imps, Gargoyles and Demonic Troopers are weak enemies who attack with projectiles and whose strength comes from their large numbers and coordinated firepower.



** Shields: Carcasses, Riot Soldiers and Armored Barons all have various protections against the Slayer's weapons.

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** Shields: Carcasses, Possessed Security/Shield Zombie Soldiers, Riot Soldiers and Armored Barons all have utilise various protections protective equipment against the Slayer's weapons.

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* SealedEvilInACan: ''The Ancient Gods: Part 1'' DLC reveals the entirety of Hell, [[spoiler:Jekkad, is actually sealed off from the rest of multiverse by the Father. It’s the will of the Dark Lord alone which allows demons to establish connections with the rest of reality and start dimensional invasions, which makes Hell (and the many realms it has consumed) a LeakingCanOfEvil on a multiversal scale. Killing the Dark Lord would thus prevent Hell energy and demons from manifesting outside of Jekkad; something which the Slayer sets out to do]]. By the end of ''Ancient Gods Part 2'', [[spoiler:the Slayer succeeds, though it remains ambiguous if demons are now permanently trapped in Jekkad or if they can still potentially open up new paths to the rest of reality with their technology.]]

to:

* SealedEvilInACan: ''The Ancient Gods: Part 1'' DLC reveals the entirety of Hell, [[spoiler:Jekkad, is actually sealed off from the rest of multiverse by the Father. It’s the will of the Dark Lord alone which that allows demons to establish connections with the rest of reality and start dimensional invasions, which makes Hell (and the many realms it has consumed) a LeakingCanOfEvil on a multiversal scale. Killing the Dark Lord would thus prevent Hell energy and demons from manifesting outside of Jekkad; something which the Slayer sets out to do]]. By the end of ''Ancient Gods Part 2'', [[spoiler:the Slayer succeeds, though it remains ambiguous if demons are now permanently trapped in Jekkad or if they can still potentially open up new paths to the rest of reality with their technology.]]



** Zombies: [[ExactlyWhatItSaysOnTheTin Zombies]] mindlessly attack the player despite being outmatched.
** Rats: Lost Souls are small and frail enemies who come in large numbers. They combine this with the Canister because of their explosive SuicideAttack.
** Canisters: Possessed Engineers and Cueballs are more straightforward examples, being literal {{Action Bomb}}s.
** Grunts: Soldiers, Imps, Gargoyles, Maykr Drones and Demonic Troopers are weak enemies who can throw projectiles and whose efficiency comes from their large number and coordination.
** Heavies: Arachnotrons, Mancubi and Revenants are resilient and have very efficient weapons to strafe the player.
** Gunships: Cacodemons and Pain Elementals fly around and shoot the Slayer, with purple plasma balls and Lost Souls respectively.
** Ninjas: Whiplashes and Prowlers don't make a noise as they discreetly approach the player.
** Pyros: Hell Knights and Pinkies/Spectres focus exclusively on [[CloseRangeCombatant close combat]], but are [[LightningBruiser strong, durable, and fast]].
** Snipers: Hell Razers stay at a distance from the player to shoot, but they can still hold a melee if they can't escape.
** Shields: Carcasses, Riot Soldiers and Armored Barons all have various protections against the Slayer's weapons.
** Triggers: Spirits and Screecher Zombies are weak by themselves, but can make other demons faster and tougher, either by possessing them or screaming.

to:

