List of devices used by Doctor Doom
This article lists devices used by the Doctor Doom, a fictional supervillain of the Marvel Comics universe and enemy of the Fantastic Four. Over the course of his appearances, Doom has used over 100 devices, many of which he also invented.
Aquarium Cage, first appeared in Fantastic Four #288
A prison designed specifically for the Human Torch, this large glass and steel tank was filled with an oxygen concentrated liquid. This inert fluid could be breathed like air, but its fluid properties inhibited open flames and other forms of external combustion (and so does not allow the Human Torch to "flame on").
Electronic Pain Shackle, first appeared in Fantastic Four #198
This small metal band, covered with electronic circuitry, is placed around a subject's wrist. Whenever a character wearing an electronic shackle tries to use a power, his body is wracked with intense pain by impulses fired directly into his nerves.
Force Cage, first appeared in Fantastic Four #288
A prison designed specifically for the Invisible Woman, this device consists of a round metal pedestal and a separate control panel. Shimmering bars of force form a sphere around the prisoner. The bars of force are attuned to the mental energy frequencies of the force field created by the Invisible Woman; if she should try to use the force field to escape, the mental feedback causes incredible damage.
Molecular Cage, first appeared in Fantastic Four #288
This prison was designed specifically for the Thing, but it proved just as effective at containing the She-Hulk. This device consists of a circular steel platform and a separate control panel. A hemispherical web of monomolecular chains completely surrounds the prisoner. Anyone passing through the web is likely sliced to pieces by the monomolecular chains, which ignore physical defenses (such as a thick, rocky hide), but are affected normally by force fields.
Neutro-Chamber, first appeared in Fantastic Four #143
This confinement is designed to reduce a prisoner's natural abilities and powers, weakening them and preventing them from escaping. The device looks like a rectangular glass and steel-reinforced tank, just large enough for a tall human to stand comfortably. An invisible gas fills the chamber, draining the captive's strength, agility/coordination and stamina, and nullifying their superpowers. Skills and similar learned abilities, and mystical and super-science/tech abilities, remain unaffected, though the decrease in coordination will affect the use of most skills.
Plasteel Sphere, first appeared in Fantastic Four #288
A prison designed specifically for Mister Fantastic, this device consists of a short metal stand and a separate control panel. A transparent bubble of plasteel forms upon the metal stand, completely surrounding the captive. The plasteel sphere is porous enough to allow air through, but has no seams.
Power Damper, first appeared in Fantastic Four #197
When this metal helmet is placed upon a subject's head, the power damper neutralizes all their mental & psionic powers. Doom has used it before to cancel the Invisible Woman’s powers.
Force Field, first appeared in Avengers vol 1 #21.
A force field that can be borught around Latveria, and which was apparently made to protect against nuclear attack. Doom used it to prevent the Avengers leaving Latveria.
Armor, Doctor Doom’s Original, first appeared in Fantastic Four #5 [1st recorded appearance]; Fantastic Four Annual #2 [1st chronological appearance]
Doctor Doom's iron-clad face is instantly recognizable to most of the world's population, a fact attributable to his infamous, high-tech, nuclear powered, computer assisted battle suit. Doom's first (and truly "original") set of armor was magically forged at a hidden monastery in the high mountains of Tibet; since then, his dark plated armor has been enhanced and repaired by normal technological means. Although a skilled practitioner of the mystic arts, Victor von Doom more often relies upon his armor for most of his powers. The armor is fashioned of a high-strength titanium alloy. Built into the right wrist is a video communicator, which he can use to stay in contact with all his bases from any point on Earth. To deal with those who would dare to touch Doom, the armor is built to generate a massive electric shock on command. The armor is equipped with twin jetpacks mounted at the waist which permit flight, though some suits contain a back-mounted single jetpack. Concussive bolts of force can be fired from the gauntlets and faceplate of the armor, though the mask only generates force blasts when it is not being worn. The suit's best defense is the force field generated by the armor, which has a maximum radius of eight feet (and so can encompass others); Doom cannot attack without lowering his force field. Infrared scanners in the helmet allow the wearer to detect heat sources, permitting night vision and the ability to see invisible persons (unless they do not give off or can somehow mask their heat signature). The armor is self-supporting, equipped with internal stores & recycling systems for air, food, water, and energy, allowing the wearer to survive lengthy periods of exposure underwater or in outer space. Optical scanners in the helmet allow the helmet's eyepieces to be used as high-powered telescopes, and parabolic ear amplifiers fitted inside the helmet allow Doom to detect extremely faint sounds and unusual frequencies within the audible range for humans. A thermo-energizer allows the armor to absorb and store solar and heat energy, and use it to power the armor's other systems; this system can only be used while the force field is deactivated. In addition, Doom often carries a pistol ("Broomhandle Mauser", at least in older stories) to dispose of weaker enemies whom he considers unworthy to kill with his armor's weaponry.
