Sunday 8 January 2023

Death Battle Predictions: Master Chief VS Doom Slayer

 


“Power armor is for pussies.” - Duke Nukem


Master Chief, the legendary Spartan super soldier from Halo.


The Doom Slayer, the unstoppable bane of demonkind from DOOM.


The first-person shooter, one of the biggest genres in gaming. While the FPS would birth many legendary names, few would make quite as big an impact on gaming and even pop culture itself as these two. While DOOM defined and popularized the FPS (to the point where games in the genre were commonly called "DOOM Clones"), Halo would successfully bring it to consoles in a way no one else did before, helping to turn the genre to what it is today. Both combatants have changed quite a lot since Death Battle last analyzed them and today, over 10 years after the original episode, we will be finding out which space marine would come out on top in a rematch. Will the Doom Slayer make a triumphant return much like his series, or will John Halo get a double kill? 

Before We Start…

For Chief we will of course be looking at all the canon Halo media such as the games and books, but we will also be taking into account stuff like Halo Legends and Forward Unto Dawn which are confirmed to be canon (besides Odd One Out because duh)


Yes Halsey goes from this to this somehow it's weird



The Halo show will also be looked into because we hate ourselves.


As for Doom Slayer, as Eternal confirms that he’s the same character as the original DOOM’s protagonist, that means feats, equipment, and abilities from Doomguy’s trilogy (DOOM, DOOM II, DOOM 64) and Doom Slayer’s duology (2016 and Eternal) will both be factored.


While DOOM 3 was intended to be a reboot of the series and doesn’t appear to have the original Doomguy present, DOOM RPG implied at its release that its protagonist was the same as all other DOOM games released at the time, which would suggest that Doomguy was in all of them. 


However, all of this predates 2016 and Eternal, which are the natural focus of this analysis and make no connections to either game whatsoever in terms of canonicity. With all this in mind, we'll be looking into stuff from both, but primarily focusing on the Slayer duology and first three DOOM games.

Background

Master Chief

"Thought I'd try shooting my way out. Mix things up a little."


It takes a special kind of soldier to finish the fight. While anyone with the skills can pick up a gun and fight against the countless threats in the stars, it takes a soldier with a certain luck to rise up and be what they need him to be. And none represent this better than Petty Officer John-117, a Spartan Soldier of the UNSC's Special Warfare Command. But there's one name you all know him by: Master Chief.


What would become a monument of legendary proportions started simple. Born under the name John, he grew up on a colony world with a rather normal family. But the eyes of Dr. Catherine Halsey soon fell upon the boy. Interested in his skills, she chose him to partake in the Spartan-II program. John and 74 other children were "conscripted" (read: kidnapped) and brought to the planet of Reach. Where they would be molded into the finest protectors of Earth and its many colonies across the universe.


Even from an early age, John showed his skill as a leader and a warrior. No matter the task given to him, he went above and beyond what was expected of him. The others turned to him as a leader and eventually that was officially recognised. John was named leader of the Spartan-II's Blue Team (not the one you're thinking of). His natural skills would be greatly enhanced when he was put through the Spartan-II Augmentation Program. The process killed or crippled many of his comrades. But as always, John rose above to become something greater. 


Master Chief would soon be officially deployed into battle. Over many tours, he proved himself on the battlefield and experienced numerous events that would mold him into the soldier he is today. The most significant of these would be the Fall of Reach. Where Master Chief met who would become his faithful companion, Cortana. The two quickly fostered a strong partnership while on a mission to destroy a database containing the location of Earth, in order to protect the planet from humanity's enemies: the Covenant. While lives were lost on this mission, it was ultimately a success. Master Chief, Cortana, and others, including Sergeant Avery Johnson, were able to escape aboard the UNSC Pillar of Autumn.


The Pillar of Autumn has been followed by several Covenant ships, and despite the efforts of Master Chief to repel their forces, both he and the ship found themselves landing on the Forerunner ring world: Alpha Halo. Master Chief was sent down to the ring world on a life pod, only accompanied by Cortana. The Spartan pushed through this strange new land, battling the Covenant and joining forces with others from the Pillar of Autumn. But soon, the war between the Spartan and the Covenant would shift when the ancient parasite known as the Flood was unleashed. Master Chief was told by an A.I. monitoring the Ring, 343 Guilty Spark, that the Halo Ring could destroy the Flood. But in actuality, its purpose was to destroy all sentient life in order to starve the Flood. Ultimately, Master Chief chose to set the Pillar of Autumn to self destruct, taking both it and the Halo Ring down. Many lives were lost during this, but Master Chief lived to fight another day.


Overtime, Chief would be on the front lines of several missions, including taking out the Covenant Prophet of Truth, even teaming up with the alien Thel ‘Vadamee, AKA the Arbiter, to do so, saving the planet Requiem from the Promethean Didact, though at the cost of Cortana, and saving the galaxy from the Cortana, now rampant having survived as long as she has. And those are just a few of the missions that Master Chief Petty Officer John-117 has fought and won. So when aliens, monsters, or alien monsters arrive to threaten the galaxy, you can always rely on the Master Chief to step in and finish the fight. 


Doom Slayer

“RIP… AND… TEAR!”


Amongst the legions of hell. The eternal infernal demonic scourges born in the fiery pits of hell. There is only one thing they fear. An unstoppable force of pure rage who seeks only to eradicate the forces of hell. Carving a path of righteous vengeance that spans time unknown, only one force stands between humanity and the forces of hell. The only thing they fear… is The Doom Slayer.


While not always an unstoppable force of rage, he was always a righteous one. Possibly coming from a lineage of keen commanders and Nazi-fighting one-man armies,he was once a simple Marine. Even then, his righteous rage was evident. He was discharged from his position due to an altercation with his commanding officer, due to refusing to fire on civilians. Following this, he was shipped off to a United Aerospace Corporation (or UAC for short) base on Mars’ moon, Phobos. And this was perhaps fate, as when the UAC's meddling brought the forces of hell to this dimension (because humans gonna human), only one thing could rise against them. This discharged marine was the only guy left to combat the demonic hordes. In a storm of bullets and rage, he became the demon's Doom. 


The Marine raged through Phobos, Deimos and even Hell itself. Not a single demon could stand in his way without being riddled with bullets or beaten by his bare hands. Eventually, he returned home to Earth to find it overrun by demons. One thing, though, would only deepen his rage and hatred of demons: his beloved pet bunny Daisy had been killed. If the Marine's eternal vendetta against demon-kind hadn't already been set in stone, this was more than enough to carve it. And so began his eternal quest to Make. Them. Pay.


After an unknown amount of time, most likely spent murdering as many demons as possible, the Marine was sent away to a place where he would hopefully no longer plague demon-kind (lol). The world of Argent D'Nur. His mind consumed by rage and his language unrecognizable to its inhabitants, the Marine was put through a trial by combat to assess his worthiness. His skill and brutality earned him the admiration of the strange lands inhabitants, including the Khan Maykr. And eventually, the Marine was inducted into Argent D'Nurs military just in time for him to partake in his favorite pastime, demon murder! Because for some reason, the demons decided to invade Argent D'Nur, which brought the Marine's righteous fury down upon them again.


Eventually inducted into the Night Sentinels’ ranks, the Marine admittedly cared little for things like that. He simply wished to rip and tear through the forces of hell. No matter what titanic threat crawled out from the Underworld, the Marine was more than happy to send it back in countless bloody pieces. A brutality that soon earned him his now infamous title: the Doom Slayer.

But as the war raged on, the Khan Maykr planned a betrayal which soon spiraled into the fall of Argent D'Nur and eventually, the Slayer was finally brought down. Tricked and trapped away inside a temple, hopefully never to be seen again (lol).


But once again, humans gonna be human. The sarcophagus containing the slumbering Slayer was eventually found by the UAC, on an expedition led by Dr. Samuel Hayden. The doctor chose to hide the Slayer away, suspecting one of his underlings of forming a pact with hell. A suspicion that would be proven right when the forces of hell invaded the base on Mars. Now where have I heard this before…?


Awoken from his slumber, the Slayer wasted no time in introducing the demonic forces to the business end of numerous guns… and his fists… and his boots… and several varieties of explosions… and sometimes their own severed appendages. Basically anything that could kill them. He cared little for the words of Dr. Hayden, only paying attention when it could help him stop the demonic invasion. 


The Slayer once again fought his way through both Mars and hell, but in the end he was betrayed by Dr. Hayden, because mankind just cannot stop trying to use hell for their own benefit. After a brief speech from Hayden, the Slayer was transported away… and as nobody could have predicted, Hayden's plan backfired and led to a full scale invasion of Earth by hell. Luckily the Doom Slayer once again returned to introduce the forces of hell to white hot lead. He brutally murdered his way through the commanding Hell Priests, confronted the Khan Maykr again, and reunited with Hayden. As usual, nothing could stand in his way. Not even the very Icon of Sin itself. Even the Khan Maykr ended up having her life snuffed out by the Slayer. And with all this accomplished, the forces of hell were pushed back.