** Zombies: Possessed Scientists/Workers and Earth/Hell/UAC/Mecha [[ExactlyWhatItSaysOnTheTin Zombies]] mindlessly attack the player despite being outmatched.
** Rats: Soldiers: Revenants are tough, highly manoeuvrable combatants whose missile barrages have a respectable damage output, while Maykr Drones are the most resilient of Fodder-class demons (headshots notwithstanding) with decently damaging firepower
** Turrets: The [[ExactlyWhatItSaysOnTheTin Turrets]] will take potshots at the Slayer from where they're placed, with the only effective elimination method being to counter-snipe them with flick-shots.
** Bats:
Lost Souls are small and small, frail enemies who that come in large numbers. They combine this with the Canister because of their numbers and whose explosive SuicideAttack.
** Canisters: Possessed Engineers and Cueballs are more straightforward examples, being literal {{Action Bomb}}s.
SuicideAttack also makes them Canisters.
** Grunts: Possessed/Zombie Soldiers, Imps, Gargoyles, Maykr Drones Gargoyles and Demonic Troopers are weak enemies who can throw attack with projectiles and whose efficiency strength comes from their large number numbers and coordination.
** Heavies: Arachnotrons, Mancubi and Revenants are resilient and have very efficient weapons to strafe the player.
** Gunships: Cacodemons and Pain Elementals fly around and shoot the Slayer, with purple plasma balls and Lost Souls respectively.
** Ninjas: Whiplashes and Prowlers don't make a noise as they discreetly approach the player.
** Pyros: Hell Knights and Pinkies/Spectres focus exclusively on [[CloseRangeCombatant close combat]], but are [[LightningBruiser strong, durable, and fast]].
** Snipers: Hell Razers stay at a distance from the player to shoot, but they can still hold a melee if they can't escape.
** Shields: Carcasses, Riot Soldiers and Armored Barons all have various protections against the Slayer's weapons.
** Triggers: Spirits and Screecher Zombies are weak by themselves, but can make other demons faster and tougher, either by possessing them or screaming.
coordinated firepower.



** Heavies: Arachnotrons and Mancubi are large, somewhat slow but incredibly resilient demons that can lock down the player with devastating attacks at most ranges.
** Ninjas: Whiplashes/Spectre Whiplashes and Prowlers can rapidly slither or teleport around the arena while taking potshots at the player with high-speed projectiles, throwing tricky and distracting curveballs in the heat of combat.
** Pyros: Hell Knights and Pinkies/Spectres are {{lightning bruiser}}s that operate exclusively as {{close range combatant}}s.
** Canisters: Possessed Engineers/Cueballs are more straightforward examples, being literal {{Action Bomb}}s.
** Shields: Carcasses, Riot Soldiers and Armored Barons all have various protections against the Slayer's weapons.
** Snipers: Hell Razers stay at a distance from the player to shoot, but they can still perform melee attacks if they can't escape.
** Champions: Barons of Hell are bigger, better, and stronger versions of the Hell Knights who can throw projectiles, and Marauders are {{Mirror Character}}s of the Doom Slayer.
** Triggers: Spirits and Screecher Zombies are weak by themselves, but can make other demons faster and tougher, either by possession or post-mortem screaming respectively.



** Champions: Barons of Hell are bigger, better, and stronger versions of the Hell Knights who can throw projectiles, and Marauders are {{Mirror Character}}s for the Doom Slayer.
** Walking Tank: Doom Hunters and Tyrants are DegradedBoss versions of the Doom Hunter and Cyberdemon without losing any of their powers, mobility and resistance.

to:

** Champions: Barons of Hell are bigger, better, and stronger versions of the Hell Knights who can throw projectiles, and Marauders are {{Mirror Character}}s for the Doom Slayer.
** Walking Tank: Doom Hunters and Tyrants are DegradedBoss versions of the Doom Hunter and Cyberdemon without losing any of their powers, mobility or resistance, while Doom Hunters are essentially hovering weapons platforms that can lay down extremely withering firepower.
** Gunships: Cacodemons
and resistance.Pain Elementals fly around and shoot the Slayer with purple plasma balls and Lost Souls respectively.



* {{Cyclops}}: Possessed Scientists in ''2016'' only have a single large eye-like cavity on their head. Though closer inspection shows it's just a gaping hole in their skull.

to:

* {{Cyclops}}: Possessed Scientists in ''2016'' only have a single large eye-like cavity on their head. Though However, closer inspection shows it's just a gaping hole in their skull.



