Ssg gray

A super shotgun in the first room of 1SQUARES.WAD.

DoubleBarreled firing2

The super shotgun firing.

This article is about the original Doom games weapon. For the weapon in Doom 3, see Super shotgun (Doom 3). For the weapon in Doom 4, see Super shotgun (Doom 4).
The super shotgun, also called "combat shotgun" in the manuals or otherwise "double-barreled shotgun" or often abbreviated to "SSG" is a sawed-off, break-action, double-barreled shotgun in contrast to the original shotgun which is pump-action and single-barreled.

Not featured in Doom, the super shotgun was the only new weapon introduced in Doom II, appearing first on MAP02: Underhalls in single player mode, and in two locations on MAP01: Entryway during multiplayer games. A super shotgun uses the same ammo as the original shotgun from the original Doom. The super shotgun contains 8 shells when picked up (or 16 on the "I'm Too Young To Die" and "Nightmare!" skill levels).

Combat characteristics

Doubleshotgun pickup
The super shotgun takes the same ammunition as the shotgun, but uses two shells per shot. However, whereas the shotgun fires 7 pellets in each shot, a super shotgun blast has 20 pellets. The super shotgun causes much more damage than the original shotgun. Each pellet still does 5-15 points of damage (for a total of 100-300 points of damage per shot, provided that all pellets hit the target). The super shotgun is thus nearly three times as damaging as the standard shotgun per shot, a good bargain since it only uses twice as much ammo each time.

Tactical analysis

One well-aimed blast from a super shotgun almost always kills two imps, one demon, or one spectre, and often inflicts additional damage to nearby monsters, whereas a regular shotgun burst is less reliable at dispatching an imp in one shot or a demon in two. The devastating firepower afforded by the super shotgun can enable the player to hold his own against crowds of humanoids or tough monsters (hell knights, arachnotrons, mancubi). It is often sensible to prefer the super shotgun over the rocket launcher in such situations, especially in close ranged combat; the super shotgun is similarly powerful, shells are more plentiful than rockets, and a short-range rocket blast can harm the player with splash damage. On the other hand, the rocket launcher is better for long-distance shooting, as the super shotgun has a very large spread.

The super shotgun has an even slower firing rate than the standard shotgun (approximately twice as long), meaning that any enemy not killed by the first shot will have plenty of time to retaliate. Some speedrunners, however, take advantage of the reload time by quickly circlestrafing to line up multiple monsters within the "damage cone". The blast-and-dodge and circle strafing tactics described for the shotgun are even more useful for the super shotgun.

The wide spread of the pellets makes the super shotgun ineffective and wasteful at longer ranges. If shells are the only plentiful ammo, or if sniping at a distance is required, it is advisable to switch back to the shotgun. Furthermore the shotgun pellets only spread horizontally which makes it more useful than the super shotgun in cases where your line of sight to the monster is a narrow horizontal part. The super shotgun also becomes overkill and wasteful for dealing with lone humanoids scattered in mazes. This is usually a problem when starting a level and the super shotgun is picked up before the regular shotgun.


Super shotgun

Overall, the super shotgun is a very potent and powerful weapon in the right hands, and it serves as a great alternative for the bigger weapons in close quarters, whether it is riot control or even a solitary tough monster like a baron of hell.


  • Unlike the original shotgun's firing/loading sprites which were created from real photos, the super shotgun's sprites appear to be drawn instead since they lack the light reflections. The brand of shotgun it is based on is unknown.
  • When a player has both the shotgun and the super shotgun, the 3 key will toggle between the two weapons. However, the number "3" in the ARMS section of the status bar responds only to the original shotgun, and will not light if the player has only the super shotgun. This behavior is exclusive to Doom II. If the super shotgun is somehow introduced in a level for the first Doom, the weapon may be picked up, appearing on the marine's hands, but cannot be selected afterward once the user chooses another available weapon, or the player runs out of shells.
  • In the PlayStation and Saturn ports of Doom, the super shotgun takes up a number "4" slot in the ARMS section, making a total of 8 numbers present instead of 7. In that regard, the super shotgun appears next when cycling through the weapons in those ports, as well as Doom 64. However, while weapons have to be cyclically accessed in the Xbox version of Doom II (from the Xbox port of Doom 3), the super shotgun instead sits between the Chainsaw and the Fist (the list from start to finish goes: Fist, Pistol, Shotgun, Chaingun, Rocket Launcher, Plasma Gun, BFG9000, Chainsaw, Super Shotgun, and back to Fist)
  • In Doom RPG, It is found in a secret room in Ore Processing, supposedly a gift from one staffmember to another because the said gifter could not get a gaming console. He describes the shotgun as "something less 'virtual'."
  • In the Saturn port, the super shotgun is reloaded much faster than in other ports.
  • In Doom Classic, the super shotgun appears on the weapons list as "dblshotgun", but it is not possible to get the super shotgun in the original Doom. However, in the PS and Saturn Port, it can be used in Ultimate Doom by using the 'All Weapons' cheat code.
  • In contrast to all of the other weapons, the super shotgun is the only one that is actually reloaded. This would mean the Pistol's magazine can hold 200 Bullets (400 with Backpack) The default shotgun can hold 50 Shells, (100 with Backpack) and the Rocket Launcher can fire 50 rockets without having to reload.
  • In Doom 1 v1.5, the IDKFA cheat gives Doom II's Super Shotgun, and since its sprites aren't included in the WAD, the game will crash when slot 3 is selected. v1.6 doesn't allow the Shotgun to be selected at all after using the cheat. v1.666 fixes the cheat so that it only gives the super shotgun in Doom II.
  • In Doom 95, "DSDBOPN" (super shotgun's opening) sound was never actually used for some strange reason. Instead it uses "DSDBCLS" (super shotgun's closing sound).
  • If the reloading animation is watched closely, the Marine opens the super shotgun's breech with his left hand and immediately loads the shells... with his left hand.
  • The SSG was originally intended for the original Doom according to the Doom Bible concept by Tom Hall.