But such a victory did not come without a cost, the Maykr's death only empowered hell and soon, they returned to invade Earth once more. After so long, so many battles against the unholy forces of hell. There was only one way to stop this, only one way to end this threat once and for all: defeat the Progenitor and leader of hell itself, the Dark Lord. Revived by the Slayer's own hand, the Dark Lord Davoth returned, and soon found himself challenged by the Slayer. In one final duel, one final battle to end all of this, the Slayer proceeded to tear through anything the Dark Lord threw at him. In the end, the Dark Lord could only ask if the Slayer had anything to say. Any words to summarize this endless quest that had consumed the Slayer and led countless disasters and casualties. And the Slayer responded with one word.


"No."


Like so many times before, the Slayer ended the Dark Lord's life with his own hands. With his death, the forces of hell were finally defeated. And once again, the Doom Slayer was laid to rest, hopefully for the last time…

A.I.

Master Chief

Cortana/The Weapon

No, this is not the Siri of current Xbox consoles. Created by Doctor Catherine Halsey, Cortana is Master Chief’s onboard A.I. partner. Aside from being an extra set of eyes and ears, as well as another mind for the Chief, she’s also used for software infiltration, decoding, translating, and interpreting alien technologies, and electronic warfare support. Plug her into any computer system, and within moments, she’ll be able to access it.


During Halo 4, Cortana suffered from rampancy due to her age, and in the end sacrificed herself to save Chief from a fatal explosion, but Halo 5 and other media confirms a fragment survived and was cured of her rampancy, however her survival drove her mad and she grew hungry for interstellar conquest. Ultimately, this means Chief no longer has Cortana as a partner, but since the two spend most of the series together and they are an iconic pairing, she should still be allowed to assist him in this fight.


Later on, Chief would acquire a copy of Cortana named The Weapon, who became his new permanent partner. The Weapon has all of Cortana’s functions and capabilities, including Cortana’s extremely impressive hacking potential. Once, Cortana hacked a 128,000-bit modulating encryption key in a short time-frame. To put this into perspective, if you turned every atom in the solar system into a computer to calculate a 0 or a 1, it would take longer than the entire lifespan of the universe to bypass an encryption like that through brute force.

Doom Slayer

VEGA

A highly advanced A.I. created by Samuel Hayden. One so advanced that when it was subjected to the Turing test, 90% of testers thought they were talking to a real person, and its inner workings are so complex, a new field of physics was created to study it. Initially, it oversaw the UAC Mars base and handled a majority of its functions. VEGA's data was later copied by the Doom Slayer and eventually installed in his Doom Fortress. Oh yeah, also VEGA is God. Like, this A.I. is the consciousness of the Father, who's basically God in a weird inverse Lucifer situation. Anyway, thanks to being installed in the Doom Fortress, VEGA can provide the Doom Slayer with multiple functions.


Weapon Upgrades: in both DOOM 2016 and DOOM ETERNAL, VEGA is the main method the Doom Slayer uses to upgrade his weapons.


Detailed Maps: VEGA can provide the Slayer with a detailed map of his surroundings.


Radio Connection: VEGA can keep the Doom Slayer patched into radio frequencies for communication and the like.


Item Location: VEGA can locate and highlight noteworthy items for the Doom Slayer.


Trans-Dimensional Warp Gates: By utilizing the Fortresses Argent Plasma Generator, VEGA can open Portals to teleport the Doom Slayer from place to place.


Hacking: VEGA can hack security systems for the Slayer, like when it integrated with Urdakk to open a portal.


Limited Reality Warping: Is able to sense and interact with distortions in reality. Doing so cause the surroundings of the area Doom Slayer is about to enter to turn into an arena that suits him, also creating health pick-ups, ammo, armor pick-ups and things that can help the Slayer.

Equipment

Master Chief

MJOLNIR Mark VI

The latest in UNSC armor manufacturing, this set of armor is multi-layered, with each layer serving specific uses:


Inner Skinsuit: Composed of a moisture-absorbing synthetic material linked to an environmental computer, this layer controls the suit’s temperature and actively changes how the suit fits the user.


Integrated Communications Helmet: Composed of titanium, and contains a heads up display, showing the strength of the wearer’s shields, the weapons on hand, the weapons’ heat and ammo levels, the grenade types and amounts, a specific aiming reticle depending on the weapon in hand, and a motion tracker that can detect any friend or foe in its vicinity, with the reading getting stronger for vehicles.


Titanium Alloy Outer Shell: Armor plating that covers the chest, arms, hip, legs, calves, feet, and hands. This shell is covered with a refractive coating to help disperse heat experienced from alien energy weapons.


Titanium Nanocomposite Bodysuit: Composed of a titanium-based material, making it strong yet flexible. Also serves as another layer of protection and is coated with a heat resistant material to disperse heat from plasma weapons.


Hydrostatic Gel: This layer regulates the temperature of the suit and protects the wearer from high G-forces or high velocity impacts.


Reactive Metal Liquid Crystal Layer: Piezoelectric material that deforms along a preferred axis when exposed to an electric charge and acts as a synthetic muscle, allowing the user access to about five times their unarmored strength.


Memory-Processor Superconductor: A layer used for housing an A.I., allowing said A.I. to travel with the soldier into the field.


Magnetic Holder Strips: Magnets placed on the legs, waist, and back of the suit to hold any equipment, also placed on the boots that can help them stay attached to a metal surface in Zero-G environments.


…and no it does not jack him off he does piss in it though

UNSC Weapons

While Chief is familiar with multiple weapons and can competently use basically any gun he gets his hands on, the UNSC’s armory is what he’s used the most throughout his life and is usually the starting weapons in multiple levels throughout the series.


Assault Rifle: Chief’s preferred weapon featured in almost every Halo game. They are your ol' reliable spray and pray gun that's effective at a short and mid-range. The MA40 Longshot variant seen in Halo Infinite has greater range and power.


Magnum: A secondary that can typically be used at any range, however it does have a lack of firepower. Unlike a lot of Chief's other weapons, the M6 series of magnums have had the most notable changes between the games, with the M6D being the indisputably best variant, being able to quickly dispatch shielded foes in just a few quick headshots. 


Battle Rifle: With its fast three-burst fire and 2x scope, the BR is a very effective mid to long-range weapon, only needing a few headshots to kill a shielded foe. The BR75 Breacher version has a lower mag size and zoom in, but makes up for it with even greater damage and fire rate.


SMG: A close-quarters firearm with an extremely fast fire rate and large magazine size. While it may do poorly against shielded targets, it can be dual-wielded with another weapon to shred right through them.


Shotgun: The M90 Shotgun is the best weapon for close ranged combat, capable of ending any Covenant, Flood, or energy sword idiots in one shot. As you can imagine, it is not a weapon meant for long-range combat, and is effectively useless when trying to fight from a distance.


Sniper Rifle: A perfect weapon for hiding away and camping all game, killing any foe with one headshot or taking out shields in one shot. In return, the SRS99 series has a slow rate of fire and can only carry four shots in a magazine. The Flexfire variant may lack the pinpoint accuracy and two levels of zoom-in as the original, but has a faster fire rate and a larger magazine size.


Rocket Launcher: Usually the good lord works in mysterious ways, but not today! The M41 SPNKr is one of the most powerful weapons in any Halo game, capable of killing most enemies with a single shot from splash damage, or destroying tanks in just two. The rockets are slow-moving but can lock on to vehicles, and its M41 Tracker variant can lock on to people as well. Unfortunately, its magazine size is very small, only being able to fire two shots before having to reload.


Spartan Laser: One of Chief’s most powerful weapons, this gun fires an incredibly powerful laser that can obliterate most vehicles and people in one shot, although it has a short charge-up. It can fire five times before running out of ammo.


DMR: A single-shot long-ranged weapon, which is extremely powerful but comes at the cost of not being fired quickly due to the bloom.


SAW: A light machine gun capable of tearing through any target shielded or no. The SAW may as well be a portable turret, with its only real disadvantage being a long reload time.


Sticky Detonator: Exactly what it sounds like, a single-shot weapon that fires an explosive that sticks to a target and can be detonated at any time. It is very effective when setting up a trap to take out an unsuspecting enemy, as the explosive can one-shot.


Railgun: A powerful single-shot weapon capable of one-shotting most infantry, at the cost of a long charge time that leaves the user vulnerable.


Sidekick: The pistol used by Chief in Halo Infinite. While it might not deal much damage, it is an extremely fast firing weapon that can take out unshielded enemies with a single headshot. The Striker Sidekick deals more damage and has greater accuracy, but has a stronger recoil.