* ItCanThink: As stated in ''2016''[='s=] codex, Possessed formed from individuals with military training or exceptional physical prowess are fully cognizant and calculating, allowing them to use tactics as well as any living soldier. The [[AllThereInTheManual UAC Handbook]] outright brags about their ability to think fast on their feet, and how they overall move, act and think much more human-like than the basic Possessed. One of the credit scenes is a good example, showing a Possessed Soldier vaulting a rail as two Possessed Scientists mindlessly shamble around in the background. In fact, Possessed Soldiers occasionally say something in a deep, distorted voice that is clearly not just roaring and growling, and some of their voice lines seem to actually be barely-legible English, indicating that they may indeed be sentient.

to:

* ItCanThink: As stated in ''2016''[='s=] codex, Possessed formed from individuals with military training or exceptional physical prowess are fully cognizant and calculating, allowing them to use tactics as well as any living soldier. The [[AllThereInTheManual UAC Handbook]] outright brags about their ability to think fast on their feet, and how they overall move, act and think much more human-like than the basic Possessed. One of the credit scenes is a good example, showing a Possessed Soldier vaulting a rail as two Possessed Scientists mindlessly shamble around in the background. In fact, Possessed Soldiers occasionally say something in a deep, distorted voice that is clearly not just roaring and growling, and some of their voice lines seem to actually be barely-legible barely legible English, indicating that they may indeed be sentient.



* DeathSeeker: ''Eternal'' gives this as an explanation for their ActionBomb tendencies. [[AndIMustScream Driven to madness by the circumstances leading to their undeath]], the vestiges of humanity that Lost Souls still cling onto compels them to mindlessly attack whatever they come across so that hopefully it could grant them their deaths. The Doom Slayer is only too happy to oblige.

to:

* DeathSeeker: ''Eternal'' gives this as an explanation for their ActionBomb tendencies. [[AndIMustScream Driven to madness by the circumstances leading to their undeath]], the vestiges of humanity that Lost Souls still cling onto compels to compel them to mindlessly attack whatever they come across so that hopefully it could grant them their deaths. The Doom Slayer is only too happy to oblige.



* ThePowerOfHate: After being tortured for millennia, they've channeled their rage into a powerful scream that makes other demons even stronger.
* PurpleIsPowerful: [[DownplayedTrope Downplayed.]] While Screechers do sport a very distinct purple coloration and make other demons more powerful upon death, they aren't much stronger than the average Zombie.

to:

* ThePowerOfHate: After being tortured for millennia, they've channeled channelled their rage into a powerful scream that makes other demons even stronger.
* PurpleIsPowerful: [[DownplayedTrope Downplayed.]] While Screechers do sport a very distinct purple coloration and make other demons more powerful upon death, they aren't much stronger than the average Zombie.



* FightingClown: Despite its grotesque appearance, it gets characterized as one. It flails about for its melee attacks, jumps and scampers around to avoid direct conflict, and its ranged attack involves firing energy rings generated from its torso while it essentially jams out to the music.

to:

* FightingClown: Despite its grotesque appearance, it gets is characterized as one. It flails about for its melee attacks, jumps and scampers around to avoid direct conflict, and its ranged attack involves firing energy rings generated from its torso while it essentially jams out to the music.
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added space between Pinkies and spectres


** Pyros: Hell Knights and Pinkies/Spectresfocus exclusively on [[CloseRangeCombatant close combat]], but are [[LightningBruiser strong, durable, and fast]].

to:

** Pyros: Hell Knights and Pinkies/Spectresfocus Pinkies/Spectres focus exclusively on [[CloseRangeCombatant close combat]], but are [[LightningBruiser strong, durable, and fast]].
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Undoing caps for consistency (thread)


[[caption-width-right:350:Hell Priests in ''DOOM Eternal'']]

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[[caption-width-right:350:Hell Priests in ''DOOM ''Doom Eternal'']]



[[caption-width-right:250: Unwilling in ''DOOM Eternal'']]
[[caption-width-right:250:[[labelnote:Click here to see a Zombie in ''DOOM (2016)''.]]https://static.tvtropes.org/pmwiki/pub/images/img_0165.PNG[[/labelnote]]]]

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[[caption-width-right:250: Unwilling in ''DOOM ''Doom Eternal'']]
[[caption-width-right:250:[[labelnote:Click here to see a Zombie in ''DOOM (2016)''.''Doom'' (2016).]]https://static.tvtropes.org/pmwiki/pub/images/img_0165.PNG[[/labelnote]]]]



[[caption-width-right:350:Imp in ''DOOM Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''DOOM (2016)''.]]https://static.tvtropes.org/pmwiki/pub/images/img_0154.PNG[[/labelnote]]]]

