The Iron Mask FilesUnofficial fan guide

How the odds work

Every percentage on this site is a fan estimate, built the same way each time so the numbers can be compared and checked.

The fight rules

Fight rules: both fighters at their peak, no preparation, no allies, only their own powers and personal gear. A win is a knockout, a restraint they can't escape, or a forced surrender. The percentages are fan estimates, not official information.

The odds

Each percentage is the chance that a given Doom wins a one-on-one fight under those rules. Classic Doom, Earth-616's Victor von Doom at his everyday peak, sets the base ratings against every opponent. Every other Doom starts from those odds and shifts them: an overall modifier for the version, plus matchup modifiers listed on its page.

Shifts are measured in points on a logistic scale: 25 points moves an even fight from 50% to about 73%, and the same shift moves much less near the extremes. That is why a modifier that matters in a close fight barely changes a 97% fight.

Outcome labels

Labels are from Doom's side. Favored: 60% or better. Toss-up: 40 to 59%. Underdog: 15 to 39%. Long shot: under 15%.

Stats (1 to 10)

Every character and every Doom is rated on eight stats. Strength, speed, durability, fighting skill, intelligence and ranged attack are anchored to the official handbook power grid, stretched to a 10-point scale; agility and size are added for this site.

StatHow the scale reads
Strength2 average human. 4 peak human, about 800 lb. 5 enhanced, 1 to 5 tons. 6 10 to 25 tons (Doom's armor). 7 heavy, 25 to 75 tons. 8 very heavy, 75 to 100 tons (the Thing). 9 over 100 tons. 10 beyond measure (the Power Cosmic, the Beyonders).
SpeedFight speed: reflexes and movement. 2 average human. 4 peak human. 6 quick enough to react to gunfire. 7 fast flyer (Doom's jets). 8 supersonic (the Human Torch). 9 hypersonic or teleport-assisted. 10 light speed or instant teleport.
Agility2 average. 4 trained athlete. 5 peak human. 6 contortionist or acrobat (Mister Fantastic). 7 superhuman. 9 near-peerless. 10 the most agile fighters there are.
Durability2 average. 4 peak human. 6 survives hits that would kill a person. 7 bulletproof (Mister Fantastic). 8 superhuman (the Thing; the Invisible Woman's shields). 9 near-invulnerable (Doom's armor). 10 virtually indestructible.
Size1 insect size. 2 under 4 ft. 3 small adult. 4 average adult. 5 large, 6 ft 1 in to 6 ft 5 in. 6 very large, 6 ft 6 in or 400 lb and up (Doom in armor; the Thing). 7 huge, 7 to 10 ft. 8 giant. 9 towering. 10 colossal.
Fighting skill2 untrained. 4 street brawler. 5 experienced. 6 decades of experience (Doom). 7 trained fighter (the Thing). 8 master of a style. 9 master of many. 10 the very best.
Intelligence3 average. 5 learned. 6 gifted. 7 genius. 8 brilliant genius. 9 super-genius (Reed Richards, Doctor Doom). 10 cosmic.
Ranged attack1 none. 2 thrown objects. 4 guns. 6 medium-range energy. 7 strong long-range energy. 8 heavy energy or a full arsenal (Doom, the Invisible Woman, the Human Torch). 9 city-scale. 10 cosmic or reality-level.

The official handbook power grid

Marvel's handbooks rate six categories from 1 to 7: strength, speed, durability, energy projection, fighting skills and intelligence. Where a character's handbook grid could be confirmed, it appears on their page with the issue it comes from.

Power ratings

Each power is rated from 1 to 10 for how much it does in a fight under these rules. 3 is a minor knack, 5 a solid and dependable ability, 7 a power that decides most fights against ordinary superhumans, 9 something even Doom has to plan around, and 10 the top of the scale: the Power Cosmic, the Beyonders' power, Reed Richards's mind.

Team odds

Every fighter gets a rating on one scale: the log-odds of beating classic Doom one-on-one. A team's strength combines its members' ratings, so a second, third or fourth fighter adds a lot but less than the first. The Doom you pick brings his overall modifier and his matchup modifiers, each counted against a hero in proportion to that hero's share of the team's strength. Teammates from the same Fantastic Four add 3 points per pair, up to 9.

Sources and corrections

Ratings draw on the published comics and films, checked against reference sources such as the Marvel Database, Marvel.com and Wikipedia, and against the issues themselves where possible. Issue numbers are given wherever a claim depends on one. Found a mistake? Tell us and we will fix it.