Armor, Doom’s Promethium, first appeared in Fantastic Four #350 [1st recorded appearance]; Excalibur #39 [1st chronological appearance]
This armor is the product of a mystical merging of Doom's normal armor and the Promethium armor generated by the Soulsword. The armor appears identical to Doom's normal armor, but appears to be made of lustrous steel. Due to the mystical merging of the armors, Doom's Promethium Armor granted him all of the abilities associated with his normal armor, but with an increase in the amount of protection it offers, and an increase in all his physical attributes (i.e., it boosted his strength and reflexes more than his Original Armor did).
Armor, Doom’s Destroyer, first appeared in Thor #605
This armor is identical in power and strength as the Thor,s Destroyer armor. Doom was slaying various Asgardians to fuel it.
Defence Formula, first appeared in Fantastic Four Annual #2.
A formula he invented to protect the Gypsy Camp he was in from attack by a Baron's forces. The formula makes bullets and shells bounce of the caravans.
Deflection Staff, first appeared in Fantastic Four #352
This 6-foot (1.8 m)-long metal quarterstaff is filled with circuitry allowing it to absorb the most punishing blow without breaking. Its capabilities as a defensive weapon are tremendous, as it is designed to absorb kinetic energies. The staff itself is powerless, fueling its circuitry by absorbing the kinetic energy directed against it.
Note that, due to the kinetic energy absorbing properties of its circuitry and makeup, the deflection staff is useless as an offensive weapon. It absorbs any damage it might do to an opponent, and so does only a minimum amount of damage regardless of the strength of the wielder.
Force Fields, first appeared in Fantastic Four #17
A Force Field activated by Doom to stop the FF.
Inhibitor Ray, first appeared in Fantastic Four #248
This device can be added unobtrusively to Doom’s armor, so its appearance is unknown. When activated, the inhibitor ray emits an invisible aura around Doom, the effect of which makes it very difficult for enemies to direct any attacks against Doom’s person. The device essentially works as an area-effect mind control, with the set command of "do not attack me."
Insulato-Shield, first appeared in Fantastic Four #84
This piece of defensive equipment is a common sight among Doom's robot army. The device—little more than a large, thick sheet of metal -- offers remarkable protection from the front and sides to those carrying it (typically, two robot warriors stand beside one another and hold the shield in front of them). It only offers protection from frontal assault to those following behind the individuals carrying it. The entire device weighs 400 lb (180 kg).
Neuro-Space Field, first appeared in Incredible Hulk #349
This small item can be added to the chest plate of Doom's armor. It is a defensive weapon, causing intense pain to individuals approaching too close to the monarch.
Plasti-Gun, first appeared in Daredevil #37
This unusual device, looking like an exotic handgun, creates a barrier made of a unique type of plastic when "fired." It is not an offensive weapon, but rather a way to elude pursuers or entrap opponents.
Power Sphere, first appeared in Fantastic Four #17
These baseball-sized glowing orbs are typically used as a defensive system. The spheres are attracted to heat, and fly towards a target in a swarm. When enough spheres have covered the target so they are completely encased (which requires approximately 50 Spheres for a human-sized target), the spheres erupt in a burst of energy, transporting the target to another dimension. The spheres are destroyed in the process.
Psionic Refractor, first appeared in Fantastic Four #116
This hand-held device consists of a metal handle with a small hexagonal metal frame at the top. When activated, a white force field fills the metal frame, and the device can be used to refract & reflect mental force bolts. This device was built by Doom from a prototype Reed Richards had started.
Tractor Beam, first appeared in Super-Villain Team-Up #6
Realizing that intruders can be of more value alive than dead, Doom employs tractor beams as a first line of defense to capture aircraft that enter Latverian airspace without permission. The borders of Latveria are protected by fifty such devices (in hidden installations), all of which are individually manned by a squad of five warrior robots (and three dormant backups) at all times.
Vibration Machine, first appeared in Astonishing Tales (vol. 1) #3
Doom built this device as a type of self-destruct for his castle, which rests on a fault line. When activated remotely (from up to a mile away), the device causes an earthquake affecting Castle Doom and an area of approximately 300 feet (91 m) around it.
Doombots are exact mechanical replicas of the real Doctor Doom. They look like him, talk like him, and even act like him. Individually, Doombots have an advanced artificial intelligence program that causes them to believe themselves to really be Doctor Doom, and act as Doom unless in the presence of the real von Doom or other Doombots. These imitation Dooms have been created to impersonate Doctor Doom when he either cannot be present or is unwilling to risk his own life (such as when confronting powerful foes).
In the 'Books of Doom' limited series, Doom reveals to his US government backers that his early prototypes for robotic men had developed an A.I. problem, they kept thinking they were people.
In order to prevent his duplicates from harming or out-performing him, Doctor Doom installs each Doombot with a damper program that reduces the effectiveness and intensity of all of its powers when activated. This program is triggered whenever a Doombot enters von Doom's presence or the presence of other Doombots. In other media Doombots are merely the name of his robotic soldiers. In World's Greatest Heroes they are armed with weapons designed to counter the powers of the Fantastic Four (i.e. extinguishing foam for the Human Torch, etc.).