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[[caption-width-right:350:Imp in ''DOOM ''Doom Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''DOOM (2016)''.''Doom'' (2016).]]https://static.tvtropes.org/pmwiki/pub/images/img_0154.PNG[[/labelnote]]]]



[[caption-width-right:350: Shield (left) and Blaster (right) Zombie Soldiers in ''DOOM Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''DOOM (2016)''.]]https://static.tvtropes.org/pmwiki/pub/images/codex_hellified_soldierbimage.png[[/labelnote]]]]

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[[caption-width-right:350: Shield (left) and Blaster (right) Zombie Soldiers in ''DOOM ''Doom Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''DOOM (2016)''.''Doom'' (2016).]]https://static.tvtropes.org/pmwiki/pub/images/codex_hellified_soldierbimage.png[[/labelnote]]]]



* RevisitingTheRoots: The Possessed Soldiers/Security were redesigned into the Blaster/Shield Zombie Soldiers in ''Eternal'' to more closely resemble their classic ''DOOM'' counterparts: Blaster Zombie Soldiers now have green hair and a predominantly beige uniform, matching the Zombieman sprite; Shield Zombie Soldiers are bald and wear a dark grey uniform, which takes major cues from the Shotgun Sergeants of old.

to:

* RevisitingTheRoots: The Possessed Soldiers/Security were redesigned into the Blaster/Shield Zombie Soldiers in ''Eternal'' to more closely resemble their classic ''DOOM'' ''Doom'' counterparts: Blaster Zombie Soldiers now have green hair and a predominantly beige uniform, matching the Zombieman sprite; Shield Zombie Soldiers are bald and wear a dark grey uniform, which takes major cues from the Shotgun Sergeants of old.



[[caption-width-right:250:Hell Razer in ''DOOM (2016)'']]

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[[caption-width-right:250:Hell Razer in ''DOOM (2016)'']]''Doom'' (2016)]]



[[caption-width-right:350:Gargoyle in ''DOOM Eternal'']]

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[[caption-width-right:350:Gargoyle in ''DOOM ''Doom Eternal'']]



[[caption-width-right:250:''Lost Soul'' in ''DOOM Eternal'']]
[[caption-width-right:250:[[labelnote:Click here to see them in ''DOOM (2016)''.]]https://static.tvtropes.org/pmwiki/pub/images/img_0163.PNG[[/labelnote]]]]

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[[caption-width-right:250:''Lost Soul'' in ''DOOM ''Doom Eternal'']]
[[caption-width-right:250:[[labelnote:Click here to see them in ''DOOM (2016)''.''Doom'' (2016).]]https://static.tvtropes.org/pmwiki/pub/images/img_0163.PNG[[/labelnote]]]]



[[caption-width-right:350:Arachnotron in ''DOOM Eternal'']]

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[[caption-width-right:350:Arachnotron in ''DOOM ''Doom Eternal'']]



* TheBusCameBack: After being absent from the franchise for more than a decade, Arachnotrons return for ''VideoGame/DOOMEternal''.

to:

* TheBusCameBack: After being absent from the franchise for more than a decade, Arachnotrons return for ''VideoGame/DOOMEternal''.''VideoGame/DoomEternal''.



[[caption-width-right:350:Cacodemon in ''DOOM Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''DOOM (2016)''.]]https://static.tvtropes.org/pmwiki/pub/images/cacodemon.png[[/labelnote]]]]

to:

[[caption-width-right:350:Cacodemon in ''DOOM ''Doom Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''DOOM (2016)''.''Doom'' (2016).]]https://static.tvtropes.org/pmwiki/pub/images/cacodemon.png[[/labelnote]]]]



* AlienBlood: ''DOOM (2016)'' averts this, where they have red blood like all the other demons. ''Eternal'', however, plays this straight, giving them back their bright blue blood.

to:

* AlienBlood: ''DOOM (2016)'' ''Doom'' (2016) averts this, where they have red blood like all the other demons. ''Eternal'', however, plays this straight, giving them back their bright blue blood.