Bulldog: The shotgun also used in Halo Infinite. While it may not be as strong as the M90 and has a similar lack of range problem, it has a faster fire rate. The Convergence Bulldog offers greater firepower, along with better accuracy with its tighter spread.


Hydra: A weapon that fires micro-missiles capable of locking onto a target, with its Pursuit variant locking on even faster.


Commando: Another mid- to long-range precision weapon, while it can one-shot unshielded targets with a headshot, it also has extreme recoil that makes it difficult to use. The Impact Commando has a larger mag size in return for smaller range.

Covenant/Banished Weapons

Ammo doesn’t grow on trees, so when you're basically swimming in the corpses of all those alien bastards, it helps to take their weapons while you're at it.


Plasma Rifle: One of the more common weapons for Covenant infantry, the Plasma Rifle shoots out plasma at a rapid pace. Although it can overheat pretty quickly if one does not spare some time letting it cool down.


Plasma Pistol: The most common secondary weapon used by Covenant infantry alongside the rifle, the Plasma Pistol can continuously shoot out plasma. It has the added function of being able to charge up a bigger more powerful shot, which can usually destroy energy shields in one shot, as well as temporarily disable vehicles. The Unbound Plasma Pistol is faster and stronger, while also firing six normal bolts when charged instead of one powerful shot.


Needler: Imagine spending your last moments counting how many homing pink needles you were just impaled with before exploding into a red mist. The Pinpoint variant features an even more accurate lock-on to make things worse.


Type-51 Carbine: A semi-auto weapon that fires caseless radioactive particles instead of the usual plasma bursts.


Fuel Rod Gun: This is basically the Covenant’s version of a Rocket Launcher. The Fuel Rod Gun acts as a support weapon, which shoots out a singular incendiary gel that can destroy most vehicles and tanks in one blow.


Beam Rifle: A counterpart to the sniper rifle used by the UNSC, the Beam Rifle is a battery-powered sniper rifle that fires ionized particles, which pierce right through the target.


Type-25 Carbine: Also known as the Spiker, the Type-25 Carbine fires superheated metallic spikes at a more rapid pace, similarly to an SMG.


Brute Shot: A combination of a grenade launcher and bayonet, this weapon shoots out high explosive grenades and utilizes a frontal blade for close quarters combat.


Mauler: A pistol that functions as a handheld shotgun, not as effective as the M90 shotgun but can still kill in one shot in close quarters. Similar to the Brute Shot, it has a blade under it which functions as a bayonet as well.


Concussion Rifle: A rifle that fires an explosive bolt of plasma, which explodes and pushes one away, acting as a counterpart to the regular grenade launcher. 


Storm Rifle: The Storm Rifle is a fully automatic gun that fires superheated plasma at an incredibly high rate of fire, easily destroying most shields in a second.


Ravager: Weapon used by the Banished which can burst fire globs of plasma, and has the ability to charge up a more powerful shot that leaves a damaging area of effect. The Ravager Rebound's shots bounce off the ground multiple times before doing damage.


Mangler: Semi-automatic handgun that fires large spikes. The Riven fires three projectiles instead of one, in return for a lower fire rate.


Pulse Carbine: Long-range plasma weapon that precisely fires bursts of plasma with the Rapidfire variant providing… exactly what you think. 


Stalker Rifle: Mid- to long-range plasma weapon, which shoots plasma with a high rate of fire. The Ultra version is even faster.


Disruptor: A shorter-ranged automatic weapon that has the ability to EMP vehicles in a few shots, doing damage over time to both players and vehicles. The Calcine Disruptor can EMP vehicles with one shot.


Shock Rifle: Long-distance support weapon that shoots projectiles with an area of effect, and is especially effective against shields. The weapon can kill most Spartans with a single headshot, and the Purging variant fires in bursts of five instead of three.


Skewer: A hybrid between a rocket launcher, sniper rifle, AND a bayonet. It shoots out a singular spike that is immensely powerful, able to penetrate right through energy shields with ease and kill most targets in one blow. It has a frontal blade as well that adds onto its melee capabilities. The Volatile variant fires an explosive spike. 


Energy Sword: A plasma-based melee weapon used by the Elites of the Covenant, this sword is an extremely powerful tool. Due to how it’s designed, the Energy Sword can puncture right through energy shields and into flesh with ease, albeit with battery-based usage. There are two variants of it in Halo Infinite, with Duelist granting faster movement speed and the Bloodblade providing even greater stat boosts, as well as disintegrating victims. Also it’s incredibly iconic like come on now.


Gravity Hammer: A giant hammer used by the Brutes of the Covenant; it’s a two-handed hammer that obliterates all it hits. It can manipulate gravity to a more minor extent, being able to push and pull foes away or toward the wielder. It can also be used to block and deflect incoming projectiles. Like the Energy Sword it has two variants; the Rushdown has faster movement speed as expected, but Escharam's Diminisher of Hope is a Gravity Axe that creates an even larger, more powerful shockwave.

Forerunner Weapons 

The weapons used by the ancient godly race themselves. Many Promethean weapons not only utilize hard light technology, but they also have the ability to disintegrate a target upon death.


Sentinel Beam: A continuous beam capable of tearing through shields and completely annihilating structures. The Arcane version has a lower ammo capacity, but more than makes up for it in terms of power, being able to quickly disintegrate targets in just seconds.


Boltshot: The forerunner pistol, able to shoot like a regular pistol, and if charged, like a shotgun.


Suppressor: A fast-firing forerunner machine gun with homing projectiles, great at taking out unshielded enemies at a close-range.


Scattershot: A close-quarters power weapon, able to take down most foes quickly. The Loathsome Thing variant has a faster fire rate and a larger magazine.


Lightrifle: A single-shot weapon great for all ranges; if scoped in, it fires a wide shot, great for moving targets. The Dying Star variant fires sticky explosives capable of killing a Spartan quickly.


Incineration Cannon: God's own anti-son-of-a-bitch-machine; a high-explosive munitions rifle capable of destroying nearly anything in a single shot. Granted, you have to hold the trigger down long enough. The River of Light variant can fire seven energy blasts if charged, and the Heartseeker has more powerful charges with a wider blast radius.


Binary Rifle: You wanna feel powerful while camping? Then this is the perfect weapon for you! The binary rifle is capable of taking down any enemy instantly, no matter where you shoot them on their body. However the line of fire can be seen by anyone if the user is scoping, so finding them is not a problem at all.


Cindershot: A launcher that fires hyper-charged splinter cores; the primary fire shoots a core that explodes and pulls targets close to it, while the secondary fire follows wherever the wielder aims. The Backdraft is even stronger.


Heatwave: A semi-automatic headlight projector that fires six bolts in either a vertical or horizontal pattern. These bolts are capable of ricocheting off of walls and tracking onto enemies. The Scatterbound tracks an enemy after the shots bounce.

Grenades

Chief has used several different grenade types throughout the series, from UNSC to Covenant to Forerunner origin.


Frag Grenade: The standard grenade type; it works like your average FPS grenade and is very useful when flushing out hiding opponents or those in groups. The Frag is capable of instant-killing most enemies caught in its killing radius of 16 feet (sure wish it was that strong in-game), as well as damaging vehicles.


Plasma Grenade: One of the most iconic weapons in the series, this sticky ball of death attaches to any enemy target, and releases a plasma explosion that kills anyone within 13 feet and damages vehicles. Once you get stuck with this thing, you can kiss your raggedy-ass goodbye.


Spike Grenade: A grenade commonly used by the Brutes, the nail bomb sticks to a target much like the Plasma Grenade, and releases not only a deadly explosion, but a cluster of superheated shrapnel that ricochets off hard surfaces, the injuries caused by which are literally designed to make a victim die screaming.


Firebomb Grenade: Because the Jiralhanae love weapons that cause horrifically painful deaths, they made this. Upon impact, the Firebomb creates a flame burning around 2200 °C that lasts 4.5 seconds, severely damaging both enemies and vehicles. 


Pulse Grenade: Once used by Forerunners to combat the Flood, the Pulse Grenade creates a deadly ionization sphere before collapsing; should it kill anyone, their body will disintegrate. While the damage to a shielded opponent is small, it is excellent for weakening them for a killing blow.


Splinter Grenade: A Promethean grenade that creates a floating cloud of orange sparks when detonated. Whenever someone runs into the field, all sparks explode and disintegrate those caught in the blast, as well as creating an EMP effect with vehicles.


Dynamo Grenade: When thrown, this grenade emits electricity capable of damaging nearby enemies, as well as draining shields and disabling vehicles. The Dynamo is active for just a few seconds before detonating.

Combat Knife

Master Chief uses an M11 combat knife that was designed for Spartans. The knife is nearly unbreakable and extremely sharp, being used in plenty of Chief's assassinations to pierce energy shields and hardened armor with a single strike.