When Doctor Doom is out to defeat an enemy, he often sends a combat Doombot. They act so much like the real Doom, it is often impossible for a hero to determine if he is battling the real thing or merely a robotic duplicate. Combat Doombots are more heavily laden with weaponry and sometimes carry additional weapon systems in addition to the standard armor’s capabilities.
Note: Inside the head of each Doombot are tiny mechanical arms and tools which enable the robot's head to completely assemble the rest of its body. This feature is used to infiltrate enemy strongholds—the pieces are sent in separately through a small opening, like a ventilation shaft, then the head puts them all together in a matter of minutes.
When Doctor Doom plans to negotiate with others, rather than do battle, he often sends a diplomatic Doombot. They act as the real Doom, it is often impossible for a character to detect the robot's presence. These Doombots benefit from a more detailed intelligence program than the combat units, allowing more detailed talents and easier adjustment to random happenings.
Doom-Knight, first appeared in Fantastic Four vs. X-Men #3
These robotic guards appear to be winged suits of gray plate mail. Standing a silent vigil atop the uppermost parapets of Castle Doom, these high-tech warriors appear to be spear-wielding statues; the spears are capable of firing potent concussive force blasts.
Doomsman I, first appeared in Super-Villain Team-Up Giant Size #2
This blue-skinned android appears as a muscular, bald human male. Doom created it to be the first of an android army, but soon found it had ideas of its own. After being banished to another dimension by Doom, it developed a means to escape and returned as Andro, Lord of Androids. Andro also had the ability to become invisible.
Doomsman II, first appeared in Fantastic Four #157
This 14-foot (4.3 m) tall golden giant was created by Doom to be the ultimate killing machine. It was powered by the Power Cosmic, which Doom had stolen from the Silver Surfer.
Guardian Robot, first appeared in Fantastic Four #198
These non-humanoid robots are set to patrol the grounds of Doom's property, control the populace, and find and defeat intruders. They appear as a centaur-like cross between a three-wheeled motorcycle and tentacle-armed humanoid, with a glowing dome for a head. They are usually armed with potent force blasters and knock-out gas dispensers, but just as often use extremely powerful ionic lasers; their tentacles have a long reach and are quite deadly in their own right.
Hawk Scanner, first appeared in Astonishing Tales (vol. 1) #6
This construct appears at a distance to be a large hawk, though a close examination reveals its artificial nature. A powerful laser is concealed inside the hawk's mouth. The robot could be programmed to detect various minerals and metals, such as Wakandan vibranium.
Invincible Robot, first appeared in Fantastic Four #85
These robots appear as hulking, green humanoids with facial features not unlike that of a Jack-o'-lantern. It moves in a hunched, threatening manner, similar to a gorilla. Unfortunately, their killer programming overcame them, making them go berserk.
Micro-Sentry, first appeared in Marvel Fanfare #44
These minuscule spider-like robots, designed to thwart diminutive intruders, patrol within the circuitry of Doom's armor. Located under the robot's "face" is an extendable pincer. Doom's armor is patrolled by 20 such sentries at all times.
Pacifier Robot, first appeared in Fantastic Four #57
This hulking humanoid robot is covered in red metal plates, and has a head consisting of various lenses, tubes, and other metallic projections, including a forehead-mounted blaster. Its left hand ends in three powerful fingers, while the right is a five-barreled weapons gauntlet. The weapon gauntlet contains a powerful adhesive sprayer, a flamethrower, a laser, a machine gun, and a stun gun.
Robotron, first appeared in Dazzler #4
This robot appears much like a man in a battle suit. Each arm ends in an energy blaster rather than a hand. The construct is used most often as a guard.
Seeker, first appeared in Fantastic Four #144
This android looks like a green-scaled humanoid, somewhat reminiscent of the Creature from the Black Lagoon. Each arm ends in three short metal rods, its mouth is filled with a metal grid, and a mechanical "eye" is fixed to the top of its head. The prods discharge incredible amounts of nuclear energy into a target struck by them, and the "eye" allows it to track the bodily vibrations and resonances (heart rate, brainwaves, etc.) of its target, thus allowing it to detect invisible or hidden targets.
Silent Stalker, first appeared in Thor #183
This robot is designed to locate and terminate specific individuals. It stands on four spindly wheeled legs, and supports its crystalline brain with four metallic arms which rise form its cylindrical torso. Six beam weapons are spaced evenly around the Stalker's torso; since the Stalker can spin in place like a top, all six blasters can be fired at the same target in practically a single instant. Oddly enough, despite its name, the Stalker possesses no notable stealth capabilities.
Swarmbots, first appeared in Fantastic Four Annual #20
Swarmbots are small, multi-purpose robots built in a variety of small, beetle-like shapes. Alone, they are little threat, but Doom designed them to attack in swarms in order to keep his foes occupied or confused. Most ingenious of all is their ability of one swarmbot to combine with two others to form a single integrated robot which is more powerful than its component parts.
Time-Bot, first appeared in Thor #409
Mighty to behold, the Time-Bot is constructed of a glittering red metal. Its head looks like a medieval knight's pot helm. It can fly via boot-jets, project a very powerful personal force field, and fire a time-ray at foes, banishing them back to Earth's Mesozoic Era (which spans the Triassic, Jurassic, and Cretaceous periods).