[[caption-width-right:250:Summoner in ''DOOM (2016)'']]

to:

[[caption-width-right:250:Summoner in ''DOOM (2016)'']]''Doom'' (2016)]]



[[caption-width-right:350:Harvester in ''DOOM (2016)'']]

to:

[[caption-width-right:350:Harvester in ''DOOM (2016)'']]''Doom'' (2016)]]



[[caption-width-right:340:Carcass in ''DOOM Eternal'']]

to:

[[caption-width-right:340:Carcass in ''DOOM ''Doom Eternal'']]



[[caption-width-right:350:Mancubus in ''DOOM Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''DOOM (2016)''.]]https://static.tvtropes.org/pmwiki/pub/images/img_0158_8.PNG[[/labelnote]]]]

to:

[[caption-width-right:350:Mancubus in ''DOOM ''Doom Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''DOOM (2016)''.''Doom'' (2016).]]https://static.tvtropes.org/pmwiki/pub/images/img_0158_8.PNG[[/labelnote]]]]



[[caption-width-right:350:Cyber-Mancubus in ''DOOM Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''DOOM (2016)''.]]https://static.tvtropes.org/pmwiki/pub/images/cyber_mancubus.png[[/labelnote]]]]

to:

[[caption-width-right:350:Cyber-Mancubus in ''DOOM ''Doom Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''DOOM (2016)''.''Doom'' (2016).]]https://static.tvtropes.org/pmwiki/pub/images/cyber_mancubus.png[[/labelnote]]]]



** It's stated in ''DOOM (2016)'' that their arm cannons are chitinous growths that envelop their hands and squirt a noxious, flammable effluvium derived from their own decaying flesh, creating bizarre biological flamethrowers. The sequel changes this to being artificial cybernetic cannons, which is no less horrific.

to:

** It's stated in ''DOOM (2016)'' ''Doom'' (2016) that their arm cannons are chitinous growths that envelop their hands and squirt a noxious, flammable effluvium derived from their own decaying flesh, creating bizarre biological flamethrowers. The sequel changes this to being artificial cybernetic cannons, which is no less horrific.



[[caption-width-right:350:Hell Knight in ''DOOM Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''DOOM (2016)''.]]https://static.tvtropes.org/pmwiki/pub/images/img_0155.PNG[[/labelnote]]]]

to:

[[caption-width-right:350:Hell Knight in ''DOOM ''Doom Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''DOOM (2016)''.''Doom'' (2016).]]https://static.tvtropes.org/pmwiki/pub/images/img_0155.PNG[[/labelnote]]]]



[[caption-width-right:350:Dread Knight in ''DOOM Eternal'']]

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[[caption-width-right:350:Dread Knight in ''DOOM ''Doom Eternal'']]



[[caption-width-right:350:Pain Elemental in ''DOOM Eternal'']]

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[[caption-width-right:350:Pain Elemental in ''DOOM ''Doom Eternal'']]



[[caption-width-right:350:Pinky in ''DOOM Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''DOOM (2016)''.]]https://static.tvtropes.org/pmwiki/pub/images/img_0157.PNG[[/labelnote]]]]

to:

[[caption-width-right:350:Pinky in ''DOOM ''Doom Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''DOOM (2016)''.''Doom'' (2016).]]https://static.tvtropes.org/pmwiki/pub/images/img_0157.PNG[[/labelnote]]]]



* BizarreAlienSenses: According to the ''DOOM Eternal'' Collector's Edition Lore Book, they have an uncanny ability to scent the blood of their prey.

to:

* BizarreAlienSenses: According to the ''DOOM ''Doom Eternal'' Collector's Edition Lore Book, they have an uncanny ability to scent the blood of their prey.



[[caption-width-right:350:Spectre in ''DOOM Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''DOOM (2016)''.]]https://static.tvtropes.org/pmwiki/pub/images/spectre_64.png[[/labelnote]]]]

to:

[[caption-width-right:350:Spectre in ''DOOM ''Doom Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''DOOM (2016)''.''Doom'' (2016).]]https://static.tvtropes.org/pmwiki/pub/images/spectre_64.png[[/labelnote]]]]



[[caption-width-right:350:Prowler in ''DOOM (2016)'']]

to:

[[caption-width-right:350:Prowler in ''DOOM (2016)'']]''Doom'' (2016)]]



Swift and agile Imp-like demons who are expert hunters and ambushers. While in ''2016'' they only appear in the multiplayer as a playable demon, they return as standard enemies in ''DOOM Eternal''[='s=] campaign.

to:

Swift and agile Imp-like demons who are expert hunters and ambushers. While in ''2016'' they only appear in the multiplayer as a playable demon, they return as standard enemies in ''DOOM ''Doom Eternal''[='s=] campaign.