Power-Ups

Throughout the campaign in Combat Evolved, Chief is able to find two kinds of power-ups to aid him in his battles.


Overshield: A series staple, while designed by the Covenant to enhance the Elite's shields, Spartans can use the technology for themselves to gain two additional layers of shield, allowing them to take more damage. The boost isn't permanent, and after the two additional layers are depleted, it will not recharge past the regular capacity. 


Active Camouflage: The second power-up found in the original Halo campaign. This cloaking technology commonly used by the Covenant bends light around the user, making them invisible until they fire their weapon. In Combat Evolved, this power-up lasts for 45 seconds.

Equipment

First appearing in Halo 3 as an addition to the "Golden Triangle" of Halo gameplay, equipment would take a long absence from the series before appearing again in Halo Infinite. 


While the equipment in 3 are single-use items that Chief could only carry one of at a time, in the Infinite campaign, multiple pieces of equipment can be equipped at once and upgraded throughout the story, only needing to recharge after use.

Halo 3 Equipment

Trip Mine: A landmine developed by the UNSC; when detonated it can kill pretty much any enemy caught in the explosion, as well as severely damage some vehicles.


Bubble Shield: Originally of Forerunner origin, but later used by both Covenant and UNSC forces, the Bubble Shield is a deployable device that generates a dome-like protective field capable of surviving basically anything, including tank fire. However, while it might protect from projectiles inside and out, any person or vehicle can pass through the field freely, and if the device generating the shield is destroyed it will collapse. The shield also only lasts for 20 seconds.


Deployable Cover: A deployable shield made by the Covenant that allows the user to fire from behind it while being protected from projectiles. Unlike the Bubble Shield, which provides full 360 degrees of cover, this only protects from the front and exposes a lot more of the user. The shield also isn't indestructible, as enough damage can deactivate it until it regenerates, to permanently take out the shield, its base must be destroyed. While it lasts 30 seconds in multiplayer, it lasts indefinitely in the campaign.


Power Drain: A device commonly used by the Brutes which creates a short-range EMP field, capable of shutting down energy shields and vehicles when deployed. After seven seconds in use, the device will overheat and explode, potentially killing the unshielded targets caught in the blast. A Spartan must be careful when using this, as getting caught in its field shuts off their shields as well, leaving them vulnerable.


Flare: Does what it says on the tin, emits a very bright flash of light for several seconds that blinds those within close range. While it doesn't damage anyone, it is extremely annoying and I have met literally no one who actually likes this thing.


Radar Jammer: An item that scrambles the motion trackers of everyone within range for 30 seconds. Luckily this little shit can be destroyed so it can stop ruining everyone's fun.


Gravity Lift: When activated, this device unfolds and projects a stream of energy strong enough to propel people or smaller vehicles into the air. This can be used to help reach high areas, or as a getaway option against opponents. The lift lasts for 30 seconds.


Regenerator: Similar in appearance to the Bubble Shield, the regenerator emits a green field of energy that quickly restores the shields and health of anyone nearby for 15 seconds. While it may make those in range harder to kill, strong enough firepower can still take them out and the device itself can also be destroyed.


Invincibility: Only used by Brute Chieftains, this generator provides a 10-second boost to the user's shields, making them completely invulnerable.


Cloaking: Basically like Active Camouflage in Combat Evolved, but while this might hide the user better, it only lasts for 12 seconds as opposed to 45. 


Auto-Turret: A Forerunner construct that hovers in a stationary position when deployed and attacks enemy targets. The turret fires a plasma beam hot enough to melt steel and quickly kill strong enemies, but it can also be easily destroyed because of its lack of mobility and slow fire rate.

Halo Infinite Equipment

Grappleshot: A grappling hook that can attach to any surface and allow the user to swing across the environment, pull in a distant item, or harpoon themselves towards an enemy. Chief would upgrade his to stun any grappled enemies with electricity, as well as allow him to pull off an oh-so-satisfying grapple punch that releases a powerful and wide shockwave blast.


Drop Wall: Similar to the Deployable Cover in 3, the Drop Shield protects the user from fire while still allowing them to shoot through it; however, each section of the wall can only take so much damage before shutting down. Chief would upgrade his to increase its strength, size and apply shock damage to any projectile he fires through it.


Thruster: The thruster module allows the user to quickly dash in short bursts. Chief upgraded his to have another charge, as well as increase its range and even add a personal cloak that lasts for four seconds after each use.


Threat Sensor: A device that can be shot to any surface to highlight any enemy's location in the surrounding area, even ones with active camouflage. Chief upgraded it to add a second charge, increase the detection radius, and highlight the enemies’ health.

Armor Abilities 

The replacement for equipment in Reach before returning in 4 where Chief was playable, armor abilities are various attachments that drastically alter the armor's combat performance (AKA it gives the user a new ability). While they are similar to 3's equipment in that only one armor ability can be carried at a time, unlike equipment all abilities are reusable, with them only having a cooldown between uses. 


Active Camouflage: Yet another form of Active Camo; this time it generates false radar signatures to help hide the user.


Autosentry: A stationary drone materialized out of hard light that can be used to provide extra fire against an opponent. The drone can also be fooled using a hologram and a stationary enemy using active camo.


Hardlight Shield: A Forerunner shielding system commonly used by Prometheans. By using a photon emitter, the device forms a barrier of hardlight to protect the operator from incoming fire and if timed right, even return an opponent's shot right back to them, including Incineration Cannon and tank fire. Unfortunately, Chief is unable to use his weapons or recharge his shields while using this ability, and the barrier will dissipate after some time, needing to recharge.


Holographic Decoy: Creates a holographic copy of the user to trick enemies. The decoy will run in a straight line in the direction it was activated, and will remain until damaged enough or if 10 seconds have passed.


Jet Pack: One of the many UNSC jetpack models and the first Chief used in a game. While it may not be able to fly for very long far in-game, a previous jetpack model was shown in a canon trailer to be in action for much longer and fly higher distances.


Promethean Vision: Gives Chief the vision of… well, a Promethean, granting him full spectrum vision that is able to spot enemies through solid surfaces. In the campaign, Promethean vision can even detect enemies using active camouflage.


Thruster Pack: Propels the user over short distances, useful for speeding one’s descent in mid-air.

Doom Slayer

Praetor Suit

Doom Slayer’s go-to armor when ripping and tearing through the legions of Hell. As scriptures tell, the Praetor Suit is the legendary armor of the “Doom Slayer”. 


Outer Armor: Seemingly forged between the human corporations of Earth and craft smiths of different dimensions, the Praetor Suit is impervious to all types of damage and can allow the Slayer to adapt to any environment he’s in.


Helmet: Equipped with a virtual HUD system, the Slayer’s helmet can alert him of how much ammunition he currently has, whether enemies are capable of being glory killed, his health and armor stats, his Codex full of encyclopedic information, and his immediate vicinity.


Impact Compensation: A system placed in the suit that allows the wearer to survive and absorb the damage that massive falls would inflict on Doom Slayer.


Argent Energy: Due to its dimensional background, the armor is capable of absorbing nearby Argent Energy in its chestplate and fists to strengthen Doom Slayer’s health, ammo, and armor capacity. Argent Energy is actually made from souls.

Doomguy Trilogy Weapons

His bare fists (I’m dead serious): When the Doomguy has no ammo to speak of, he’ll get his hands dirty and beat up any demon with his knuckles alone.


Flashlight: Used for lighting up dark hallways, but in the mind of the Doomguy, it’s multi-functional, allowing for stronger melee attacks when compared to his bare fists.


Pistol: An ordinary firearm that has a maximum ammo hold of 400 bullets and fires 150 rounds per minute.


Shotgun: The Pump Shotgun, or Shotgun, is a favorite of the Doomguy, holding up to 100 shells at its best, which can fire at nearly 59 rounds per minute.


Super Shotgun: The Super Shotgun is a double-barreled shotgun that is twice as powerful as the regular shotgun, but consumes twice the ammo.


Machine Gun: The MG-88 Enforcer, or Machine Gun, is an automatic weapon that has a magazine of up to 60 bullets, fires 10 rounds per second and has a reload time of less than three seconds.


Rocket Launcher: A powerful anti-tank weapon that holds up to five rockets that send any demon straight to kingdom come, whether they’re struck by them head-on or hurt by the splash damage.


Plasma Gun: The Plasma Rifle, or Plasma Gun, is an automatic firearm that holds up to 600 rounds worth of plasma cells and fires at a rate of 700 rounds per minute, frying some demon butt. 


Chaingun: An automatic, multi-barreled weapon that holds up to 400 bullets and fires at a rate of 520 rounds per minute. 


Chainsaw: Doomguy’s primary melee weapon when he wants to find some meat. Once revved up, this beautiful blade can mutilate and eviscerate the deadliest of demons in seconds.