Warrior Robots, first appeared in Fantastic Four #85
This purple-and-gray robot is the most commonly seen of all Doom's robots—there are over 1,000 of them built & ready at all times. Though they resemble hulking humans in armor, they are obviously constructs.
Amphibious Skycraft, first appeared in Super-Villain Team-Up #2
This vehicle looks much like a small, multi-finned rocket, and is built for both aerial and submersible modes of travel. It is meant only for transportation—it bears no weaponry. The skycraft has 3 air- and water-tight cabins: the aft cabin (containing the engines), the central/midships cabin (equipped with enough space to seat ten passengers), and the forward/pilot's cabin up front.
Bubble Ship, first appeared in Super-Villain Team-Up #13
This spherical vessel features a 10-foot (3.0 m) diameter hull made of semi-transparent plasteel, embossed with the royal seal of Latveria. The craft turns the tremendous pressure of the water about it to propellant force, allowing it to travel far swifter than most any vessel.
Excavator, first appeared in Astonishing Tales (vol. 1) #6
This vehicle looks like a small rocket, and bores through the earth by blasting the rock in front of it. It has room for ten passengers, and is divided into 3 airtight compartments (forward, midships, and aft).
Floating Laboratory, first appeared in Fantastic Four #17
More akin to a flying headquarters than a vehicle, this huge cigar-shaped craft has the power to create normal-looking cloud around itself, and can thus float over populated areas undetected. The ship can also be surrounded with a thin layer of dimly shimmering light, which can disintegrate anyone the onboard computers identify as an intruder. Doom is able to program the devices to destroy the FF's molecular and atomic structure. There is also a tractor beam which can snatch people from the gound below, and possibly a device by which Doom can transmit an image of himself to another location. Along with the master control room, the vessel contains laboratories, armories, food stores, generators, a force field device, and several trap chambers to hold captured heroes.
Gyroscopic Aircraft, first appeared in Fantastic Four #39
Saucer-Ship, first appeared in Fantastic Four #246
This vessel looks like a gold and silver flying saucer with a dorsal fin and two stunted wings. It contains two decks: a cargo hold in the lower deck, and the master control room in the upper deck. It possesses VTOL capabilities, can hover in place for extended periods of time, and is fully capable of interplanetary flight.
Air Cannon, first appeared in Fantastic Four #87
This cumbersome weapon, which requires 3 operators to function, is a common sight atop the walls of Castle Doom. It fires a jet of intensified wind, and is highly effective against aerial attackers. As it was specifically designed to defeat the Human Torch, it can also be used as a makeshift fire extinguisher.
Antimatter Extrapolator, first appeared in Fantastic Four #350
This weapon (which looks much like a standard handgun) fires a tight beam of antimatter particles. When the beam contacts matter, an explosion results. "An antimatter extrapolator, Grimm! It will put a dent even in your thick hide!"
Concussion Ray, first appeared in Fantastic Four #288
This small hand-held device, which looks similar to a bulky blue cross, renders all targets within range unconscious by means of a painful, invisible force blast.
Cosmic-Beam Gun, first appeared in Fantastic Four #23
This handgun emits a thin beam of cosmic radiation. It was designed with the Fantastic Four in mind, specifically the Thing, as it forces the Thing back into his human form as Ben Grimm. Against the other members of the Fantastic Four, it merely reduces the effectiveness of their cosmic ray-derived powers, rather than remove them completely.
Electro-Shock Pistol, first appeared in Fantastic Four #84
Looking like a super-science pistol made entirely of metal, this weapon was designed by Doctor Doom specifically to defeat the Human Torch, and given to one of his robotic minions. The weapon fires a bolt of intensified electricity, which both damages and stuns that target. If the Human Torch (or someone with similar powers) is targeted, they lose the power to "flame on," even if they are not knocked unconscious.
Energy Fist, first appeared in Fantastic Four #312
This small device, which can be added to the interior of either gauntlet of Doom's armor, enables him to create a huge fist of energy, which he can use to grasp, smash, or crush opponents.
Entropic Inducer, first appeared in Fantastic Four #352
Developed during Dr. Doom's exile, this bulky pistol resembles the standard blaster Doom carries in his belt holster. Its ability to scramble nervous system impulses is effective against nearly any living creature, though its most lethal uses are saved for the hated Reed Richards' elastic form ("My entropic inducer will rearrange your body structure to a state of maximum disorganization!"). The blast damages a foe, paralyzes them as it scrambles their nervous system, and causes them to lose control of any form-altering powers, such as elasticity or shrinking.
Fingertip Darts, first appeared in Super-Villain Team-Up #7
Freeze Grenade, first appeared in Fantastic Four Annual #2
This is Victor Von Doom's first recorded invention. It looks something like a metallic melon, capable of being held and thrown with one hand. When it goes off, it covers everything in an area about 30 feet (9.1 m) in diameter with a snowy mass of ice, which ensnares anything in the area of effect.