* GlassCannon: Played straight in ''DOOM 2016'', where if you get can get a bead on one, it'll go down pretty easily, but if it gets up close to you, ''all'' of its attacks are {{One Hit Kill}}s. Zigzagged in ''Eternal''; in the upper difficulties they can occasionally survive a point-blank super shotgun blast (whereas Imps still get [[ChunkySalsaRule salsa]] [[LudicrousGibs chunked]]), but they are still by far the smallest and weakest of the Heavy-class demons.

to:

* GlassCannon: Played straight in ''DOOM ''Doom 2016'', where if you get can get a bead on one, it'll go down pretty easily, but if it gets up close to you, ''all'' of its attacks are {{One Hit Kill}}s. Zigzagged in ''Eternal''; in the upper difficulties they can occasionally survive a point-blank super shotgun blast (whereas Imps still get [[ChunkySalsaRule salsa]] [[LudicrousGibs chunked]]), but they are still by far the smallest and weakest of the Heavy-class demons.



[[caption-width-right:250:Revenant in ''DOOM Eternal'']]
[[caption-width-right:250:[[labelnote:Click here to see them in ''DOOM (2016)''.]]https://static.tvtropes.org/pmwiki/pub/images/img_0159.PNG[[/labelnote]]]]

to:

[[caption-width-right:250:Revenant in ''DOOM ''Doom Eternal'']]
[[caption-width-right:250:[[labelnote:Click here to see them in ''DOOM (2016)''.''Doom'' (2016).]]https://static.tvtropes.org/pmwiki/pub/images/img_0159.PNG[[/labelnote]]]]



[[caption-width-right:350:Whiplash in ''DOOM Eternal'']]

to:

[[caption-width-right:350:Whiplash in ''DOOM ''Doom Eternal'']]



[[caption-width-right:350:Archvile in ''DOOM Eternal'']]

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[[caption-width-right:350:Archvile in ''DOOM ''Doom Eternal'']]



[[caption-width-right:350:Baron in ''DOOM Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''DOOM (2016)''.]]https://static.tvtropes.org/pmwiki/pub/images/img_0156.PNG[[/labelnote]]]]

to:

[[caption-width-right:350:Baron in ''DOOM ''Doom Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''DOOM (2016)''.''Doom'' (2016).]]https://static.tvtropes.org/pmwiki/pub/images/img_0156.PNG[[/labelnote]]]]



[[caption-width-right:350:''Doom Hunter in ''DOOM Eternal'']]

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[[caption-width-right:350:''Doom Hunter in ''DOOM ''Doom Eternal'']]



[[caption-width-right:350:Marauder in ''DOOM Eternal'']]

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[[caption-width-right:350:Marauder in ''DOOM ''Doom Eternal'']]



[[caption-width-right:350:Tyrant in ''DOOM Eternal'']]

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[[caption-width-right:350:Tyrant in ''DOOM ''Doom Eternal'']]



[[caption-width-right:350:Cueball in ''DOOM Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see the Possessed Engineer in ''DOOM (2016)''.]]https://static.tvtropes.org/pmwiki/pub/images/possessed_engineer.png[[/labelnote]]]]

to:

[[caption-width-right:350:Cueball in ''DOOM ''Doom Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see the Possessed Engineer in ''DOOM (2016)''.''Doom'' (2016).]]https://static.tvtropes.org/pmwiki/pub/images/possessed_engineer.png[[/labelnote]]]]



[[caption-width-right:350:Tentacle in ''DOOM Eternal'']]

to:

[[caption-width-right:350:Tentacle in ''DOOM ''Doom Eternal'']]



* DecompositeCharacter: In ''DOOM (2016)'', the Summoners served as SuspiciouslySimilarSubstitutes to the Archvile, having a similar role and attacks. After the Archvile returned in ''Eternal'', the Summoners were initially cut from the line-up until being repurposed into the much more unique Spirits.

to:

* DecompositeCharacter: In ''DOOM (2016)'', ''Doom'' (2016), the Summoners served as SuspiciouslySimilarSubstitutes to the Archvile, having a similar role and attacks. After the Archvile returned in ''Eternal'', the Summoners were initially cut from the line-up until being repurposed into the much more unique Spirits.



