Weapons Guide#

DOOM Eternal fields an arsenal built from a set of firearms plus throwable, melee and support equipment. This page is organized around the arsenal itself: what role each weapon plays in the combat loop, what problem each mod solves, and how to schedule weapon upgrade points and mastery challenges. On numbers, we keep only what’s verified — weapons in this game have no “levels” and no percentage growth panels; the old page’s precise tables like “level 1 fire rate +20%, level 3 recoil -30%, damage +15%” simply do not exist in the game. All unsourced figures have been removed; the descriptions below are authoritative.

First, the growth path: weapons have exactly one progression line — use Weapon Upgrade Points to unlock a mod’s staged effects rank by rank, then complete a Mastery Challenge at max rank for the mastery effect. There are no rarities, no quality tiers, no random affixes; what you pick up is what it stays, and all growth comes from your own investment.

Arsenal Overview#

Weapon Mod Slots Role When You Get It
Combat Shotgun 2 All-round close-range mainstay, available at the start Campaign start
Heavy Cannon 2 Mid/long-range picks and barrage suppression Campaign start
Plasma Rifle 2 Sustained output specialized vs shields Early
Chaingun 2 High-rate spray and frontal protection Early-mid
Rocket Launcher 2 Burst vs large targets and airbursts Early-mid
Ballista 2 Single-shot burst and quick-swap combo core Mid
Super Shotgun None Point-blank burst, Meathook mobility core Early-mid
Unmaykr None Collectible-unlocked bonus rapid-fire Collection unlock
BFG-9000 None Screen-clearing panic button, extremely scarce ammo Early

The six moddable main weapons arrive one by one through the campaign, each with 1-2 mod slots whose contents are fixed the moment you pick the gun up; the Super Shotgun, Unmaykr and BFG-9000 carry no mod slots and live purely on feel and role. Owning a weapon isn’t using it — the real gap is whether mods are maxed and mastery effects earned.

How Weapons Grow: Upgrade Points and Mastery Challenges#

Weapon growth has a three-part structure. The full per-rank behavior of every mod is laid out on the weapon mods page; here are just the rules you need for planning:

  • Rank unlocks: mods are upgraded with Weapon Upgrade Points, up to 5 points per mod — each point spent unlocks that rank’s preset effect, with every rank hand-tuned by the designers.
  • Point sources: clearing hell-corrupted growths in levels, plus fixed point deposits per chapter — verified examples: Exultia deposits 5, 3 and 2; Sentinel Prime deposits 10; other chapters carry their own amounts.
  • Mastery finish: once a mod hits 5 points, a Mastery Challenge unlocks; completing it earns the mod’s mastery effect. After reaching the Taras Nabad chapter, you can also spend Mastery Tokens to skip unfinished challenges.

The planning advice is one sentence: total Weapon Upgrade Points are limited and spread across the campaign, so max out and master your mainstays’ core mods first; leave niche mods for when Mastery Tokens arrive.

The Six Moddable Main Weapons#

Combat Shotgun#

The all-rounder from the first minute to the credits, balancing fire rate, mobility and ammo economy — the smoothest gear in the “stagger — execute — heal” loop.

  • Sticky Bomb: fires a delayed explosive that sticks to demons — stick first, retreat, detonate remotely; great for finishing, zoning and area damage.
  • Full Auto: switches pump action to full-auto fire, keeping pressure on in point-blank brawls — especially convenient against swarming small demons.

Combat role: this is your “default answer”. Its ammo cap isn’t high, but paired with chainsaw refills you essentially never starve; once Sticky Bomb is maxed and mastered, double-kill payouts pay for the points in the first encounter.

Heavy Cannon#

The mid/long-range surgical tool — stable trajectory, cheap ammo, the least thought-intensive gun in the locker.

  • Precision Bolt: charges and fires a high-power precision shot for calling distant targets and hitting weak points — a rare sniper option among mainstays.
  • Micro Missiles: launches a row of micro missiles as a barrage, equally good for mid-range suppression and incidental chip damage.

Combat role: clear distant trash with the cannon and save shotgun-family ammo for real threats. Precision Bolt demands accurate weak-point aim; once trained, any distant glowing weak spot belongs to it.

Plasma Rifle#

Sustained output specialized against shields and hard shells — its normal fire naturally strips shields, making it the encounter’s “shield-breaker”.

  • Heat Blast: releases accumulated heat as a burst, converting steady chip damage into instant burst.
  • Microwave Beam: locks onto one enemy, dealing escalating damage and holding it in place — the stable choice when you need hard CC.

Combat role: switch to it first against shielded units and floating targets; Microwave Beam pins high-threat enemies in place, buying time to handle the rest, while Heat Blast cashes out accumulated damage the instant a shield breaks.

Chaingun#

The high-rate spray machine — heat-up ramps its firepower upward, and with two defensive mods it is the answer to pushing through barrages.

  • Mobile Turret: deploys into a turret stance that fires without reloading but overheats — manage the heat rhythm.
  • Energy Shield: raises a blocking shield against frontal fire and barrages, for pushing through firefights or covering reloads.

Combat role: deploy against long-exposed large targets in the open, or to muscle through a barrage. Heat management is this weapon’s core homework; holding the trigger mindlessly only makes it choke when it matters.

Rocket Launcher#

The burst hammer for large targets — slow projectiles but heavyweight per shot, with two mods solving the “can’t hit” problem from both ends.