Hyper-Sound Piano, first appeared in Fantastic Four #87
Appearing as a normal grand piano situated in an elegant room in Castle Doom, the Hyper-Sound Piano becomes an instrument of death with Dr. Doom at the keyboard. The music stand attacked above the keyboard can serve as a monitor, allowing Doom to view any room in his castle. When a specific combination of chords is played on the piano, ear-shattering hypersonic blasts are directed into the room on the monitor, blasts which can either target everyone in the room, or one specific target within. Only Doom knows the proper sequence of chords which will unleash the hypersonic blast.
Instant Hypnotism Impulser, first appeared in Fantastic Four #40
This small rectangular device, which can be concealed in the palm of Doom's armor's left gauntlet, emits high frequency energy pulses that home in on a target's inner ear and disrupt their sense of balance. Those who succumb to the effect fall to the ground, unable to move or act.
Intensified Molecule Projector, first appeared in Marvel Superheroes #20
This device is an attachment that can be added to either gauntlet of Dr. Doom's armor. It allow him to fire off special intensified molecules at a high velocity. Intensified molecules rapidly grow to the size of boulders when exposed to air, providing Doom with a potent missile weapon with nearly unlimited ammunition.
Ionic Blade, first appeared in Super-Villain Team-Up #12
This deadly weapon looks like an energized bayonet or Bowie knife. The ionic blade can pop out of the right forearm of Doom's armor, ready for use in a second. The knife uses ionic energy to slice through objects and other targets, and can fire bolts of ionic energy.
Metabolic Transmuter, first appeared in Uncanny X-Men #145
This device appears to be a glowing chrome sphere, approximately the size of a baseball. The device is thrown at a target, who, if hit, transmutes into "organic chrome," turning them into an inanimate (but still living) statue. An antidote to the transmutation exists, which looks exactly like the metabolic transmuter (a glowing chrome sphere); when the antidote hits the target, the transformation rapidly reverses itself.
Mini-Missile Launcher, first appeared in Avengers #332
This short-barreled weapon can be fixed to either gauntlet of Doom's armor. It fires small heat-seeking mini-missiles which are quite powerful for their size. The missiles home in on the strongest heat source, and explode on contact.
Molecule Displacer, first appeared in Thor #182
This device, which looks like a futuristic pistol, has the power to break down and absorb a target's molecules. A target struck by the beam vanishes in a kaleidoscopic flash of light as they are broken down into their component molecules, which travel along the beam of energy and are absorbed into the weapon's storage unit. The molecule displacer can hold only one target at a time; any equipment of the victim is also absorbed. The next time the displacer is fired, the wielder can either restore the victim whole & unharmed at the point where the energy beam strikes, or scatter his molecules over a wide area, effectively killing him.
Nerve Impulse Scrambler, first appeared in Incredible Hulk #349
This tiny weapon can be added to a finger on one of Doom's gauntlets. It emits a thin beam that interrupts and scrambles nerve impulses to the target's brain, causing the victim to lose control of their physical actions.
Omni-Missile, first appeared in Super-Villain Team-Up #6
These are Dr. Doom's high-tech response to heavily-armed invaders, whether on the ground or in the air. Omni-missiles protect all of Doom’s strongholds, and vary widely in size and shape, but never exceed ten feet in length or three feet in diameter. The weapon consists of four separate pieces of equipment—a missile launcher, the payload, a control system, and the missile itself. The missile can track a target emitting any type of energy (heat, light, radiation, radio waves, sound, kinetic/motion, plasma, electricity, etc.), and can be fitted with a variety of different payload. Observed payloads include: standard shrapnel, concentrated explosive, high explosive, incendiary, knock-out gas, smoke, and tear gas.
Quark Instability Condenser, first appeared in Fantastic Four #352
Touted by Doom as his promethium armor’s most powerful weapon, the quark instability condenser was developed after Doom left Otherplace with his magic-based armor. Extremely effective against cyborgs and robots, the condenser (incorporated into one of Doom's gauntlets) harnesses a fraction of the binding energies of atomic nuclei and any free energies around or in the target, generating a quark destabilizing pulse which causes variable damage, pain and disruption to its targets.
Against non-powered beings (beings with no physical powers, abilities derived solely from training, or mental powers of any source), the beam acts as simple—and in most cases lethal—electrical energy blast.
Against targets with inborn physical (but not mental) powers (i.e., most mutant, altered humans, and even aliens), the blast is boosted by the target's own energies, in most cases boosting the effect of the blast enough to seriously damage the target.
Against any armored, robotic, or cybernetic target, the intensity of the blast is boosted (as above), and the target will be paralyzed and their devices will be disable/shut off.
Rainbow Missile, first appeared in Super-Villain Team-Up #10
This device, consisting of a missile launcher, missile payload, a control system, and the missile itself, is most commonly used as a surface-to-air weapon for eliminating enemy aircraft or flying superhumans. When the missile strikes its target, it explodes in a brief prismatic flash. The target appears to vanish, but has actually been shrunk to mere inches in size (a human-sized target is shrunk down to three inches (76 mm) tall, other targets are presumably shrunk to a similar 1:24 ratio). The effects of the missile are permanent, but the missile's control system can be used to restore characters and objects to their normal size with the push of a button.