[[caption-width-right:350:Cyberdemon in ''DOOM (2016)'']]

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[[caption-width-right:350:Cyberdemon in ''DOOM (2016)'']]''Doom'' (2016)]]



[[caption-width-right:350:Hell Guard in ''DOOM (2016)'']]

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[[caption-width-right:350:Hell Guard in ''DOOM (2016)'']]''Doom'' (2016)]]



* AllThereInTheManual: The ''DOOM Eternal'' Collector Edition's Lore Book states that the parasite pilots are known in Hell as "Ebon Leeches", while the armor itself is seemingly referred to as a "Bone Strider".

to:

* AllThereInTheManual: The ''DOOM ''Doom Eternal'' Collector Edition's Lore Book states that the parasite pilots are known in Hell as "Ebon Leeches", while the armor itself is seemingly referred to as a "Bone Strider".



* CanonForeigner: Other than the basic zombies and the Hell Razers, they're the only enemies in ''DOOM (2016)'' not directly based on an enemy from the classic ''Doom'' games.

to:

* CanonForeigner: Other than the basic zombies and the Hell Razers, they're the only enemies in ''DOOM (2016)'' ''Doom'' (2016) not directly based on an enemy from the classic ''Doom'' games.



[[caption-width-right:350:Spider Mastermind in ''DOOM (2016)'']]

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[[caption-width-right:350:Spider Mastermind in ''DOOM (2016)'']]''Doom'' (2016)]]



* WasOnceAMan: [[spoiler:This demonic monstrosity is none other than Olivia Pierce herself, having been "[[BeCarefulWhatYouWishFor rewarded]]" by her demonic superiors.]] Subverted by the Codex and the ''DOOM Eternal'' Collector Edition's Lore Book, which indicates that the Spider Mastermind is actually [[spoiler:a separate and ''very'' ancient entity that merged with Olivia to gain a physical form]].

to:

* WasOnceAMan: [[spoiler:This demonic monstrosity is none other than Olivia Pierce herself, having been "[[BeCarefulWhatYouWishFor rewarded]]" by her demonic superiors.]] Subverted by the Codex and the ''DOOM ''Doom Eternal'' Collector Edition's Lore Book, which indicates that the Spider Mastermind is actually [[spoiler:a separate and ''very'' ancient entity that merged with Olivia to gain a physical form]].



[[caption-width-right:350:The Gladiator in ''DOOM Eternal'']]

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[[caption-width-right:350:The Gladiator in ''DOOM ''Doom Eternal'']]



[[caption-width-right:350:The Icon of Sin in ''DOOM Eternal'']]

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[[caption-width-right:350:The Icon of Sin in ''DOOM ''Doom Eternal'']]



A towering elder demon of pure destruction, extreme power and chaos -- whose corpse can be seen littering the bowels of Hell along with the other ancient demons in ''DOOM (2016)''. It is the final boss of ''DOOM Eternal''.

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A towering elder demon of pure destruction, extreme power and chaos -- whose corpse can be seen littering the bowels of Hell along with the other ancient demons in ''DOOM (2016)''. ''Doom'' (2016). It is the final boss of ''DOOM ''Doom Eternal''.



[[caption-width-right:350:Titans in ''DOOM Eternal'']]
Absurdly massive demons that serve as beasts of burden for the more powerful demonic entities, and as combatants in the armies of Hell. Despite this, no Titan (Save for the Icon of Sin, which is unique enough to have its separate category) is fought in the game. However, some Titans have been slain by the Slayer in the past, most notably the Dreadnought of Taras Nabad and the behemoth known only as "''The'' Titan", now a level for ''DOOM(2016)''. There's also Maligog in ''The Ancient Gods: Part One'', see his folder for details.