Grenades: Portable explosives - Doomguy can hold up to five - which leave no trace of demon scum behind.


Soul Cube: An item that, after fully absorbing enough energy from deceased demons or humans, becomes a deadly buzzsaw of blades that hunts down nearby enemies and grinds them to pieces.


BFG9000: A massive behemoth of a gun that fires large orbs of green plasma energy, completely annihilating any demon that dares place itself within the range of it (we all know what BFG stands for).


Unmaker: "What the !@#%* is this!". The Unmaker is an automatic weapon of demonic origin, which holds up to 600 rounds worth of ammo and can fire all of it to wipe the floor with demons of hell in just a minute.

Slayer Duology Weapons

Pistol: The UAC EMG Sidearm is a small handgun that fires infinite miniaturized lasers that can be charged up to blow off the heads of weak demons.


Mark V Pistol: The EMG Mark V is a more powerful version of the UAC EMG Sidearm, that also allows for charged shots while lacking the infinite ammo of the regular pistol.


Combat Shotgun: A powerful short-range firearm that can shoot up to 24 shells of deadly rounds, allowing the Slayer to crowd control any hoard of demons that get in his way. This weapon also comes with two modifications.

  • Sticky Bomb: Fires up to three adhesive attachments that do exactly what it says, a very potent mid- and close-range precise explosive option.

  • Full-Auto: A mod that turns the shotgun into a full-auto; while it consumes ammo quickly, the amount of damage it dishes out is ludicrous.


Super Shotgun: Slayer’s go-to tool of devastation. This tried-and-true staple has been by Slayer’s side since the beginning, and can fire two rounds of shotgun shells that can take down some of the strongest demons in just a few shots.

  • Meat Hook: In its latest iteration, Slayer adds an attachment that shoots out a long grappling chain, allowing for maneuverability, and can pull Doom Slayer closer to his target for an up-close shot. Further upgrades to it can catch the target on fire as well, if it wasn't overkill enough.


Heavy Assault Rifle/Heavy Cannon: An automatic machine gun that can fire up to 180 rounds of consecutive bullets. In its newest version, the Heavy Cannon is composed of Tungstronium, an alloy that can withstand the pressure of both of its secondary modifications.

  • Precision Bolt: An attachment that turns the gun into something that resembles a sniper, firing high-precision, high-powered rounds.

  • Micro Missiles: An attachment that unleashes a twin rack of missiles, which can seek toward targets.


Burst Rifle: The Union Aerospace Corporation Precision Bolt Rifle is a semi-automatic rifle that holds up to 90 bullets. It can either shoot a three-round burst in its Primary Fire mode, or fire magnum rounds for slightly more damage with its Weapon Mod.


Vortex Rifle: The Union Aerospace Tactical Division V-ORT.X Rifle is a semi-automatic sniper rifle that holds up to 20 rounds of energy bolts, that are more deadly the longer Slayer charges them up. Just like the Burst Rifle, the Vortex Rifle has two main modes of firing, Primary Fire and Weapon Mod, the latter of which being a full-powered shot.


Plasma Rifle: The UAC D-93 Model Plasma Rifle is an automatic machine-gun-like energy weapon that holds up to 250 rounds of plasma-based Argent energy. It’s described that its short-burst firing capacity can overload energy shields and liquify any opponent that gets in the Slayer’s way.

  • Heat Blast: An attachment that makes shots fired from the gun build up a powerful blast that can be unleashed.

  • Stun Bomb: An attachment that fires an arcing pulse shot that electrifies targets, stunning them for several seconds.

  • Microwave Beam: A mod that turns the gun into a lock-on beam of energy that targets a single enemy and after a short time, enemies killed by the beam will explode on death.


Gauss Cannon: A semi-automatic precision rifle that fires up to four shots of steel flechettes and demon-splattering speed. Its composition was made with the intent to easily pass through organic matter, and due to the Slayer’s already impressive might, the kickback for one use doesn’t wear out the Slayer. 

  • Precision Bolt: A mod that allows the gun to zoom in and charge a high-damage shot.

  • Siege Mode: A mod that can overcharge a shot which unleashes a powerful plasma beam.


Ballista: The Ballista is an upgraded version of the Gauss Cannon that runs on energy cells and fires two beams of Argent Energy, instantly vaporizing whoever comes into contact with it. Legends even say that a battalion of Sentinel warriors defended the city of Illkana for 10 days and 10 nights with just Ballistas.

  • Arbalest: An attachment that shoots a dart-like projectile that attaches itself onto enemies, and after a short pause this projectile explodes.

  • Destroyer Blade: A devastating mod that fires off a broad horizontal line of Argent Energy that can hit multiple targets at once. Further upgrades add a peripheral blast effect that can stagger demons with a near-miss.


Chaingun: The M220 Chaingun is an automatic six-barreled autocannon machine gun that fires at 15 shots per second of its maximum of 210 bullets. The cartridge used is lined with a special electromagnetic casing which increases the speed of fire while limiting the chance of overheating.

  • Mobile Turret: An attachment that unfolds the gun into triple-barreled minigun, giving it near-pinpoint accuracy and almost tripling the rate of fire that mows down enemies. 

  • Gatling Rotator: A mod that gives the ability to preemptively spin itself up without firing by holding the weapon mod button, allowing one to enter a fight with the weapon already able to fire at full power.

  • Energy Shield: A mod that projects a flat shield around Doomguy, giving a more defensive option. Further upgrades can utilize the shield as a projectile that can be fired at foes.


Rocket Launcher: Sometimes called the Paingiver, The Rocket Launcher is a semi-automatic shoulder-based weapon that fires up to 13 rockets.

  • Remote Detonation: A mod that allows the Slayer to detonate a fired rocket whenever he pleases.

  • Lock-On Burst: A mod that locks on to targets and fires multiple rockets at once. 


Grenade Launcher: A semi-automatic gun that fires up to 20 grenades. It also has a weapon mod that fires smoke grenades.


Hellshot: A semi-automatic energy-based weapon that fires three shots per energy of 60 energy rounds. Its weapon mod is an incendiary round that disintegrates its target on contact.


Lightning Gun: A short-range automatic energy-based firearm that holds up to a max ammo of 250, and fires a stream of electricity. The weapon mod it has creates an electrified field that, upon landing on a surface, can damage more than one enemy.


Reaper: An automatic that fires up to six-round bursts of energy with a max ammo count of 90. Its weapon mod is a charged-up stream of energy that unleashes more damage. 


Static Cannon: The Static Rifle, or Static Cannon, is a semi-automatic precision rifle that varies in power depending on how active the wielder is. Moving sporadically increases its power, while standing still decreases its power. Its weapon mod allows for greater precision.


Frag Grenade: The UAC Fragmentation Grenade is a handheld explosive grenade encased in a steel alloy shell, and has a blast radius of five meters.


Siphon Grenade: A grenade that once thrown, absorbs the Argent energy from anything within its vicinity to heal the Slayer.


Kinetic Mine: An item that can detect the presence of nearby enemies, and will explode upon sensing the change in kinetic energy.


Tesla Rocket: An item that is used to fire electric bolts while in midair.


Threat Pulse: An item that allows the Slayer to be made aware of enemies within his general vicinity for a couple of seconds.


Threat Sensor: An item that once attached to a surface, highlights enemies with the radius of the sensor for a limited time.


Personal Teleporter: Once placed, it allows the Slayer to teleport back to its location whenever put into a dire situation.


Shield Wall: An item that creates an energy shield that neither enemies or projectiles can travel through.


Hologram: A device that allows the Slayer to create a hologram by making a cloud of invisible Argon to which an image is then projected.


Chainsaw: One of Slayer’s beloved tools for violent killing. Running on a limited fuel supply, this man-made weapon of pure artistry can slice through the toughest of demons with ease.


BFG9000: The BFG9000 (we still know what BFG stands for) is a semi-automatic energy weapon that only carries three shots but can completely annihilate demons thanks in no small part to the amount of Argent energy it has when fired and the AOE one shot provides.

 

Unmaykr: The Unmaykr is an automatic superweapon that fires 700 rounds per minute that shares the same pool as the BFG9000, but allows for more usage while offering the same amount of destructive power. 


The Crucible: The legendary blade of the Doomslayer. Powered by pure Hell/Argent energy, the Crucible, though it can only be used perfectly three times, can tear its way through even the most powerful of demons with one good slash.


Sentinel Hammer: The Sentinel Hammer or Hellbreaker is a super-powered hammer composed of pure Hell/Argent energy that, once slammed to the ground, can either stun enemies or just flatten them into a paste.

Power-Ups

Supercharge/Soul Sphere: Increases the Slayer’s Health by 100%, which increases his maximum health up to 200% (i.e., if he was at 50% health it would heal him to 150%). Soul Spheres also contain souls.