Refrigeration Unit, first appeared in Fantastic Four #23
This small device can be added to either gauntlet of Doom's armor. With a touch, the refrigeration unit completely encases the target in a block of ice.
Ring Imperial, first appeared in Daredevil #38
This ring, studded with glorious gemstones and bearing the royal crest of Latveria, is one of the Crown Jewels of that country. Through as-yet-unrevealed means, the ring can emit invisible waves of energy that cause intense pain in anyone near the wearer. When activated, the ring itself glows brilliantly, but only has enough energy for approximately a minute of consecutive of use.
Stasis Gun, first appeared in Super-Villain Team-Up #3
This hand-held weapon (which looks like a short, metal rifle with a forked barrel) places a victim in a stasis shell, "freezing" them in place. While so held, they have no need of nourishment or air, though they can see, hear, smell, and feel what is happening around them.
Stun-Shocker, first appeared in Super-Villain Team-Up #3
This small weapon, meant to knock opponents unconscious by radiating stunning energy, can be added to the inside of either gauntlet of Doom's armor.
Thermo-Lance, first appeared in Fantastic Four #350
This potent weapon consists of a heavy insulated metal rod attached via cables to a massive generator. The thermo-lance can channel "over a million megavolts of energy" into its victim. Due to the massive size of the generator & length of the cables, the thermo-lance can only be used on victims within 100 feet (30 m) of the generator.
Time-Shift Bomb, first appeared in Fantastic Four #318
This baseball-sized device appears to be a glass sphere filled with swirling, multi-colored gases or energy. When thrown, it explodes on contact, shifting all targets in the blast radius two seconds into the past for a few rounds. In effect, the targets are stunned as they are sent back and then shuffled forward in time in small increments, making them seem ephemeral to those unaffected due to the rapid time shuffles.
Vertigo Beam, first appeared in Fantastic Four #246
This device can be concealed in a wall, floor, or ceiling, and fires an invisible beam which can cause a target to lose all sense of balance and concentration. The device is most commonly used as a trap for unsuspecting heroes; Doom has one in a pit trap within the Latverian Embassy in New York City.
Vibro-Bomb, first appeared in Fantastic Four #144
This device, a metal sphere measuring ten feet in diameter and covered with electronic circuitry, is not truly a bomb. Rather, it is a satellite, one with a terrible purpose—to force everyone on Earth to obey only Doom's will. Once in orbit, the Vibro-Bomb sends forth energy across the surface of the planet below. Creatures below are immediately affected, their minds drained of thought, readying them for the control of Dr. Doom. The effects of the ray last for as long as the vibro-bomb is operational.
Vortex Machine, first appeared in Fantastic Four #200
This device, which looks like a huge steel cannon with metal fan blades attached to one end, can create an artificial cyclone.
Anesthetic Nose Plugs, first appeared in Fantastic Four #352
When inserted into the nasal passages of a human (or other nitrogen/oxygen-breathing creature), the plugs introduce a strong knock-out gas into the air flow, keeping the victim unconscious. Doom has about a dozen functional sets of these nose plugs within his headquarters.
Bio-Enhancer, first appeared in Fantastic Four vs. X-Men #3
One of Doom's few devices not geared towards world domination or destruction, this is a healing device. It consists of a table surrounded by electric consoles. Lasers together with nanobots are showered upon the subject on the table, artificially stimulating a body's natural healing processes to its ultimate extent, boosting metabolic rates and cell reproduction to effect faster healing. The person being subjected to the treatment is connected via electrodes to the central computer and the computer regulates pulse, brain waves, and hormones levels. The device has been known to discharge electricity of up to 100,000 volts to enhance healing and given defibrillating shocks. The Bio-Enhancer is connected wirelessly to Doom's suit so Doom can monitor the progress of the person using the machine. The machine would then encapsulate the user into a full body metallic protecting suit for regeneration.
Body Transferral Ray, first appeared in Daredevil #37
Subjects of the device stand within glass cylinders, which are connected to computers and other machinery. Spiraling waves of energy surround the subjects, and they suddenly find that their minds have switched bodies. Once the transferral is complete, it is permanent, though the machine can be used to reverse the effect.
Castle Doom, first appeared in Fantastic Four5
Doctor Doom makes his home in Castle Doom, a high 110 room castle built in the 16th century by the Latverian nobleman Count Sabbat. The castle overlooks the Latverian capital of Doomstadt (formerly Haasenstadt). Doom has lived in the castle since usurping the throne from King Vladimir, save for the brief periods when the throne was usurped from him by Prince Zorba, his own "heir," Kristoff and, briefly, Reed Richards. Doom destroyed the castle to quell a rebellion led by the exiled Prince Rudolpho. The rebuilt castle's general out structure remained the same, but current technology was integrated into the castle's structure in accordance to Doom's specifications.