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[[caption-width-right:350:Titans in ''DOOM ''Doom Eternal'']]
Absurdly massive demons that serve as beasts of burden for the more powerful demonic entities, and as combatants in the armies of Hell. Despite this, no Titan (Save for the Icon of Sin, which is unique enough to have its separate category) is fought in the game. However, some Titans have been slain by the Slayer in the past, most notably the Dreadnought of Taras Nabad and the behemoth known only as "''The'' Titan", now a level for ''DOOM(2016)''.''Doom'' (2016). There's also Maligog in ''The Ancient Gods: Part One'', see his folder for details.



* SlaveMook: In ''DOOM Eternal'', they are chained to the massive and cumbersome Hell Barges used by the Hell Priests, and carry them around like beasts of burden. Two others are also chained to the Argent Transmitter on the top of Nekravol, as well as another chained up near the front gate.

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* SlaveMook: In ''DOOM ''Doom Eternal'', they are chained to the massive and cumbersome Hell Barges used by the Hell Priests, and carry them around like beasts of burden. Two others are also chained to the Argent Transmitter on the top of Nekravol, as well as another chained up near the front gate.



* WombLevel: The Titan corpse in ''DOOM (2016)'' remains on the Great Steppe, and a non-significant amount of deterioration has occurred. Demons have used the body to build temples and rooms into the beast's internal structure. The Slayer goes over there to clean them out.

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* WombLevel: The Titan corpse in ''DOOM (2016)'' ''Doom'' (2016) remains on the Great Steppe, and a non-significant amount of deterioration has occurred. Demons have used the body to build temples and rooms into the beast's internal structure. The Slayer goes over there to clean them out.



[[caption-width-right:350:Kalibas in ''DOOM Eternal'']]

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[[caption-width-right:350:Kalibas in ''DOOM ''Doom Eternal'']]



[[caption-width-right:350:Maligog in ''DOOM Eternal'']]

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[[caption-width-right:350:Maligog in ''DOOM ''Doom Eternal'']]



* FinalBoss: Of ''The Ancient Gods: Part Two'', and ''DOOM Eternal'' as a whole.

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* FinalBoss: Of ''The Ancient Gods: Part Two'', and ''DOOM ''Doom Eternal'' as a whole.
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* AmbiguousSituation: ''The Ancient Gods: Part Two'' reveals quite a bit of ambiguity about the Dark Lord, but primarily about his origins; [[spoiler: namely, does him being the true Creator mean ''all'' of what was previously told about him was a lie to cover up a cold-hearted betrayal by the Maykrs or was it a lie told to soften the blow that ''the'' first being in the multiverse was capable of going homicidally insane as a result of finding out even he wasn't strong enough to prevent the death of his creations and needed to be put down for the sake of reality? [[https://youtu.be/WRm1jxpyVr0 The game's director]] implies Davoth and Doom Slayer are both Primevals and there is at least one being older and stronger than Davoth further confuses things and makes it possible that him being the Father is itself a lie.]]
* ApocalypseHow: [[spoiler:Following his betrayal courtesy of the Maykrs,]] his goal is to cause a ApocalypseHow/ClassZ out of resentment, annihilating "all of creation" [[spoiler:that he himself created]], likely even including Hell considering its horrific downfall from what it used to be.

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* AmbiguousSituation: ''The Ancient Gods: Part Two'' reveals quite a bit of ambiguity about the Dark Lord, but primarily about his origins; [[spoiler: namely, does him being the true Creator mean ''all'' of what was previously told about him was a lie to cover up a cold-hearted betrayal by the Maykrs or was it a lie told to soften the blow that ''the'' first being in the multiverse was capable of going homicidally insane as a result of finding out even he wasn't strong enough to prevent the death of his creations and needed to be put down for the sake of reality? [[https://youtu.be/WRm1jxpyVr0 The game's director]] implies Davoth and Doom Slayer are both Primevals Primevals, and there is at least one being older and stronger than Davoth out there in reality; this muddles things further confuses things and makes it possible that could imply him being the Father is itself a lie.]]
* ApocalypseHow: [[spoiler:Following his betrayal courtesy of the Maykrs,]] Maykrs]], his goal is to cause a ApocalypseHow/ClassZ out of resentment, annihilating "all of creation" [[spoiler:that he himself created]], likely even including Hell considering its horrific downfall from what it used to be.

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