Megasphere: Increases both Health and Armor to 200%.


Adrenaline: Grants the Slayer infinite stamina.


Quad Damage: Enhances the power of the Slayer’s weapons by four times.


Invisibility: Turns the Slayer completely undetectable from enemies.


Regeneration: Generates both Armor and Health for the Slayer.


Haste: Increases the Slayer’s movement and weapon-firing speed.


Berserk: Heals the Slayer to 100% health and increases his striking power ten-fold. While visually seeming to last for 20 seconds, the increase in strength lasts so long (Over 1400 irl days, not a joke) that it functionally stays active until a level is completed.


Radiation Shielding Suit: Protects Doom Slayer from all damaging floors (i.e. lava) for 60 seconds.


Invulnerability: Turns the Slayer completely invincible to damage for 30 seconds.


Rune Enhancements: Throughout Doom Eternal, the Doom Slayer acquires a variety of magical runes, which he uses to enhance himself in various ways. This includes:

  • Savagery: Allows him to perform Glory Kills faster.

  • Seek and Destroy: Reduces the distance at which you can perform Glory Kills.

  • Blood Fueled: Gives a speed boost after performing a successful Glory Kill.

  • Air Control: Provides an increase in movement control while airborne.

  • Dazed and Confused: Keeps enemies stunned for longer.

  • Saving Throw: Slows time temporarily after surviving a fatal blow.

  • Chrono Strike: Temporarily slows down time.

  • Equipment Fiend: Reduces cooldown when enemies are killed by equipment.

  • Punch and Reave: Regain health after killing enemies with Blood Punch.

Armor Abilities 

Doomblade: Attached to the left arm of his latest armor, the Doomblade is a retractable blade that is great for fast short-range kills, even against those who are immune to damage from conventional weapons.


Delta V Jump Boots/Lateral Thrusters: Allows the Slayer for a second and third midair jump for added maneuverability. 


Blood Punch: After performing enough Glory Kills on enemies, the Slayer can charge up a powerful melee punch from his left hand, creating a shockwave that kills smaller demons and stuns stronger demons.


Dash: Allows the Slayer to dash horizontally twice for evasion purposes, and stick to climbable surfaces.


Equipment Launcher: A small shoulder-mounted cannon on the side of Doomslayer. It allows for support fire with three different types of ordnance, that need to be recharged over time after use.

  • Frag Grenade: Same deal as before. Blows stuff up.

  • Ice Bomb: An explosive that completely freezes whoever is hit by it for a limited time, allowing for more damage by the Slayer’s main weapons.

  • Flame Belch: Unleashes a smaller torrent of fires that burns any demon upon contact, and drops armor shards when Slayer uses his normal weapons in conjunction with the flames.

Abilities

Master Chief

SPARTAN-II augmentations 

Bioengineering was a common procedure dating back to the 20th century, attempting to improve human strength. Seeing the success of minor enhancements, the military joined in on the experimentation for use in the SPARTAN-II program. Although the augmentations the Spartans had to go through produced excruciating pain, made even worse by the fact that they had to do this on the onset of puberty. Many Spartans weren't lucky enough to survive, but as one of the few "lucky" enough to power through the unbearable pain of the Augmentations, Master Chief has gained numerous benefits from them.

  • Carbide Ceramic Ossification: A procedure that grafted an advanced material to Master Chief's bones, rendering them virtually unbreakable. Sounds Wolverine-y if you ask me.

  • Muscular Enhancement Injections: A special protein formula was injected into Master Chief that increased tissue density.

  • Catalytic Thyroid Implant: A pellet of growth hormones are implanted inside Master Chief, meant to speed up his bone and muscle growth. But it has a chance to suppress his sex drive so… take that Halo show.

  • Occipital Capillary Reversal: A procedure that enhanced the strength of Master Chief's vision by increasing the blood flow in his eyes.

  • Superconducting Fibrification of Neural Dendrites: A procedure that enhanced the bioelectrical nerve signals, granting Master Chief markedly enhanced reflexes, up to 300%. It's also possible that it gave him enhanced intelligence, memory, and most importantly of all, creativity.

Genesong

Also known as Geas, it's a set of genetic instructions encoded into an organism's genes. They are orders that are subconsciously followed out by an individual organism, and/or passed onto their offspring. Only highly skilled lifeworkers are capable of creating Geas. It was encoded into Master Chief's DNA by the Librarian. While this grants him many abilities, the main one of note is a resistance to the Forerunner technology, the Composer. The Composer is a device that is meant to bridge the gap between organic and technology. It does this by firing a beam that burns away its target layer by layer, until only their essence remains to be digitized by the Composer. But thanks to the Genesong encoded into his DNA, Master Chief is one of the few people capable of resisting this.

Doom Slayer

Superhuman Physicality

Doom Slayer is stronger, faster and more durable than any ordinary person, tearing through demons with his bare hands, moving and reacting at high speed, and withstanding an inordinate amount of punishment. He was enhanced by the divinity machine and was trained alongside the Night Sentinels. He has willpower described as being "unyielding", "unbreakable" and "incorruptible" by the demons themselves. He has near limitless stamina, fighting demons in hell for eons without rest.

Weapons Expertise

Naturally, Doom Slayer is an expert with a variety of firearms and heavy weaponry. He has received training from Sentinels, and can reasonably be considered an expert in the use of every weapon that he carries. Under the Nights Sentinels, he was trained in, among other things, hand-to-hand combat, swordsmanship, and marksmanship. Slayer can also empower his weapons. 

Limited Soul Interaction

Slayer uses Argent Energy in his weapons, which are made from souls (see equipment section). Soul Spheres contain souls within them. More importantly, he was once able to vanquish the trapped soul in the Gladiator’s shield.

Resistances

Feats

Master Chief

Overall

  • Was chosen as a candidate for the SPARTAN-II program

  • When he was only 14 years old, beat 4 ODSTs in a fist fight, killing two and shattering one's dick. A witness described it as ending in less than five seconds.

  • Led Blue Team throughout most of its operations 

  • Destroyed Halo

  • Became so feared and hated by the Covenant that he was referred to as "the Demon"

  • Defeated the Prophet of Regret, the Didact, Escharam and the Harbinger

  • Helped end the Covenant Empire

  • Destroyed the Gravemind

  • Part of a long running webseries with the Arbiter

Power

Speed


Durability

Doom Slayer

Overall

  • Defeated the Cyberdemon, the Spider Mastermind, Icon of Sin, Khan Maykr, Davoth

  • Successfully repelled the forces of hell from consuming the universe

  • The forces of hell could not kill him

  • Has centuries of experience as a marine

  • Trained with the Night Sentinels

  • Defeated the Icon of Sin twice and stopped it from destroying the universe

  • Killed his own creator, Davoth and stopped him from destroying creation

  • His constant slaughter of demon-kind made him a legend amongst them

Power

Speed

Durability

Weaknesses

Master Chief

Despite his versatility and skill, John does not come without his own faults. All of his weapons require some sort of ammunition, running out of it would massively restrict his arsenal to just melee weapons, some of which even having their own battery system like the Covenant’s energy sword. His rechargeable shields also require him to be completely out of any harm’s way, as rapid fire attacks can halt its reformation. 

Doom Slayer

Even with such skill and strength, Doomslayer also suffers a similar issue as John; being his limited ammunition, running out would leave him without the Crucible, which also runs on a sort of ammunition. Without his usual weapons, he’s left with just his chainsaw, the Doomblade, and his bare hands. Also, killing Davoth would put the Slayer in a vulnerable coma-like state, leaving him wide open for a fatal blow. On top of this, his angry and brutal fighting style is a double-edged sword; though it makes him more resilient, he’s primarily based around brawling and run-and-gun fighting, resulting in less finesse than your average super soldier. Lastly, some of his weapons are intended for fighting demonic targets, and may be marginally less effective against other foes.

Before The Verdict

Davoth Scaling

Davoth is a rather controversial figure regarding scaling for the Doom Slayer. Here we will answer questions regarding the authenticity of the feats mentioned for him in the Slayer’s power section and some common misconceptions about him.


Was Davoth weakened when Slayer fought him?


Davoth in his boss fight mentions that power had been stolen from him in the past. This is actually referring to when his life core was stolen from him by the Father. Davoth himself has a physical and non-physical form. It is true that Davoth lost his power when he fought the Father and lost, the reason why he lost it in the first place was because he lost his physical form. The power of a Primeval stems from them having a physical body, and if they do, they have their full power.


