Blood punch

From DoomWiki.org

The blood punch is an ability of the Doom Slayer in Doom Eternal, a devastating melee attack which can be unleashed after charging it with glory kills. The blood punch is first acquired in the form of a glowing artifact found in Exultia.

Overview[edit]

The blood punch is a melee attack that releases a shockwave when hitting a monster, damaging nearby foes in addition to the primary target. It can instantly kill (or at least severely damage) pinkies and spectres, and deal heavy damage to stronger monsters as well. Additionally, it can break through enemy shields, even magic ones like that of the arch-vile. It has a very high chance of weak point damage, including complete destruction of the cyber-mancubus's armor.

Although it does not require ammo, it must be charged before use by performing glory kills. Two glory kills will provide a single charge, and only one charge can be stored at a time.

Upgrades[edit]

While it is not upgraded directly, the blood punch receives three automatic upgrades upon clearing the following missions:

  • Doom Hunter Base: "The Blood Punch shockwave is now more powerful."
  • Sentinel Prime: "Glory kills on Heavy Demons will now instantly charge a Blood Punch."
  • Urdak: "Two Blood Punch attacks can now be charged."

Despite the description for the Sentinel Prime upgrade not mentioning the Super Heavy demon class (in contrast to other upgrade descriptions such as that of the Napalm Belch), there is no difference; a glory kill on a Super Heavy demon will likewise instantly charge a single blood punch.

Runes[edit]

Two runes affect the blood punch:

  • Punch and Reave: "Enemies killed by a Blood Punch shockwave drop health."
  • Desperate Punch (only in The Ancient Gods): "Blood Punch deals double damage when your health is 75 or less."

Sentinel crystals[edit]

Two Sentinel crystal bonuses affect the blood punch:

  • Health for Blood: "As long as you're at max health, all health pickups contribute to Blood Punch."
  • Armor for Blood: "As long as you're at max armor, all armor pickups contribute to Blood Punch."

The Ancient Gods[edit]

Spirits will leave behind a blood punch charge when they are destroyed. In Part Two, the blood punch is the only way to kill a cursed prowler that has cursed the player; the player is given a blood punch charge when a curse takes hold.

Strategies[edit]

The Punch and Reave rune can be used in synergy with the Health for Blood Sentinel crystal bonus, making enemies caught in the blood punch shockwave drop health that can immediately fuel another blood punch. If you encounter a large number of fodder enemies in a group, freezing them, flame belching them, and then blood punching one of them is a good way to max out your health and armor, and if you have Health for blood or Armor for blood, you are also likely to regain the spent charge.