  • Lock-On Burst: locks a target and salvoes several rockets — a burst round for large targets.
  • Remote Detonation: detonate rockets mid-flight at will — for airbursts, area denial and timing plays.

Combat role: rocket ammo is scarce all game (cap route in the table below), so its role is never mainstay damage but the key-moment hammer — Lock-On calls heavy demons, Remote Detonation greets dense trash packs, then swap straight back to your mainstay for clean-up.

Ballista#

The single-shot burst killer with near-hitscan ballistics — the core component of veterans’ quick-swap loops.

  • Arbalest: a charged single heavy-bolt firing mode, focused on single-target burst.
  • Destroyer Blade: a charged piercing energy blade that hits multiple enemies in a line — for cleaning aligned targets.

Combat role: the Ballista is about “one shot” and “tempo”. Pick off staggered targets, interrupt high-threat actions, then quick-swap back to the Super Shotgun for more point-blank work — this weapon defines the game’s signature high-speed loop, detailed on the combat system page.

The Weapons Without Mods#

Super Shotgun#

The ceiling of point-blank damage — but its true body is the built-in mobility tool, the Meathook: hook an enemy and reel yourself in, forming the standard “hook — blast — Glory Kill” loop. Two clarifications: the Meathook is not a mod, sits outside the mod upgrade system, and any “Meathook five-level upgrade table” is an error inherited from old material; it also requires no investment — available the moment you pick up the gun. Against enemies with strict hit windows like the Marauder, Meathook-into-double-barrel is one of the most reliable answers — details on the Marauder guide.

Unmaykr#

A hidden collectible-unlocked reward weapon: gather every Empyrean Key in the campaign and claim it in the Fortress of Doom. It’s a rapid-fire energy weapon that spends ammo like “dumping an entire crate of micro missiles” — luxurious for deleting high-threat targets or harvesting a horde — all the more because it draws Argent energy from the same line as the BFG-9000, and that ammo line never grows.

BFG-9000#

The series’ signature screen-clearer — a one-shot, room-solving energy cannon. Ammo is extremely scarce and its capacity fixed all game, so its tactical role is the “panic button”: surrounded by a horde, health critical, or facing an uncrackable dense formation, one BFG rewrites the battlefield. Keep it enshrined in the weapon wheel; don’t treat it as routine firepower.

Crucible#

A melee-execution energy greatsword — one swing kills almost any demon outright, reserved for the nastiest targets. Uses are limited: 3 initially, upgradable to 5 with Sentinel Crystals — so it, too, is a “save it for the moment” resource rather than a daily driver.

Throwables and Melee Equipment#

  • Chainsaw: the weapon system’s resource tool — sawing demons drops ammo directly; small demons cost little, heavies need more fuel. When ammo runs dry, your first thought should be a chainsaw target.
  • Frag and Ice Grenades: the control duo — the former handles area damage and zoning, the latter freezes high-threat targets so you can set your processing order. Both grenade lines have matching Praetor Suit perks that improve cooldown and effects; the full point-price table is on the upgrade system page.
  • Flame Belch: ignites close targets to farm armor shards — one of the three great resource loops alongside Glory Kill healing and chainsaw refills; pairing details on the combat system page.
  • Sentinel Hammer: added in DLC “The Ancient Gods” part two, an area-stun hammer that slams the ground for wide control — an extra crowd-clearing tool for dense encounters; see the DLC guide page.

Health, Armor and Ammo Capacity Caps#

Weapon output is also capped by ammo capacity. Sentinel Crystals grow these caps; the verified real tiers:

Item Cap Growth Route
Health 100 → 125 → 150 → 175 → 200
Armor 50 → 75 → 100 → 125 → 150
Shotgun ammo 16 → 18 → 20 → 22 → 24
Bullet ammo 60 → 90 → 120 → 150 → 180
Cell ammo 150 → 175 → 200 → 225 → 250
Rocket ammo 9 → 10 → 11 → 12 → 13
Argent energy 60 (fixed, not raised by crystals)
Crucible energy 3 → 5

Two special routes deserve a note: Argent energy is the BFG-9000 and Unmaykr’s ammo, fixed at 60 all game — both weapons are inherently scarce resources; Crucible energy only climbs from 3 to 5. Everything else rises tier by tier. Crystal locations and pacing are on the Sentinel Crystals page.

Corrections to Old Claims#

  • “Weapons have levels 1-4 granting fire rate +20%, recoil -30%, damage +15% per level” does not exist. Weapons have no level concept; all growth runs through “staged mod unlocks + Mastery Challenges”. No level-based percentage table exists.
  • “Every weapon has precise damage, magazine and reload stat panels” does not exist. The game provides no such panels; the old page’s precise numbers were unsourced and deleted wholesale — weapon differences are described by role and function.
  • “The Meathook is a five-level upgradable mod” does not exist. The Meathook is built into the Super Shotgun, usable on pickup, costing no Weapon Upgrade Points.
  • “Armor grants -10% to -30% tiered damage resistance” does not exist. The Praetor Suit runs on fixed-price perks; itemized corrections on the upgrade system page.

Further Reading#

  • Weapon Mods: every mod’s per-rank effects and mastery challenge details
  • Upgrade System: overview of the three growth lines and spending order
  • Combat System: where quick-swaps and resource loops sit in combat
  • Demon Compendium: which targets each weapon should greet
  • DLC Guide: both Ancient Gods parts and their new equipment

内容最后验证于 2026-07