Enlarger Ray, first appeared in Fantastic Four #16
While trapped in a Microverse after being subjected to his own Reducing Ray (see below), Doom tricked the rulers of the microworld he was on into appointing him their court scientist. Doom easily took over the microworld, and created an Enlarger Ray that enabled him to return to Earth. If used on a non-Microverse dimension, it could presumably cause the target to grow to an awesome size.
Grabber, first appeared in Fantastic Four #6
One of Doom's oldest inventions, the grabber is a small foot-long cylinder activated and controlled by a hand-held remote control. The cylinder is magnetically attracted to the remote control, and will lift nearly anything to move towards the control. This is the device Doom used to lift the Baxter Building into Earth's upper atmosphere.
Grappler Ray, first appeared in Fantastic Four #17
A type of tractor beam, this device was used by Doom to kidnap Alicia Masters. Her kidnapping was reported by eyewitnesses as "she seemed to walk on air!"
Hologram Projector, first appeared in Avengers #332
This is a two-part device, a projector and transmitter. When activated, the button-sized transmitter sends data about the surrounding area to the hand-held projector, and the projector displays holographic images in the air depicting the received data. Doctor Doom outfits his Doombots and other minions with the transmitters, so that he might observe their actions.
Hypno-Persuader, first appeared in Fantastic Four #85
This device consists of a central metallic, circuitry-covered pillar. Radiating from the pillar in a cross pattern are four rectangular tables; at the head of each table is a helmet which is placed upon the head of the subject. The hypno-persuader can subliminally force the targets to believe a single statement (such as "Doctor Doom is your friend" or "Your powers no longer work"), though the target(s) must be asleep for the device to work (note that the hypno-persuader itself has no means of putting characters to sleep). While under the helmets, the target is constantly bombarded by the persuasive effect, until they either accept the statement as truth or are somehow released. Persuasion lasts until something happens to directly contradict the statement, at which point the target may be able to shake off the effect. For example, a target who believes their powers are gone may attempt to shake off the suggestion whenever they encounter a situation in which they would normally use their powers.
Hypnopticon, first appeared in Daredevil #37
This cumbersome, immobile machine can be used to place hypnotic commands into the minds of others. All within the area of effect (except the operator) are bombarded by flashes of light which are timed so that any organic being who views them will be stunned, standing motionless and staring only at the lights. Once a target is dazzled by the lights, the operator can induce a hypnotic command that either takes effect immediately or lies dormant until triggered by some future condition.
Idento-Disc and Robot, first appeared in Fantastic Four #17
This tiny, tissue-thin plastic disc serves as a homing device. Each disc is remotely linked to one of Doom's "light-than-air robots," which look like overweight bald men. The robots are in fact merely holograms, making the target think they are being followed by incorporeal, flying spies. The discs transmit images of everything within 50 feet (15 m) of them to Doom's control panel.
Image Projector, first appeared in Super-Villain Team-Up #2
This small device projects a lifelike image of Doctor Doom at any point within his line of sight. The device itself can be placed within either arm of Doom's armor, and is activated by flipping open a hinged bit of armor and pressing a button. Doom uses the image mainly as a decoy, especially when infiltrating an opponent's stronghold. Doom can see, hear, and speak through the image.
Memory Transference Machine, first appeared in Fantastic Four #278
The memory transference machine, also referred to as the Remembrancer, fills one entire chamber within the depths of Castle Doom. Created as a contingency against his own death, the machine fills the brain of Doom's chosen heir (such as Kristoff) with all of Doom's memories, effectively replacing the personality, memories, mental abilities (including such traits as charisma, intelligence, intuition, willpower and wisdom), skills, mental and mystical powers of the heir with those of Victor Von Doom.. The target's original personality and memories can be restored with the use of an encoded post-hypnotic command ("Ouroboros!").
Multi-Dimensional Transference Center, first appeared in Dazzler #4
This device consists of eight glass cylinders connected by steel cables to a large computer console. The machine can be used to send subjects into other dimensions, and the controller of the device can watch the travelers on a video monitor. The controller can instantly bring the travelers back into the transference center, along with anything they carry with them from the other dimension.
Null-Time Sequencer, first appeared in Fantastic Four #352
Though Dr. Doom has developed his own methods and mechanisms for time travel, the null-time sequencer is the design of some other inventor from outside the known universe. During Dr. Doom's undocumented jaunts through other dimensions and times, he "acquired" these mechanisms to study. A null-time sequencer allows the wearer to shift through time and temporarily inhabit space "outside" of time.
The null-time sequencer allows the user up to 30 seconds of activity outside the current flow of time, and the longest jump through time allowable with the device is a little over one hour into the past or the future. The null-time sequencers do not move the wearer through space, only time, but wielders can seem to teleport by shifting outside time for up to 30 seconds and moving to the desired location (seemingly instantaneously).
Particle Projector, first appeared in Cloak & Dagger (vol. 2) #10
This huge machine was created to eliminate all of the world's nuclear weapons. The device is a 30-foot (9.1 m) tall metal cylinder fitted with numerous pipes, cables, blinking lights, and other machinery. It emits a huge stream of glowing particles into Earth's atmosphere when activated, which neutralize radioactive isotopes.