The Father sensed this and knew they both needed to leave the physical realms before their warring lieutenants tore creation apart. It was then that the Father returned to Jekkad, now called Hell by many. Atop the Pyramid of the Lost where Hell once worshiped the Father, as the skies split and Hell trembled, the Father ripped the Dark Lord's life sphere from his chest. He placed it in the Tomb of Souls, unwilling to obliterate the Dark Lord's essence entirely as he had favored Davoth once. Samur then took the Father's life sphere to the Luminarium, and for a time, there was a stillness in creation. But now the Dark Lord whispers lies and deceptions about the Father to his praying minions in Hell, while he rages, trapped in the Tomb of Souls. For even without a physical form, gods may yet influence the realms.”


Davoth's power was greatly diminished after losing his physical body to the Father. This is further shown in The Tainted Prophecy:


It was believed by cultist members of the UAC that the creation of the Slayer was guided in secret by the Dark Lord himself. He did it to destroy the Maykrs and their world as punishment, his hope to exact revenge on the servant race who had betrayed him. Even without a physical form the Dark Lord can still have a powerful influence, especially against ones susceptible to corruption. He touched the mind of the Khan Maykr, leader of the Maykr race, convincing her that there was a "chosen one" who would threaten her rule. The Khan set out to find him - paranoid, afraid of this potential hidden threat the Dark Lord convinced her was close. She would do anything to find and destroy the hidden Beast.”


It is further hammered in that Primevals are at the peak of their power when they have a physical form by this quote from The Father in The Ancient Gods Part I:


It is clear that I am what was known as The Father. While I have indefinite access and understanding of this world's systems. I lack the control over them necessary to remove the demons and re-seal the Void. Without a physical form I am merely a presence. I have no recollection of myself - I believe my essence from the sphere could return me to my full faculties.”


Lastly, a full-powered Primeval or something more powerful is needed to slay Davoth if he ever gains physical form ever again. Implying that physical body = full power:


If it came to pass that the Dark Lord were ever reincarnated in physical form only another Primeval, or something more powerful, could slay him. Once vanquished in this manner, the Dark Lord could no longer rule Hell. Stripped of a Primeval's bindings to the realm it was forged in, it would be scattered across the stars. Any denizens of Hell not inside the realm's borders would die as they lost their connection to the very reality the Father designed them for.


When his life sphere was removed from his body, he lost his power. Reduced to whispers as the codex puts it:


The Father refused. The Dark Lord was his creation. It was better to leave Hell contained, with the Dark Lord reduced to whispers.


Obviously, the Slayer brings Davoth back, giving him his physical form, and he kills him. So he would have killed a Davoth that was at full power. To say otherwise would be ignoring the reason why he lost his power.

Why does Davoth use armor then?

Davoth’s boss fight ended up in the current state it is in due to budget cuts and time constraints. Davoth in the actual fight is not any weaker than he was in the past. Davoth himself is treated as a threat to existence, as in, if Doomguy fails to kill him, he will destroy everything.


Are Davoth’s cosmic feats real?

Surprisingly, yes. We are directly told new realities sprang up around him at the beginning of creation due to his intervention and even Urdakk was born from him. Urdakk is straight up called a higher-dimension, it is beyond the boundaries of the universe, is beyond the mortal plane, and is described as a hub of transcendent technology. He also made Jekadd and later corrupted it into becoming Hell. Both Davoth and the Father confirm that Davoth himself made all things by his own hand. The multiverse itself is consistently stated to be infinite in size


When asked about Davoth’s connection to the entity of Hell, Hugo Martin revealed Hell is linked as part of Davoth’s being, which lines up with his death killing all demons in existence, as they too are part of him. Hell itself is described as being “unlimited by the boundaries of space, time, or dimension” and has added multiple realities to itself over time (some done by the Icon of Sin). Hell is potentially infinite in size with it containing bottomless depths. In the DOOM Eternal lorebook, Hell is also referred to as “The Domain of Endless Shadow”. Hell's battles with the Doom Slayer were causing the multiverse to implode inward on itself.


Hell's power (Hell Essence) is a smaller part of Davoth's power. It empowers Hell, and is what powers the attacks of demons, both physical and non-physical.  This essence is the very life-force of the beings in Hell and is what powers the attacks of the demons. Hell Energy is made from the souls of Hell's victims, going through a long and torturous process that involves torture in factories like Nekravol, after the essence of the beings are drained it will be gathered in pools called "the Well" which can be found all over Hell. Since Hell is but an extension of Davoth, Hell's power and the power used by every demon in Hell are actually just smaller, finite bits of Davoth's own power.


Davoth after attaining his body mentions that he will destroy creation with his own hands, which is something the game implies will concur if Slayer fails to defeat him. This lines up with clashes with the father in the past threatening to tear apart creation and causing Hell to shake. Overall the lore and game information consistently points towards a full power Davoth being a cosmic threat.


Note: To explain why some of the creation scans say The Father while in reference to Davoth, it is revealed in The Ancient Gods Part II that he actually was the maker of all existence, while The Father was just a servant. The Maykrs falsely recorded the history of creation, swapping the positions of The Father and Davoth.

Does it make any sense for Slayer to scale to this?

Slayer is noted to increase in power over time as he kills demons.  The more he fights and kills, the stronger he becomes. This isn't an ability exclusive to the Slayer, as we see this detailed for Doomguy in the Story of the Sentinels, with him becoming more and more physically capable as he fights the forces of Hell. This is also explicitly shown in Quake III Revolution, with not only his attack power, but max armor, max health and speed increasing the more tiers of fighters he soloes.


In 2016's codex for the Slayer and the codex entry for the Siphon Grenade, it is mentioned the Praetor suit actually absorbs argent energy, further empowering the Slayer. Considering the Slayer killed the Icon of Sin and there was a time skip leading up the the Ancient Gods DLC, it makes sense he eventually got strong enough to clash with Davoth. Slayer is also stated to be able to empower his weapons. This is supported in-game, and it is supported by lore, as Titans were considered immune to most conventional weaponry by humans, yet the Slayer's weaponry, which is primarily made up of human-based weapons, are capable of destroying the Icon's armor and tearing apart its flesh. Slayer is also stated to have gotten stronger since the events of 2016.


Furthermore, this level of scale makes sense by the time of Eternal. Eternal has feats of planet busting weapons, The Icon of Sin could cause universal destruction over time, and the Slayer even beats Samur after he had absorbed the power of the Father’s life core.  We see that he still has it up until his boss fight, where he demonstrates powers the Father has. Such as controlling Urdak ("I have indefinite access and understanding of this world's systems") and the power to control essence (In the form of creating Spirits. Souls are part of what builds up essence). Doomguy mauls Samur Maykr with this power. Given all of this, Slayer’s scaling remains viable.

Light-Speed and Higher DOOM

On the flip side, every single light-speed argument for Doom has lasers or light beams come out in a single frame, making it impossible to prove that the Slayer or demons can move in-tandem with them.

There is a statement that the Winged Seraphs “winged across creation”. While much more viable then the above, it does not specify how much of creation was traversed. Winged Seraphs like Samur are shown to use some sort of spatial warping to traverse distances, which is consistent with the statement they can move through time and space. If more context is ever released for how much distance they covered in their flights, this argument can be re-evaluated in the future.

City level and light-speed Master Chief??? Is that real?

Maybe? We weren’t really expecting anything like this either, but although Chief consistently struggles with Didact, he does harm him with his gear, and comes back up almost immediately after several bloodlusted blows from him. Chief himself also does technically survive being hit by the Composer, though in his case it was due to the Genesong modifications from the Librarian, and less of a general durability feat. In any case, you could argue it.


The laser feats are also a thing, there are several of them and they’re from weapons that are explicitly described to fire at the speed of light, particularly the Spartan Laser and Covenant laser cannons. You could possibly argue consistency, given that Chief has struggled with missile timing and tore his achilles tendon running at subsonic speed, on top of bullet timing feats being a lot more common on average. But three laser timing feats is a decent amount, and the argument for it is at least considerably better than the one-frame DOOM lasers.


You could argue both ways in both cases, but ultimately it doesn’t change the result, and the argument for them is at least “there”.

Does Chief’s Incineration Cannon bypass durability?

Incineration Cannons make use of anti-matter, which annihilates itself and normal matter on contact. The issue here is that the cannons don’t actually do this. They don’t atomize flying vehicles for example. Even the vehicles it is capable of destroying aren't annihilated and are pretty intact for objects meant to be "disintegrated". Uncharged shots, while able to kill a Spartan, can leave their body intact. The projectiles detonate and spread upon impact with a target, ricocheting and bouncing in tall but short arc trajectories. They do not actually negate durability.


Verdict

Stats

So the stats for these two are not as clear cut to approach as most others, given the nature of the stats given to each, and there being a distinction between physicality and arsenal. So we’ll look at what these two can do on their own primarily in this section, stats for their arsenal will be brought up but a more deep dive into said arsenal will be mentioned later in the next section. Let's start off with Master Chief, who’s quite the capable soldier. Able to tear apart tanks, survive re-entry from orbit, as well as a 1 megaton nuke from 500 meters away. 