Super Shotgun Statistics
Weapon slot 3 (4 in PlayStation and Saturn ports)
Damage 5-15 (per pellet)
100-300 (total)
Included ammo 8 (16 on skill 1 & 5)
Max ammo 50 (100 with backpack)
Ammo type Shotgun Shells
Shot type Hitscan
Shots per minute 36.8
Sound DSDSHTGN (firing)
DSDBOPN (opening)
DSDBLOAD (loading)
DSDBCLS (closing)
Appears in Doom II/Final Doom
Thing type 82 (decimal), 52 (hex)
Radius 20
Sprite SGN2 (World sprite)
SHT2 (wielded/firing)
Class Weapon

Damage done by an SSG attack

Shots needed to kill1,2 Mean Standard
Min Max
Barrel 1.00 0.00 1 1
Zombieman 1.00 0.00 1 1
Shotgun guy 1.00 0.00 1 1
Wolfenstein SS 1.00 0.00 1 1
Imp 1.00 0.00 1 1
Heavy weapon dude 1.00 0.00 1 1
Lost soul 1.00 0.00 1 1
Commander Keen 1.00 0.00 1 1
Demon 1.00 0.00 1 1
Spectre 1.00 0.00 1 1
Romero's head3 2.00 0.00 2 2
Revenant 2.00 0.00 2 2
Cacodemon 2.22 0.41 2 3
Pain elemental 2.22 0.41 2 3
Hell knight 3.00 0.00 3 3
Arachnotron 3.00 0.00 3 3
Mancubus 3.19 0.39 3 4
Arch-vile 4.00 0.00 4 4
Baron of hell 5.18 0.38 5 6
Spiderdemon 14.96 0.39 14 16
Cyberdemon 19.55 0.59 19 21

  1. This table assumes that all calls to P_Random for damage, pain chance, blood splats, and pellet dispersal are consecutive. In real play, this is never the case: counterattacks and AI pathfinding must be handled, and of course the map may contain additional moving monsters and other randomized phenomena (such as flickering lights). Any resulting errors are probably toward the single-shot average, as they introduce noise into the correlation between the indices of "consecutive" calls.
  2. Assumes that target is close enough to be hit by every pellet (this is, however, extremely rare in real play, especially during speedruns).
  3. Assumes that direct hits are possible, which does not occur in any stock map.

Appearance statistics

The IWADs contain the following numbers of super shotguns:

Doom II192020
TNT: Evilution333434

Other id Software games

After its introduction in Doom 2, the side by side double-barreled shotgun became a mainstay in both the Doom and Quake series. It serves as a slow reloading, but powerful close-range weapon.

Doom 64


The SSG in Doom 64.

In Doom 64, the super shotgun fires much quicker, nearly as fast as the regular shotgun. It does not have the reloading animation that is present in the PC versions of Doom either, which is also the case with the normal shotgun's cocking animation. In addition, the gun knocks the player back a bit when fired.

Doom 3

The Super shotgun was re-introduced in the Doom 3 expansion pack Resurrection of Evil. It originally belonged to Sergeant Thomas Kelly and can be found in his office.

Quake series

In Quake the Double-Barrelled Shotgun is the main close-range weapon. The rate of fire is noticeably higher in comparison to the Doom 2 Super shotgun. Quake II has the Super Shotgun with a rather unusual pump-action mechanism. In Quake III Arena, the double-barreled Shotgun is the only shotgun in the arsenal.

Weapons from classic Doom games

Fist | ChainsawPistolShotgun | Super ShotgunChaingunRocket LauncherPlasma GunBFG9000

Italics = Introduced in Doom II
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