When the machine is activated, its neutralization particles are sprayed into the Earth's upper atmosphere. It takes one full day to spread around the entire globe, if the optimum atmospheric conditions are present; such conditions have only a 10% chance of occurring for one day of every year. Upon contacting the particles dispersed by this machine, any type of radioactive material is immediately neutralized, becoming totally inert. This includes materials used in nuclear weaponry, as well as radioactive isotopes used in many types of industry, medicine, and science. The neutralization particles are incorporeal, and so can pass through virtually any physical shielding around any radioactive materials. Against characters with radiation powers (such as the ability to generate blasts of radiation or generate an aura of radioactive energies, or even powers that are the result of radioactive energies/materials in the target, such as the Hulk's radiation-enhanced physiology), the particles neutralize/nullify those powers.
Power Transference Machine, first appeared in Fantastic Four #198
This potent device is a combination of two separate machines. The first is a quartet of large, plastic spheres radiating from the center of a huge metal apparatus. The second part is a special chair with a receiving dish. Up to four superhuman subjects can be placed inside the first machine, one per sphere, and their powers will be transferred to the subject strapped into the chair. The process takes a full minute to perform, but once complete, the subjects in the spheres are powerless, as all their superhuman abilities have been transferred to the person in the chair. If the subjects in the spheres escape (either by breaking out on their own or by being released by some outside force) before the transfer process is complete, the victim's retain their powers, but the target in the chair may receive a copy (partial or full) of all the powers anyway. This is the device used to drain/copy the powers of the Fantastic Four into Victor von Doom II, the "son" (actually a clone) of Doctor Doom.
Psycho-Prism, first appeared in Emperor Doom [graphic novel #26]
This device consisted of a 10-foot-diameter (3.0 m) transparent crystal fixed atop a tall metal cylinder. The device used and amplified the powers of Zebediah Killgrave, the Purple Man. The Prism amplified the Purple Man's pheromone-based mind control powers to encompass the entire globe, though affected targets became totally loyal to the device's operator (i.e., Dr. Doom), not the Purple Man. The device has no effect on robots, nor on organisms that do not need to breathe. It should be noted Doom can resist the Purple Man unaided by pure force of will.
Reducing Ray, first appeared in Fantastic Four #10
This device looks like a large immobile metal beam weapon attached to a computer console by thick cables. It can be used to shrink foes down to an infinitesimal size, down to the point where they vanish from the Earth dimension and reappear in a Microverse.
Sonic Drill, first appeared in Super-Villain Team-Up #2
This device can be inserted into the palm of Doctor Doom's armored gauntlet, and emits a powerful beam which silently drills through matter.
Spider-Finder, first appeared in Amazing Spider-Man #5
Spider-Wave Transmitter, first appeared in Amazing Spider-Man #5
This communication device employs a captured spider and assorted machinery to emit impulses that can be heard by Spider-Man. The impulses can easily be tracked back to their source by those who receive them.
Time Displacer, first appeared in Thor #410
This device looks like a human-sized steel vice covered with circuitry and blinking lights. Once activated, it has the power to hold entire towns in stasis. An area of up to two square miles, up to five miles (8 km) from the Displacer, comes to an immediate halt as time stops. While in stasis, characters do not age, hunger or thirst. The device does have one major limitation, though—the Displacer requires an awesome amount of mystical energy to function. Mjolnir, the Hammer of Thor, was used as the original power source; only an artifact of equal might would suffice as a power source.
Time Platform, first appeared in Fantastic Four #5
One of Doctor Doom's most ingenious creation is this functioning time machine. It consists of a platform 10 feet (3.0 m) by 10 feet (3.0 m) by 6 inches (150 mm) and a separate control console. Subjects stand upon the platform, while an operator works the controls. The device can transport characters to virtually any time and place in Earth's timestream, and the operator can instantly return the travelers by manipulating the control console. Doctor Doom does not require the console to return to his own time—he can use the time-circuitry built into his own armor, allowing him to venture into time and return back on his own without relying on someone to bring him back.
XZ-12 Device, first appeared in Fantastic Four23
This large machine consists of three glass-and-steel capsules attached to a computer console by thick wires. Each capsule can hold one man-sized creature. The person in the capsule is connected to the central computer through electrodes running from the patient's chest, temples, and muscles. The electrodes would fire pulses of stimulating electric to the subject to make the subject's muscle firmer. The electrodes on the chest and temples record pulse and neural activity. The chest electrodes can give defibrillating shocks as well as giving the chest muscles Electro Muscular Stimulation to make the subject look like a bodybuilder. When the device is activated, one of the subject's inherent abilities is increased to superhuman levels. It could not grant a human the power of flight (because humans cannot fly), but it could give a fast runner super-speed, a person skilled in fire-walking an immunity to fire, a skilled hypnotist bona fide mind control, and a person who can deliver electric shocks more electrical power. The operator determines exactly which "inherent ability" is affected, and to what extent. The XZ-12 Device can only be used once on a given character, and only to grant the chosen person one permanent power.
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