Quite the impressive range but his best direct AP feat comes from harming the Didact who can tank the Composer, which comes out to about 3 megatons. Impressive for the Chief himself, but when factoring in his shielding, it can go even further than that. Cortana was able to shield Chief from the Havock, worth 30 Megatons. So Chief ain’t no slouch in the power department. As for speed, Chief can dodge laser cannon shots that move at light-speed. This is consistent with fellow Spartan Kelly avoiding light-speed lasers, and characters like the Arbiter moving in-tandem with the Spartan laser, which is also explicitly light-speed.


Moving onto the Doom Slayer, he is quite the powerhouse, having massacred numerous demons, including the Icon of Sin, who destroyed several miles of hell and made a giant storm worth 655 megatons. He is also capable of surviving meteors, as well as being exposed to 2.4 Terawatts, which equates to 573 tons of TNT per second. So the Slayer is packing quite a bit of power, fitting for a one man army. In the speed department, his best showing of speed is dodging the Icon of Sin’s Mach 33 meteors. 


Comparing them to each other, Chief is surprisingly faster than Slayer, but the Slayer is much stronger and more durable, even compared to Chief’s shields. So while Chief may be able to outpace Doomguy, a contest of physical might is in the Slayer’s court.

Arsenal & Abilities

These two juggernauts have a massive amount of equipment on hand. Instead of listing each one individually, this section will take note of the most important weapons and power ups both have.


On the side of Chief, his invisibility perks and armor ability can help keep a distance from Slayer, and he can further keep him afar with his gravity-based weaponry. His most valuable weapons are EMP-based weapons and the Forerunner guns, alongside his invincibility powerup.


As for Slayer, his most crucial power-ups include… the same, basically. Invulnerability, Haste for a speed boost, and Invisibility. Chief has special visions that would counter the last one, but it is a decent choice nonetheless. Two big options of note for Slayer are the Chrono Strike Rune and the personal teleporter. A time slow and teleportation can assist with the speed difference outlined above, especially when combined with the benefits of Haste.


Weapons like the BFG have comparable if not superior AoE to Chief’s best weapons, even matching the Spartan Laser. Chief does have a larger supply of weapons, but VEGA could even this out with its reality warping functions, to get Slayer more gear (check A.I. section).

Speaking of A.I.’s, VEGA VS Cortana. Both grant several benefits to the soldiers, but Cortana is the one with a better history of hacking success. Don’t get us wrong, VEGA is masterful, able to integrate with tech described as being “transcendental” from Urdak. Cortana however has this beat.


While put to work checking the systems of a UNSC warship, Cortana runs through ONI’s computer/security systems on the planet Reach for fun, easily overwhelming other ONI AIs.

A fragment of Cortana that survived the explosion from Mantle's Approach and was lost in Slipspace (hence the name of the comic). She eventually found her way into sentient intangible information repository aka The Domain, There she tricked the Warden Eternal, and successfully integrated and took over the Forerunner Domain. The Domain is its own set space with a will of its own consciousness. The Domain is said to contain 100 billion years of knowledge and is an esoteric quantum information repository. Cortana being able to hack this is consistent with hacking a 128,000-bit modulating encryption key, which normally would take more time than the lifespan of the universe. She could theoretically hack VEGA and lock Slayer’s suit like Samuel did in DOOM 2016.


The irony is that Slayer could just remove his armor or rip it off and continue the fight, even without VEGA. At worst this would remove VEGA’s benefits. Cortana might also need to be physically placed within the armor, which Slayer would not give the opportunity for.


In essence their gears mostly cancel out, and while Cortana might be a threat, it's not a fatal one.

Tertiary Factors

Both Slayer and Chief have experienced all war has to offer and have been molded into the most potent of soldiers by it. Chief is definitely a more well-trained fighter, comparing his years of Spartan training to Slayer’s time with the Night Sentinels. That said, Slayer’s eons spent fighting against the forces of Hell affords him much more combat experience than Chief, though John’s experience fighting against multiple alien threats is nothing to scoff at.


Chief is generally a more tactical and level-headed fighter compared to the bloodthirsty Slayer, but Doomguy isn’t completely mindless, and his more brutal tactics could easily end up catching Chief off-guard. Similarly, though Chief has a much larger arsenal that he could form strategies around, it’s overall less varied than what Slayer brings to the table, and doesn’t include much that Slayer hasn’t seen before. Conversely, Slayer’s various options are impressive, but (other than the more general power gap) nothing that Chief, with all his speed and skill, would be too caught unaware by, aside from possibly some things like time slowing that he has no workaround for.


Cortana is probably smarter than both of them put together, but as already discussed, her potential contributions to the fight are relatively limited. Similarly, Slayer isn’t overly reliant on VEGA in combat, so his contributions tactics-wise are likely to be pretty minimal.


All-in-all they both have their own strengths and weaknesses, and overall combat ability probably isn’t overly lopsided in one direction or the other.

Conclusion

“They let me pick. Did I ever tell you that? Choose whichever Spartan I wanted. You know me. I did my research. Watched as you became the soldier we needed you to be. Like the others, you were strong, swift, and brave. A natural leader. But you had something they didn't. Something no one saw but me. Can you guess? Luck. Was I wrong?”

Advantages:


Disadvantages:

  • Physically much weaker and less durable

  • Less options/weapons in close range combat

  • Weapons like the Crucible vastly exceed his firepower

  • Has less overall combat experience

  • Considerably less brutal and vicious fighter

  • That one squeaker who talked so much shit, teabagged every chance he got, and was unbelievably terrible at the game

  • Insert jab at 343 and the Halo Show here

"The only thing they fear… is you."

Advantages:

  • Stronger and more durable

  • More powerful weaponry, particularly the Crucible, dwarfs Chief’s firepower

  • Has more reliable close-ranged weaponry

  • Greater versatility in weapons could make up for his smaller arsenal

  • Superior combat experience

  • More vicious and brutal fighter

  • Best friends with Isabelle from Animal Crossing

  • Has a banger OST

Disadvantages:

  • Smaller arsenal

  • Slower

  • Inferior combat training overall

  • More bloodthirsty and less tactical

  • Vega is inferior to Cortana as an A.I., and his suit is potentially vulnerable to her hacking

  • Billy Butcher and Black Adam couldn’t save his live action film

  • Fortnite nerfed his ass

Ultimately, the fight is relatively straightforward. There’s a lot of nitty gritty that you could get into with Chief’s training VS Slayer’s experience, Chief’s larger arsenal VS Slayer’s more diverse arsenal, Chief’s tactics VS Slayer’s brutality, etc. Chief is also likely faster, which was a surprise to us. But at the end of the day, although the fight was probably right back when it came out, these days Slayer is just much stronger, and that’s really the only thing that matters.

Even excluding everything involving Davoth, and the Icon of Sin’s black holes, Slayer scaling to the IoS’s large city level storm feat already makes him hundreds of times more durable than anything Chief has survived or dished out (even scaling him to Didact), and tens of times stronger than Chief’s most durable shields. His more powerful weaponry, such as the Crucible, widens the gap even more, as it was able to provide enough energy to power the entire planet for months, thousands of times stronger than what Chief could possibly survive. Even basic argent containers, the energy from which Slayer can physically withstand, have energy equal to 12 months of a nuclear reactor’s output. As such, Chief cannot hurt him and gets one-tapped with the bare minimum stats you could possibly give Slayer.

Cortana’s hacking is kind of interesting, but it doesn’t give Chief a way to end the fight, and it isn’t something he will always lead with. Additionally, Vega may not have feats as good as Cortana’s, but he does have some degree of defense against hacking, which is probably sufficient to say that he could hold off an attack long enough for Slayer to get the one hit that he needs. Especially considering options like time stop, which is a two-word answer to any potential speed gap between the two.

We were surprised by some of the things that turned up for Chief, but ultimately he’s still DOOMed, and the Doom Slayer is gonna put him through Hell.

Final Tally

Master Chief (0) - this ain’t it master chief

Doom Slayer (12) - Bee, Cyber, Dark Behemoth, Hyperstarman, Joshski, Maddie, Mozza, Pachylord, Pasbros, Retro, Rina, Tyrannii

Next Time…



5 comments:

  1. Not a suprising outcome, but still good research on both. Was just going to toss in there is another feat from Shadows of Reach that while it wouldn't change the outcome, is probably good to include just for Chief's sake

    https://imgur.com/a/U9bIDQl

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  2. I'm interested to see the research behind Megamind vs Gru. Although Megamind has little to research, he does have quite a lot of impressive feats (Megamind outrunning dynamite explosions, Tighten dispersing the Brain Botz, Megamind's Metro Man suit chucking the Mega Megamind into the air)

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  3. Its funny that Doomslayer went from being defeated by Master Chief and now possibly being able to be a match for Samus Aran.

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