Fighting the legions of Hell in Mighty Doom requires as much strategy as an unrelenting rage against all demons. By becoming familiar with the game’s damage types, sources of damage, and demons that are weaker to them, players can ensure they have an edge in battles against countless Hellchildren, and remind the beast why the Slayer is afraid of it.
Damage Types and Weaknesses Explained
Every enemy in Mighty Doom is vulnerable to a single damage type that multiplies all damage done to that enemy by approximately 5%, rounded down. This damage is further multiplied by the critical strike, leading to a potential blowout win if the player encounters a boss whose damage type is weaker than theirs, especially if they build around damage and critical strike upgrades.
Weapons can deal multiple types of damage in a single attack by upgrading them on the run. In this case, both damage types are checked when determining whether an enemy will take additional damage. Enemies have weaknesses at all, and don’t resist any damage type any more than others.
Mighty Doom’s current damage type is :
Ballistic: The most common damage type for primary weapons, including the default heavy assault gun, as well as combat shotguns and chain guns. None of the weapons will provide ballistic damage when the ability is upgraded, nor will there be the usual status effects associated with ballistic weapons. Enemies with weak ballistics include Lost Souls and Hell Razer. Explosive: A damage type most commonly found on secondary and equipped weapons, including rocket launchers and frag grenades, as well as through upgraded combat shotguns. The Explosive Glory Kill ability also deals explosive damage. Explosive damage usually deals splash damage around the epicenter, damaging nearby enemies. Enemies weak to explosives include the Blaster Soldier and Mecha Zombie. Fire: A damage type usually gained as an ability upgrade, such as the Heavy Assault Gun, but can also be used on Flame Belch equipment. Fire damage has a chance to ignite enemies, dealing damage over time. Less powerful enemies include Ice Imp and Revenant. Ice: A relatively rare damage type that can be used with ice bomb equipment, as well as through rocket launcher ability upgrades. Enemies damaged by ice may be temporarily slowed, reducing the danger of approaching them. Ice-weak enemies include the Imp and Mancubus. Plasma: A damage type that is roughly evenly distributed across weapon slots, including plasma rifles and ballistas. Plasma damage may inflict a glitch debuff, causing enemies to deal less damage. Enemies weak to plasma include basic zombies and their skins. Toxic: A damage type that can be used on the Acid Spit device launcher as well as the upgraded Gauss Cannon. Toxic damage may apply the Corrosive debuff, increasing the damage a demon takes while under its influence. Less toxic enemies include Pinkie and Cacodemon. Rending: The rarest damage type in the game, exclusive to the chainsaw’s ultimate attack. Rend does not cause any status effects, and no common enemy is known to be bad at Rend. Boss variants of enemies and their minions may have unique weaknesses of their own, in addition to normal enemy weaknesses. For example, zombie boss variants spawn toxin-spreading zombies that are weak to explosive damage. Players are encouraged to keep their gear upgraded, even for uncommon damage types, in case these mutant bosses become a hindrance later on.
Enemy attack damage type
While Mighty Doom clearly shows that player attacks have elemental properties, a less obvious mechanic is that enemy attacks also have damage types. In addition to the types listed above, enemy attacks can also be categorized as “Melee” and “Projectile”, which are not mutually exclusive with other damage types.
Unlike weapons, which have their damage type explicitly listed on the inventory and upgrade screens, the Demon’s damage type isn’t spelled out anywhere in the game. That said, the damage type of most attacks should be self-explanatory, e.g. Imps’ fireballs deal fire damage, while Ice Imps’ snowballs deal ice damage. When in doubt, remember that each damage type is always listed with a color-coded symbol, so it should be assumed that enemy attacks of that color deal that type of damage, i.e. the purple psionic waves fired by the prowler deal plasma damage, since plasma’s Symbols are purple.
In most cases, the damage type of the incoming attack is irrelevant, as the player does not have any damage resistance by default. Many conditions can change this, including :
Some gear resists specific damage types, such as a barrage breastplate for explosive damage. Seraph trades offered after the boss fight may increase or decrease damage resistance in exchange for increasing or decreasing other stats. Event quests may give demons additional damage, these damage types are listed under the modifiers tab of the quest selection. Players should keep in mind that while a demon’s vulnerability to damage can only help the player, it can become a liability if the player’s damage resistance drops below its baseline. Players should actively try to avoid attacking enemies with weakened resistances, even if it means risking bypassing other demons.
Remember the enemy’s weaknesses
Both OG Doom and the rebooted series are less dependent on damage types and weaknesses, though Cyberdemon and Spider Mastermind are immune to explosion damage. Having said that, the weaknesses of many of the enemies in Mighty Doom reflect real strategies that are often considered the best way to take down these demons in the mainline games :
Lost Souls are weak to ballistics, reflecting their 100% chance to flinch on hit in OG Doom games, making it possible to stun them with fast weapons. Hell Razer is also poor at ballistics, reflecting their preference to stay away from the Doom Slayer in the reboot, making instant hit weapons the best way to deal with them. Whiplashes are fast, evasive demons that won’t be tracked, so explosives are the ideal way to deal with them. Also, many of the weaknesses in Mighty Doom make intuitive sense to a certain extent. Just like when memorizing the elemental weaknesses of the Pokemon series, players may rely on memory devices to remember the weaknesses of various demons, such as :
Ice Imps are weak to fire because fire melts ice, while normal Imps are weak to ice because the elements are reversed. Hellboys are weak to ice as it extinguishes their flames, and their OG Doom opponents are just stronger Imps. Revenants are less prone to fire, as their jetpacks use flammable gasoline. Pinkies are weak to poison, as their backs expose bare flesh that can be burned with acid. Ultimately, the best way to help players remember their weaknesses will vary from person to person, so players should be free to brainstorm their own ways of mentally linking each demon to their respective weaknesses.
Mighty Doom is now available on iOS and Android devices.